Spring is here, and what would be a better way to enjoy it than throwing adorable forest critters around? On March 30th, Offspring Fling was released for the world to enjoy
Offspring Fling is about a forest creature who loses all of her dear, little children, and it’s up to you to help her get them all to safety. You can read our full review here.
We were able to ask the developer, Kyle Pulver, a few questions on how his game came into being. He shared with us some of his inspirations and his favorite things about his latest game, Offspring Fling.
IGM: First off, can you tell me a little bit about yourself?
Kyle: I’m a 25 year old guy that likes to make video games currently operating out of Tempe, AZ. I’ve been making games, or trying to make games, ever since I got a copy of Klik and Play when I was 11 or 12 years old, and before that I was trying to make games out of notebook drawings and paper cutouts. I think a majority of my life ever since I was a kid has revolved around playing or making games.
IGM: ‘Offspring Fling’ is a game about a forest creature that has lost her children. The presentation of the game is certainly something to look at. What are your thoughts on how this came to be? What inspired you?
Kyle: The original idea of the game was the result of a game jam. The theme of the jam was motherhood, and the first idea I went for was a platformer where you’re picking up babies and carrying them around. I actually added the throwing part in after playing around with the idea for an hour or so.
I think the presentation of the game is the cominbation of all of my influences and my current progress as an artist. I’m totally inspired by games that I loved as a kid. Specifically the games that really wowed me and made me want to make my own games. You can probably see and feel a lot of those games seeping through when you look at or play Offspring Fling.
IGM: Any inspirations in particular you would like to share?
Kyle: Well its probably pretty obvious that I’m inspired by the Kirby games. I played through Kirby’s Super Star probably over one hundred times when I was a kid. If I wasnt playing it, I would just leave the sound test on and listen to the music. I’m trying to think of a couple others… Super Metroid, the Mega Man X games on SNES, all the great SNES and Genesis era platformers and shmups. I may not be particularly inspired or influenced by the games themselves but by some of the decisions that the games made in their design. For example I’m always really interested in the whole wall jumping thing in Super Metroid. Everyone seems to hate that wall jump, but I love it. It’s such a hard manuever to execute, but it’s so rewarding when you pull it off… a well placed wall jump in Super Metroid can shave off huge chunks of time. I think stuff like that influences me to add things to my games that are super hard to execute, but well worth pulling off. Offspring Fling might have a couple of those.
IGM: The controls definitely felt very tight throughout the game. What was your favorite mechanic in ‘Offspring Fling’?
Kyle: I actually think that I liked the deflector bounce pads the most. There was just something really fun for me in seeing a bunch of them set up along a path and watching a baby fly through it. I think it was sort of the same feeling as setting up a big hot wheels track and sending a bunch of cars through it. Design wise though, the deflector pads let me do a lot more variety in the level design. Suddenly your babies can bounce around to a completely different part of the level, and you have to think about where they’re going to end up before you let them fly.
IGM: They were definitely a lot of fun when I had to run the mother around to press buttons or intercept the baby at one point. What did you find most interesting about developing ‘Offspring Fling’?
Kyle: I think the most interesting part was just the fact that the original idea came out of a game jam, and for the most part was totally unplanned. Somewhere in my brain the potential for Offspring Fling existed, but I didn’t realize it until a game jam forced it out of me. For a game that had little to no planning, its development was incredibly smooth. The mechanic always felt like it was leading to new ideas, and I just followed it where ever it lead me. I tried to maintain the game jam mentality for the entire development of the game, and it seems to have worked out pretty well! So if you’re a game developer, you should be jamming as often as you can!
IGM: Thank you very much for your time.