Punk and Lizard Issue Two | Page 33

making the game for 4 platforms especially with such a wide range in power as PS4, Nintendo 3DS, Xbox One and PlayStation 4 has meant that it has taken a bit longer than usual!

We see you're offering extra content that can be purchased in the game. What can we expect to see and how does this affect the game in general?

We are offering the base game for a really fair price and it includes all of the gameplay. In addition to this we are offering cosmetic DLC and shortcut DLC. The cosmetic DLC will enhance the experience allowing users to not only customise the enemy bunnies with 5 different skin packs: Clowns, Ninjas, Luchadores, Urban Army and Zombies, but also customise the arena they fight in too with 5 different arena packs again featuring: Clowth, Ninja, Luchador, Urban Army and Zombie themes. Each Skin pack contains 21 skins (3 for each bunny type) and each Arena pack contains 3 new music tracks, a new arena and a full day to night system.

The shortcut DLC has been provided to allow people with less time or less desire to have to play the game to open everything up. By purchasing either the multiplier packs or the weapon unlock packs users can increase the number of coins they earn each time they shoot them (multipliers) or just automatically unlock all of a particular weapon, its upgrades and its ammo. The game hasn’t been balanced around requiring these so they are more for the types of players who really can’t wait to have it all unlocked!

We’re so pleased you’re bringing Blast ‘Em Bunnies to PS Vita. What made you decide to make this a Cross Buy title and does this create any development difficulties?

We really like the idea of being able to buy it once on PlayStation and be able to play it on both PS4 and PS Vita so we really wanted to support that and it wasn’t super hard. Cross Save was probably the harder part as it required us to change how we were saving a little bit. The hardest part about Cross Save was setting all of the Cross Save bundles up!

Testing a game like this will have been great fun; what tweaks have been made towards the final stages of development?

We have been testing the game a lot throughout development and it has been fun, although it is hard to appreciate your own game after a while as you see nothing but bunnies! We are always tweaking and balancing the game. I suppose the biggest changes were adding the animated grass for PS4 and Xbox One late into development and a few of the weapons underwent last minute adjustments.

Which games have been an inspiration to Blast ‘Em Bunnies humour and gameplay?

We play a lot of First Person Shooters so I suppose there has been some influence from them, but mainly games like Ratchet and Clank as we loved their zany weapons. Link’s Cross Bow training on Wii was also a big influence as well as The Legend of Zelda Battle Quest from Wii U’s Nintendoland!

We wish you the best of luck with Blast ‘Em Bunnies. What’s next on your agenda?

We have just announced a bunch of great games for PlayStation 4 including 3 titles developed under PlayStation First which is the educational part of PlayStation. Rumble Academy, The Desperate Mile and Retro Vision are all being developed for PlayStation 4 in this PlayStation First program and we also announced 3 more titles by professional developers too! Rogue Singularity, Anodyne and Majestic Nights so please read about all of them on nnooo.com

Thanks and we hope everyone enjoys the game!

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