Co-Optimus: Do you feel you’re getting to that point with Space Food Truck?
Adam: It's subjective, but I do think losing can be hilarious in SFT. The game has been a bit too hard in some of the recent builds, so there were some spectacular failures between Alex and myself. We're in a tight spot and we come up with this elaborate plan to solve it, one that involves like 3 characters' hands and some card trading. Then the very next turn a crucial door breaks. Or even better, Alex's exhausted developer brain completely forgets our plan, so he plays a card wrong and dooms us all. We'll usually leave with interesting stories like "the planet was under attack by invaders, our captain was locked out of the bridge, and Space Pirates had stolen two of our wrenches." When the game still makes us laugh during playtesting this late into development, that's a good sign.
Co-Optimus: What’s next for the game? What’s the big picture of shifting from Early Access to full release?
Adam: Most of our major Early Access notes and changes have been addressed. Once the new difficulty modes are in, we'll be testing those pretty vigorously to make sure they each feel about right for their target audience. We'll also be looking over our Early Access users' numbers for win/loss rates. Aside from that, we're just polishing up the look of the game and squashing all of the major bugs. We're shooting for launch in February, and with any luck I think we'll make it.
Co-Optimus: Have you all had time to play any games other than your own? Anything that’s been a good break from development?
Adam: I just bought a house, so mostly I've been playing this awesome painting simulator. I did finally get around to putting the Riddler away in Batman: Arkham Knight recently, and just finished a quick run of Arkham City. I'm kind of on a Batman kick.
We'd like to thank Adam and Alex for taking the time to speak with us about Space Food Truck. The title is currently available via Steam Early Access for $17.99