Has-Been Heroes Interview: Switch Development “a lot smoother” than Wii U

We had the opportunity to interview Kai over at Frozenbyte about their upcoming release, Has-Been Heroes. In this interview, Kai was able to share their experiences developing for the Switch, what kind of game Has-Been Heroes is, some tips about the game, if the Trine characters would appear, and much more.

Marcello: First off, thank you for taking the time to answer some questions about Has-Been Heroes! Let’s begin with the game’s origins. How did you guys first think of the idea for this game?

Kai: We went with a team-based approach for this, so we initially had a small group that we put together who just wanted to make something totally different from our other games. They had a challenging game in mind, and the roguelike elements started fitting into place very early on. At one point after a few prototypes we really had something click and the gameplay started feeling really addictive.

The story and characters were pretty similar throughout the development, but naturally evolved a bit to the current humoristic setting as we refined the concept. So now we have the old, retired Has-Been Heroes that are sent to take the king’s daughters to school!

Marcello: How long has the game been in development for?

Kai: We started development around 2.5 years ago.

Marcello: Now this game is releasing on multiple platforms, but clearly the Switch version is the one most are intrigued about seeing since it’s in the console’s launch window. What has it been like developing for the Nintendo Switch? Any comparisons to the Wii U when you guys brought Trine to that platform?

Kai: Switch has been a real pleasure to work with, no complaints at all. Nintendo has really learned a lot from the Wii U times and developing for the Switch has been a lot smoother. They’ve changed around a lot of things, and really thought of the whole process from a developer standpoint. Our programmers have loved it.

Marcello: Does this game have any form of co-op multiplayer? It seems like it can get really intense!

Kai: No multiplayer, Has-Been Heroes is single-player only. But with a game like this where every move and decision with items/spells matters, there’s a lot of room for people to shout instructions from the back 🙂

Marcello: The game’s art-style is certainly a departure from that of the Trine series, but it certainly has a clean, smooth art-style nonetheless. How did you guys decide on the game’s art direction?

Kai: The drawn 2D style was something we had in mind from the beginning for Has-Been Heroes. It’s there to give you some comical relief to soften the blow from dying a lot in the game 😉

Marcello: Does the game run at 60 frames-per-second?

Kai: Yep!

Marcello: Can you use the Switch’s touch-screen for any gameplay when playing off-the-dock?

Kai: No, just for the menus.

Marcello: Will the Trine characters make a surprise cameo appearance in the game? Maybe we’ll be able to play as that team in-game?

Kai: No, they are busy fighting evil in another dimension!

Marcello: The Trine games had a very serine soundtrack from composer Ari Pulkkinen. Did he return to compose the soundtrack to Has-Been Heroes?

Kai: Ari will make some tracks for our other game Nine Parchments (which is set in the Trine universe by the way!), but the soundtrack for Has-Been Heroes was composed by our in-house audio team consisting of Sauli Lehtinen and Jori Kemppi.

Marcello: Any tips players should be aware of when starting this game?

Kai: You can pause the game (and you should) at any time with the left bumper on your controller. Use it to your advantage to plan your moves and cast spells when they’re off cooldown. Also try to match your heroes’ melee attacks with enemy stamina counts in order to stun them.

Marcello: Anything you would like to add to the readers of this interview?

Kai: We’re just a couple of weeks away from the launch of Has-Been Heroes, so if you’re into roguelikes and enjoy a challenge, look out for it!  It’s a rare game for Frozenbyte since it becomes so challenging that only a handful of people here have actually beaten the game, but that’s really what makes it so addictive and fresh for a long time 🙂

Marcello: Thank you so much again for your time! We’re excited to get our hands on Has-Been Heroes!

Kai: Thanks!

Has-Been Heroes releases on Nintendo Switch, PS4, Xbox One, and Steam on March 28th for $19.99. It will release both physically and digitally, with the physical copy being available exclusively at Gamestop for $19.99.

Are you looking forward to this title? Sound off in the comments below!

OlliOlli Interview: Vita Exclusivity Garnered It “Extra Coverage”, Developer Working on “Two More Projects”


Recently, we reviewed Roll 7’s latest indie hit on the PS Vita, OlliOlli (which I scored a 9.5 in our review). Today, Tom Hegarty provided us with an interview about how the game was first conceived, how it became a Vita exclusive, and much more behind the premise of the title.

Marcello: When and how did the idea of OlliOlli come about?

Tom: OlliOlli was initially dreamt up by John, our Creative Director. He was 13 at the time and had two main passions, Gaming and Skateboarding, so you can see how the basic idea was formed! This was all happening in the mid 90’s so the fact the game uses a pixel art and a retro vibe is very much related to the kind of games we played whilst growing up! It took us 15 years to do anything with John’s original idea but we’re glad we did!

Marcello: Roughly how long has the game been in development?

Tom: We started development in Feb 2013, thought we had been toying with the prototype or a few months before that. We actually finished development before xmas but had to sit tight to release at the right point and as part of the Vita Play Promotion in North America.

Marcello: When it came down to figuring out which platform you wanted to bring OlliOlli to, how did you make your decision?

Tom: Our first title, Gets To The Exit, was released on the App Store in July 2012, that experience was great for us in terms of taking a game from start to finish and actually releasing it but we realised that the type of games we want to make, (e.g. difficult ‘hardcore’ games) were not really thriving on the app store, and although the user base is huge, the audience is not there. At that point we made the decisions to move to console or steam and move away from the App stores. Once we met with Sony, it was their initial suggestion to take it to Vita, our concept demo was on iOS and seemed like a very natural move to go to a console handheld.

Marcello: There’s no question the PS Vita is a powerful handheld device. How was your experience developing on Sony’s latest handheld?

Tom: We were slightly underprepared to move from app dev to console dev, there is a wide world of new process and technical knowledge to get your head around. Our biggest challenge was loading the entire game in one go so you, the player, can get instant restarts and no in-game loading time. To do this we had to play with the memory allocation which started to become very tricky towards the end.

Marcello: OlliOlli’s control scheme and mechanics are intricate and immensely rewarding, blending that arcade style of Tony Hawk and authentic realism of SKATE, yet differentiating itself by setting a new bar. Where did the idea of the mechanics come about?

Tom: The main difference in our control scheme is pressing X to land. Although that sounds simple in passing, it determines how well you score in the game: Press X too early and get a sloppy landing, press X at the right time and you get a perfect landing that could be the difference of 200,000 points! That idea came from what it’s like to actually skateboard. Landing is the hardest part; most people can get the board to flip in the air but if you ever watch skateboarders live, it’s rare they land the trick. The X mechanic was designed to give you that feeling they get in skateboarding, you’ve not done the trick until you nail your landing!

Marcello: The game’s art style and soundtrack certainly compliment each other nicely. Can you discuss a bit about the visual and audio design of the game?

Tom: It’s interesting as the art and the music were worked on separately, so we’re happy they blend so well. The music was chosen based on what we listen to in the studio. We originally went with punk/skate music and tried some crazy electronica but the game is so intense and all about flow that we found more jazzy/ambient music fitted better and allowed you to focus on the game. The art style was developed over a year and was initially going to be far simpler, but as we progressed the character got more and more shaded!

Marcello: Now the game is a PlayStation Vita exclusive, but is there any chance of bringing it to another Sony platform like the PS3 and/or PS4?

Tom: For the moment, OlliOlli is a Vita exclusive and we want to concentrate on that for now. I think it’s managed to get extra coverage based on the fact it is a Vita Exclusive.

Marcello: There’s already plenty of content in OlliOlli, yet DLC is a big thing nowadays. Have you considered any future DLC for OlliOlli?

Tom: There is no DLC planned at the moment. We didn’t anticipate there being such a big response and audience to the game so it wasn’t in our initial plans. Never say never though!

Marcello: What’s next for Roll 7 after OlliOlli?

Tom: We’re actually working on our next two projects but I can’t reveal any info about them yet, but do watch this space!

Marcello: Any additional info you’d like to share with the readers?

Tom: We’d like to thank everyone who has supported us over the last few weeks by either buying the game, tweeting screenshots etc, OlliOlli wouldn’t be what it is without the people who play it so we’re just super hyped that people are enjoying it!

Marcello: Thank you so much again for your time Tom. We look forward to seeing what’s in store for the future of OlliOlli and the team over at Roll 7.

Developer Interview: Muse Games Talks “Guns of Icarus Online” for PS4, Cross-Platform Play, Adventure Mode and More


Back at Sony’s Gamescom Conference, many indies were mentioned that would be coming to the PlayStation 4. One in particular that hit PC and Mac via Steam back in October 2012 called “Guns of Icarus Online” will be gracing Sony’s highly-anticipated console. I reached out to developer Muse Games to discuss the details and excitement they’re going through about bringing their big title to the PS4. I got to speak with Howard Tsao, the Founder and CEO of Muse Games, as well as Eric Chung, the Lead Designer of GoIO, about what fans and newcomers can expect to see in the PS4 edition of their game.

Marcello: First off, thanks for taking the time to provide us an interview for your upcoming PS4 title, Guns of Icarus Online. Can you describe a bit of what the game is about and how the project all started?

Howard Tsao: Not a problem! In Guns of Icarus Online you and your crew slip into specific roles to steer the ship in and out of combat, hop on big guns to take out enemies, and make desperate repairs in hopes you survive another encounter with airships that approach you from beyond the horizon.

We wanted to take the thrilling moments of using the big mounted turret guns, which were always fleeting in games, and make it the core of the game. We wanted to create the thrill of blowing stuff up with mammoth artillery. To complement the offensive element, we wanted to reference time management games to create a frantic and intense repair, defensive component.
To make teamwork really work, we decided to place players as a crew in an enclosed space, so the crew triumph and perish together as a single entity. The crew as the unit of combat needs to coordinate which guns to man, what needs repairs, with all hell breaking loose on deck as other ships are torn apart

Marcello: Guns of Icarus Online has been out since late October for the PC and Mac, and most recently Linux through Steam. However, the PS4 edition will mark not only the game’s console debut, but for you guys (the developer) as well. How does it feel knowing that you’re bringing a title to a highly-anticipated console?

Eric Chung: We’re super excited. It’s a huge milestone for us as a team, but it also presents us with new opportunities and challenges that we’re going to tackle head on. Since we use Unity3D, we’re hoping that porting to the PS4 will be relatively quicker. However, we’ll need to do a lot of work in terms of the UI and in-match voice communications. As a designer, I’m personally interested in how we can play with the PS4 DualShock controller. In general, it’s an awesome feeling knowing that we’ll hit consoles with the big boys.

Marcello: Guns of Icarus Online is a unique team-based competitive game. However, there was talk of adding an Adventure Mode into the Steam version. What are the odds we may see that coming to the PS4 edition? Also, will there be any specific additions brought to the PS4 version?

Eric Chung: Adventure Mode will still be a team-based game, doing everything through your airship still. What’s been really amazing with working with Sony so far is that it seems that it integrates well with Steam’s account system, and PSN will be able to support our own servers. The servers are important, since we handle all our physics calculations on them when you play the game, but in the future we’ll also be keeping track of all the economic and political changes in Adventure Mode there too. These servers could be the same between desktop and PS4 players. We can optimize player experience without segmenting player base. As for PS4 additions or features, if the thing to keep in mind is to have desktop and PS4 sky pirates playing together and to make sure that things are as balanced as possible; however, we will be looking to do something special for PS4 players as well.


Marcello: What comparisons can you make between developing for the PC and the PS4? Has it been fairly easy to grasp development on the PS4? Are there any noticeable differences to developing on the PS4?

Howard Tsao: With PS4, we are just getting started, but between Unity and PS4’s architecture, the porting work should be pretty straight forward. The controller support, UI, and in game voice support work will require more time and effort, but we’ll get there.

Marcello: I reached out to the community asking them what they would like to know about Guns of Icarus Online, as well as PS4 development. A Twitter user Dan (@_dotero) asked this: “How many GB of RAM can you use for game development?”

Eric Chung: Right now on desktop, we target fairly low powered machines while still having the game look great on them. You will be able to run our game with lower settings on a machine with 2gb of RAM 256mb of VRAM (graphics card) and that’s a very old machine we’re talking about. The PS4 has 8gbs, which opens the door to a lot of pretty things. However, being an indie developer it’s going to be even harder to take advantage of that having a small team. What we can say that when we release GoIO on the PS4, it will melt through frames on max settings.

Marcello: How many players will Guns of Icarus Online support on the PS4? Will there be cross-platform play with Steam users?

Howard Tsao: We’ll have to make sure we scale with more players in game overall. While having cross platform in game voice communications will be a challenge, we are committed in making cross-platform play happen between Steam and PS3 players.

Marcello: Roughly how many maps, ships and modes can players look forward to venturing through?

Eric Chung: For Adventure Mode, that’s still TBD. I want to say a lot because we’re working on advanced tools to help us generate a lot of maps dynamically so our artists don’t have to hand decorate everything like they do now. Ships will still be handcrafted but might be in a more modular fashion to get more variety. For game modes, we’ll also have a good variety. You’ll get a glimpse of these modes when we release Co-op DLC in the near future, probably some time before we land on the PS4. Currently, for the Skirmish pvp game, there are already over 20 maps and 4 distinct game modes. With the Co-op and Adventure Mode DLCs, there will be many more.

Marcello: Now here’s the big question, what’s the target release date as to when PS4 owners can look forward to getting Guns of Icarus Online?

Howard Tsao: Right now, I can only say some time in 2014. There are a few things, such as Unity PS4 license, cross platform in game voice comm, PS4 QA testing, ESRB filing, etc., that we are wading into for the first time, so it’ll take us a bit before we can give better estimates on scope of work and release target.

Marcello: Thanks again for the interview Howard and Eric. We look forward to hearing and seeing more about Guns of Icarus Online!

There’s no denying that the indie momentum is strong for the PS4 and it’s excellent to see indie developers getting their shot at bringing their games to consoles. Are you excited for Guns of Icarus Online? Already a fan? Sound off your thoughts in the comments below!

Developer Interview with Zordix’s CEO: “Aqua Moto Racing 3D”, iOS and 3DS Differences, Wii U Development

Aqua Moto Racing 3D

It’s been quite some time since we’ve seen a great jet-ski game, Nintendo’s Wave Race series being the most notable. However, developer Zordix, known for their iOS title “Aqua Moto Racing”, is looking to fill the gap by bring their latest racing game to the 3DS eShop, Aqua Moto Racing 3D. I caught up with Zordix’s CEO, Matti Larsson, to discuss their upcoming title, the differences on developing for iOS and 3DS, and if there’s any possibility we will see their titles hit the Wii U.

Marcello: First off, thank you for taking the time to provide an interview for the upcoming 3DS eShop title, Aqua Moto Racing 3D. How did this project come about for the 3DS?

Matti: Thank you for both a great site and interest in our new game.

I think this project started the minute we realized that our games, and new games we want to make, are perfectly suited for both the 3DS and the Wii U. When Nintendo opened up the eShop we decided to focus wholeheartedly on the Nintendo platforms. That way we can make even better games, and reach a quality gamer audience.

Marcello: The Aqua Moto Racing series is very well received for the iOS devices. I’ve actually been playing Aqua Moto Racing 2 for my iPhone 4S and have to say I’ve been really enjoying it (and I normally can’t get into iOS games)! What differences will there be for the 3DS installment? Any advantages you were able to harness with the 3DS over the iOS versions?

Matti: There are some really big advantages with the 3DS version like:
1. The analogue control stick that makes all the difference in feeling.
2. A lower screen for a map with race overview.
3. The 3D view is fantastic and I use it myself all the time in a game like this.
4. Making a new version means improvements on all aspects including rider looks and the extreme stunts you can perform and control (again the controls) by using the buttons of a real gaming device.

Marcello: Personally, the game caught my attention immediately upon seeing how it was similar to Wave Race 64. Was that an inspiration for you guys?

Matti: Wave Race has been a huge inspiration and we realized there was a gap to fill in the need for this type of game. I’m not sure it’s fair to compare to an iconic Nintendo TV console launch title with a big budget, but we’re very happy with the result in how fun the game is to play. It should stand its ground well.

A difference worth mentioning is that you get bigger, more varied waves to enjoy in Aqua Moto Racing 3D, which just adds to the fun.

Marcello: Will the game feature local and/or online multiplayer? If so, how many players? Also, will the game utilize the Download Play feature at all?

Matti: It supports up to 6 players, and you can use both the Download Play feature and Street Pass.

Marcello: Now for a non-3DS related question, what do you think of Nintendo’s latest console, Wii U? Would you consider developing any game(s) for it in the near future? If so, any ideas you could share?

Matti: I can’t deny that it would be a dream to realize the Aqua Moto Racing game in a larger format. Possibly with online tournaments, ranking and all that goes with that. Wii U is a natural next step for us and if we decide to do it, I’ll make sure to share some information early on about development.

Marcello: Aqua Moto Racing 3D is out today in Europe. Any ETA for release in North America? Also, what’s the price tag you guys are aiming for?

Matti: A release in North America should be just a month away. We’re looking at a price of around 10 euro in Europe; and we’ll see what that becomes in North America. Not more than 10 USD I think, so a lot cheaper than the boxed games; but with all the fun you might expect.

Marcello: Anything else you’d like to add for our readers?

Matti: We paid attention to all of the important details and it is easy to forget to mention some of them, such as calibration of Sound FX and the original game soundtrack with lots of different songs that give an exciting and varied total experience.

Marcello: Thanks again for your time Matti. I look forward to playing Aqua Moto Racing 3D and other futures titles your studio releases.

Matti: Thank you for the interview.

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“Kung Fu Rabbit” Developer Interview with Neko Entertainment


A few weeks ago, European Wii U owners were able to check out Neko Entertainment’s latest release, Kung Fu Rabbit. This Thursday (May 2nd), North American Wii U owners will be able to do the same (our review coming soon). We reached out to Neko Entertainment’s QA Manager, Sébastien Chipot, to provide us an interview about their latest release:

Marcello: First off, thanks for taking the time to provide us this interview. Kung Fu Rabbit was first released by CTools, Cazap and Bulkypix for the iOS and Android devices. How did you guys go about getting the backing to provide a Wii U version to the game?

Sébastien: When we saw the game, the first time, we found it to be great! The graphics are really cute, but the game is not that easy. It is a mix between beauty/fun and skills. The only thing we did not like was the controls (the virtual pad is not the best control to fit with this kind of game). So if could have the same game, but with a classic controller, it would be perfect! We realized the Wii U was the perfect platform!

Marcello: What changes (if any) were made to the Wii U version from the original mobile version?

Sébastien: We did not made a lot of changes. As I said, the game was already really enjoyable. We changed some Achievements, we added different controls (Wii U GamePad, Classic controller, Wii U Pro Controller, Wii Remote…) to be sure anyone would enjoy the game as they prefer, and fixed some issues already present in the iOS version.

Marcello: This is now your second title available for the Wii U via eShop. How was the conversion process for you guys to bring a game that was originally designed for the mobile devices to the Wii U? Was it fairly simple or was the Wii U architecture vastly different to adapt to?

Sébastien: It is never easy to bring a mobile game to a platform like the Wii U. But we have a strong experience now, and that’s true, developing Puddle on the Wii U first, helped us to know more about that console. So we did not have to face so many problems during Kung Fu Rabbit’s Project. The only main change was the interface, as we had to change some things, especially avoiding to touch the screen of the GamePad (the touch is a nice thing, but your hands hide a part of the screen, so we preferred to focus on simple but efficient controls : the Buttons and Control pad).

Marcello: It’s a fair assumption to believe you guys are finding the Wii U to be a strong platform to develop for, as this is already your second title for it within a few months. Are there any other projects in the pipeline for the Wii U?

Sébastien: We are waiting for the final approval from Nintendo for our game Cocoto Magic Circus 2. We also have other projects on the Wii U, but it is too early to talk about it. I will contact you later when we will have more information to share about it.

Marcello: The Miiverse has really taken off as an integral element to the Wii U. What has it been like for you guys, the developers, to be in tune with fellow gamers, seeing what they think of your games, as well as seeing fan art (I believe you caught my drawing of Kung Fu Rabbit the other day)?

Sébastien: Yeah I noticed your drawing (nice one). We really think it is a great “plus” for everyone. We, as developers, can see what players think about the game (not always nice things, but we have to listen everyone, every complaint to increase our game, and bring more and more quality in our future projects). But I guess it is most of all a nice reward, because you are directly in contact with players, and so you can feel their joy about what we work on: when you see a lot of posts telling people “buy this game, it definitely worth it!”, that’s the best reward you could get !

Marcello: Kung Fu Rabbit is an undeniably cute game, between it’s visual and audio representation, to the characters themselves. Any chance we could see you guys working with CTools, Cazap and Bulkypix to provide a sequel? Also, is there any chance the game could come to the 3DS?

Sébastien: For the moment we are focusing on Kung Fu Rabbit. But I can tell you we are already working on the PS Vita to port the game on that console. But definitely, depending on the success of the game, we would love to work on a sequel, with our partner and developer CTools !

Marcello: Any other info you would like to add for the fans and readers?

Sébastien: We really hope a lot of players will enjoy our games! The more they are, the more new games we will release, trying always to satisfy them!

Marcello: Thanks again for your time Sébastien. I look forward to hearing from you and your team in the near future.

Interview with “Puddle” Developer Neko Entertainment; Wii U was a “Nice Experience”


After a few months of waiting, Puddle finally releases for the Wii U in North America later today (you can read my review here). Neko Entertainment’s QA Manager, Sèbastien Chipot-Delys, was kind enough to provide us an interview about the game and their experience developing on the Wii U. Check it out!

Marcello: First off, thanks for taking the time to provide us an interview for your studio’s title, Puddle. The game’s premise is quite unique and works incredibly well. How did the idea for Puddle come about?

Sèbastien: You’re welcome Marcello, it is always a pleasure to help journalists interested by indie/original games! The Puddle game started at our video game school. At first it was an idea that came from an English exercise and turned out to become our first year student project. The idea was simple: make a game where you play fluids and do all sorts of chemical reactions.

Marcello: Puddle’s visual style is nothing short of stunning. How did you guys decide on the visual style for the game?

Sèbastien: We agreed to move towards a system of representation simple enough to highlight the fluid and its movement. Also, the idea of ​​using silhouettes came quite naturally – the main graph was fairly simple to implement and at the beginning of the project in 2009, few other games were using this visual. We really wanted to use what science and industry have to offer in terms of images, whether diagrams, charts, shooting in false colors etc… This is illustrated through the environments we have chosen to decline in the game (laboratory, foundry, rocket) but also how some are treated (thermical vision, x-ray, technical drawings).

Marcello: With the Wii U being new to the console market, what was it like developing for it? Did it pose any difficulties or were you guys able to grasp it fairly easily?

Sèbastien: Some things were quite simple as we are used to work on the Nintendo Wii (like for example the tools provided by Nintendo). Some of the Lotcheck have been improved and now are handled by the console itself, so it was a good surprise! Some others, were harder to handle like the Leaderboard (we cannot display more than 1000 players, but we wish we could have displayed every player from all over the world).
Basically I would say it was a nice experience, and the only problems we have to deal with, were related to the changes Nintendo made often to increase the stability of the console. As we were working on a brand new console, its main default was its youth!

Marcello: How was your partnership with Nintendo? Did they approach you guys about bringing Puddle to the Wii U or did you guys see a window of opportunity to approach them with the game? Would you look into developing for the Wii U again?

Sèbastien: It was nice, really! Nintendo asked us if we could make a developer interview on our side for example, for the eShop, and it could be added to the Puddle main page. Crucially, Neko was also able to release Puddle at a promotional price to take advantage of its early placing on the platform – and organising it couldn’t have been much easier. We wanted to celebrate with players the launch of Wii U. Nintendo was really close to us and always wanted to help us release our game with the best conditions.

Marcello: The “Pixels” level is just plain awesome. Any chance we can see more levels for those as DLC or via update?

Sèbastien: The Pixel Level is a really funny level (only few peoples know that the characters in this level are the students from the main project!). Regarding the DLC, we did not plan any new level or DLC at the moment. There are a lot of players who would like to, but nothing has been decided. If a huge amount of players all over the world were joining to ask to Neko to do it, who knows what would happen …

Marcello: Now that Puddle is finally out on the Wii U in North America, any plans for another project?

Sèbastien: Of course! Actually we are working on projects on the Nintendo Wii, PS Vita, Ouya and Steam. Plus we got a game who’s just been released in the US : Cocoto Alien Brick Breaker on Nintendo 3DS : An original brick breaker for both young fans of the genre and arcade game veterans.
I am sure we will meet again soon 😉

Marcello: Thanks again for taking the time to answer our questions. There’s no denying that it’s a great title people should be getting and couldn’t recommend it enough to Wii U owners.

Sèbastien: Thanks for asking us more info Marcello, I hope a lot of players will enjoy the game as you did!

Interested in Puddle? Sound off in the comments below and don’t forget to check out the review for Puddle!

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