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From itch to Switch – the story of Cursed to Golf’s improvement

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From itch to Switch – the story of Cursed to Golf’s improvement

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Cursed to Golf got here as an enormous shock once I first noticed it. The sport’s director Liam Edwards offered an amusing video about it, alongside repeated makes use of of the phrase ‘golflike’. It’s nice.

The very first thing I believed wasn’t something in regards to the sport, nonetheless. I used to be like, “I know that voice! Who is that?” Turns out I’ve listened to dozens of hours of Liam speaking on his podcast Final Games. I’ve heard him chat to a few of my favorite builders, like Lucas Pope, Bennet Foddy, and Derek Yu. I’d additionally heard him point out that he wished to make his personal sport sooner or later.

Now, again to the time of the announcement, my tiny mind was blown. Some dude in my previous self’s ears was now doing the factor he wished to do, and what’s extra, the sport appeared sizzling. Gorgeous pixel artwork and earwormy music made a very good first impression, however one of the best bit for me was the idea, which gave the impression to be, “what if golf… but Castlevania?” That was earlier than I’d even performed it in fact, and there may be, actually, much more to it than simply that.

Then, I gave it a go on the WASD occasion in London and acquired the prospect to have a bit of chat with Liam. The essential factor that caught at the back of my mind was listening to that the sport began out as an itch.io demo. Anything else he mentioned might as effectively have simply been gibberish, as a result of I’d simply had an enormous terrible concept: what if I wrote an article referred to as ‘from itch to Switch’? That foolish title was all I wanted. Now I needed to write it. But it might’ve helped if I remembered every little thing else he mentioned.

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So, I organized a name with Liam, who’s residing in Japan and dealing on the sport at Chuhai Labs. What was breakfast for me was dinner for him. So, to begin, I ask the way it’s going. “Never ends, never ends. It’s always something, whether it’s like a PS4 patch that needs to go, or there was a bug that you thought you fixed […] or there’s an event next week and you’ve got to create a special demo build, or we’re trying to find out about the Steam Deck review process, like…it’s always something.” Crikey, I hope he’s okay.

The essential wrestle is the truth that the sport is coming to each platform. “I never want to do it ever again, never ever ever, it’s the most stressful experience I’ve ever had in my life, just trying to ship on every platform… it’s happening, but it was looking unlikely, it was looking like we were going to have to delay because we were just stuck in PlayStation submission hell […] it was like a dance, a tango for a month with PlayStation […] it was an absolute nightmare.”

But, it positive is a pleasant nightmare to have, I assume. Having the issue of delivery on each platform with assist from a writer (Thunderful) and trailers in locations like a Nintendo Direct might end in stress, nevertheless it’s a far cry from noodling round and doing game-making tutorials simply to create little prototypes. That’s precisely what Liam was doing after leaving Rockstar Games (the place he labored on Grand Theft Auto V and Red Dead Redemption II, amongst others).

A screenshot from Cursed to Golf showing two characters stood in from of a dilapidated shack called Eterni-tee. On the left is a golfer dressed in red, with a red cap and blue shorts, pale face and big cartoon eyes. On the right is a large green man with yellow eyes from a shadowed face, and long yellow beard swirling down his from. He holds a golf club resting on his right shoulder.

He moved to Japan, began educating English, labored on the Final Games podcast, and realized extra about making video games. “Everyone works in these huge teams [at Rockstar], this small cog in this big machine. And then I met loads of indie creators and loads of developers that work in smaller teams, and their worlds were so contrasting to mine. They actually had creative input.”

“I got introduced to more and more people here who made games by themselves […] We have BitSummit over here in Japan, which is this huge celebration of indie games. Then it just became very clear to me that, like, there’s another side to the games industry.” This impressed Liam to begin making his personal prototypes, utilizing his prior data alongside these game-making tutorials.

“I made a game that was like an endless runner, ‘cause it was an easy thing to do. It was super inspired by Japan. It was called Salaryman Suzuki-san – it was this really bad kind of almost Flash game-style thing. But it was the first thing I made entirely by myself. And people enjoyed, you know, fucking around with it, or whatever.” This sport led to 1 scenario with Ojiro Fumoto, maker of Downwell and Poinpy.

A screenshot from Salaryman Suzuki-san, a 2D side scrolling video game. On the left is a cube shaped, roughly outline businessman. In the background is blue sky, hills, and further forward lots of stands like a market, all of various colours.

“I remember going to a Tokyo indies thing with Salary Suzuki-san at the time. And he had to translate for me because my Japanese wasn’t very good. So, I was sitting with the developer of Downwell with my shitty Flash game. And he’s talking. He’s, you know, translating for me, about this game? I thought […] ‘I can’t believe I get to do this kind of thing.’”

Building this group of different builders appeared key for Liam, shifting from a cog in Rockstar to an English instructor and podcaster with a interest on the facet, after which onto getting job affords. He acquired one from Q Games, makers of the PixelJunk collection. Dylan Cuthbert, a programmer on Starfox, leads the studio.

“They’re a big studio in Kyoto, and they’ve got 50 people […] I was kind of hesitant having been a Rockstar […] but [Dylan] sort of reassured me. He’s like, ‘no, you’re gonna come on as a game planner, you’re going to help co-lead this team’ […] so I joined Q and that’s where everything sort of snowballed into being where I am now.”

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From there, Liam gained much more expertise, turned the co-director of an Apple Arcade title referred to as Scrappers, after which launched it simply because the Covid-19 pandemic hit. “We worked together this entire time […] and then had to ship our game in the most muted, negative way […] that kind of sucks.” There was a silver lining, nonetheless, as Liam immediately had much more time on his arms.

“So I simply began prototyping once more. And once I was prototyping, I used to be experimenting with actually something, however I used to be listening to a podcast – it’s all full circle for me, podcasts and videogames. I used to be listening to a podcast referred to as Eggplant, which […] was once a Spelunky-focused podcast. Now it’s all about roguelikes, and it’s co-hosted by some tremendous, tremendous clever folks.

“I’m not excellent at roguelikes. But you understand, they’re sort of fascinating. And I by no means considered making one. But then I’m sort of questioning why no one had ever made a physics roguelike. I don’t know, Yoku’s Island Express was most likely the one factor I may consider…

A screenshot from Cursed to Golf showing a golfer in the middle preparing his shot, he wears red. The scene has a handful of fairways on the middle level of the 2d course, a large fairway below, and green trees in the background beneath a purple sky.

“Well, I started just making a Metroid-like dungeon. But with a ball that bounced around, and you would hit enemies and try to make it avoid hazards and to get to the end of the dungeon without losing all of your life. And as I was doing it, I was like, ‘this is like golf.’”

This realisation was particularly helpful for Liam, who has a number of expertise with golf. As a child, when he simply wished “to stay home and play Zelda” he spent a number of time taking part in golf as a result of his mother and father’ encouragement. Sure, he’s not successful The Masters any time quickly, however this expertise got here in useful completely when prototyping.

“It became this thing that my knowledge of golf could be converted, [so] the health is your par, and that’s how many shots you’ve got to the end of the dungeon, which should be the hole. And then, you know, you’re flinging this ball around… it’s kind of like a golf swing – you have to time the power, the angle. And then yeah, it just spiralled into this game called Cursed to Golf, which I didn’t think very much of…”

A screenshot from Cursed to Golf showing a +4 shots splash in the top left on a sandy scene with a couple of green fairways on a 2d golf course.

Luckily for us, whereas Liam didn’t suppose an excessive amount of of it, this group he’d grow to be part of since shifting to Japan was a bit of extra excited. With Discord occasions changing real-life ones throughout covid, he acquired invited to 1 by Bannon Rudis (director of River City Girls by ApproachForward), who’d seen the prototype on Twitter. Tentative at first as a result of its unfinished nature, Liam determined to take the chance.

“Because we were working from home at the time, I kind of exploited that and maybe spent a lot more time not doing my job. And I was like, ‘I’m gonna finish a nine-hole demo of this and see what I can do.’ So I spent two weeks in self-imposed crunch, where basically every day I was making levels, making power-ups, and trying to get a finished demo. So then the event happens, and people are like ‘this is really cool.’”

That response was echoed by lots of people. One of them was Jirard Khalil, also called The Completionist, who inspired Liam to launch it. “I hadn’t really thought about releasing the demo. I just thought about sharing it, because it’s good. And then I thought, ‘well, soon enough I’m gonna be moving on to the next project, [so] I might as well just get it done.’” You can see the demo’s title display under.

Cursed to Golf's itch.io prototype title screen. At the top in the middle is the title in front of what looks like an infinity symbol. The sky is purple, green trees line the background, and a flat green fairway stretches across the bottom. In the bottom right is a small character dressed in red.

“For me, it was a case of… I just want things out of my life. So I can move on to the next thing, experiment, the next idea. So I was like, ‘okay, I’ll put it on itch.io’ where all the other buckets of game prototypes are and posted it […] And yeah, then a lot of people played it.” With the assistance of Twitter and Discord, extra folks performed the prototype. More folks taking part in the prototype led to extra folks writing in regards to the prototype. And extra folks writing in regards to the prototype led to publishers reaching out.

While there was curiosity from varied folks, Thunderful’s Ed Valiente, an ex-Nintendo of Europe worker, reached out. “He said, ‘it’s a bit rough […] but if we give you a team and everything, this could be a really amazing thing.’” Best of all, he mentioned that Cursed to Golf looks like a Nintendo sport, “magic words” to Liam (and I assume about one million different devs).

But how on earth would Liam get a workforce collectively? “Now, the problem is that I live in Japan. It would mean I have to start a company, do all these things to be able to accept funding, and a whole bunch of bureaucratic nonsense that is very, very hard to do. So [it’s] kind of impossible for me to take on that test by myself.”

A screenshot from Cursed to Golf showing an upside down 2d course with a small pixel art golfer dressed in red. In the middle at the top of the upside down course is some TNT cubes, stacked two by two.

Luckily, that is the place group connections as soon as once more helped push Cursed to Golf over the following hurdle. Mark Lentz, chief of communications at Chuhai Labs and one in every of Liam’s “closest colleagues and greatest friends”, used to work with him at Q Games. Mark provided to assist get the workforce collectively, type out the contract stuff with Thunderful, and assist get the sport made. So that’s what occurred.

Well, no. It didn’t simply occur. The journey it’s been on since improvement truly correctly began is the story of any videogame’s improvement. While Liam made clear all of them labored exhausting however to not an unhealthy extent, their time making it’s nonetheless stuffed with anecdotes and accidents that led to essential parts that make the sport what it’s now.

One key side of the sport is the spin mechanic. I bear in mind sitting down at WASD, taking part in the sport, pondering it was cool, and having a very good time. Then Liam comes over, virtually exasperatedly excited, and explains the spin mechanic to me. I skipped the tutorial as a result of I’m overconfident, so simply had no concept it was there.

A screenshot from Cursed to Golf showing four green platforms on the 2d course with some water in between the top two.

After Liam sat down with me and we chatted extra, he defined the mechanic in a bit of extra element, how one can set your self challenges or pull off trick pictures. I attempt one, over-hitting the ball on function to attempt to backspin it into the opening. It lands, bounces as soon as, twice, after which plonks into the opening. We each let loose a mini cheer that was mainly a wordless ‘heck yeah’.

That’s fairly cool, nevertheless it virtually wasn’t a part of the sport in any respect. “It’s funny, having been behind the other side of the curtain now, it just makes me laugh how games get made and how things that I think players obsess about end up just being a little decision […] because I know they just come out of nowhere.”

It’s a bit blurry the place Liam’s little choice got here from, nevertheless it looks as if it was triggered by taking part in an outdated PGA Tour sport. “I just came in one day, and I was like, ‘we should add spin.’ We didn’t have spin at all. And it was really hard because the ball would just bounce off platforms. And [because of this] we experimented, stupidly, with things like […] invisible bumpers that would try to roll the ball out automatically. And that looked really weird because it looked like it was moving by itself.”

A screenshot from Cursed to Golf showing a small pixel dude in red hitting a ball from left to right though a purple sky past some green trees.

He got here in and requested Sean Fisher, lead programmer on the sport, if they may add spin. “Within 5 minutes, we had a take a look at model. And I used to be like, ‘holy fuck, this changes everything.’ This revelation got here early sufficient to vary ranges round and permit for extra experimentation. It additionally led to new revelations.

“Literally just yesterday [n.b. we chatted about three weeks ago], I figured out that I could do wall jumps. I could hit the ball into the wall, apply all the spins and bounces upwards and then do the same on the other wall and then basically climb up the wall. Not infinitely because it degrades. But if the tunnel is small enough, you’d go back up the way you came.”

This is the “secret sauce”, as Liam places it. With the addition of the spin mechanic, the problem curve turns into extra versatile—there’s nobody particular proper reply. “[I can go from just] hitting the ball, to hitting the ball with spin. Now I hit the ball and spin to do platforming. Now I hit the ball and spin to do wall jumps.” This essential side got here out of the blue, and is “something that completely defined the entire experience.” I do know that’s a quote, however I positive do loudly agree.

Two characters from Cursed to Golf stood on a 2D course, with their character art in the skyline. On the left is a golfer dressed in red, with a red cap and blue shorts, pale face and big cartoon eyes. They have a hit a golf ball, club behind their back, ball flying through the air with blue contrails (if you know what I mean). On the right is a large green man with yellow eyes from a shadowed face, and long yellow beard swirling down his from. He holds a golf club resting on his right shoulder.

So, after every little thing he’s been by means of, what’s Liam proudest of? “I’m proud that you can always point a finger at an individual for every aspect of the game, whether it’s the art, Jon Davies, the music, Mark Sparling, the programming, Sean Fisher. You can almost point a finger at every person and be like, ‘you’re responsible for that.’ And then they can take the credit for that.”

And what’s subsequent after Cursed to Golf? Well, Liam doesn’t need to lose that free creativity that helped form the unique prototype. “Yeah, I think the idea is to maybe hide myself away for a month in some remote part of Japan, to just take a break and also be like, ‘what other genres can I fuck up?’ I broke roguelikes and golf, now what do I do… like… walking sims and cricket?” I’d play it.



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