Good grief, where do I even start with this? Okay, picture this. It’s morning-ish, coffee’s cooling on the table, and I’m sitting here with Sanatana Mishra, kind of a wizard from Witch Beam. I’m supposed to dive into this new game, Tempopo, and we’re all a bit fried from the late development nights. Ever tried herding cats? That’s making games.
So, there I was, scrolling through this backlog of games I missed — honestly, who has time to play everything the day it’s out? I stumbled on Tempopo for Nintendo Switch. It’s, how do I put this… a quirky rhythm puzzle thing? The kind that makes you feel all brilliant without really breaking a sweat. Imagine Lemmings or Chu Chu Rocket, but like if they had 3D vibes and were jamming to their own beat.
Oh man, the development — it’s been like a marathon that you start, stop, start again. We’re talking five years, give or take. Not much flipped from the initial idea to what landed on folks’ consoles, which is rare. Usually, it’s like cooking — sometimes you follow the recipe, other times it’s whatever’s in the fridge. Here, tiny tweaks made all the big differences. It’s those itty-bitty baby steps in puzzle design — mess up, and players might just up and leave.
Strange sidebar—I collect these limited editions of games like a crow hoards shiny things. Got everything from Assault Android Cactus to Unpacking. Naturally, I poked Mishra about a physical version of Tempopo. But nope, nada, not happening anytime soon. Not throwing hints, just sharing—wait, what was I saying? Oh right, no shiny disc for my shelf.
So, as we wrap this little chat, Mishra gets all philosophical on me. Tempopo isn’t just a game; it’s a sandbox for our creativity, a snatch of joy in the monotony. And Witch Beam? They’re sticking to their guns, creating beauty with their own hands until, well, the hands give out. I mean, isn’t that kind of inspiring?