
UPDATE: THIS AMA HAS NOW ENDED. PLEASE LEAVE QUESTIONS BELOW AND WE'LL ANSWER AS SOON AS WE CAN.
Hello, r/gaming!
To celebrate the recent release of Phantom Squad on Steam, we have teamed up with the creators of Intruder to bring you the best in tactical action with a special bundle.
As the bundle promotion comes to a close, we are hosting a subreddit-exclusive AMA for the next 2 hours!
u/RoboStormo from Superboss Games’ Intruder is here along with Jérôme, u/schouffy, the creator of Phantom Squad, to answer your questions! We at Super Rare Originals, the publishers of Phantom Squad, will also be here to support both developers during the AMA.
This is your chance to ask anything about both games, what's coming next or even about the tactical genre in general. Squad up!
Proof: https://x.com/SuperRareOGs/status/1947680539928105148?t=djI32b-GqQ5tUDeWrJHY3g&s=19
14 Comments
What were the biggest hurdles during development for each game? And any advice you have for other folks looking to join the game dev field?
This question is for RoboStormo of Superboss Games. I know there are some development hurdles for the game intruder, there are technical hold ups and so on. One such technical issue that I know of is that all in-game reflections show an old version of the map Riverside during its white box stage. Are there any plans to fix this technical issue anytime soon?
How did Intruder become so meme-led/such a household name so quickly and how can other shooter games follow suit?
What’s your favorite thing about each other’s game?
I read that as phantom squid. No question, just letting you know about what my eyes did in case it inspires you.
I’d love to know: How do you decide what gadgets to include (or exclude) when it comes to team-based games like these? Intruder and Phantom Squad both have an interesting arsenal, but they’re quite different from each other and service different kinds of gameplay. What goes into the design and decisionmaking process for this stuff?
What do you think about adding more weapon parts to Intruder? We already have the sight, the undetachable silencer, but that’s it. A blinding flashlight, a laser sight or an underbarrel attachment would be interesting and reward different map routes while adding more complexity to planning. Anyway, love the game, have a great day
What was the first name for your games during early development and any fun stories behind the eventual final names of Phantom Squad and Intruder?
Hello, devs! I was curious if it’s possible with this collaboration that we could see some content in either game as some reference, even if minor? Weapon/character skins, for example.
For Intruder and Sir RoboStormo:
As a relatively new player, I’ve got a few different questions. It goes without saying that significant time/dev time/financials may be involved in some of these but I would be curious to know.
1. Will 10v10 ever see a return in the future? I understand it was originally removed as a result of server instability.
2. Are there plans for the mapmaker to be included/integrated within Intruder instead of being a pseudo-unity asset creator requiring a separate download?
3. Are there plans to expand the abilities of the mapmaker/gamemaker (obviously full scripting wouldn’t be available but, for example, better movement objects, custom objectives, custom teams, custom gamemodes etc)
4. What percentage of completion would you say INTRUDER is at to reaching 1.0? What are the biggest things that need to be added for a 1.0 release?
5. Are there plans on adding more complicated assets to the game (such as vehicles, more complicated physics, AI). If so, what would their implementation be like?
6. What is the end-goal of Intruder to look like and has your vision changed as time has gone by? A multiplayer-only sandbox, a highly-competitive FPS, a goofy but detailed and complicated game?
What’s your favorite part about developing your game? ᵕ̈ (this question is for both of you!)
If by some random reason you’ll needed to switch which game you’re working on so the intruder devs become the Phantom Squad dev and the Phantom Squad dev becomes the intruder dev. What would be the first thing you do?
for rob:
when it comes to intruder, there’s nothing else like it out there. i feel like you’re conscious of this based on the philosophy of its development that i’ve seen, so i wanted to ask, what inspired you to make THIS game, was it born out of the lack of this exact kind of game? if not, then what?
for schouffy:
how much of the sound design of phantom squad was done in-house, and do you want to implement even more audio elements into the game?
This post is confusing. No-name Studio AMA where people have genuine questions as if they are a life-long follower?
This feels like this entire post is an as AMA disguised ad with pre-placed accounts that ask questions so it looks like it has many followers.