Kickin’ it with Rocketcat Games – Death Road to Canada
Today we’re interviewing the team behind the expansively named Death Road to Canada: Permadeath Roadtrip Simulator! It’s a randomly generated survival game that really grabbed our attention.
4cr: Lets start this with the mandatory “Who are you? What have you done before?”
I’m Kepa Auwae, I own Rocketcat Games. We’ve made iOS games like Punch Quest, Mage Gauntlet, and the Hook Champ series. Mage Gauntlet was an action-adventure game inspired by Secret of Mana, with bullet hell elements in the later difficulties. Punch Quest is a two-button game about punching through hordes of enemies and riding laser-spitting dinosaurs. The Hook Champ series is all about racing around on grappling hooks.
4cr: What is Death Road to Canada?
Death Road to Canada is essentially a classic zombie movie simulator. You go about exploring cities for cans of food, managing the conflicts of a group of survivors, and running from huge hordes of the undead. Every survivor you find has their own random personality and quirks, that can both help and hurt you. There are action-adventure segments where you explore random cities, and Choose Your Own Adventure (CYOA) segments where you make decisions. There’s a big focus on finding rare, weird events. You can even find Elvis. You can also train dogs to drive a car and have a dog-only survivor group.
4cr: Death Road to Canada: Permadeath Road Trip Simulator had a $25,000 goal in order to finish the game. Now that you’re project is funded, what will the money be used for and when can backers expect to receive their rewards?
We’re using the money mostly to come up with more content. More graphics for more survivor variety, more location variety, more weapons. Another big thing is more writing for the CYOA events, we need lots of those. Around November is when we’re planing to launch.
4cr: How many people are currently involved in completing Death Road to Canada?
Four people in total. Myself, Paul Pridham our programmer, G.P. Lackey the artist, and also our composer, Joey Grady.
4cr: Why go with a game that is randomly generated every time you play?
So you can play it over and over again and still be surprised by new things. Besides sheer replay value, there’s other advantages to this. We can also make the game have less filler and require less time to do a play through. The opposite of this is making a game that takes 10 or 80 hours, that you only play once before throwing away.
4cr: You’re planning to release on PC, Linux, Mac, iOS and Android. If funds are high enough, have you considered porting the game to consoles?
Sure. We’re starting to consider consoles, especially since they seem to be getting more open now.
4cr: With the way that the campaign has been doing, have you considered any stretch goals for Death Road to Canada?
No, no stretch goals. Stretch goals seem to damage a lot of projects. Their scope gets too big and they implode. Instead, we’re going to take any extra money we get and put it into free post-release updates. We’ll ask backers what they want to see from this, but a likely thing is at least local multiplayer co-op. That’s already being requested frequently.
4cr: Anything else you want to add?
We made our goal! We’ve already been working on the extra content that our backers made possible. This will make Death Road even better for playing over and over again. Also, we still need tons of Steam Greenlight votes, so if you have a Steam account please go here and vote for us!
We would like to thank Kepa Auwae for doing this interview, and we’re looking forward to playing Death Road to Canada soon!