We had the pleasure of getting a interview with Nick Puleo, Lead Designer and a Developer on the game, about SCHAR: Blue Shield Alliance. What inspired you make this game?

Numerous other games are definite inspiration in the design - Smash T.V., Geometry Wars. I guess there's even a bit of Wing Commander in there. On a more general level making and releasing a game as been a personal goal of mine and many of the other team members.

While developing the game, what was the hardest issue(s) that you came across?

Finding the time to devote to it while balancing a "real job" and other duties, like running Co-Optimus.

What was your "best moment" during development?

I really enjoyed our playtesting sessions. Everyone of them was great just to sit back and watch folks enjoy the game and provide feedback.

Were you able to incorporate all of the ideas that were proposed?

There are a few things we'd still love to do, online co-op being the biggest, but I definitely think we hit most of our internal goals for the project.

If the answer to the previous question is no, would you add those other ideas through DLC or make a possible sequel?

If possible, any additional content or features would be added via a free update.

Are there any plans to bring SCHAR: Blue Shield Alliance to PSN or Live?

The game is out on Xbox Live Indie Games right now. Now plans to bring it out to PSN, the technology is vastly different and would require a complete rewrite of a lot of code. That said - if Sony wants to throw us some money to do the work - we'd be more than happy to. :)

Can you provide any insight into your next title?

We've got a couple of ideas kicking around, but right now we're still supporting BSA.

Any special advice for the fans playing SCHAR: Blue Shield Alliance. Something like a special gameplay tactic or a hidden gem?

Don't crowd the generators. Lead the enemies away from them - especially in co-op. Have someone pull enemies off and destroy, you'll survive a lot longer.

How do you like the PC as a platform for game development?

For self publishing it's definitely less restrictive. It's also more stressful because there are several other variables to test and account for. It took us almost 2 months just to do the technical changes required for the PC version and support things like different resolutions, keyboard and mouse, etc.

Any advice for people starting out with game development? It does not matter what platform they are using.

Start small and iterate on your idea. The finished product will not come on your first try - but rather your 4th, 5th or beyond. Don't forget to playtest. :)

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