Old School Gamer Magazine chats with Four Horses director Mick Waites, who discusses the indie smash hit “Miles & Kilo†on the Nintendo Switch, inspired by the “Adventure Island†and BIT.TRIP RUNNER, it’s the perfect combination of old-school fun and modern-age indie game development.
About Miles & Kilo:
Miles & Kilo is the sequel to Kid Tripp. Whilst out for a flight with his dog, Kilo, Miles gets trapped in a storm when a mysterious character appears and causes them to crash land on a haunted island. To make matters worse, this character and his cronies steal various vital parts of Miles’ plane. Take control of Miles and Kilo to run, jump, bounce, swing, roll, surf, crash, smash and hop your way through 36 challenging levels across five beautiful hand-drawn worlds.
For More on Miles & Kilo, Click Here.
Old School Gamer Magazine: How was this game born?
Mick Waites: I started working on Miles & Kilo pretty soon after I released Kid Tripp on the App Store back in 2013. Kid Tripp’s initial reception far surpassed my expectations, so I was really eager to jump right back in and make a bigger and better sequel.
Old School Gamer Magazine: What was development like?
Waites: Development was fun! I worked on the game in my free time during my last three years as an undergraduate in college. I was of course learning a lot about programming then, and often when I learned a useful new technique I’d go back and rewrite a large chunk of Miles & Kilo’s code to apply it. Those rewrites always paid off big time too, since the code became more manageable and easier to add on to. In retrospect, it was really great to have this project going on during that time – I wasn’t in a rush to finish the game, I just took my time and had fun with it.
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