Episode 5: Otto's Galactic Groove!!
Ottoās Galactic Groove
Christa Mrgan: Tomie, the alien music producer you live with, is looking for inspiration. As her tireless and very coordinated pet sea slug, itās up to you to comb the galaxy and find fresh tunes.
Welcome to the Playdate Podcast, bringing you stories from game designers, developers, and the team behind Playdate, the little yellow game console with a crank. Iām Christa Mrgan. Today I am talking with Rupert Cole, Edie Woolf, and Elliot, also known as Pawprints, About Ottoās Galactic Groove, a rhythm game where youāll travel to distant planets, meet funky characters, and play their even funkier tunes.
And just a heads up: this episode contains some light spoilers for the gameās mechanics and a few of the characters. Okay. Letās say hi and hear what this game is all about!
Elliot aka āPawprintsā : Hi, Iām Elliot. Iām the lead developer and, I guess, game designer on Ottoās Galactic Groove.
Rupert Cole: Hi, I am Rupert. Iām the soundtrack composer for Ottoās Galactic Groove.
Edie Woolf: Hi, Iām Edie. Iām the artist and writer for Ottoās Galactic Groove.
Elliot aka āPawprintsā : Ottoās Galactic Groove is a rhythm action game for Playdate which makes use of some of the kind of unique elements of the Playdate. You know, one is the crank. Weāve got this control scheme where instead of just having to like, be on different frets, like on Guitar Hero or something, you have this kind of full control over the notes. And so you can follow the notes up and down. And we have this incredible original soundtrack written by Rupert with all the sorts of genres and all sorts of styles. And itās music written specifically for the control scheme as well.
Edie Woolf: Itās like Katamari mixed with Trombone Hero. I was very influenced by a pushy sort of elder character and tiny main character being forced to do the elder characterās dirty work and generally just get bossed around and put in weird situations while youāre also listening to some super funky music. And, yeah, trying to survive, trying to get this little sea slug, to collect inspiration for the pushy music producer that he lives with.
Elliot aka āPawprintsā : Edie has invented these incredible characters, and storylines to follow along with these original comics. Weāve also been building out a level editor, so that our players can create their own levels and hopefully share them and build a community around the game even after we are done with our part of it.
It was a bit long for an elevator pitch, but.
Edie Woolf: elevator. Itās a long elevator ride, yeah.
Christa Mrgan: Thatās fine, weāve got time. And thereās a link to the level editor in the show notes!
So I wondered how Elliot, Edie and Rupert got involved in making Playdate games in the first place, and how they got together to make Ottoās Galactic Groove.
Elliot aka āPawprintsā : So Iām very much an amateur game developer. I picked it up properly during the pandemic and started making games with JavaScript. I was really lucky to be in the first batch of Playdate orders, so I was very excited to get my hands dirty on that one. I ported a game that Iād already made for web called Skwish. And it was very popular and I was very happy with it.
Christa Mrgan: ish was nominated for Best Puzzle Game in the 2022 Playdate Community Awards.
Elliot aka āPawprintsā : Iāve also made some smaller games in Pulp, but I really wanted to make a rhythm action game. Iāve always liked music games, stuff like Guitar Hero and Gitaroo Man, Dance, Dance, Revolution. A friend told me that he knew a composer for Playdate games who might be interested in working on a music game.
He mentioned Rupert Cole. So I sent you a friend request on Discord, Rupert, and just said, " Hey are you interested in collaborating on a game?" And you were like, āyeah, absolutely.ā And we just started jamming on ideas from there.
Rupert Cole: Yeah, so Iām a soundtrack composer for films and games and TV and animation and like, Elliot, I was, I interested in Playdate from pretty much the day it was announced. I was like super psyched to pre-order, super psyched to get it delivered. So Iād done a few games for Playdate before. Resonant Tale was one that kind of got a little bit bigger, which Scott and I were super psyched about.
Christa Mrgan: Yeah. Resident Tale won three Play Date Community Awards in 2023!
Rupert Cole: And then actually the story that Elliot refers to was because I just tweeted out an idle thought of just like, āoh, itād be so cool to do music for a rhythm game one time.ā
And that was clearly the manifesting. I donāt really subscribe to manifesting, but maybe I should 'cause that clearly did work. And thank goodness I accepted the bizarre friend request from Pawprints that day. That was a lucky one. Yeah, so that was that really. And I think we pretty much landed on the idea pretty quickly as well, which was really exciting. Like It just came together.
Elliot aka āPawprintsā : And then Iāll you how we got Edie on board, which was: a few months in, we like had a prototype. We had some like vague story ideas about someone traveling a galaxy and collecting musical inspiration. I was in Cardiff and I wentto a shop called Arthole, not to be confused of any other words, great shop. And they had a zine on display called āMy Life in Rhythm Games.ā And I was like, huh, this seems relevant to what Iām working on at the moment. I read through it and it was all about how the author Edie, had played all these rhythm games as she was growing up and how much she loved them. And I was like, āhuh, I wonder if this person would be interested in working on our game?ā
So I just cold emailed Edie and I was like, " Hey weāre making this game for this like esoteric little indie console. Would you be interested in
working on it?" And somehow she said, "yes. "
Edie Woolf: I did indeed. Yeah. So Iāve never made anything for a video game before. I love gaming, I love video games, and mostly I love rhythm games, and thatās why I wrote that zine.
And yeah, it ended up in Arthole. Shout out Arthole. I love that shop so much. Itās so cool. And yeah, I was on a residency in Japan and I got this email outta nowhere and I was like, this actually looks awesome. I would love to do this. And you know, it seemed legit. You get an email outta nowhere and youāre like, " are these people, like, for real? Do they actually know what theyāre doing?" But they did. And yeah, I thought, why not? Give it a go. Iād never done like pixel art or anything like that, but Iāve written a lot of comics. Iāve done a lot of character design, so I thought most of the skills are transferable. So yeah, when I got back from my residency, just started having a crack at it really.
Iāve just always wanted to make a video game and specifically make a rhythm game, so I was like, Iāve gotta let this opportunity, I canāt let it pass, basically.
Rupert Cole: And then, yeah, in terms of getting Edie on board, there was another funny side to it, probably not too relevant. But I was down in Bristol with my good friend Nick, whoās another audio guy. And I was telling him about this cool new project I had. I was like, "oh yeah, and weāve got this really cool artist on board. Sheās this comic artist. And then my friend was just like, he just started cracking up like so much. And I was just like, try and be a polite friend. I was like well, itās not actually that funny. But Iām glad that Nickās enjoying the story that much. But he very politely let me finish explaining in a lot of detail all the ups and downs of Ottoās Galactic Groove thus far.
And, when Iād finally finished he just said, oh, yeah, is that. Is that ededie by any chance? And I was like yeah, what the heck? Nick is like one of my closest friends, and then he just said, oh yeah, Edie and I have been dating for about, six months or something.
I think it was at that point, wasnāt it?
Edie Woolf: Itās a really weird coincidence. Yeah.
Rupert Cole: An absolutely wild coincidence.
It was all good. Omens, basically from top to tail.
Christa Mrgan: Yeah, I love that. How cool. And clearly everyone on the team loves rhythm games. So I wondered if they had any favorites, or which games might have helped inspire Ottoās Galactic Groove.
Edie Woolf: I think the first one I ever really got into was, Dance, Dance, Revolution. Because my grandparents lived in Brighton and weād go to Brighton Pier, which is like an arcade, and me and my dad would do the dance mat, like as many coins we had to fit in the machine, Iād play it.
And then I got into Guitar Hero as a teenager. I have an older brother and that was the first game I ever beat him at. And so I was like, okay, this is good. And since then, yeah, IIāve really been influenced by Rhythm Heaven or Rhythm Paradise. I think it has multiple names, but for Ottoās Galactic Groove, thatās been a big influence for me.
Like itās just so chaotic, but itās also like really purist. Itās really hard to do. Itās very strict, but like goofy at the same time. So I love that one. Yeah, pretty much any rhythm game I can find, I enjoy.
Rupert Cole: I got a shout out Patapon is my kind of sacred text on the PSP. Back when I was like, I dunno, 12 years old or something. I just remember losing so many hours to that game. Itās a rhythm game combined with strategy and action and fun art and design as well.
So itās not just a pure rhythm game. Itās got a lot of cool stuff going on, but feels very unified. That was definitely cool inspo and yeah, like I say, formative text.
Edie Woolf: Oh, I gotta mention Taiko no Tatsujin well, the taiko drumming game. I played that a lot while I was in Japan. Super fun. Love that one. So silly.
Elliot aka āPawprintsā : Gosh, I was definitely inspired by like some of the kind of Y2K-era sort of rhythm games. I think I mentioned Gitaru Man. Guitaru Man? However you pronounce that one, Is one of my all time favorite games. It just has this ridiculous anime space opera storyline, wrapped around these very catchy tunes. PaRappa the Rapper as well. Some rhythm games are a bit bland, where itās just like, hereās a bunch of dots to pop while EDM plays in the background. I find it more compelling when thereās an emotional aspect to it and a context to the songs youāre playing.
Christa Mrgan: And thatās what Elliot, Rupert and Ededie were going for: a rhythm game with a fun narrative.
Rupert Cole: Once we got Edie on board, it was just like these characters, you donāt even have to read a word about them. You know that theyāve got some crazy backstory. Her character design is just so fire, you know, you are just intrigued and excited by them. You want to know more even just visually. So I think itās a natural evolution of that.
Edie Woolf: The guys told me like space theme and I think from there I did get those sort of the Katamari kind of thought in my head to go with that, but it has been like a collaborative process, along the way, like Iāll come back with stuff and be like, āwhat do you think of this? What should we do here?ā I always need help with naming characters and planets and stuff. Weāve just got Shark guy for a long time until he got a name.
Rupert Cole: I was gonna claim credit for that. Yeah, exactly. I love stepping in shouting out the names for Tomie and Otto.
Edie Woolf: They still are mostly nicknames to me. Like, I forget their real names. Iām just like, yes, itās fish guy. I would say itās been pretty collaborative throughout and continues to be somewhat.
Rupert Cole: Yeah, the seed of the ideas was really where we worked together. We established core themes. It starts with the music and we said, okay, this genre we went for like PJ Harvey type music or whatever the case is.
Edie Woolf: And then that kind of turns into a story and then a kind of an idea, and then I kind of run with it after that.
Rupert Cole: So we have that, spark of a vibe at the start, and then Edie goes in the art direction with it. I go in the music direction with it and itās a good way of it being like us interpreting it through our own creative lenses, but still being on the same page, aesthetically. Rhythm is definitely one of the leading aspects when Iām conceptualizing the music and Iām approaching the tracks. Itās difficult, because I havenāt really had to think about music in terms of level design before. Basically, thatās new to me. When Iāve worked on games before, Iām thinking about atmosphere or mood or story, those types of things. But then when itās technical, the midi note Iām putting in it being the actual equivalent that Marioās jumping off, or whatever the case is.
Thatās a difficult one and itās a bit of a balance. So the example that we given before, like that wistful nineties, yeah, indie lo-fi alternative rock stuff was a good one to do a completely different style of melody because for Ottoās Galactic Groove, youāre just playing the melody.
Youāre playing along with the melody. Youāre not playing along with the bass line, or the drums. Itās all about the lead instrument. So yeah, conceptualizing different types of melodies for that nineties, alternative rock style, itās lots of long sustained notes with sliding pitches.
Itās like a later level in the game where if you mess up the pitch slide halfway through, thatās the note gone, and then youāre left without melodies. You donāt hear it anymore. 'cause when you miss a note the melody drops out basically. Thatās a different challenge to lots of rhythmic focus of just lots of short, quick notes.
like. Essence of fun. Thatās one inspired by video game music from Y2K, era. Thatās a lot more staccato. For the Jet Set Radio stuff, that was a funny one because I was just having too much fun with the samples. I was just going ham with the samples, having a great time, and then I handed the track over to Elliot and he was like, " dude, this track is great, but I donāt see how youāre gonna play along with it." That was, a bit of a puzzle, wasnāt it? So, that was a bit of reverse engineering.
And then I mean, the other challenge was working with a vocalist and trying to make that work which we did for the punk tracks, inspired by Otoboke Beaver and Le Tigre from that era.
And thatās a whole other one. For those tracks. Actually, I encouraged the singer, ā cause Iām not really a songwriter. Iām a composer really. So I was working with her, giving her the lyrics that Edie wrote and I helped write as well. I gave her the instrumental, gave her the lyrics and said, "okay, what feels good for you? Try to include a few slides, try to include a few shouts and things like that. Then it just a bit of a back and forth of throwing ideas back and forth, refining them and shaping it into a level.
In terms of working with Elliot on refining stuff, luckily he did the programmerās ideal approach, which is that he builds the system in which I can do it on my own. So he doesnāt have to have the hassle of me sending him 500 WhatsApps of being like, can you tweak this? Can you tweak that? So, he built the tools for the editors. I should be gunning for a designer credit actually in this game, shouldnāt I?
Anyway, so yeah, I was getting super familiar with that browser-based tool you put all the notes in and you put all the values for the height and how sustained they are. And we were actually more back and forth on the design of the tool than the actual design of the tracks 'cause as long as that works, then I can do it. Even side loading the levels thatās a super easy process. I can just get those notes, get those audio files, get them on my Playdate, give it a spin, and see how it feels. 'cause with Rhythm Games, itās all about the. Feel, like itās either right or itās not, intuitively. And so itās just a case of giving it a spin each time and being like, okay, this note needs to go up five points or this slide is a bit too much. Little tweaks like that.
Christa Mrgan: Yeah, definitely. So they wanted to get it into peopleās hands to see how it played.
Rupert Cole: Elliot, you were telling us about you doing 2:00 AM play testing the other day, werenāt you?
Elliot aka āPawprintsā : Late night drinking with colleagues? No, but Edieās been taking it to a playtesting group in Bristol actually.
Edie Woolf: Yeah. Well, I work at a cafe; one of the regulars, he has like a game development group and they do play tests. And so when I mentioned that I was making a game, he was like, oh my God, he should bring it along. So I only managed to bring it to one, but it was received very positively. It was a room full of video game nerds and none of them had played the Playdate yet. So theyāre all lining up to try it out and um, yeah, theyāre all very just, they were all just very excited about it, to be honest. They need to bring it back to them for one more go before it gets released.
I think at least one more.
Rupert Cole: I think that was like a formative moment, though. They did a, they did it on Twitch, basically. So they did a video live stream of the play test and there was only one song on there. Is that right? Or maybe like two songs or something. It was very early. But they featured it on screen for maybe a few minutes, which is all it really needed, just to give it a quick spin and get the feel. But then Elliot, do you remember there was one of the players there who you could see on the live screen while they were playing.
She was just sat on the floor playing the Playdate, playing Ottoās Galactic Groove for like half an hour when there was only one song on there. And That was the first time I remember thinking like, okay, maybe weāve got something here. Because clearly even on the most bare bones minimum content like, itās got its hooks in to a player already, which is super exciting. Thatās exactly what you want.
And I also wanna shout out my wife Beth as the inspiration of the left-handed player, because sheās left-handed,
Edie Woolf: You gotta consider the lefties!
Rupert Cole: Even now when I give her the game to play test, I forget to flip it over to left-handed mode and she goes, Iām trying it with my right hand, but itās not working. Yeah, sheās very patient.
Elliot aka āPawprintsā : The aspect I think Iāve play tested the most in that one level that I really wanted to get in early was the tutorial, where I was like, Rupert, I need you to write a song. Itās gonna be super basic. Itās gonna start with some staccato notes, and then thereās gonna be a gap, and then thereās a slightly longer notes.
But I really wanted that tutorial to be super accessible. 'cause I feel like, rhythm games can be challenging and off-putting, or theyāll just throw you into a tough song sometimes. And I wanted to make sure players were shown exactly how to control it, how to use the crank if theyāve never used it before, and are ready to be thrown into the story mode as soon as theyāve finished this tutorial.
And so Iād like to think that itās doing a good job of introducing people.
Rupert Cole: Yeah. And that was one where you had to say to me a few times, mate, gonna have to make that a little bit easier. Roll that one back. My instinct is always just, yeah, letās make a banging tune. Like, letās just get going. And then itās like, no, this is a functional
level, remember, my friend. So we got there in the end didnāt we? Butneeded some wrangling.
Christa Mrgan: Yeah. plus There are different difficulty levels. So in terms of level design, they also had to make the songs work for different degrees of skill.
Rupert Cole: So, basically the way that I do the level design is that the song is finished and Iām locking in the melody because itās quite laborious to put the notes in, and very precise and fiddly. So thatās my first checkpoint. I start with the most difficult level. And then the next stage is. I do a one-to-one replication of the melody as it is, as precisely as I can get it, that itās playable. There may be some moments between notes where you need to do a big jump, where I might make it shorter, where itās just not possible to move the crank that quickly or something like that.
But yeah, so I get that locked in first and then basically I test that. Lock that in next. So I do a few more iterations of that because the process is copying and pasting all the notes onto the one difficulty lower and then going through and adjusting them. Iām removing notes or Iām making longer notes shorter.
Itās a bit of a soft process. Like I donāt really have precise rules, because also Elliot did a super smart thing, which is add like a intensity level within the difficulty levels as well. So itās not every single āeasyā difficulty track is the same difficulty.
Itās a bit like the Japanese Taiko game where you have the star rating, donāt you? Rather than like easy, medium, hard. Which is a lot more helpful. Although even then I feel like I can still get swindled on like a two star. But I dunno, thatās beef for another day anyway.
Elliot aka āPawprintsā : If I could add the other part of the difficulty story is allowing users to control the difficulty for themselves with assist settings. I love how these are commonplace in games these days and how many games allow you to like, just make things so much easier.
I think I first encountered them in Celeste, which really made them popular, but like, if you donāt wanna use the crank, you can just turn that off and itāll move the tracer up and down for you. If you donāt wanna press the buttons, weāll do that for you. If you wanna use the d-pad, thatās an option.
If youāre left-handed, you can flip the whole thing upside down. So, I tried to make it accessible from that angle too that the players have lots of different options. And then in the story mode weāve tried to do a kind of branching structure where if a planet is too hard, you can skip it.
Completely different planet go to the next one. So hopefully, players wonāt get too stuck on a certain level, even if theyāve chosen a hard difficulty level.
I did some rhythm games for the web using JavaScript, a few years earlier. And I learned through watching YouTube tutorials and stuff that the key to high precision is to move the sprites along to the song. So they shouldnāt be kind of. being moved, kind of one pixel each second or something, they should be tracked to exactly how far through the song you are.
And thatās how you achieve that level of precision. And then once you have that in place, like everythingās quite straightforward, because you can guarantee the notes are gonna move even if your frame rate starts to drop, which it does occasionally in these alpha versions and hopefully wonāt in the final version.
At least the notes wonāt be out of sync and your player wonāt be going wait, what? This isnāt in sync.
Christa Mrgan: And compared to creating the music, which was of course the focal point of the game, creating the sound design was pretty quick and straightforward.
Rupert Cole: I just had fun selecting some sound effects for the menus. That was a good day. I would call it like digital archeology. 'cause I found a bunch of old sample CDs from the naughties that were on archive.org. And I was just going through like like pressing down and just hearing all the different, like woo, all the vinyl scratches. Wack, wack. Yeah. That was very fun. Yeah. And then I just chose a bunch of those, put 'em in a folder and then I was like elliot, you deal with them now. So then youāve assigned them to the various buttons and end screens and things. Done a brilliant job with that. So, yeah. Thank you.
Christa Mrgan: But while the sound design was quick and easy, Edie had a little adjusting to do when it came to creating one-bit pixel art.
Edie Woolf: Yeah, Iād never done it. Like Elliot. Got me onto Pixaki, the program, and I just do it on my iPad, like I do most of my art. So I think at first I had no idea what I was doing, but I think Iāve kinda got the hang of it now.
I think I kind of Understand it a bit more now. And weāve got some pretty, pretty simple animations. Iām doing a comic per level, as well, so that you can like scroll through with a crank, which I think is really cute and smooth. I think we are trying to work on an archive mode at the moment as well, so you can read through them all when youāve unlocked them.
itās pretty similar to my usual style. The brief I was given was like outer space and like Y2K. And from there I started with the like main two characters, which are Otto and Tomie, and Tomieās like an alien music producer. Sheās just like a cool, Y2K girl.
Sheās too cool for everyone and sheās mean about it. But I love her. And um, Otto, I donāt know why I went with sea slug, but I did, and I love sea slugs. I think theyāre really like funky. Theyāre so cute. And like I just really wanted to make a sea slug character. And so thatās where Otto came from.
Heās named after this dog on my artist residency in Japan. The owners had a dog called Otto and Iād just come back from it and I was missing him so much. So I was like, Iām gonna name this sea slug Otto. And then from there the characters are a slight departure from what I usually do because I donāt usually do kind of like-- thereās a lot of anthropomorphic objects in animals and thatās not usually my kind of thing, but I wanted to have fun with this and you know, when we first started making it, it was a fun exercise at first. And so, I was able to really just kinda let go and like, try making like a shark guy, heās like a surfer bro with like tattoos and like pearl necklace and like.
Blonde hair and like, a sad fish who just got broken up with and heās like playing his little guitar and heās got his little beanie. And weāve got, I donāt even know what theyāre called, the like wiggly tube guys, that are outside of like petrol stations.
Elliot aka āPawprintsā : I believe the official name is Sky Dancer.
Edie Woolf: I did not know that.
Christa Mrgan: They were created for the Olympics, right? Likeā¦
Edie Woolf: Oh, really?
Christa Mrgan: Yes, really! Sky Dancers, also known as Tube Men, and originally called The Tall Boy by their creator, Peter Minshall, were developed for the 1996 Summer Olympics in Atlanta, Georgia.
I donāt know how I knew that, but you can probably tell from that terrible little bit of original audio I left in there that I was very excited to have remembered that in the moment.
Edie Woolf: Oh my God, I need to do my research.
Christa Mrgan: No need. I looked it up on Wikipedia. Thank you, Wikipedia.
Anyway, speaking of funky characters: I wondered who everyoneās favorite character in the game was!
Edie Woolf: I think it might be Otto. Iām trying to think, like either Otto or I love Scoria the protagonist of the Fire Planet because theyāre initially like this super scary punk character, but they turn out to actually just be just a sweetie pie.
And I feel like thatās my experience with like Metalheads and punks. They have this initial aura of intimidation and then you speak to them and theyāre actually just the kindest, sweetest people in the world. And thatās what I was going for there. So yeah, Iād say definitely those two.
Rupert Cole: Mineās gotta be Tomie I think, just on the basis of a fellow musician committed to their craft, ready to shut the door on anyone thatās gonna interrupt them, but also running out of inspiration on a regular basis. Thatās all too real. Thanks for that, Edie.
Elliot aka āPawprintsā : There are some mushroom people who weāve yet to integrate into the game properly. I hope they make the final cut. But I really like the look of them. Iām very excited for them.
Edie Woolf: Iām gonna push for them to make the final cut, I think.
Rupert Cole: All right. Theyāre in. Iāll write their tunes next.
Christa Mrgan: Yay! And Iām so glad that Elliot and Rupert decided to just reach out to Panic to see if thereād be a Playdate Season Two.
Elliot aka āPawprintsā : Rupert and I had been chatting about this for a while. Like, thereās a Season One, that implies thereās gonna be Season Two, and Rupert was like, we should just cold email Panic and just be like, āHey, if youāre working on a Season Two, do you wanna include our game?ā
And I was like, " thatās never gonna work."
Rupert Cole: Iām a freelancer. Can you tell? Yeah. Itās worth a go, basically.
Elliot aka āPawprintsā : I was very pessimistic. And so I did email and Panic said, āplans are very early, but, maybe uh, you know, we will think about it. Like weād love to hear more about the game.ā And then, what was it just like a month or two later, and then we got the official email being like, " you are invited to pitch your game to us." And weāre like, " well, weāve got a game to pitch!"
Rupert Cole: Those, creeps that camp outside like Walmart before opening hours or whatever. That was us, pretty much. I think weāre both big Playdate nerds really, arenāt we? So yeah. Big fans. Definitely. So, yeah, and also actually we were talking a lot about whether or not we wanted to do season two even pitch in the first place because we were thinking do we wanna just do it on our own terms? Do we want to just get it out there? And Iāve worked with game publishers before. It can be a bit of a bumpy road sometimes. But yeah, I think in the end, our main motivation was we just wanted as many people to have fun playing it,
really. it That was our calculation in the end was just about, okay, how many people are we gonna be able to get grooving, and we were counting the number of toes that we were gonna get tapping. A big Excel spreadsheet of toes. Decided that Season Two was gonna get us the most. Yeah. Sorry if thatās gross.
You said you didnāt play too many levels, but Iām interested to know if you have a favorite song from the levels that you did play. Iām just, fishing for compliments, basically.
Elliot aka āPawprintsā : Whoās being interviewed here?
Christa Mrgan: Well, the game wasnāt fully complete, and I had only played a few levels at the time of the interview, so I felt like I couldnāt answer fairly.
Rupert Cole: Yeah. You gotta give them all a spin.
Christa Mrgan: Okay. So now that Iāve heard all of the music, Rupert, I think my favorite track is Blue Slushie, but I played that at the top of the episode. So my second favorite is this one, Sugar Rushād. And itās because both of these just feel very Nintendo to me, which I love. And they just kind of feel like the vibe of Playdate and this game, Iām not exactly sure why. Although special mention for Our Inferno. I loved both of those punk kinda tracks.
So listeners, what will your favorite track be? I really hope you have fun finding out as you crank your way through the cosmos in Ottoās Galactic Groove! You can find out more about the team, check out the level editor, and learn more about other stuff we talked aboutā crucially, including Sky Dancersā via the links in the show notes. Thank you so much for listening and stay tuned for more episodes from Playdate Season Two, coming soon to the Playdate Podcast feed.
Rupert Cole: Thank you so much.
Elliot aka āPawprintsā : Thanks so much, Christa. This was great.
Edie Woolf: Thanks for having us. Thank you. Bye.
Rupert Cole: Bye.
Elliot aka āPawprintsā : Cool. Itās gonna be a big week.
Very exciting.
Christa Mrgan: The Playdate Podcast was written, produced, and edited by me, Christa Mrgan.
Cabel Sasser, and Simon Panrucker composed the theme song. Additional music was composed by Rupert Cole and comes from Ottoās Galactic Groove. Huge thanks to Tim Coulter and Ashur Cabrera for wrangling the podcast feed and working on the website, James Moore for making me an awesome Paydate audio extraction app, Kaleigh Stegman for handling social media, and Neven Mrgan, who created the podcast artwork and site design. And thanks as always to everyone at Panic. Playdate Season Two is available right now on the website and on Catalog! And of course, Playdate consoles are available at play.date.
Rupert Cole: Shout out Nick. Heās the fourth team member. He doesnāt come to the meetings. Heās not pulling his weight.
Edie Woolf: No, he is not. We need to get him involved more.
Rupert Cole: Yeah,