JOHNNY CHAINSAW
RTX AUSTIN 2022 INTERVIEW
Johnny Chainsaw is a narrative-driven puzzle platformer where players don’t have a jump button. Immerse yourself in this story of power structures, ethical dilemmas, and struggles in response to change. Unravel the destructive secret and decide the world’s fate.
Adrian Fox of Finicky Fox LLC, Developer of Johnny Chainsaw
<NAME>:
Sam: chat
Adrian: Of course, of course. My name is Adrian Fox. Yeah yeah and thanks for having me on here, and it was really great to talk about the game and. so i am the solo dev of johnny chainsaw, and this is kind of an interesting game. It’s a platformer where you don’t have a jump button. and that’s kind of my hope to bring people in so as i was talking to people at the booth it was kind of fun because you would say that line and everyone just kinda looks at you sideways a litle bit and you were like ok, i got yoyu, you’re interested. oucan tell the pepoe who were into it and the people who werent for sure. i had someone quit the demo and i was kind of being a little playful with some of the people. this one person wa skind of a litle rude about it and i was a rtx with these stickers nd record how many times you died in the game and this person didn’t get through the demo and said it was buggy and all these things and i gave him an infinity and said well maybe you shoud have finished. laughs you have the highest one. maybe you should have won. it’s just a really interesting concept.
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yeah.
so, um, i don’t know about — my first initial thing on is this is i don’t know how many peopoe have played pc games but i’ve always wanted to make a game and i had a little background didn’t necessary come easily had some php and some java script tha ti knew. it’s taken me about five years to get here at this point and it’s been kind of a lot, and i’m here finally. you know when i iinitlaly started this game it was going to be a metroivania and a larger game, big big scope with it. i really like those games, i wanted to make one. but without the knowledge of what it actually takes to make these game si just started planning it and it had jet packs and a lot of really cool features but as i started making this and seeing how much it was going to take, it became a lot. and so i decided ot keep the base character build, you can see it in the design. this is my fourth character model and the final one, but i’ve kep tthe iterations each time, it initially was going to be that metroidvania where you get those parts and advance because you can’t go on metal now, so with that keeping that base build, it worked out perfectly, just a perfect accident almost in that kind of way.
yeah.
i think i would tel lmyself not to rush thigns on it, because there were a lot of times where i was just doing stuf and i was like ‘ i have to get this done’ and i almost ended up with a lot of wasted work from that, and i felt like i had to keep moving and if i wasn’t moving i wasn’t getting anythign done, and that’s not how this works… i’ve ramped up roducedion on this game the past year and the quality of the work is so much higher. i’ve done os much more work while working so much less on it, which is a really weird thing. but ti just had to do with the quality of it. and all the pieces i’m keeping amuch more thought out, mure more usable. there’s not a burn rate on them like on other things. igns i’m not going back and remodline and redoig soem layouts and other area s that i did before becaes it just didn’t make sense, what i had set, it wasn’t up to the quality that i wantee. there was a certain point where i’m kind of not doing that ‘cause i can’t keep remaking thos elevels i had to hit publish at one point, but that is probably the one thing that i woudl do.
oh that’s a tough one. You know, there’s just so much in here tha ti never thogut i was gonna be able to do. and i mean… we’re at th epoint where these game maker engines can do so much and make it so other people can make these games. if this was 2005 i would not be able to do what i’m doing but you know since invidia ois so much more popular now and they have all these features i can do all this stuff and just the abiliyt to make something so cool, the journey itself has been so crazy and the result on things i see like i was attempting to make an ttac for johnny that he goes through those attack zones and i have filddled around with that for quite a while honestly i wanna say that took me almost six months to get to actually do it it wasn’t something i thought about each day but i look at what it is and it’s just not at all wha ti initially thought it would be. i initially had him doing this kinda spinny thing where it looked like almost a blender, where he would kind of tornado around. and it’s so much cleaner, it’s o cool a problem that got solved, and it’s one that i didn’t know i was gona have, and it looks really cool, so it’s interesting to kind of see that stuff.
right.
right!
right, right! yeah. yeah yeah it’s interesting, and—
yeah!
yeah and it’s crazy because so the first time i ever showcased this game i’ve been working on this game sicne 2017 as ahobby and picked that up a little bit more this past year becaus eit’s crfazy because we went to 2d con in minnesota and i get a booth some friends help me out. i’m thinking this is the coolest thing ever and i had this really just like really sky high hop[ one it but i also was really nervous because this is the first time someone outside of the friend group played it. so i got there and it was interesting people really did like the game and for the first couple hours that i had the booth open i was a little nervous and was a little kinda crazy and after that it got so much better and just seeing the feeback from peopoe where they were tripping up on it that allowed me to make adjustments on it and from there the saturday went really well and i ended up with such great feedback. a lot of the levels looked pretty simiolar to how they are now but a lot of the ceiling and a one of the devs said why just drop down and that made sense but i was just like oh actually i’ll just use a deadzone on the controller and just thtat idea came up through the conversation with them on a feature that was so much more intuitive and it was also kinda cool becas