

"In a bigger way, it was just nice to have a change of pace with the different projects," he says. Stander made huge progress on Pocket Squirrel when he was avoiding working on Katana Zero, just like he made huge progress on Katana Zero when he was avoiding his school work in college. Because things were slowing down there so much, I started working on Pocket Squirrel, and Pocket Squirrel became so breezy and so fast to work on." Even the act of adding just one small element to the game had to be linked to all these systems and it became a huge monolithic effort just to add a turret, or a new enemy type or something. When I got really deep into Katana Zero development, there was a certain point where it became a slog. "I'm pretty much always working on something, but the weird thing is I found that I work the hardest on something when I'm procrastinating on something else. "Now that Katana Zero has come out and was successful, I don't really feel that urge to work on so many projects at once" That frustration aside, Stander says having different projects to jump between helped his process considerably. It's an overwhelming feeling that I have to do so much to clear my plate before I can start thinking about what's next." Stander admits the situation is a bit frustrating, saying: "I do really like all the projects I'm working on, but at the same time I still feel like I have this ball and chain of all these projects I have to finish now. I don't feel a need to hedge my bets anymore, but as a result, I have a huge backlog of almost-finished games I have to clear up before I go work on something new." "Now that Katana Zero has come out and was very successful, I don't really feel that urge to work on so many projects at once. "Instead, I was working on multiple games, and there's a much greater chance at least one of them would do well and make up for all the time I spent working on it.

"The main reason behind me working on so many games at once was to hedge my bets, so if Katana Zero didn't work out, then at least I didn't spend the last five years of my life only working on one game that flopped," he says.
