We had the great pleasure of getting an interview with Jeremy Statz, owner of Kittehface Software.
What inspired you to make this game?
We built a prototype over the course of a couple evenings, specifically to try out the matching system. At the time it was a free-form physics-simulated game and the connecting electrodes idea was liberal enough to make it work. We liked the matching and the connected dots look more than the physics, and after looking around on Steam and seeing the genre relatively empty we decided to make it into a real product.
What was your "best moment" during development?
Probably getting Mission Mode working. I'd been looking for unique game modes we could incorporate and really wanted something that changed how the player approached the game, instead of just going faster or slower or whatever. I'd been playing some roguelike style games and was curious if randomly changing the game rules would work, and got it in and working mostly in one day. There was a bunch of rules tweaking that followed but the result was really interesting and something I'd never seen in the genre at all.
Were you able to incorporate all of the ideas that were proposed?
You never manage that, really. We tried a lot of things, some worked better than others, and some we skipped due to time. Online multiplayer got mentioned a lot but we just couldn't justify the workload, not for an experimental title.
Are there any plans to bring Anode to PSN or Live?
We're actually working on an XBox One port now! Multiple simultaneous profiles breaks a lot of assumptions.