In retrospect, what was the most difficult part in this project, the one that made you think “Why am I doing this again?”?

Haha, every part made me say this, at some point!

I do remember trying to solve coding issues, and going “why do I inflict this on myself? I’m an artist, I can’t code!” It was particularly frustrating as the only thing holding me back was my own ignorance. There wasn’t a physical, real reason I could not get through it, it was just something very intellectual, very logic-based, and I hated it. But I wouldn’t say coding was my least favorite part, though, I discovered just how satisfying it can feel when it works like it should.

An animation that just doesn’t flow properly can do that, too. When the idea in your head was much more static that you thought, and translating it to a sequence of images just doesn’t work. Then, you can see all the intermediate frames, all the new frames you’re going to have to draw and it just feels so defeating. I found that, in these moments, it is sometimes best to just get rid of everything, do something else and start over later. That’s the main advantage of doing everything alone! Anytime the animation makes me regret I ever picked up a pencil, I can go and make some music for the game and it will still be useful!

Any advices to your fellow indie developpers, or those yet to be?

I guess my main advice would be to just start working. Not to focus on the tools too much. Most of my game was made with tragically outdated software & hardware. My Wacom has to be 10 years old and is falling apart (I still love it dearly). Its cover is actually taped shut so my stupid, sweaty hand stops making it lift like Marilyn’s skirt everytime I facepalm at my own drawings.

I would also advise them to start working on things that will be useful no matter the engine, if they haven’t locked their choice yet. Most of the assets for the first level of my game were made before I settled on the Visionaire engine. You can do a lot of things right now for your game and it will all be useful, regardless of your skill in any of these tasks.

What can tiny&Tall fans can expect in the future?

I will be working on the Mac & Linux adaptation as soon as I can, but also, of course, on the Part 2 of Gleipnir. I have actually started doing some concept arts and background paintings for some scenes, the scenario is pretty much well-defined from here to the end of the story. There will also be another book coming later, a follow-up to the first collected strips.

I would very much enjoy for the first book to be released in English at some point!

Bonus question: Coffee, tea, or beer? ☕🍵🍺?

I’m very, very sorry as this interview is, after all, called “Coffee Break”, but I’m going to have to go with tea. Smoky black tea all the way — I’m an avid scotch enthusiast!