Slide To Play Q and A: Ultra Kid: Mystery of the Mutants

Following the announcement of Crescent Moon’s upcoming 2.5D/3D platformer Ultra Kid: Mystery of the Mutants, we sent co-creator Josh Presseisen some questions about the game. Read on for screenshots and all the juicy details. You can also listen to us talk to Josh on our recent podcast.

What’s the basic premise of Ultra Kid: Mystery of the Mutants?

Josh: The original idea of the game was very basic, but I think it was strong enough to convince my partner that it was a good idea. Basically, you’re this kid with a talking rocket ship and a monkey, and you go flying through space. You land on planets, explore their surface and the caverns below, where you find all manner of valuable, puzzling, and dangerous things.

You interact with these things in various ways; sometimes violently, with an impressive arsenal of extremely destructive weapons, and sometimes more peaceably, by evading, pushing or jumping on them… or even talking to them. There will also be gratuitous rocket ship combat while traveling through space, and lots of interesting debris out there.

As you flit about the galaxy, you’ll begin to get a sense of unease from what you find. Many creatures you encounter behave strangely, some just don’t look right, and you often encounter a mysterious green light phenomenon on these planets. Your task is to figure out what’s wrong, and right it.

You said that Ultra Kid was inspired by Mega Man, Kid Icarus, and Super Mario Galaxy. What parts of those games have you incorporated into Ultra Kid?

Josh: Our inspirations come from many other games too, but I suppose these titles are the strongest influences on the planets of Ultra Kid. Super Mario Galaxy is an influence in that you go from world to world, and explore each world in a 3D platformer fashion. From Mega Man we got the 2.5D platformer stuff and the “Dr.” (Evil End Boss). As for Kid Icarus– one of my favorite games– I really liked the art style of it. In one of the screenshots you can see an ancient Greek influence, with pillars and ruins, overflowed by hanging plants. The space part of the game has elements from Star Control, Lunar Lander, and Star Raiders.

Do you have a ballpark figure of how much of the game will be in 2.5D and how much will be in 3D?

Josh: Roughly half. The way the worlds are split up, they are in three zones each. Every world has a surface, an atmosphere, and an underground component. The surface of the planets will be 3D, and the underground will be 2.5D. On the space exploration, we’re toying with different ideas, but that could be a mix of 2D and 3D as well. You’ll be able to explore old freighters and space stations as well.

What kind of weapons can we expect to see?

Josh: In place now we have the more typical stuff, but we are brainstorming up other more creative weapons. We currently have a laser sword, blaster, rocket launcher, plasma rifle, and bombs. There’s also a jetpack (not a weapon). These weapons will be upgradeable too, as you progress through the game.

Is there anything else we should know about Ultra Kid?

Josh: We’re planning to release Ultra Kid this summer, for iThings, Mac, and PC. The design will most likely change a lot from what we’ve described here, so nothing is carved in stone. If cornered, we will deny all knowledge of this conversation and present a false, yet convincing alibi about where we were when it took place.

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