It was totally overwhelming – I had to go outside and just sit down against a wall for a bit, I was so relieved. I was still around about there, making trickling progress on it when I got the call about the showcase. When I submitted the game for the Showcase, I was on a big of a high point with it – feeling really good about how it was coming together, but soon after I hit a big low, and started to feel really disappointed. As a project gets closer and closer to launch, I feel like the time between the ups and downs of this get closer together – days and hours even as it comes up to a launch or announce. I’ve learned a bit not to trust my own feelings on how good I think the project actually is, but it’s still a roller coaster feeling it all, and I still lose myself to it a lot. Sometimes I’ll think that the project is the best thing in the world, and others it’ll feel like it’s so bad it’s not worth finishing at all. I find that during development, my opinion of the game that I’m working on goes up and down quite a lot – in pretty extreme ways. Matt Trobbiani: Thank you! It’s such a huge honour to be back in the showcase. ![]() ![]() ![]() What does it mean to you to receive such an honour? Let alone a second time? You’re familiar to this part of the show floor with your past work Hacknet. Paul James: So we must begin with a massive congratulations on Wrestledunk Sports‘ addition to the PAX Indie Showcase for 2019.
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