Last month, I played and reviewed a new PC release entitled Alien Scumbags. Developed by Monster Finger Games under principal designer James Ross, it’s an 8-BIT shoot’em up made as a love letter to the likes of Doom, Quake, and Duke Nukem, but also features a plethora of discoverable references to a wide range of classic games, as well as modern-day hits whilst also delivering on a nice blend of horror and comedy. After having interviewed James before the release of the game:
I once again got in touch with him to find out more about the future of this title as well as the additional content planned for future inclusion and his experiences following the game’s official release. Here’s what James Ross had further to say about Alien Scumbags:
How has the game been received since it’s release?
Sales are not as high as we hoped but the majority of people who have played it absolutely love it which is really great to see.
Is there scope to bring Alien Scumbags to other platforms in the future?
Possibly Switch, but it depends how well it does on Steam really.
The last time we spoke, you mentioned further content being developed for the game and even showed me this piece of concept art. Can you tell us more about it?
I have created several pieces of concept art and the plan is for everything to make it into the game, the last big release added another new enemy to the mix which needed another strategy to kill, the next big release will be adding another new enemy, the first projectile-based enemy so excited for people to see that.
You also mentioned the importance of community feedback throughout the game’s development, but how active has the community been since it’s release, and have you had any more important feedback after which?
The game has evolved since it’s release in a variety of ways due to feedback, including how certain guns work, being able to aim above, etc. A lot of the feedback has come from the amazing Twitter community and streamers.
What further video game references are you planning to include with the introduction of new content in the game?
I can’t tell you much about that, you will have to wait and see 😉
If you could develop a game in any franchise, indie or mainstream, which one would it be?
I would love to be a part of creating another Road Rash game, I think a pseudo-3D game similar to the originals would make for a really interesting title.
What is your favorite easter egg you’ve added to Alien Scumbags?
My fave easter egg is the secret room that takes inspiration from a certain plumber.
In our last Q&A, you also mentioned developing a game entitled Super Bombardier. How has development been progressing?
Currently, I am only working on Alien Scumbags, more levels/content will continue until the end of the year with the final ending coming at the start of 2021.
After your current projects, what do you envision maybe next for Monster Finger Games?
We have a few ideas rolling around, but not sure just yet, possibly more work on the Shmup Super Bombardier or Super Mega Shark maybe, one thing is for sure you will be the first one to know about it 🙂
Following on from the advice you gave readers the last time we spoke, you mentioned that releasing a game can teach you a lot of lessons. Are there any further lessons you or the team have learned yourselves following the release of Alien Scumbags?
Yes, I think the next time we release a Steam game the page will be up a lot earlier, we suffered a little from not building up a big enough wish list before launch.
Do you have anything else to add?
Just want to say a huge thank you for the insane amount of support you have given me with Alien Scumbags.
Again, I’d like to thank James for taking the time to talk to me further about this exciting game, which will have even more to offer in the future as updates are introduced. Alien Scumbags is already an extremely impressive title as is, but it looks set to be an even better game in time. As always, I hope you guys enjoyed this article as much as I enjoyed writing it and I’ll see you for the next.
Scouse Gamer 88