Up To Par Developer Interview: A Hole In One for It’s Anecdotal

Up To Par Developer Interview: A Hole In One for It’s Anecdotal

Up to Par releases tomorrow! This is the 3rd title from NZ-based studio, It’s Anecdotal. We had a great talk with studio founder Philip about the upcoming game, his story taking the plunge into indie development, and how much the New Zealand game development landscape has changed.

Thanks for taking the time to talk to us, Philip! How are you feeling? Not very long until release!

Busy and slightly overwhelming, but I think I’ve got it under control. This is my third indie game, and I worked in AAA before that. Every game launch is different, and this one is shaping up to be a good launch.

Can you tell us about your studio and your journey so far?

Absolutely! I’m from Christchurch and studied computer engineering, focusing on microprocessors. I became interested in computer graphics and pursued a PhD in that, which took me to Sweden. Through my contacts, I ended up working for Square Enix in Montreal on mobile games like Lara Croft Go and Hitman Go. At the same time, I was working on a two-player cooperative puzzle adventure game called 39 Days to Mars. When it was ready to launch, I realised that launching a game is a full-time job. I had to decide whether to make a go of this indie game or stay in my day job. It was a tricky decision, but I took the plunge, left Square Enix, and launched 39 Days to Mars.

Can you tell us about your next title, Up to Par, and the idea behind it?

Up to Par is a roguelite mini-golf game. It came about because I was creating mini-games for Mini Matches, my second title, which was a local co-op mini-game mash-up. I realised that the mini-golf game I had created was strong enough to stand alone, so I decided to develop it further. It started as a standard minigolf game with procedurally generated levels. The goal is to get as far as you can with a set number of shots.

What made you choose mini-golf?

Mini-golf is really approachable. Many sports have professional leagues that can be daunting for new players, but mini-golf is friendly and accessible. Everyone knows how it plays, so it’s easy for new players to visualize.

This will be your third game after 39 Days to Mars. Can you share your journey with those two projects leading up to Up to Par?

Running an indie studio is tough because you handle all aspects—programming, art design—but that’s also what makes it appealing. After launching 39 Days to Mars on Steam and receiving great reviews, I added more content and ported it to consoles. It has a long tail, meaning it remains relevant even years after its release, which has sustained my ability to make new games.

My second title, Mini Matches, was an arcade action game designed for local co-op play. Unfortunately, it launched during the pandemic, which was bad timing for a local co-op game.

39 Days to Mars has a strong cooperative gameplay aspect. Did Mini Matches require local co-op as well?

Yes, it required local co-op and unfortunately had limited reach due to the timing. That led me to develop Up to Par, which I initially started as a single-player game but later added multiplayer and co-op features. I’m passionate about cooperative gaming—playing with someone rather than against them.

As a solo developer, have you always worked alone, or have you collaborated with others along the way?

The term “solo developer” is a bit of a misnomer. While I handle most of the core work, I had help with localisation for 39 Days to Mars. For Up to Par, I worked with a talented musician for sound design, and I have assistance with QA and marketing. Community management is essential, as it requires constant engagement, which I can’t manage alone on top of development tasks. Even though I consider myself a one-man band, there are many people who contribute throughout the project.

With the roguelite genre, there’s sometimes a lot of stress and tension with each run. Up to Par counters that with a more relaxed setting. Can you explain that balance and the roguelite aspect of Up to Par?

Yes, there are three different progression systems, which is crucial. Traditional roguelikes reset you completely, making them quite punishing and heavily reliant on skill and luck. What I aimed for with Up to Par is a roguelite approach that retains some progression.

In Up to Par, there’s an unlock mechanic tied to your high score and how far you progress. If you have a lucky run, you can permanently unlock the next item or feature. There is always something to work towards, and once players reach that goal, they don’t need to worry about losing that item.

You can also save up for items in the shop using leftover shots, making progress feel more tangible. You don’t need to excel; a couple of lucky or skilful shots can lead to significant gains. This creates “checkpoints” where players can feel relieved and continue playing with a sense of accomplishment.

Yes, I can understand that feeling of relief when you see the shop and realise you can afford something that helps in future runs!

There’s also a third progression system based on achievements. The weekly leaderboards and specific in-game achievements give players goals beyond progression. They encourage trying out fun challenges you might not otherwise attempt. Combining these three systems creates a cohesive progression experience, allowing players to work towards 100% completion. Unlike many roguelikes that offer infinite content, having a clear completion goal is really important.

Up to Par has a very nice level of polish, like the subtle disappearance of the arrow as you get closer to the tee, which adds to the challenge. Could you explain the visual style and why you chose that direction for Up to Par?

I would describe the style as physical minimalist. It’s inspired by textures from around my house and features models that could realistically be made from wood. This grounded aesthetic helps make the game feel accessible and relaxing.

The art style works alongside the music. Did you handle all of that yourself?

The music was composed by Bibiki Garcia, who is fantastic. It’s actually procedural, meaning the tracks change dynamically as you play. At the start of a course, the music is relaxed and simple, but it builds in intensity as your run progresses.

Are there any plans to port Up to Par to mobile or other platforms, considering you’ve had previous porting experience with 39 Days to Mars?

Porting to consoles is a significant task; some consoles will have control schemes and display formats that are similar. Porting to mobile does have a few challenges like different screen sizes and how a player might interact. When I worked at Square Enix, we designed games specifically for mobile. I could adapt Up to Par for mobile, but it wouldn’t be a straightforward port; it would require some redesign.

Currently, there are no announced plans for mobile, but given my track record with previous projects, I’d consider it if things go well.

Have you attended events like PAX? What has that experience been like for you as a developer?

I love attending big events! I’ve been to PAX East in the US, PAX Australia, BitSummit in Japan, and more. There’s a lot of work leading up to these events, like creating specific demos that allow people to play in short bursts.

The atmosphere at these events, it’s always an energizing feeling. You have hundreds, maybe even thousands of people playing your game who genuinely enjoy games and provide valuable feedback. It’s a morale boost for developers to see their work appreciated in such a great environment.

You mentioned that 39 Days to Mars was released in 2018, and we’re seeing a lot of New Zealand developers making waves recently. Can you share your journey and thoughts on the New Zealand gaming industry? How has it evolved since you started, and what kind of support have you received?

The games industry in New Zealand has changed dramatically over the last 20 years. When I first left New Zealand, there were only a few companies, like Stickmen Studios in Christchurch, there wasn’t much else around at the time. After working there, I moved overseas for about ten years, and when I returned, the industry had exploded. Now there are hundreds of companies, ranging from startups to established, high profile companies.

A massive factor has been support from organisations like CODE, which started about five or six years ago. They provide funding for startups, outreach, training, and event support. When people would start a company, it required business acumen, connections and abit of luck. Now, there’s a clear pipeline focused on making great games, which makes it easier for developers to launch projects.

It’s incredible to see how far the New Zealand scene has come. I noticed you have another game called Town Squared. Can you share anything about that title?

Town Squared  is my next project, game number four, and it started around the same time as Up to Par. It’s a minimalist city-building game with a logical puzzle element. The goal is to create tiny towns in a calm, relaxing environment. I’m collaborating with Felipe Martins, who did the art for Go Mecha Ball, and he’s creating some amazing concept art.

While Up to Par is set for release this year, once that’s out and depending on how the porting goes, I plan to focus full-time on Town Squared.

Your games do have similar themes of minimalism and relaxation. Why have you chosen to focus on that style?

It’s a theme that resonates with me. I want players who enjoy one of my games to feel they can enjoy others as well. Maintaining a consistent theme is important to give players a sense of familiarity. I also want to create visuals that can stand alone as artwork. When people look at a screenshot, I want them to feel it’s beautiful and inviting.

Do you have any final thoughts on Up to Par and your plans following its release?

The gaming industry is release-driven, which makes planning post-launch tricky. A lot depends on how well Up to Par does. I’m focusing on outreach to streamers, influencers, and the press to help build momentum. Ultimately, I hope to sustain my independent developer journey because I genuinely love making games.

I’m excited to play it and maybe even climb those leaderboards. How can the audience best keep up with your work?

The best way is to subscribe to my newsletter, where I share updates on my projects, game launches, and announcements. Plus, there’s a free demo of Up to Par available, complete with leaderboards and online multiplayer, so players can challenge friends and try it out before the official release.

Up to Par releases tomorrow with a demo available to try right now!