

That said, the team is bursting with ideas, specifically, ideas for local multi-player. I was fast talking with Sean about how how surprised I was to see that the lovely “Pokemon for knif collectors” 2D action games Mercenary Kings has both local and online split-screen co-op, accommodating up to 4 players at once. It was then that Sean remembered that I worked for a major game dev blog and said “Don’t post that.” Sean’s face immediately lit up as he said “Aand the Wii U control pad? So many possibilities…” “It’s like Metal Slug meets Zelda: Four Swords” I said with a inappropriately triumphant swagger, forgetting I was talking to a guy who was in a position to make that idea, or nearly any game design idea, a potential reality. I talked Sean into letting me write this story about his electric brain because I trust that the level headed, insightful readers of Destructoid will understand that this is not a promise that Shovel Knight will have any multi-player components. Super Meat Boy once was set to have multi-player components, but they never made it to the final game. Time, budget, and how current ideas will fit with future design epiphanies can change everything development.
