It’s Terry Cavanagh everybody! He made VVVVVV and a lot of children cry because of it. But not us! We one credited that little guy first attempt. Yes siree.

*cricks knuckles*

*winces*

So, Mr Cavanagh: how have you been and what have you been up to lately?

I’m good, thanks! Lately I’ve been working on a game I started for 7dfps, which I’ve just put to one side to finish Super Hexagon.

Oooh! Super Hexagon. Nice segue. We saw the sneaky website for this game touchdown on the internet a few days ago. So, what’s the story?

Basically, it’s a really simple, pure arcade game. It’s an expansion of sorts to a one-day jam game I made called “Hexagon”, which you can play here.

Describe your game in 15 words or fewer.

Super Hexagon is a game that trains you to be good at Super Hexagon.

Are you saying that Super Hexagon won’t develop any transferable skills? How about if we told you that our hobby is climbing through hexagons while high on LSD? Eh? Eh?

So, what made you think: ‘I have to make this game’?

It wasn’t just a moment, really – it was this on-going thing, this idea that wouldn’t go away. Normally, when I make something at a jam, or just release a game in some form, it frees me to move onto other ideas. With Hexagon, that didn’t happen. I found myself thinking things like – this game ended up being pretty cool, and I only worked on in it for a day – I wonder what it would be like if I actually spent some time with it, did it properly? What would that game be like?

What would that game be like?

It was becoming a very big thing in my head – there were so many directions that I kept thinking about, and I kinda wanted to do them all – I had this grand, ridiculous idea to make a Hexagon concept album – lots of different stages set to different music, each with different rules and different feels. Every time I heard a new song I liked, I thought of the Hexagon level that would go with it. I felt inspired, and I had to get this game out of my head.

This is your first sequel, right? Have you just become Activision?

Haha, it feels kinda weird for me to call this a sequel, since the original game was a one day jam thing which feels more like a prototype than anything – but yeah, I guess that’s what it is.

Yeah, yeah, Terry KOTICK-AGH, amirte?

Well, I’m never going to make a sequel to something like VVVVVV, for example, because VVVVVV is a game that I’ve explored to my own satisfaction, and which feels complete to me.

I didn’t feel that way about the original Hexagon, though. That game felt incomplete, unexplored – it felt unfinished.

Speaking of VVVVVV, were you pleased with how the 3DS version turned out?

Yeah, I think Nicalis’ port turned out really well.

Did you mean to say: ‘THOSE GUYS TOTALLY RUINED IT AND I AM SO MAD’. Because if you mean that just come out and say it, Cavanagh.

No! I think it feels really great to play on the 3DS!

Hmm. Well that’s OK then, I guess. So, back to Super Hexagon, when’s the game out? Do you know what the platforms are? Will it be free like Hexagon?

1. Soon. 2. Not sure yet. 3. Probably not. I’m trying not to think about stuff like that too much right now – I just wanna focus on making the game as good as it can be first, and worry about things like that later.

That is something we heartily endorse. There is no hurry. I mean, apart from us being super excited to play Super Hexagon, combined with our ambient fear of the inexorable plod of time. Y’know. With that stuff in mind: HURRY UP ALREADY.

That aside, what happens next for you?

Super Hexagon is very close to completion now – I sent the beta out to some friends for feedback a few weeks ago, and right now I’m working through that, and trying to polish some of the game’s rough edges. Once that’s done, I’m going to start thinking about how to release it, hopefully very soon.

Wait. You already sent it to your “FRIENDS?” We didn’t get a copy of the Beta. Has this entire interview been an elaborate way of breaking up with us, Cavanagh?

Why do all of our interviews have to end up this way?