Interview: ACTION GAME MAKER Producer and Director Yusuke Morino

Morino discusses the challenges of developing ACTION GAME MAKER and much more.

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Final Weapon had the opportunity to interview ACTION GAME MAKER producer and director Yusuke Morino to learn about the project’s development. In our interview, Morino also discusses his director and producer role, future updates for ACTION GAME MAKER, the team’s challenges while working on AGM, and much more.

The full interview is available below:

As the producer of ACTION GAME MAKER, what did your role entail for the entry’s development?

Yusuke Morino: As producer and director, I managed overall project design, actual development, created sample projects, tutorials, tooltips, and continue to oversee updates and bug fixes.

The RPG Maker series has been around for several years, allowing gamers and aspiring developers to create their own games. What inspired Gotcha Gotcha Games to focus on action games with ACTION GAME MAKER?

Morino: Action games currently dominate the indie market, so focusing on this genre made sense for revitalizing Maker series beyond RPGs, which had stagnated.

ACTION GAME MAKER was built with Godot Engine 4.3, and the title gives players access to functions and mechanics without any programming knowledge required. How did the team create no-code tools for ACTION GAME MAKER? Are there any advanced features that players and developers can also take advantage of?

Morino: AGM’s no-code system evolved from RPG Maker’s event commands, redesigned to handle complex action-game logic. Advanced users can access full Godot functionality via signals, enabling virtually limitless customization.

Were there any challenges you and the development team faced while developing with Godot Engine 4.3?

Morino: Japan’s scarcity of experienced Godot developers meant the team had to learn the engine from scratch, navigating a vast, complex codebase.

What are some key features that set ACTION GAME MAKER apart from RPG Maker

Morino: AGM notably supports extensive no-code creation beyond RPG Maker, enabling users to freely develop varied game genres without needing plugins or coding. https://rpgmakerofficial.com/act_game/?lang=en

ACTION GAME MAKER is already forming a dedicated community of players in the weeks following its launch in June. What’s next for ACTION GAME MAKER in the second half of 2025? Does the team have a roadmap of what’s to come?

Morino: Planned updates for late 2025 include Godot 4.4 integration, action scripting via GDScript, lighter projectile objects, visual scripting improvements, and Android export capabilities already implemented.

One of the most recent entries in the Maker series was RPG Maker With, which launched on consoles last year. Has the ACTION GAME MAKER team considered what an action game-focused toolkit may look like on consoles?

Morino: While no current plans exist for console deployment similar to RPG Maker With, we’re open to future possibilities.

Is there anything else you would like to share regarding ACTION GAME MAKER?

Morino: AGM might not be as straightforward as RPG Maker, but it genuinely supports no-code game development, teaching programming fundamentals necessary for indie creation.

Thank you for your time, Mr. Morino!

Lastly, ACTION GAME MAKER is available now for PC via Steam, and Final Weapon’s review can be read here.

Soul Kiwami
Soul Kiwami
Raul Ochoa, a.k.a. Soul Kiwami, is the Managing Editor of Final Weapon with six years of writing/editing experience and a former News Writer at Game Rant. Raul is passionate about the Japanese gaming and anime/manga industries, and he's a huge fan of Nintendo Switch, PC hardware, JRPGs, and fighting games. business email: [email protected] | Muck Rack: https://muckrack.com/raul-landaverde-1

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