"If Shovel Knight is our Mario, Mina would become our Zelda" - Sean Velasco from Yacht Club Games on Mina the Hollower, seven new game plus modes, the price, and much more

"If Shovel Knight is our Mario, Mina would become our Zelda" - Sean Velasco from Yacht Club Games on Mina the Hollower, seven new game plus modes, the price, and much more

Mina the Hollower from Yacht Club Games finally launches on May 29 worldwide for PS5, Xbox Series, Nintendo Switch 2, Nintendo Switch, and PC (Steam). Ahead of the launch, I had a chance to chat with Sean Velasco, designer and director at Yacht Club Games, about Mina the Hollower's development, difficulty, the price point, potential DLC, new game plus modes, the aesthetic, working with Yuzo Koshiro, Steam Deck support, the Switch 2 version, coffee, and much more. 

RPG Site: Tell us a little bit about yourself and what you do at Yacht Club Games.

Sean Velasco: I’m Sean Velasco, a designer and director at Yacht Club Games. Before Yacht Club, I worked at WayForward on a bunch of different games. I love action games, side-scrollers, and Mega Man. At Yacht Club, I directed the Shovel Knight series, and now I’m directing Mina the Hollower!
RPG Site: I love Shovel Knight. I think it is one of the few indie games I've bought 8 times across platforms and formats. I always thought it was great, but it is quite a bit bigger and better now compared to launch. What learnings from the development of Shovel Knight did you take into Mina?

Sean Velasco: First off, thank you for supporting us! At Yacht Club Games, our mission is to fuse retro and modern sensibilities to synthesize something new. With Shovel Knight, we increasingly set a high bar and tried to make every part of the game feel considered. Mina is a totally different kind of game, but we brought that same ethos and standard to the development process.
RPG Site: Do you plan on supporting Mina the same way with spin-offs and mini-campaigns like Shovel Knight?

Sean Velasco: Mina is intended as a finished game, but also as an evergreen world. It would be fun to revisit in the future… Maybe after a long vacation! You certainly haven’t seen the last of Mina (if it sells, lol!).
RPG Site: Mina the Hollower originally started out as a side project that became this huge undertaking for the team. What led to working on this instead of doing a full Shovel Knight sequel?

Sean Velasco: Mina didn’t really start as a side project. We were planning to do two projects at once, and after making a bunch of Shovel Knight games, we wanted to create something different - if Shovel Knight is our Mario, Mina would become our Zelda. Basically, Mina let us craft a new kind of action-adventure and stretch our capabilities while still doing what we like.
RPG Site: Did you originally intend for Mina to be as long as it turned out?

Sean Velasco: No! We didn’t intend for development to be as long as it was, and we didn’t totally know the game would become this big. But once the full scope was laid out, it became clear that this was a giant game. It might take you 30 hours to see everything there is to see.
RPG Site: You recently announced the $19.99 price point for Mina. While this is higher than Shovel Knight's launch price, every Shovel Knight fan I know thinks the price is too low. How did you arrive at this price point?

Sean Velasco: We priced it to sell! We want to move a lot of copies. We considered that we could probably sell it for more, but we thought that people are feeling squeezed financially right now, and there are also a billion other great games out there. So we wanted Mina to feel like an instant purchase!
RPG Site: How did you approach balancing the difficulty of Mina and accessibility?

Sean Velasco: Mina is a truly challenging game, and we expect a lot out of the player. But we playtested it a ton to make sure it felt tough but fair. We also added many gameplay modifiers and features that can make the game easier, so players can customize it to their liking. There are a lot of modifiers that are just for fun, too!
RPG Site: I love the aesthetic and based on the demo, it seems like Mina is properly following the Game Boy Color palette barring being widescreen. Are there plans to add more palettes through unlocks or DLC?

Sean Velasco: You’ll have to play the game to find out. But the answer is yes. *laughs*
RPG Site: Speaking of DLC, what should we expect for DLC barring a soundtrack?

Sean Velasco: We’ll be focused on supporting the game, fixing bugs, and improving things after launch. We do have a couple of features in the pipe that we plan to add, but I wouldn’t call it a big DLC plan.
RPG Site: How was it working with Virt (Jake Kaufman) on the soundtrack?

Sean Velasco: Working with Jake is always amazing. He understands the whole game, not just the music. He writes a lot of the game’s script, too! He imbues so much life into the game - I just feel grateful to collaborate!
RPG Site: Did you always want to feature songs from Yuzo Koshiro as well?

Sean Velasco: Yuzo Koshiro was a surprise and a huge honor. I’ve loved his work for a long time - Streets of Rage, Dragon Slayer, and too many others to count. His work makes Mina feel even more connected to that history.
RPG Site: What should we expect for new game plus and the post game in Mina?

Sean Velasco: Mina has a pretty intensive post-game, including seven New Game Plus modes. They don’t just make the game harder. Items get shuffled, the world can be mirrored, enemy difficulty changes, and other parts get remixed too. I have hundreds of hours playing Mina, and it’s still fun for me, which is a good sign, I think!
RPG Site: I recall the platform reveals for Mina being very interesting with how you basically appeared at every major platform holder event?

Sean Velasco: We really hustled for that! We tried to have high-quality reveals, beats, and trailers to show to our partners, and we were lucky to have Mina placed in some really big events. Marketing is one of the most important parts of releasing a game, so we make sure to focus on it.
RPG Site: What challenges did you run into with the Switch 1 version if anything?

Sean Velasco: Switch 1 was the most difficult version because it’s the least powerful platform we’re supporting, but in the end it wasn’t too bad. I’m old enough to have made games on the Nintendo DS, which was much more restrictive! Mina is doing more than it looks like, though. Pixel art doesn’t mean automatic free performance.
RPG Site: Are you adding any controller-specific features like adaptive triggers and haptic feedback on PS5 or HD rumble 2 on Switch 2?

Sean Velasco: Mina currently doesn’t support rumble, though we may add that in an update. There is mouse support on Switch 2, and we support the PlayStation light bar, which is actually really cool in-game. We always like to support platform-specific features. Make more weird ones, platforms!
RPG Site: Did the team do any added work for Steam Deck to support 16:10?

Sean Velasco: No, the game runs in regular 16:9 mode. It still feels great on Steam Deck, but the rooms and screens were built around that 16:9 framing so it was important to maintain that.
RPG Site: I remember playing Shovel Knight before I had actually finished a Mega Man game. With Mina, I've played the games and franchises that influence it like Castlevania and Zelda, but I enjoyed the demo a lot. How do you balance paying homage or being influenced by games and adding the signature Yacht Club Games flair?

Sean Velasco: We try not to just copy things we love. We take an idea, add something, twist it, or make it feel like our version. A lot of the fun is recognition and then subversion! We also like backporting modern design ideas into older rule sets and refining older ideas that never felt fleshed out.
RPG Site: You've been in the industry for a long time now across working on multiple console generations and both original IP and licensed games. What are your thoughts on the state of indie games right now?

Sean Velasco: It seems crazy. Indie games are really popular, but so many come out that very few really hit. Then one game sells millions and it feels random, like hitting the lottery! My guess is that games will keep getting more stratified: cheaper ways to play on one end, and more upgrades, cosmetics, subscriptions, or premium versions on the other for those who can afford them.
RPG Site: Did you consider launching Mina in early access at any point and will you do a Kickstarter for your next project as well?

Sean Velasco: We didn’t really consider early access in a major way. We had a demo and a small friends-and-family beta, but Mina felt like something that should arrive as a complete adventure. As for Kickstarter, maybe! We like the community it creates, but it’s also a lot of work.
RPG Site: We've recently seen the likes of Konami and Sega work with indie developers who made games influenced by their legendary works to work on new entries and spin-offs. Can you say if you've been approached and would you be interested in doing something like that?

Sean Velasco: We have been approached before, yes. In general, it’s not something we’re chasing because we really like owning what we make. But never say never!
RPG Site: What games did you enjoy playing in 2025 and this year so far?

Sean Velasco: I’ve been obsessed with fighting games lately: Street Fighter 6 and Guilty Gear Strive. It’s also May, so I’ve been playing Mega Man. I’ve been using BizHawk to play a Mega Man shuffler where getting hit switches you to another Mega Man game. There are like 30 Mega Man games in there -  it’s so fun!
RPG Site: How do you like your coffee? Go into as much detail as possible. (If it is doable, I would like as many folks from YCG to respond to this. No worries if it isn't doable by everyone and can only be answered by Sean).

Sean Velasco: Large iced coffee with a dash of heavy cream, please. No sugar. Simple!