![]() ![]() Milko: Oh yeah, you could do some things just for fun because they make you laugh, right? They’re going to have their own playstyle that they created, that they experimented with, and it will be fun to see how people play this game, because people will play it differently.īrotuzak: I love those kind of games because you can just pick kind of like, niche ways to play, or just like, super meta ways to play. So everybody that plays this game is going to have a different set of favorite towers. And if you think about the tower defense as combat, then these towers that you choose to fight with, it’s almost like choosing your abilities. Each has a skill tree, so you will be able to create your own playstyle. There are about fifteen different towers. By “loadout” I mean the towers that you use. And if it doesn’t work, it’s OK, because we have checkpoints at every battle, and you can change out your loadout. So we reward you for being clever, but you can place towers anywhere, so you have to come up with a completely unique strategic idea for surviving that battle. Milko: But there are pits in the environment, so if you put the punch tower in the correct location, you’ll punch enemies into a pit. For example, we have a turret that is a giant punch glove, right? A boxing glove, it’s a giant boxing glove and it punches enemies back. ![]() So for example, a bunch of enemies will start coming at you from different corners, and you try to find a chokepoint, and then that chokepoint you would put like, a melee weapon, right? And you can use the environment to your advantage. It’s really on-your-toes creative tower defense. And because of that, it makes tower defense a lot more exciting, and it makes tower defense a lot more tense.īrotuzak: So it’s almost kind of like… when you start up it’s, you gotta have, like the levels get harder, and then you gotta figure out what you gotta build first to defeat that level or dungeon? ![]() Instead of there being a building phase, all the action happens real time. So whenever you get into a combat sequence, they pathfind to get to you, so you have to look at the location that you’re at and notice how the environment is going to work to your advantage or against your advantage. So with Dwerve, you are the hero that builds all the towers, and the enemies, they want to kill you. And for me, that was the funnest part about Kingdom Rush. And if any of you have played Kingdom Rush, they have heroes in that game, and the heroes have abilities and you can move them around the battlefield. So in regards to the RPG aspect, I would say it’s inspired by Zelda, and then the dungeon aspect of it-of course we gotta touch on that-it’s inspired by Dungeon Defenders, and personally, my favorite tower defense game is Kingdom Rush. Milko: So the game is 2D top-down pixel art, right? And that’s inspired by Zelda, and the art is 16x16, which is tiny pixel art, but we’ve gotten an excellent pixel artist that has managed to put an insane amount of detail in each of these little tiles. So I guess to jump into it, what inspired you most creating this game? It’s called the Dwerve: Prologue.īrotuzak: Awesome. It takes about 30 minutes I think for it to click in people’s heads, which is why we have quite a long demo, and you can play this demo on Steam right now. It’s what indies are known for, and I hope it works in our favor this time. So it’s a genre mashup that introduces a new game mechanic. Milko: So a quick summary of the game verbally-it’s hard to describe this verbally, ’cause you gotta see this game-but basically it’s an RPG that has a story, characters, a world that you traverse through, but the combat is tower defense. I guess can you just give us a small summary of your game? Dwerve is a dwarf, so Dwerve the dwarf is a clever way for you to remember it.īrotuzak: Awesome. ![]() It’s a tower defense dungeon-crawler RPG. Milko: Yeah, I’m one of the developers working on Dwerve. Brotuzak: So what game are you working on and what part do you play in the inner workings of the game? ![]()
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