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#IWOCon Dev Talk: Viking Vengeance



Viking Vengeance is a Rogue-lite Dungeon Crawler ARPG set in a religiously oppressed medieval world. You play as a Templar with pagan origins who rediscovers his roots and learns to wield the powers of the Norse Gods forever changing the destiny of his people.


Indie game development studio Lowpoly Interactive is passionate about history and making games that will take you on journeys inside mythical worlds. They will challene you and tell you stories you might be familiar with, but from a new perspective, through unique aesthetics and design. They are based in Transylvania but with team members hailing from America, Europe and Asia.



Q: Looking back, how has your project changed/evolved since the idea was first conceived?

We were initially making a 6 months basic ARPG that became a 2 years and counting, highly ambitious game trying to compete with much bigger titles. Looking back we wouldn't have had the courage to start this kind of a complex project, we were lucky to get here step by step, incrementally. The game went from 4 hours of gameplay to 20 and counting, with a lot more enemies, items, gods, mechanics, quests and a richer story.


Q: How do you make gamers engaged in your game?


Viking Vengeance is designed to be played forever, with new story bits to discover, new enemies to face, new items to find and enhance, as well as a variety of viable character builds that will grant different experiences every time you play. To maintain the engagement of people we have planned many free DLCs and updates for our ARPG, bringing to life new playable characters, enemies, quests and stages.



Q: What are some of the fondest gaming moments from your childhood? Where did this all start for you?

We can still remember the first time we got our first Playstations and learned that time passed differently while you're in the zone, we couldn't get home fast enough from school or finish homework quick enough to play. Three Key moments for me personally were the time I played the first "Monkey Island", Diablo 2 and Warcraft 3. Each of these titles changed me as a gamer and are the pillars to my gamedev career.


Q: What advice would you share with other prospective indie developers looking to start their journey?

I would encourage them to be cautious with how ambitious their project is because nothing is certain in our industry as well as try to get out there as soon as possible and gather feedback from people early on.


Q: What is the best part about being indie? What is the worst?


Best part is you get to live your dream and get enormous satisfaction from building your project from scratch, especially if you're very passionate about this. Combine this with growing a community and meeting new people and you will be on an amazing ride. For us it is the coolest thing we've ever done.

The worst probably is the uncertainty of your future and how difficult it is to make long term plans financially as well as the fact that you will probably work an average of 10-12 hours a day, and you can say goodbye to weekends and holidays.


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