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Sunken - Interview @ Bare knuckle dev

by Myrthos, 2015-09-28 22:42:33

Bare knuckle dev interviews Steven Jevtic about his game Sunken.

Has Sunken been inspired by any particular game and what inspires you as indie developers?

Diablo 1 and 2. Planescape: Torment and Baldur’s Gate, and our D&D campaign “I am the greatest wizard alive!” says Vladislav. And of course lots and lots of books.

How is Sunken going to have ‘hardcore’ gameplay and why have you chosen to do it this way?

We don’t really like ‘would-be-hard’ games that are not ‘actually’ hard. When we say “hardcore”, we mean that it will be challenging. Even though it might not always be the case, at some point it will get hard again. We like games that are difficult in a sense that your skill massively affects the outcome of combat or any gameplay for that matter. We like there to be an element luck; random loot and monster packs for example. In “Sunken”, there is no classic targeting of one mob. Your basic attack is somewhat of a cleave, so it depends how you position your character and how well do you kite the mobs around for the best possible efficiency. Of course, you can dodge ranged attacks or even counter them if you are insanely fast. Being a game with a Permadeath feature, you have to be careful constantly and on the edge – which should flow well with the general atmosphere.

Thanks Eye.

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Indie RPGs

SP/MP: Unknown
Setting: Unknown
Genre: RPG
Platform: Unknown
Release: In development


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