![]() The reason we’ve started developing for Switch and not other console is because of its portability."Ĭan you talk about the resuscitation mechanics, and how bringing back enemies to fight for you is implemented into the gameplay experience? "We are developing the game with the Nintendo Switch in mind, but of course we would like the game to be on as many platforms as possible. In the beginning weapons will be pretty similar, but as you get into the depths of the dungeon they will start to be more and more different. Think more or less on how Hollow Knight’s charms work.Įach time you come into a chest, that chest will generate an item according to your progress (so the more far you’re into the game, the more chances you have to get better weapons). On top of that, each weapon and item can have up to 4 “skills”, which go from stats increase (like +3 health) or adding an element to the weapon (like fire, ice and thunder) to passive abilities like creating an explosion in retaliation to an enemy attack. Each type has several subtypes that change some of their attributes like reach or how the charged attack behaves. In Sword of the Necromancer there are 5 types of weapons: swords, spears, axes, bows and magic tomes (grimoires). How much of an impact down the procedural weapon generation system have on how much they vary from each other? Could you give us a couple examples? Also, scanning will be limited so they don’t end up being exploitable. Using this “IR Codes”, as we’ve called them, will not be required at all to beat the game, but will serve as a help to the player. Our plan is to share those codes via social media and also distribute them physically as cards (one side being the code, the other an illustration of the item or monster it contains). It lets you use the right Joycon’s camera to read QR-like codes and get items and monsters (some could even be unobtainable in other ways). The Code Scanner is one of the Nintendo Switch’s exclusive features. ![]() ![]() ![]() I wouldn’t like to give much detail to avoid spoilers: we’ll have a “Story mode” that won’t be especially long (anyway that will depend on the player’s skill and also a bit of luck), but we plan to add different side modes like your usual “Endless Dungeon” mode, present in many Rogue-likes.Ĭan you talk about the Code Scanner, and how that factors into the game? It’s a difficult thing to tell, as you say this will vary a lot from player to player, but we also have to factor the randomization of rooms and enemies. With a game like Sword of the Necromancer, I imagine the answer to this question will vary a lot from player to player, but roughly how long would you say an average playthrough of the game will be? Some bosses will be static, others will move around, or will send minions… We will try to have variety in that aspect to make the player exploit their summoned monsters’ abilities. Most boss fights will be against a big enemy you can gang up against with your summoned monsters, those bosses will be using big attacks that can hurt everyone, you will have to be careful and plan how you use your monsters so you don’t lose them early on and end fighting alone (which is a valid strategy by itself, going full on attack by yourself). Obviously, I assume you might not be able to go into too much detail in order to avoid any spoilers, but what can players expect from Sword and the Necromancer when it comes to boss design and how much they vary from each other? "Some bosses will be static, others will move around, or will send minions… We will try to have variety in that aspect to make the player exploit their summoned monsters’ abilities." You can read our conversation with the game’s designer and programmer Víctor Pedreño below. Curious to know more about the game, we recently sent across a bunch of questions to the developers. Combining its roguelite elements and classic dungeon crawling with an interesting mechanic to revive monsters, it certainly seems to be promising something interesting. With their upcoming title Sword of the Necromancer, developers Grimorio of Games might be on track to deliver just that. Sometimes, there’s nothing quite like a good, addictive, mechanically solid dungeon crawler.
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