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Moribund

Local multiplayer mayhem for 2 to 4 players in a post apocalyptic setting. · By Traptics

Invite to my documentary

A topic by Ace Volkov created Mar 30, 2017 Views: 248 Replies: 1
Viewing posts 1 to 2

Hey Your game is pretty kickass,

I'm working on a video project called time capsules focusing on game indie devs. It's similar to sending a message to your self in 50 years;

Only five questions for my documentary:

1. What feature in your game can the player not experience anywhere else?

2. What's the biggest personal obstacle you had to overcome in creating your game so far? (it could be super technical or anything else that you want to talk about)

3. Who helped you decide to become a game dev?

4. What feature of the game do you absolutely love that no one would probably ever find?

5. What do you believe video games mean to humanity?

First couple of episodes

https://www.youtube.com/watch?v=jhJ3ssjfCgs&t=0s

https://www.youtube.com/watch?v=O0NvEYmqtQ8

https://www.youtube.com/watch?v=dQmeXgsqhBM

if you have some game footage or even better developmental footage of errors or other stuff you'd like to show people who have never programmed a day in their life.

also best ways to contact you, and all social media you use because I'll be displaying those through out the episode.

I think if people dig the game and dig your story they might reach out for questions or colabs you really never know what can come of it.

do you think you'd be interested in being my guest?

Developer (1 edit)

Hey man thank you for the interest. Here's everything.


1. Well as far as we know the combination of a party game and the splattery elements is not something very common as far as we know. We also consider the use of the environment to be a very distinct and strong feature of the game.

2. Well the biggest obstacle we are still facing is reaching our market. There is a market for local multiplayer games like Gang beasts and Towerfall have proved, but we haven't found the way to approach it efficiently.

3. It wasn't as much a "decision" as it was a slow but steady transition. Lots of people and small competitions kept steadily pushing us towards this. So we just went with the flow.

4. It's probably all the little sweet spots that are hidden in the level design. Each level has certain "advantageous points" which we rarely see them used, unless we are playing. They really make a difference.

5. Well perhaps a bit philosophical but we consider games as whole to be a part of our evolution. Video games by themselves are just a mean to help educate and entertain people.


Unfortunately we don't have development footage. I don't know if its helping but we have 3 trailers of the game released on different stages of development. A keen eye can see the differences and how the game evolved.

www.youtube.com/watch?v=EDLfF8yIjrY

www.youtube.com/watch?v=iXlPh-QQwKA&t=1s

www.youtube.com/watch?v=wWS-OvOntPo


We will be available for anything else you'll need. Thank you for this

contact@traptics.com

http://traptics.com

https://www.facebook.com/Traptics

https://twitter.com/TrapticsGames