This is the part where you really get to see “the essence” in action, and the spells will wildly differ from each other. Yes, with the help of the towns and buildings, you’ll build up these potentially huge armies that you use for battle. Can you give us an example of how a battle will unfold? I understood it’s gonna be turn-based, using troops and Wielders, magicians that are similar to Heroes. To me, that’s hugely interesting and gives an extra dynamic with quite a bit of extra depth.Ĭombats were not shown during the trailer. There’s an interesting way of gaining mastery within the game in this as well: If you know what spells certain enemy troops can give, you can choose to attack them just to have them lose their spells. If you lose a troop that’s a part of a combination during battle - the wielder will also instantly lose those abilities gained. It’s not always the best choice to just choose the strongest troops. You really need to think about what troops to bring in to battle. And some of the spells require a combination of troop types. Our wielders, which are the commanders of the armies, draw essence from their troops to gain access to spells. So, that’s a new element of strategy here where you need to think about build orders early on. You’ll also be able to build the same building multiple times, there’s no cap like that. These structures will be used to grow and expand your army and kingdom. On these sites, you’ll be able to build (and sell) structures. The build sites are a limited amount of marked places in different sizes around your town. We’ll have a lot of features that will make our game unique, but I think at the moment the two biggest ones are our concept of build sites and “the essence”. What are the features that’ll make your game unique? Songs of Conquest takes inspirations from games like HoMM and King’s Bounty, an aging genre that’s been in need of “fresh blood”. That kind of direct and instant communication is pure gold! The discord server we have is also a lot of fun. I mostly hang out on Twitter, but that’s also what’s so nice about being on multiple social media platforms - they all have different characteristics, so you can kind of pick one that suits you the most. I did not expect that at all!Īnd our community is growing by the day, and getting to discuss, share content and finally talk about the game is absolutely wonderful. A personal highlight was when Sean Plott said at the end that Songs of Conquest was the game he was most looking forward to. It feels amazing! Showing our trailer at the PC Gaming Show was a huge motivational boost for us, especially after getting such positive response. You and the whole Lavapotion team must be so proud! So, how does it feel, having so many people discover your game for the first time through the biggest event of the year? Hi Niklas, and welcome to our Coffee Break! Songs of Conquest was unveiled at E3, and instantly garnered a lot of attention. Grab a mug of your favorite beverage, and let’s hear him tell us a tale of heroic deeds! We were very lucky to have an in-depth discussion with Niklas, co-founder & lead programmer, and learn more about this upcoming strategy game inspired by the beloved license Heroes of Might and Magic. That indie game, you’ve probably seen it, drooled a little in front of your screen, and been dying to know more! A game of war, a game of pride, a game of songs for those fallen and those who survived: Songs of Conquest from Swedish studio Lavapotion. During the PC Gaming Show, such a thing happened: A short trailer of 1:24 got everyone talking - even Sean “Day9” Plott sang its praises! Yet, sometimes, a game comes along and unanimously wows the crowds. Now, if you’re indie, the task is Sisyphean! The biggest video game event of the year is so packed full of announcements - each shows gotta be louder, better, brighter than the previous one - that standing out is a difficult feat to achieve. Three times an “E” to have players shaking with anticipation, medias feverish with the task to come.
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