


Looking at the scrolls you come across, what were the intentions with this type of item?Was this to balance out runs or perhaps just create a wild variable to the action? For me, my favorites are the skill rooms, since they really test the player. We decided to do it this way because handmade creation makes each room look more creative and helps the design of levels. Placement and connection of the rooms is what’s random. The Team: The rooms are really handmade, all of them. You’re constantly visiting new rooms as you scale the pyramid, what was the process behind the creation of the procedural generation and do you have a favorite particular room type? From our point of view, making it a fun FPS was the main priority and it influenced the whole project. But in the end, it’s still a dungeon crawler as well, so you will find the repetition at some point. FPS players dislike repetition and grinding, so we had to create a lot of content, a lot of weapons, modifiers, and rooms (of which there are about 500!). There’s a mix of dungeon crawling with FPS, what was it like to balance the two out and did you find either had an influence on the other? Also fun, addictive gameplay that makes you immediately want to jump in for another run. The Team: We wanted a silly game like old FPS games, Redneck Rampage or Duke Nukem. What were some of the goals when designing the general gameplay? The Team: Sure! Old-school shooters mainly, like DOOM or QUAKE, mixed with Rogue Legacy’s idea of rogue-lite. Were there any inspirations for the game? The one that's giving us a lot of headaches is the Switch version, but it's on the way! Fix errors, cut, and optimize depending on the console we were porting on.

The Team: We used Unity for our engine, so the process has basically been testing the console versions just as we had the computer version. What was the process like porting Immortal Redneck over to the consoles? However, it is still a challenging game.We know there are some more rogue-lite FPS on the market, but our rogue-lite system is not like the rest. It uses Rogue Legacy's progressive legacy system and thus mitigates frustration that occurs in other rogue-lites with permanent death. The Team: Immortal Redneck is a FPS rogue-lite, but with persistent progression through each run. Immortal Redneck Interview Interview with The Team of Immortal RedneckĪ staple I do in all interviews in order to start things off is to ask that you elaborate a bit about your game (s) that people might not know?
