The Journey Down by the talented people over at SkyGoblin has reminded us just how stunning a 2D adventure game can look and that pixel-art isn't the only way available to indie developers.
Happily, artist and designer Theodor Waern has made himself comfortable on the virtual IndieGames interview couch and is ready to further enlighten us.
So, now that we are all comfortable, what is a SkyGoblin?
A SkyGoblin is a vile, theaving mischevious creature, often found zooming around in their makeshift airplane-contraptions and robbing/looting/pillaging peaceful villages and friendly passers by. They were the main enemies in one of the first games we produced together "Baron's Gold". It was meant for mobile phones back in the j2me days. We built an absolutely awesome prototype, but after the epic flop of our first finished j2me game (METAL COMMANDO) we decided that this was not a path for us to pursue. We knew how to make games, but not how to make money off of them. We adopted the name and logo for the very simple reason that their flag turned out awesome.
You do seem pretty enamoured with point-and-click adventre games. Am I correct in my assumption?
That's right, I love 'em. That being said, I don't believe that the classic games of the golden age were by any means flawless, not even the best of the best. (Sadly this goes for our games as well. We all have our limitations and everyone needs to cut scope somewhere, that's just reality.) I like to think however that we have improved on the formula, or at least have tried to slim it down to the basics of what once upon a time made the genre as a whole... magical.