The success of Vampire Survivors has sparked the development of numerous games that aim to emulate its style, with some even considering it a new genre. One such game is the upcoming Black Dragon Mage, which is set to incorporate many elements of this "genre" and establish itself as one of the innovative trends influenced by Vampire Survivors' significant impact.
Tom Nemec, the creator of Black Dragon Mage, recently spoke with Game Rant about the emerging genre and the distinctive background of his game. Black Dragon Mage had a remarkable journey, beginning with its debut under a mesmerizing green comet and drawing inspiration from a captivating figure in Nemec's personal history. The following transcript has been edited for clarity and conciseness.
A: Certainly! I'm Tom Nemec, the sole developer of Black Dragon Mage, which marks my debut in the commercial gaming industry. My professional journey has been quite diverse. Initially, I pursued computer science but eventually shifted to tech journalism for a few years. After that, I ventured into various positions at tech startups and gained experience in development work. A couple of years ago, I made the decision to fully dedicate myself to the world of gaming. To test the waters, I participated in a game jam project called Space Elevator, which surprisingly clinched first place. This accomplishment served as an encouraging validation for me to continue on this path.
And then, 666 days after emerging victorious in that game jam, I released the trailer for Black Dragon Mage, oblivious to the fact that it coincided with such an amusing number to kick off the journey. Unbeknownst to me, on the very night of the trailer launch, a comet with a vibrant green trail streaked across the sky, visible to the naked eye, gracing our quaint little town in Germany. It was a moment of sheer enchantment—a sight that one usually encounters only in YouTube videos. This extraordinary occurrence set the stage for countless captivating experiences since I embarked on this endeavor, and I am incredibly thrilled to witness where this path leads.
A: When I got my hands on the Steam Deck, a handheld device created by Valve, I decided to go through my backlog of games. That's when I came across Vampire Survivors and it really caught my attention. I was impressed by how immersive and casually enjoyable it was. It's the type of game that I can easily pick up and play, especially on busy days when I don't have much time. It brings back memories of playing arcade games and gives me a sense of progress and motivation to keep coming back, wanting to improve and be stronger each time I play.
Playing the Steam Deck alongside Vampire Survivors sparked an alternate vision for this game. Afterwards, I tried out 20 Minutes Till Dawn, which took a top-down shooter approach to the genre with some gunplay elements. This got me thinking: What if we took it a step further and made it similar to a Super Nintendo game on steroids? Picture that iconic cartoony look we all love from the likes of 16-bit Marios and Zeldas, but with modern visual effects that still retain a pixelated charm. The goal is to create a lively and immersive audio-visual experience, solely focused on enhancing the game's feel.
With this vision in mind, I set it aside momentarily and decided to tackle the music first, which may seem unconventional. Typically, developers prioritize music as an afterthought, but I've always had a passion for composing and writing music. I delved into my extensive collection of unused tracks on my hard drive, visualizing how a game would play out with each soundtrack. Working on orchestral compositions, I eventually crafted four or five tracks that now serve as the game's soundtrack. Using these musical pieces as inspiration, I further developed the game's visual aesthetics to align with the desired atmosphere.
I wanted the game to have a more dynamic and realistic feel compared to others in the same genre. In other Survivors-like games, the physics simulations are often superficial, with objects simply being pushed around like pebbles in water. This wasn't the visual experience I wanted when dealing with swarms of enemies.
I had a clear vision of how I wanted the game world to look and feel - lively, dynamic, and epic. I also wanted to incorporate eight-directional sprites, reminiscent of the top-down 16-bit era. This was something that bothered me about Vampire Survivors because the artwork usually faced the player, making it difficult to gauge the appearance or direction of enemies. I wanted to improve upon this aspect and create a more visually appealing experience. Many of my friends shared the same sentiment, as they found the idea of Survivors-like games interesting but were still searching for a visually appealing game in the genre. This challenge intrigued me, and I saw it as an opportunity to create something that could capture their attention.
Q: Survivorslike is a relatively recent genre. How would you define it?
A: Numerous early influences have played a significant role in shaping this genre. Even if we look back to classics like Asteroids and early arcade games, we can already observe intense dodging and shooting mechanics against hordes of enemies. In fact, Vampire Survivors drew inspiration from a mobile game called Magic Survival.
The genre draws from various influences, resulting in a unique appeal that can be described as a bullet heaven rather than a bullet hell. In this genre, players themselves become the bullet hell as they navigate through scaling power-ups, face hordes of enemies, experience meta progression, and encounter relatively simple enemy behavior patterns. The game mechanics involve straightforward movement, accessible controls, abundant power-ups, and dynamic power scaling. Importantly, these games have short run times, usually lasting between 10 to 30 minutes, making them approachable for players who may have taken a break and want to jump back in with ease. The re-entry barrier is incredibly low.
Some games in this genre incorporate automatic attacks, allowing players to effortlessly fire projectiles at the nearest target without needing to push additional buttons. This feature makes these games ideal even for arcade machines. This aspect represents the evolving nature of the genre. While not all games have integrated this feature, newer entries such as Halls of Torment and 20 Minutes till Dawn provide players with increased agency and control. This merging of player agency and the genre's core elements is something I am particularly interested in exploring.
Q: You've touched on this a bit already with things like the kinetic nature of Black Dragon Mage, but what else separates it from other Survivorslikes?
I believe the key distinguishing factors are the cohesive visual experience and the seamless integration of assets. The visual and sound effects are thoughtfully designed to create a unified and immersive gameplay reminiscent of 16-bit era games, but with the added intensity of a bullet hell experience.
In terms of gameplay, what sets it apart is the unique feel of the weapons, drawing inspiration from both Quake 3 Arena's rocket launcher and Enter The Gungeon. Unlike hitscan weapons, there is a slight travel time, requiring players to anticipate enemy movement rather than simply dodging through them. This adds a meditative quality to the gameplay, as players must carefully time their attacks while managing their mana budget.
Additionally, the game incorporates gameplay mechanics reminiscent of ARPGs, particularly those found in the older Diablo games. Players have three ability slots which they can populate throughout each run. These abilities are not automated attacks with limited control, but rather strategic and tactical tools that players can use to their advantage. For example, players can decide when to trigger their Shield of Frost to freeze a particularly threatening enemy that they are currently unable to defeat.
The dragon and the mage also develop a companionship and embark on a journey together. Unlike other stories in the genre, which leave much of the lore and backdrop to the reader's imagination, I provide a unique backdrop where the mage accidentally teleports to a hostile desert. In this time loop scenario, the mage faces attacks from demonic creatures and even the plant life is hostile. Amidst this chaos, the mage discovers an unincubated egg abandoned in the desert and feels compelled to protect it from solitude. The mage brings the egg along to a central hub area.
One notable aspect of the game, inspired by Hades, is that you initially visit this hub area at the start of each time loop. Here, you can purchase meta upgrades and nurture your relationship with the egg and the growing dragon hatchling. As the hatchling matures into an adult dragon, it becomes the key for the antihero mage to break free from the predicament. This symbolizes personal growth and embarking on a metaphorical hero's journey, while also helping another being unlock their potential. In the beginning, the dragon is like a helpless Tamagotchi-like entity, following you around sleepily and cutely. All of this takes place in the secure Hall of Relics.
Where did the inspiration for this dragon mechanic originate from?
One of my closest childhood friends, whom I looked up to as a mentor during my teenage years, sported a black dragon tattoo on his chest. The reasoning behind this symbol remains a mystery to me, but perhaps his admiration for Bruce Lee played a role. Regardless, this black dragon represented his unwavering determination to persevere through life's toughest challenges. In honor of my dear friend, I decided to pay tribute to him by incorporating his name into the game.
To start off, I chose to design my character as a mage, drawing inspiration from Link but opting for a different approach. Instead of engaging in close combat, I wanted my character to excel in projectile combat, making it more intriguing. This aligns with my usual preference for selecting a mage class in role-playing games. Thus, my friend Khan became the catalyst for creating a captivating antihero mage character.
Q: You mentioned that you developed the music for the game pretty early in the process. Can you tell me what kind of music you went for?
My intention was to create a setting reminiscent of Dungeons and Dragons, a classic fantasy world. To achieve this, I incorporated orchestral instruments, focusing on dramatic string staccatos and prominent brass sections. Taking inspiration from The Elder Scrolls soundtracks, I also included choir staccatos, where a large choir sings impactful syllables. I found it intriguing and entertaining to combine this top-down pixel art aesthetic with characters that are only 16 pixels tall and the grandeur of an epic orchestral choir fantasy music. These contrasting elements bring about a sense of joy and fascination that I thoroughly enjoy.
Additionally, some parts of the music are influenced by retro-synthesizer chiptune styles. I imagined how a modernized Super Nintendo game would sound, especially during the player's level-up moments. Playing a different theme in these instances helps emphasize the mechanics of upgrading attributes and provides a contrast to the intensity of battle scenes. It creates a similar atmosphere to visiting a shopkeeper in an RPG, which was what I aimed to convey.
When you explore the hub area, known as the Hall of Relics, the music shifts towards an arabesque feel, incorporating Middle Eastern style instrumentation. This choice aims to evoke a sense of mystique and curiosity, as it is not entirely clear what this place is or the significance of the ancient relics and enigmatic statues that are strongly connected to the player. The atmosphere reflects a cool and underground environment, in contrast to the scorching heat of the desert where the player initially begins their journey.
There are essentially three modes in the game: the epic orchestral, the chiptune arcadey for specific moments like the upgrades, and lastly, the Middle Eastern mystique feel in the hub area.
Q: In the hub area, one of the actions you take is to equip yourself to "avenge your own death," as referred to in the promotional material. Could you describe what it's like to avenge your own death?
A: At the very heart of the genre, I believe, lies this roguelite element that constantly makes you feel like even a moderately successful attempt grants you a slight advantage. This advantage can be in the form of acquiring the next meta upgrade or at least having a plan for your next endeavor. Therefore, when you meet your demise in battle, you awaken once again in the Hall of Relics. This opportunity allows you to confront those demons once more, as if time has been rewound, and gives you another chance to strive for the ultimate achievement of breaking free from this endless cycle. A crucial aspect of this process is your death, as it always serves as the reset point.
Q: Which abilities can players equip themselves with that are particularly thrilling?
We offer a variety of powerful weapons, including fire, ice, and void damage. Additionally, there is an arcane beam weapon that fires instantly, moving as fast as light. It not only inflicts damage but also slows down enemies. The longer you focus on a target, the more it will slow and damage them, providing a satisfying ramp-up effect. This precision-style weapon draws inspiration from Gauntlet: Slayer Edition, a renowned dungeon crawler game that greatly influenced our own. Our testers particularly enjoy using the pentagram ability, which allows them to incinerate a large area. By enticing enemies into this area, players can evolve the pentagram in various ways. Every ability in the game, as well as the character's attributes, main weapon, and dragon, can be upgraded. The testers specifically desire to increase the coverage area of the pentagram, making it bigger and more impactful. Another favored ability is the spiral strike, which grants a moment of respite from aiming by casting damage in all directions simultaneously.
When it comes to map interaction, this aspect is quite distinctive. As a child, I used to enjoy playing Bomberman on my Game Boy, where I would strategically position bombs to trigger chain explosions. I have merged this concept with the explosive flora found in various maps. In the desert, for example, peculiar cactus creatures can be provoked by enemies or the mage's presence. They pulsate and trigger different types of explosions based on their species. One particularly enjoyable ability involves generating rain on the map, allowing these plants to regrow. This presents an opportunity to lure enemies into areas where you can skillfully guide them into these traps. This experience truly makes me feel like a cunning tactician.
Additionally, there's another aspect that I often forget to mention, but is immensely popular among players - the ability to perform the devastating God of War smash-down move upon leveling up. This unique skill is acquired through a specific meta upgrade, allowing the mage to levitate and become infused with the souls of defeated enemies each time they level up. It is at this point that players are able to select their desired upgrade. As the mage descends from their levitation, the intensity of their impact varies, with particularly forceful landings disorienting and repelling enemies in their vicinity. The accompanying thunderclap sound effect adds a satisfying element to the experience, making it a favorite amongst our testers.
Q: What type of build do you prefer?
I prefer using the elemental ice path because it allows for a purist build, giving me the freedom to combine different elements in practical and interesting ways. One thing I really enjoy about the Ice Staff is the slower projectiles it releases. These icy balls of energy can freeze enemies, creating obstacles that prevent other enemies from reaching me as long as the targeted enemy is frozen.
After acquiring my three abilities, I reach a level where weapon mastery is obtained. This mastery is one of three upgrade paths for each primary weapon, allowing me to further customize how the weapon functions.
Currently, my favorite mastery for the ice weapon is the ice spikes mastery. It generates additional areas on the map where ice crystals form. These crystals slowly decay over time, creating barriers even if I don't hit the intended enemy. There is also a chance that the ice spikes may travel back towards me from the point of impact, providing interesting movement opportunities. By enhancing these ice spikes, I can create a circular area completely surrounded by ice, giving me the chance to strategize and plan my next move.
Q: What challenges await players in the game?
A: The game aims to strike a balance between accessibility and mid-level difficulty. Each round in the current mode lasts for 30 minutes, allowing players to begin in a comfortable state. However, as the game progresses, the intensity gradually increases, mirroring the structure of well-crafted music. Similar to how good music builds tension leading up to the first chorus, the rounds in the game also escalate in difficulty, followed by moments of release. This pattern continues as additional tension is built towards the second chorus. The game maintains a consistently high level of excitement throughout the entire gameplay. The initial stages are relatively manageable, but as players advance, they encounter increasingly challenging enemies with complex movement patterns. These enemies possess various abilities, such as charging, explosive attacks, and elite units that can stomp on other enemies.
You may encounter the Reaper at times, and if you possess the knowledge, you can effectively utilize it as your personal weapon. However, if you are unaware of how to do so, it can be extremely difficult to deal with. The Reaper's main ability is to steal your heart containers, not in a romantic sense, unfortunately. Every time you come into contact with the Reaper, it absorbs one heart container from you, which means that the progress you have made during a run can be taken away by formidable characters like the Reaper. As you progress, you will face the Reaper multiple times, leading to more intense encounters with enemies who can also shoot projectiles.
Towards the end of each run, you will face a boss, which changes the gameplay from a bullet-filled heaven to a combination of bullet hell and bullet heaven, inspired by Picayune Dreams. This game, set to be released next year, features boss fights that align with my vision for this genre. In these boss battles, all other enemies disappear, leaving you to face a massive pyramid-like entity in the desert. This ancient and arcane being emits various patterns of projectiles that you must skillfully avoid.
The environment also plays a role in this. Boss fights that truly stand out often incorporate the environment, causing it to evolve and transition through different phases. While I don't want to divulge too much and spoil the excitement, I believe that strong boss battles should have narrative elements that make the experience feel like a personal journey. This presents a marvelous opportunity for the game to introduce varying tempos and present players with diverse challenges.
Black Dragon Mage will release Q4 2023 on Steam.