Clockwork Mustache Explains the Creative Process Behind Necroarcher a Humorous Metroidvania


Vinicius
Vinicius Melo
Editor-chefe Watermelo, cientista da computação e escritor iniciante.

terça, 20 de agosto de 2024 00h 18min

(credit image: Clockwork Mustache )

Clockwork Mustache is developing Necroarcher, a humorous indie Metroidvania game that casts players as an undead archer on a mission to save his friend Larry from the clutches of an Evil Witch. Slated for release in 2025, the game already stands out for its unique and creative approach.


Adrian, the developer and 2D animator behind the project, describes Necroarcher as a mix between The Lord of the Rings and The Hangover movies. “The idea of an archer in a red outfit moving like a character from Metal Slug had been on my mind for years, and it finally merged with several concepts,” Adrian explains. The game has evolved from a classic platformer inspired by early NES titles to a Metroidvania with comic-style graphics.


Necroarcher starts with a comedic twist, featuring three friends who get heavily drunk at a karaoke party. By morning, one friend is missing and may have been kidnapped by a witch. “The tone of the story is very light and comedic, hiding a deeper narrative about delayed maturity,” Adrian reveals, drawing inspiration from the storytelling in Shrek movies.


The project is inspired by two lesser-known games: Gungirl 2, a platformer RPG influenced by Cave Story, and The Addams Family on NES, a Metroidvania before the genre was officially defined. Adrian strives to avoid the overused format of games like Hollow Knight, adding his own touches, such as a map not divided into small square sections but into larger areas for exploration.


Regarding release plans, Adrian aims to speed up development by working full-time on the game and is planning a Kickstarter campaign for the winter. “I’m looking for a publisher who can not only allow me to work full-time but also assist with additional translations and expanding the game’s scale,” Adrian says. The goal is to release the game on consoles, possibly the Switch, though this is not yet 100% confirmed. The game is being developed in Game Maker, which allows for flexible content addition, with plans to add new missions or even a mini-campaign post-launch if possible. More details about this journey can be followed in his devlog on YouTube.




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