Review Fix Exclusive: Inside ‘Dark Flame’

Review Fix chats with “Dark Flame” creator Warren Smith, who talks about his awesome retro-inspired PC game, letting us know how Konami’s stubbornness and his passion for the genre proved to be a driving force in the creation of the game.

Review Fix:  What was the inspiration for this game?

Warren Smith: To be quite honest, I started working on this game because I was tired of waiting on Konami to make another Castlevania. I was deployed (US Military) back in June 2013 when I first started. Normally, people tend to find a hobby to do during their off time. Some play music or go to the gym, but I decided to learn how to code. I brought a book on learning to code in XNA and a laptop and just went to work. I never made a game design document or anything. I literally just made many small projects to learn something new about programming. I eventually decided to start working on a platformer engine that just happend to slowly turn into what it is now – Dark Flame.

Review Fix:  What has development been like?

Smith: A lot of (really fun) work. Development has literally been my second job for the last three years. I’ve held a full time job (and even did some school) while working on this game. I’ve sacrificed many hours of wanted sleep just so I could “pick away” at the code. I think everything behind the indie game development scene is so expansive – I wouldn’t have comprehended it without diving into it like an idiot! I realized I’m pretty good at failing at just about any kind of marketing portion, but those few positive comments I get go a long way. I love watching people’s reactions and videos when they play the game, and most of all, I love when they get excited playing it.

Review Fix:  What games did you play as a kid? How did they influence this one?

Smith: I’ve had many different influences in regards to this game. The most noticeable one is the old Castlevania series back when I think they were better (2D). There was just something about the art style in those games that I loved more than other 2D style games. Hi-resolution art is great and all, but I think there’s something about the pixel art that still brings to the imagination. Another more apparent one is from the soul’s games. I love the immersion involved in this series. There are many other games that influenced me including Diablo and Final Fantasy.

Review Fix:  What do you think is the coolest feature in the game?

Smith: I want every feature to be the coolest! I’m not sure – I think if I had to choose I would say either the weather system or the spell mechanics. I’m currently working on the Pyre system (spell mechanics) to where players can socket magic stones into their weapons to add new effects, carry spells, and imbue weapons with elemental damage. The stones can also gain experience and be upgraded. It’s currently a work in progress, but I’m having a ton of fun working on it (and play testing it).

Review Fix:  Bottom line, why should someone play this?

Smith: They should play it because it’s fun. That’s really it. It doesn’t matter if I slaved away three years to work on it or anything. The bottom line is that people should only play games that are fun. I don’t believe in pay to win games or “time wasters”… don’t get me started on mobile apps… I think that many games these days are losing sight of basic gaming mechanics that made games fun. Games don’t need to be made from a AAA title or have the best graphics in the world to be the best, they just need to be fun. I believe that Dark Flame has that potential to be one of those great games.

Review Fix:  This game would be a blast on the go. Any plans for a 3DS or PlayStation Vita version?

Smith: I don’t plan that far ahead. Haha – but seriously… I would like to release this on PC/Console as these were my first intentions when I started working on Dark Flame. If I am able to, I would port them to handhelds. Right now, I just need to focus on finishing the game.

Review Fix:  What are your goals for the game?

Smith:
To finish it! I just recently created a Patreon page to procure funding to pay for assets like art and music. It’s great because it allows me some kind of funding while being able to give back to supporters in a low-risk way to patrons. I’m currently adding all the features into the game that I believe are necessary for a fantastic one-player experience. If I had all the funding I needed, I believe it would take no more than a year to complete at this point. So my main goal is really to get funding while I polish mechanics and create new features.

Review Fix:  What’s next?

Smith: Next as in after I finish Dark Flame? I already have ideas for other games. To be quite honest, I would love to have my own game studio and continue making games. I often dream about that stuff, but I try not to do it for too long or work wouldn’t get done! Normally when I think of “what’s next?” it’s more like- do I want to work on the spell system or enemy AI today?

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About Patrick Hickey Jr. 13881 Articles
Patrick Hickey Jr. is a full-time Assistant Professor of Communication & Performing Arts and Director of the Journalism program at Kingsborough Community College and is the chairman of the City University of New York Journalism Council. He is the Founder and Editor-In-Chief of ReviewFix.com. He's also a former News Editor at NBC Local Integrated Media and National Video Games Writer at Examiner.com where his work was mentioned in National Ad campaigns by Disney, Nintendo and EA Sports. Hickey was also the Editor-In-Chief of two College Newspapers before he received his BA in Journalism from Brooklyn College. Hickey's work has been published in The New York Daily News, The New York Times, Complex, The Hockey Writers, Yahoo!, Broadway World, Examiner, NYSportScene Magazine, ProHockeyNews.com, GothamBaseball.com, The Syracuse Post-Standard, Scout.com and the official sites of the Brooklyn Aces and New York Islanders. His first book, The Minds Behind the Games: Interviews With Cult And Classic Video Game Developers was released in April 2018 and is chock full of interviews with legendary developers. His second book in the series, The Minds Behind Adventures Games, was released in December 2019. His third book, The Minds Behind Sports Games, was released in September 2020. His fourth book, The Minds Behind Shooter Games, was released in March 2021. The Minds Behind Sega Genesis Games and The Minds Behind PlayStation Games were released in 2022 and The Minds Behind PlayStation 2 was published in January 2023. Hickey is also a contracted comic book writer, currently penning his original series, "Condrey," as well as "The Job," "Brooklyn Bleeds" "Dem Gulls" and "KROOM" for Legacy Comix, where he serves as founder, owner and Editor-in-Chief. Hickey Jr. is also a voice actor, having starred in the 2018 indie hit and 2019 Switch, PS4 and Xbox One release, The Padre (also serving as English language Story Editor), from Shotgun With Glitters. The sequel, The Padre: One Shell Straight to Hell was released in February 2021- Hickey also served as a Story Editor and Lead Voiceover performer. He has also done narration and trailers for several other titles including The Kaiju Offensive, Relentless Rex and Roniu’s Tale. Hickey is also the lead voiceover performer on Mega Cat Studios’ upcoming title WrestleQuest, responsible for nearly 90 characters in the game, as well as Skybound's Renfield: Bring Your Own Blood, where he voices both Dracula and Renfield, as well as several other characters. He also stars in Ziggurat Interactive’s World Championship Boxing Manager 2, where he performs the VO of nearly every male character in the game. He also worked on the Atari VCS’s BPM Boy.

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