Old School Gamer Magazine chats with the development team behind “Woodpunk,” Phil Gonzáles (Co-Founder Game Design, Programming, Music) and Sergio Suárez (Co-Founder, Artwork, Graphics- and Sound Design) who detail the game’s origin and goals and how their love of Old School and Indie games played a huge role in the creative vision of the game.
Old School Gamer: How was this game born?
Phil Gonzáles: WOODPUNK was born during the Ludum Dare #36 game jam. The theme for the event was “old technology” and due to our passion for roguelikes, we decided to pursue the idea that finally leads to WOODPUNK. We did not have time to finally submit the game for judgment, but we found the concept of procedurally-generated weapons and large hordes of enemies so promising and interesting that we decided to continue developing it!
We’ve been working on WOODPUNK ever since!
Old School Gamer: What was development like?
Sergio Suárez: At first we were static with WOODPUNK’s development during the Ludum Dare. We had a limited amount of time for submission, and we couldn’t implement everything we wanted to develop. Once we understood that the game had potential we settled and started developing the game for the long run, looking for efficiency and good quality content.
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