Whilst scouring the internet for new indie game prospects, I came across another title that caught my attention slate for release in the near future. The Meldstorm is a 2D side-scrolling rogue-lite with item synergy elements. Players will be able to customize their own weapons on the same level as games like Mothergunship and Fallout 4 with the game revolving around the player character (either a knight, rogue or sorcerer depending on the player’s choice) undertaking the deadly pillar trials; a series of tests requiring combat with an ungodly number of alien enemies and puzzles to solve. Wanting to know more about this game, I contacted its sole developer, Liam Dehaudt, and put forward to him a series of questions regarding how development has progressed and what players can expect to see when the game is fully released on Steam. Here’s what Liam had to say about The Meldstorm:
What were the influences behind your game?
Risk of Rain influenced the item system but I wanted more deliberate combat (less but more powerful enemies) so I borrowed a lot from Gungeon’s enemy feel, except as a platformer.
What has the developmental process been like?
It’s fun, it started as a hobby but became a bit more. I’ve worked on a few projects before so this is like a test to put everything I’ve learned together. Of course, there are ups and downs but that’s to be expected.
How close are we to seeing the finished product?
I honestly don’t really know. I would have a few months of development left but since I just got a job it’s most likely going to be a while longer. Let’s say late 2020 to early 2021 but that’s a super vague guess.
What has been the most exciting aspect of development?
Programming is my jam so making the big systems has to be my favorite part. I had a ton of fun making the mods interact with the weapons, and making a general system to create new weapons easily.
What has been the most challenging aspect of development?
Marketing is tough and makes me want to pull my hair out sometimes. I’m quite new to it so I’m learning a ton, but for now, I’m still pretty clueless.
What has been your favorite boss fight to have created so far?
The final boss is cool and pretty different. I got some cool feedback from Reddit that helped me make him look a lot cooler too. You get the first phase to learn his attacks, then he spices things up in the second.
How well has the game been received so far?
People seem to like it. The few players I’ve had try it had fun. Like mentioned prior I am struggling with marketing which I think is slowing me down a lot but I think my current audience likes what I’m doing
What platforms are you looking to bring the game to?
PC/Mac first, if the response is good then I’ll consider everything else.
Do you have any advice for aspiring developers that may be reading this?
Manage the scope of your game to something doable. Try to stand out. Aim for the top but expect not to get there. Reach out to people who are working on stuff you like.
Where on the Internet can people find you?
I post all my work on twitter, you can also DM me there if you want:
Also if you like my game, wishlist The Meldstorm:
Do you have anything else to add?
Have a nice day ^^
I also want to thank Liam for agreeing to this Q&A and hope you guys enjoyed reading more about The Meldstorm as much as I enjoyed drafting it up. The Meldstorm looks like a very promising game with virtually an infinite amount of replay value and I’m certainly excited for what the final game will have to offer players compared to its current build. I will draft up a review of it upon release, but in the meantime, I wish Liam the best of luck with his debut title.
Scouse Gamer 88