──Please introduce yourself. Tell us about your career and current scope of activities.
Wazen:
I’m Wazen. After working at a development studio, I’ve gone solo and started making indie games.
──What kind of game is Mightreya? Are there any games you’re referencing as you work on it?
Wazen:
It’s a game you can ease right into, with simple controls, exhilarating action, and visuals inspired by anime and shonen manga. As you get used to the action mechanics, you can explore a deeper level of gameplay, aiming for combos and high-score attacks. I’ve referenced Zone of the Enders: The 2nd Runner and the Devil May Cry series throughout development.
──What sets Mightreya apart from existing games in the so-called stylish action game genre?
Wazen:
The scale of the combat is very different to that of existing stylish action games. I think that attacking the enemy from where you stand is the most common pattern in conventional games, but in Mightreya, you fly all over the field and attack gigantic enemies using huge punches, swords and blasts to send them flying. I think this is an easy-to-spot selling point and part of why the game has generated so much interest on social media.
──How long have you been working on the game? What stage of development are you in at the moment?
Wazen:
I’ve been at it for nearly 2 years. It’s a considerable period of time, so I’d be in trouble if I weren’t at least 50% done. I expect to see the pace of development surge in the second half, as certain elements will be incorporated all at once.
──Your efforts to be active in English-speaking spheres on social media are quite impressive. Were you conscious of western gamers in terms of the game’s concept?
Wazen:
Based on my own analysis of trends on social media, I concluded that the demographic that seems to be interested in “deeper” action games is English-speaking. Also, another reason why I interact with English-speaking users is that there is a culture among them that is more enthusiastic about supporting indies such as myself.
──I understand that you’re working on Mightreya all by yourself. What’s your secret? I’m guessing you can’t invest 100% of yourself into all aspects of the game, but are there any areas of development that you prioritize in particular?
Wazen:
I think it’s all possible thanks to social media. Making every asset in the game on my own would be impossible, so I commission other artists who work independently like myself. So, strictly speaking, I’m not working completely solo. I think that if you have a sufficient understanding of the game engine and know how to outsource things efficiently, you can make a game of a reasonable scale even independently.
As for my priority, that would be the responsiveness of the action mechanics. At my previous studio, I worked on nothing but action games, so I’m relying on the skills and experience I acquired there.
──Your previous title, Assault Spy, was also a 3D action game with some cool moves, but what do you think has evolved since then?
Wazen:
I was quite confident in Assault Spy in terms of content, but at the end of the day, when you pick up a game, the visuals are important too. Hence, Mightreya takes a step further with its graphics, which I think you will be able to notice.
──Why did you choose to partner up with 505 Games? What kind of support have you received from them?
Wazen:
I was a fan of all the games 505 Games were putting out, which was a deciding factor for me. They have been helping me with things like my development schedule, promotion, funding and more.
──I’m curious about what’s keeping you motivated despite the game’s daunting scale and the fact that you’re working solo.
Wazen:
I’m very picky about games, so I want there to be a game out there that behaves exactly according to my ideals. This is a big part of what motivates me.
──Thank you for your time. I’m looking forward to future updates from you!