The Valfari programmer and designer Thomas Jenns talks to weapons over the rapid action platform.

While large AAA developers and publishers have adopted from the rapid action platforms of the Golden Age of Gaming, talented indies in the entire industry luckily have closed the gap and closed this gap excellently. One of the newer games is valfaris, a chaotic, frenetic game with bombastic combat, stylish graphics and outstanding platform. It is a game that rightly pulled the attention of many, ours' attention. We recently sent some of our most burning questions to the developers of Steel Mantis - you can read our conversation with you Valfaris Programmers and Designer Thomas Jenns below.

Note: This interview was guided before the start of the game.

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It should be a challenge, if hopefully not unfair. There is no easy mode!

Valfaris Sport an absolutely beautiful eye-catching aesthetics. Can you explain to us how you have landed on this look for the game? Did you look as inspiration?

[ Valfaris Artists and Game Designer] Andrew [Gilmour] is a business secrecy! I do not think he's looking for inspiration, but I believe that his art of games was influenced set, heretic and diablo . And of course there are influences from Heavy Metal.

Action-enhanced shooter such as Valfaris General are mostly cruelly difficult experiences - we can expect something similar? Valfaris , or are you looking for something more accessible?

It should be a challenge, if hopefully not unfair. There is no easy mode!

What can you tell us about the variety of weapons in the game? I imagine that the environment of the game opens doors for some pretty unique and crazy weapons.

Many of the earlier weapons are not unusual in terms of their functionality. We have something like a pistol, a shotgun, a flame thrower and a few machine guns like weapons. We have some pretty crazy who will find them later, like the bishopric, which holds with tendril enemies and absorbs their life force. Most weapons are high-tech weapons, but there are also some medieval fantasy style. Some are a mixture of both!

What can players expect from the chiefs of the game, which relates to the variety and the frequency of these standard situations?

There are quite many bosses, usually at least 2 per stage. They are all quite unique and they probably have to pay attention to their attack patterns if they want to stay alive.

There are quite many bosses, usually at least 2 per level.

What can you similarly tell us about the enemy variety for regular non-boss enemies?

In every stage there are new enemies, and I think there is pretty much variety. They are walking, flying, crawling, jumping, etc. Some grab with weapons, some with magic, some with teeth and claws. No matter what you come to you, you can normally reduce them on a pile of crimson.

Do you have plans to add a multiplayer mode to the game? Is Koop on the cards?

It's not going to happen. It was designed as a single player game from the beginning, so that it would be unimproved at this point. Maybe in the next game!

Valfaris Obviously seems to be different from your previous game, Featen: Back from hell , pretty much, but what teachings did you draw from your work on this game and applied here?

I have become so much better in programmed since work getöt . This time I was able to develop some more demanding systems and mechanics. There are all possible inefficient things getöt like over-the-top particle systems, enemies that operate your Ki, and collisions that take place far outside of the screen valfaris , but I know that my programming / design capabilities still have a long way in front of me to have!

Which resolution and frame rate can the Switch version run in docked and non-docked mode?

In both modes, a speed of 60 fps is usually achieved. However, if things become something too intense, the frame rate can sink! The screen resolution is 720p in docked state. At higher resolutions, you will probably not notice any difference as it is a pixel style game.

There are new enemies in every phase, and I think there is a lot of variety. They are walking, flying, crawling, jumping, etc. Some grab with weapons, some with magic, some with teeth and claws. No No matter what you come to you, you can normally reduce them on a pile of guys. Downward compatibility is a large function of PS5. How will your previous library help to evolve and grow? It will be cool if people can play en, Valfaris and whatever the next game will be, everything on a console! For the PS5 recently confirmed that it has Haptic-enabled controllers. How will your opinion develop evolve? You will really feel it if you wade through a pile of body parts.