4/8/2023 0 Comments Toribash gameWhat do you think the most interesting thing about your game is? I have high expectations on all projects I do, some turn out better than others. What were your expectations from your game, and do you feel the end product lives up to those expectations? Toribash without multiplayer is like eating chicken and rice without the chicken. How important did you feel it was to be able to play the game online? If you want an easy "match three" type of game you know where to find it. This is a very hard game to master and I have no intention of changing that. I never anticipated how the community would grow.ĭo you think people are forgiving of the game's tough learning curve?īoth yes and no. How have you felt about the reaction to the game so far? The game concept intrigued me, and I wanted something challenging to build. What inspired Toribash, and why did you decide to make it? It was formed this year, and Toribash is its first title. When was NABI Software formed, and what previous titles have you released? I worked a couple of years as an IT-consultant, doing mostly Unix related programming. What is your background in the games industry? We spoke to Soderstrom about the game, its entry into the IGF, and its impressive community. Toribash has received uniformly positive reviews, and has been announced as a finalist for the Design Innovation Award in this year’s IGF. This combination of strategy and violence has earned the game an extensive and loyal community that has even gone to the extent of setting up a wiki for the game. The catch is that this can include, for example, a leg that has been punched off by an opponent, or even a dismembered head. Unlike regular fighting games, Toribash puts an emphasis on “tactics rather than reaction” by using a turn-based system where players are given a certain time period to select which joints on the body to “extend, contract, hold, or be loose”.Ĭombatants lose by either gaining more points at the end of the match or – more likely – by touching “the ground with something other than their feet or their hands”. Singapore-based Soderstrom developed the game full-time over and eight month period, and is quick to add that the game will continue to be improved upon for some time. Continuing Gamasutra’s ‘Road to the IGF’ feature, which profiles and interviews Independent Games Festival 2007 entrants, today’s interview is with Hampus Soderstrom of NABI Software, developer of turn-based online fighting game Toribash.
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