The Indie Game Magazine March 2015 | Issue 47 | Page 13
Ívar: Klang is definitely built on some of the philosophies
we came to know whilst working on EVE Online. In its core,
ReRunners is pretty much a hardcore PvP game, but cleverly
disguised with bright colors and weird characters.
IGM: Mundi, you’ve worked across media formats from art
to filmmaking, and more recently video game design. What
IGM: What sort of character customization features will ReRunmade you decide to help form Klang Games and create ReRunners?
ners include?
Mundi Vondi: It’s been a long term dream of mine to make games.
Ívar: In the initial release, players will be able to mix and match
It’s been an adventure these last couple of years getting this comphysical aspects of their character. We have assets to create millions
pany off the ground. We’ve gone from sharing and working in the
of variations. Further down the line we plan on having more charsame flat to having our own office space and running a professional
acter customization, with additional clothing and other accessories.
company. I also love the game and the experience that I’ve gained
from making it. For me, it was the right decision to put things aside IGM: How do players gain new skills and upgrade items? Are
to make this happen, and I cant wait to get it out there and see the items scattered across the world, alongside the light RPG eleresponse.
ments mixed in?
IGM: How important is the story in ReRunners? How will players Ívar: Skills are the player’s trainable abilities, new skills become
learn more about the world as they play?
available as the player levels up. Items become available as the
Ívar: In the current iteration the story is not the main focus, but players discover new shops whilst progressing through the world.
we’re developing that aspect of the game. The players will learn
more about the world through traditional RPG mechanics: Speaking
to NPCs while progressing through the world. Hugleikur Dagsson,
an Icelandic cartoonist, is writing for us both backstory and dialog
throughout the game. The results should be… dark.
IGM: Can you tell me about the different power ups and abilities
that runners can acquire?
Ívar: As runners level up, their “core” platforming skills become
better. They become faster, jump higher, and gain the ability to
double jump and glide. Items include bombs, shields, mines, speed
IGM: Why make the game open world, as opposed to creating boosts, slow downs, coin magnets, jetpacks and teleport grenades.
linear stages with more traditionally defined beginnings and ends? All abilities and upgrades are available for coins, which are collected
Ívar: We wanted players to feel immersed, and didn’t think we could through gameplay.
achieve that feeling by having players navigate a traditional mobile
IGM: What makes the free-to-play model the right choice for
game menu (level buttons with stars). An open world allowed us to
ReRunners?
create a full world with RPG elements and exploration.
Ívar: This comes back to accessibility; we wanted to have the barrier
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