Radiangames' Luke Schneider Talks Inferno+
The acclaimed Xbox Live Indie shooter gets ready to make its App Store debut.
Xbox fans may recognize Radiangames' Inferno+. The original Inferno, released as an Indie Game in 2010, delivered a twin-stick shooting experience with a little Gauntlet mixed in for good measure, as players navigated their way through a maze destroying enemies and boosting their scores with upgrades. That said, and with the game set to debut on iPhone and iPad this Thursday, we sat down with company founder Luke Schneider to find out more, and whether his games will appear on Android in the near future.
First impression upon seeing Inferno+: It sort of looks like Pac-Man, but over the top and crazy. Is that what you were going for?
I was actually a bit more influenced by Tron (the classic game version) than anything else, but obviously, using colorful vector-graphic mazes with rounded corners and lots of circular shapes would evoke Pac-Man as well. The basic concept for the game is merging a twin-stick shooter with Gauntlet (with the style influenced by Tron), though it expanded a bit beyond that.
What's Inferno+ all about? Where does the Gauntlet influence come from?
There are 40 levels (not including secret levels), and in each level you're trying to reach the exit. There are doors throughout each level that require keys to open. There are some levels with diagonal openings that can be shot through but not moved through, and there are also invulnerable black enemies that can only be killed by a bomb.
Since this game originally appeared on Xbox Live, what's new?
There were 30 levels in the original version, but all of them have been revised (some very significantly) for Inferno+, plus there are 10 all-new levels. There are three all-new enemy types, two new bosses and the New Game+ mode is a lot more difficult in Inferno+. There are also 10 upgrade types (instead of eight) in Inferno+, along with new weapon/shield abilities. The graphics and UI have been overhauled to work well on iPad/iPhone, and many other smaller changes.
Did you bring over elements from your previous titles? The upgrade system looks familiar.
The original Inferno on Xbox Live Indie Games was the first game I created with this style of upgrade system. The upgrade systems seen in Super Crossfire and Ballistic were influenced by Inferno's upgrade system, though for iOS-only gamers it'll seem the other way around. I'm happy with how the system works, and there are other customization options in Inferno+ outside of it, but if I do a sequel someday, I'll add more types of customization in the upgrade system.
All of your games thus far have had this old school vibe. Are you just THAT in love with retro shooters? Have you considered branching out in a whole other direction/graphical style?
I do like retro shooters, but they're not the only kind of game I enjoy making. My next couple games will not be shooters, and one of them will have a fairly different art style, though hopefully people will still be able to tell it's a Radiangames' game. Though my games have an old-school feel, I think they have their own style due to the way I do graphics and gameplay.
Any closer to bringing these games to Android, or is that still a ways off?
No plans for Android right now. I'm happy to focus on one platform, and if a game really takes off, I'll probably take the time to get it ported to Android.
Does this game support the new iPad's retina display?
Definitely. I love playing it on my new iPad. And it has iCloud saving too.