From Bus Stops to Dungeon Floors: Interview with Quick Dungeon Crawler and Producer Thomas Peißl

Here is the interview we had with Thomas Peißl: Question: What was your main inspiration behind Quick Dungeon Crawler RPG?

In the hustle and bustle of life, sometimes we need small, unpretentious but deep safe havens where we can get away from everything. For me, this port is an indie title that has been installed on my mobile device for a long time: Quick Dungeon Crawler. While I’m trying to relieve the tiredness of the day, while waiting for the bus or waiting for the food to arrive at a restaurant, I take out my phone and throw myself into the dungeons.

Unlike big budget, eye-straining graphics and endless tutorial videos, this game calms me down by presenting it in a pure minimalist world. The cycle of “let me clean one more floor, maybe a better loot will drop” has become the most enjoyable break from my daily routines. After experiencing the game for so long, I was curious about the name behind it and contacted the game’s producer, Thomas Peißl, via Reddit. I stated that I really enjoyed playing the game and asked about the points I was curious about.

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He also answered my questions sincerely. Here is the interview we had with Thomas Peißl: Question: What was your main inspiration behind Quick Dungeon Crawler RPG? Thomas: Based on the source code of Redpangilinan’s Dungeon Crawler on Demand game. His work was the main inspiration for this project. Question: Why did you choose such a minimalist, “pick up and play” approach to the game? Thomas: I analyzed a lot of the feedback and comments the original game received, and many players really loved this simple style.

So I decided to preserve it and build on it. Question: What kind of universe or background story did you have in mind when designing the game’s world? Thomas: The universe I had in mind was something similar to Diablo, but much simpler. In fact, one player shared the following feedback, which even I liked more: “The scenario I have in mind for the story of the game is this: We are the servants/homunculus/golems of a wizard (developer) who investigates a dungeon or sends us there for fun; every nerf and buff we get is just the wizard’s experiments on us.” Question: What is the most satisfying part of being a solo developer for a project like this?

Thomas: Reading player feedback and knowing that I created something that people enjoy playing is the most rewarding part. Question: Do you have any plans for future updates or new content? Thomas: Yes, I’m currently working on bug fixes. The next feature planned will be the option to reroll equipment stats (stat reroll). Quick Dungeon Crawler application also has Turkish language support, you can download it immediately without any expectations.

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