September 24th, 2012 | By Tom Christiansen
Antipodes are places directly opposite from one another on the globe, for example: the North Pole and the South Pole. The game Antipodes, developed by Lorena Casanova, involves digging from one side of the planet, to the other. Antipodes features dig-em-up gameplay and traditional side-scrolling mechanics with an emphasis on vertical descent.
As the player progresses down through Earth’s core, they are faced with either a mini-boss or a puzzle that break apart the layers into distinct levels. One of the earliest levels ends with the player dropped into a cavern with a giant spider, armed only with a burning torch. My spider-sense is tingling thinking about that one.
Recently I interviewed Lorena and talked with her about Antipodes, which is her first game.
You can pick up Antipodes for free on Desura, here. Antipodes is pay-what-you-want, but the recommended price is $3.99.
IGM: Hey Lorena. So what factored into your decision to work solo, on Antipodes?
Lorena: I’ve been working with other developers before, and their support has been what actually made me step out of the shadows and give my own delusions a try ;)
IGM: What was the most difficult aspect of developing the game on your own?
Lorena: Definitely, the art. The animation and the graphic aspects of the game have been a nightmare for me. However, my bad art makes me laugh so much that I end up emotionally involved with it and I have to struggle to give it up and work on something actually releasable :)
IGM: When you first started development, was the concept of Antipodes any different from what the final product turned out to be?
Lorena: The concept of Antipodes was very simple and it hasn’t changed at all, but the gameplay improved since the original idea was just a game about digging the right way to get to the other side of the globe.
Then later I decided to add some “mini-games” so it became more dynamic, making the player wonder what will be next.
IGM: Why did you decide to release the game free, with the option to pay on the side?
Lorena: Unfortunately you need many hours to get a game done, and lots of hard work, but I want everyone to be able to support my hard work by having the chance to check it first.
IGM: Any plans for future titles?
Lorena: Yes! But at the moment that’s locked in a dark dungeon guarded by a dragon until I find another funny way to make people have a good time figuring [my game] out.
IGM: Would you want to work alone again, or on a team?
Lorena: I’m a sort of nomad traveling around from one country to the other, moving all the time, so I guess developing alone suits my lifestyle better, although I did get cooperation offers, and I would be pleased to make room for some of them, because they look very attractive.
IGM: Any advice for first-time developers, about to start working on their first game?
Lorena: Entertain your visions, start as many creations as you feel inspired to start, follow your artistic passions… But, hey, finish something.
IGM: Thanks so much Lorena!
Lorena: Thank you!