Interview with Zombie Mode’s Tony Dimovski

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In Zombie Mode, you play a character who’s face has been eaten and is in search of revenge and a new face. You travel room by room emptying your clip into hordes of the undead as you unlock the secrets of the labyrinth you find yourself trapped in.

Yesterday, I was battling for survival with Tony Dimovski. He showed me how to kill my first zombie, shared some of his survival tips, but we mainly discussed his new game, Zombie Mode.

When did you get started with playing games, and what was the first game you remember?

I got started when I was 6 with the Atari 2600. My first game was ET, which I remember being absolutely terrible. Yep. I just remember there was no way to actually beat the game. Even as a 6 year old I remember getting frustrated.

Haha! How did you get started with developing games?

It was my freshman year to college (1998) and I stumbled onto a software called Klik and Play. It was basically a hobby until a couple years back.

For those who haven’t seen your Kickstarter, can you describe Zombie Mode in a single paragraph?

You play a character who’s face has been eaten and is in search of revenge and a new face. You travel room by room emptying your clip into hordes of the undead as you unlock the secrets of the labyrinth you find yourself trapped in. As you make your way through the mansion you will encounter different challenges, bosses, and clues as to who you are, how you got there, and what the hell happened.

Zombie Mode Shark

Now there has been lots of zombie games recently, what do you think makes Zombie Mode different?

I think what sets it apart is that it takes platformers and exploration and mashes them up with a zombie story that has more to do with the player then the zombies. Using zombies really allows me to have fun with the main character and enemy designs which is what pulled this game into that genre.

What has been your inspiration while developing Zombie Mode?

On the game play side I wanted to try blend the non stop action feel of games like Super Crate Box with the dungeon exploration you would find in The Legend of Zelda and the Binding of Isaac. Visually I have been oddly obsessed with designer toys and wanted the games characters to take on that feel.

Now the demo feels finished, what is the Kickstarter for?

When I first started working on Zombie Mode, I intended it to be a quick 2-3 month project. It started off as just simply an endless survival game for mobile. I’ve come to a point where I either need to wrap it up and put it out there or commit to an additional few months of development time to incorporate all of the features I’d like to. Another thing I want is a really kick ass soundtrack and to incorporate a comic book styled story-line. The Kickstarter is to fund the time and cost associated with that.

In your Kickstarter project, you haven’t mentioned someone for music. Does that mean you will be composing it yourself?

Oh god no, lol, I am definitely not musically talented. I’ve been approached by a few composers but nothing is concrete on who I would go with.

Visually I have been oddly obsessed with designer toys and wanted the games characters to take on that feel. Tony Dimovski

If you are not successfully funded, what is your next plan of action?

As of now I’m going to focus on wrapping up the mobile version as is and going from there. That could change if it lands on Steam or if I can find a publisher.

If you could recommend one game for someone to play, which would it be. Why?

I would say the Binding of Isaac. I think its everything that is right about indie games. A fun, creepy, story with a thorough game-play experience and graphics that may seem simple on the outside but are beautifully animated.

Thanks for the interview Tony! Anything else you would like to add?

Thanks for the interest in Zombie Mode! The only thing I’d add is that even if the KS doesn’t get funded I’ve definitely learned a ton and have met some great people so I can say its been worth it.

Check out Zombie Mode on Kickstarter

UPDATE: Zombie Mode was unsuccessfully funded on November 28th, but is still being developed as an endless survival game for mobile in time for PAX East, 2014.

– Callum

Callum Goss

Callum Goss is a current BTEC IT student who rarely talks about himself in third-person, loves games, tweets about random shizz, and believed he had invented the word ‘shizz’ until he Googled it.

View all contributions by Callum Goss

Website: http://thedailychill.co.uk/

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