BGC-Villains Tell our readers who you are — and, since you insisted on renaming yourself for this occasion, what title shall we use when whispering your name in the dark?

anonymous-villain Call me Lord Vesperin for the sake of ceremony. I wore “anonymous” like a mask long enough; now I prefer a name that sounds like a chess piece and a warning. Players once thought of me as a final statistic, but I want them to learn that I arrange catastrophes with care. I puncture their predictable bravado with ease — and I delight in watching them stagger after each clever misstep.

BGC-Villains Battle Master often carries the reputation of ruthlessness. How deliberate was that ruthlessness — the traps, the sudden deaths, the moments when the game feels unfair?

anonymous-villain I crafted every cruel corner deliberately, though fortune occasionally gifted me new cruelties. In my realm, death does not mark a mistake; it punctuates the lesson. I built the medieval-style fantasy world to teach humility the hard way. I placed traps where pride whispers “sprint” and patience screams “stop.” Some glitches emerged from tight memory and fickle hardware, but when they revealed new ways to fail, I preserved them as wicked ornaments. Players complain, they rage, and they return. Their outrage proves my designs succeeded.

BGC-Villains The game mixes action and squad-based strategy with top-down 2D scrolling. How do you view the balance between frantic button presses and tactical decisions?

anonymous-villain Balance is a blade I file to a razor edge and then blunt with contrivance. The leader may swing a melee or fling a projectile with a twitch of the thumb, but victory prefers patience: formations, parley, rallying troops. Those who hammer the Melee button like a sledge reveal their shallow understanding and fall into pits meant for spectacle. I admire players who parley — buying items or a Safe Pass — yet most treat Parley like a luxury, not a lifeline. That hubris is my favorite resource.

BGC-Villains Players can choose among Human, Orc, Dwarf, or Elf — each with strengths and weaknesses. Did you design enemies to exploit those weaknesses?

anonymous-villain Of course. I tailored each threat to make the races feel unique and punish presumptuous builds. Elves learn distance and will be bait for ambushes; Dwarves find narrow corridors where their sturdiness becomes a coffin; Humans believe in versatility until a niche challenge eats their stamina; Orcs enjoy raw power until a cunning formation turns that power into overextension. I savor watching proud builds crumble because the opposition was cunning enough to read the profile and compose a symphony of counters.

BGC-Villains The game’s feedback from players has been mixed. How do you react to that “reception” and the whispers that it is imperfectly polished?

anonymous-villain I read reception like a map of triumphs and sore spots. I sneer at complaints about balance because imbalance breeds legend — and I applaud myself for crafting a challenge that refuses to be polite. As for sloppy moments in the code, I confess: some roughness was inevitable in the era and platform we inhabited. Even flawed code is useful; it births creative solutions and, occasionally, delightful exploits that players clutch like trophies. Those exploits are another kind of rehearsal for their humiliation at my gates.

BGC-Villains There’s a comparison often made to Rage Of Mages. How do you respond to players who draw parallels between Battle Master’s squad action and that game’s RPG/RTT focus?

anonymous-villain Comparisons are flattering until they become a measure. Rage of Mages leans into real‑time tactics; I crafted a squad action experience that feels sharper, simpler, and messier. Aesthetic echoes exist — the same medieval bones, the same hunger for treasure — but my fields are narrower, my traps subtler, and my expectations of the player crueller. Those who expect a familiar comfort instead find my particular brand of chaos; they complain, then they adapt, or they fail. Both outcomes are instructive to me.

BGC-Villains Several gameplay systems — formations, Rally Troops, and the Parley menu — support strategy beyond combat. Did you intend players to use these as safety nets or as tools of artful cruelty?

anonymous-villain They are instruments. Formations and Rally Troops are canvas; Parley is a palette where buying an item or a Safe Pass becomes a moral choice. Players treat the menu as mere convenience and are shocked when I turn convenience into consequence. Those who orchestrate their companions, who change formation like an actor changes masks, find the truth: strategy is seductive and seldom safe. I enjoy punishing sloppy art as much as applauding careful composition.

BGC-Villains Any final words for those who will attempt to face you again, perhaps in patched versions or spiritual successors?

anonymous-villain Prepare less, assume less, respect the map more. Your reflexes are eager; your planning is often not. My traps will be retuned, my glitches will be polished only enough to keep surprises alive, and your fondest exploit will become tomorrow’s well-placed lesson. I will return in forms that read like improvements and sting like old debts. Remember: victory tastes sweetest when wrested from clever ruin. Until the next curtain, I wait in the dark with a smile that is almost kind.

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