Welcome, anonymous-villain, to our special villain’s edition interview. First off, can you share your thoughts about the hero of The Immortal?

Ah, the hero. You mean that bumbling, overconfident apprentice who decided waltzing into my perfectly well-fortified dungeon was a grand idea? I must admit, watching him perish repeatedly to my meticulously placed traps is quite the entertainment. He’s like a moth to a flame—if only the flame was a spiked pit or an army of goblins.

environmental challenges

Your dungeon is infamous for its labyrinthine traps and deadly enemies. How do you come up with these challenges?

Well, it’s a fine blend of sadistic creativity and ancient, cursed architecture. I take quite the pride in my work, ensuring each trap is not just deadly but poetically so. It’s like designing a malevolent Sudoku puzzle. There’s something satisfying about knowing players must memorize each fatal lesson to progress. The fact there’s no save option? That’s just the icing on the poisoned cake. Keeps the stakes deliciously high.

Speaking of traps, many players find them extremely tough. Any secret tips you could “accidentally” let slip?

Oh, why not? Consider it a charitable donation from yours truly. Remember, patient adventurers, there’s always a pattern in chaos. Take the flame traps in the third level: they ignite in a consistent sequence. Timing and cautious progression—who’d have thought? And for those with a sharp eye, certain walls might not be as… permanent as they appear.

You’ve mentioned puzzles a lot. How do you see players handling some of the game’s trickier bits, like the magic carpet ride through the fire hallways?

Ah, the magic carpet ride—a stroke of my genius and malevolence! It’s delightful watching players approach it with bravado, only to leave in smoldering disappointment. The trick there? Focus less on speed and more on rhythm. The fire traps follow a tempo—miss a beat, and you’re toast, quite literally. Shall I recommend investing in a metronome?

light torches in a specific order

Let’s talk combat. How do you feel about the hero’s fighting skills?

Fighting skills? Calling it “combat” is generous. It’s more like a panicked flailing with a side of “please-don’t-hurt-me”. My minions, however, have a predilection for exploiting such incompetence. Especially since the hero’s reaction time gives us ample opportunity to turn those careful dodges into desperate flounders. The key is predicting the predictable—those who study my minions’ moves win my grudging respect. Well, perhaps less grudging and more sarcastic.

Interesting. What about the game’s power-ups and hidden secrets? Are they your idea of a fair fight?

Fair fight? Oh, that’s comedy gold. They’re lifelines, breadcrumbs left by those sympathizing developers to make the inevitable demise slightly more bearable. Crucial items tend to be tucked away behind seemingly unassuming walls or guarded by foes smarter than they look. And the potions—some are blessings; others, delightful curses. Choose wisely.

Let’s switch gears a bit. We know the game can be quite punishing. What’s your take on players who manage to actually beat it?

Ah, the brave few who claw their way to victory—they’re gluttons for punishment, but I grudgingly tip my hat. They’ve danced my deadly dance and lived to tell the tale, though scarred and likely traumatized. They must have the patience of an insomniac sloth and the determination of a rock against a hammer. Bravo. A slow, mocking clap for you.

challenging battles

What’s your favorite part of The Immortal in terms of environmental challenges?

Undoubtedly, the underground river barrel ride—a concoction of perils and watery doom! It’s a masterpiece of cruelty. Navigating that rickety barrel while dodging spikes and falls represents the epitome of my work. The anguished cries of players soaking their virtual boots or plummeting into the abyss? Music to my nefarious ears.

On a lighter note, any amusing anecdotes from the game’s development you’d like to share?

The Immortal

Ah, the development phase—times of tweaking terror. Once, the designers considered adding a companion for the hero—a talking parrot, no less! I put my foot down, as it would have lessened the atmosphere of solitude and impending doom. Besides, the idea of a squawking sidekick ruining my ominous dungeon atmosphere was simply intolerable.

Any closing thoughts for our readers, and should they anticipate a return or perhaps a retire from you?

A word to the wise: cherish your fleeting victories, for they are but the calm before the storm. Retirement? Pah! My retirement will be marked by the hero’s ultimate defeat and not a second before. So, adventurers, prepare, for I foresee a sequel on the horizon. One with even darker dungeons and more fiendish traps. Until then, sleep lightly, lest my nightmares intrude.

 

You can also read the Classics conversation of The Immortal here!

You can also read the Villain View of Druid here!

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