Interviews

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

​In the hustle and bustle of daily life, we sometimes need small, unpretentious, yet deep “safe places” to escape from everything. For a long time now, my personal safe place has been an indie mobile game: Quick Dungeon Crawler.
​Whether I’m waiting at a bus stop trying to shake off the day’s fatigue, or waiting for my food to arrive at a restaurant, I pull out my phone and dive straight into the dungeons. Unlike big-budget games with eye-straining graphics and endless tutorials, this game calms me down by offering pure RPG mechanics in a minimalist package. The “just one more floor, maybe a better loot will drop” loop has become the most enjoyable break in my daily routine.
​After spending so much time with the game, I got curious about the mind behind it and reached out to the developer, Thomas Peißl, via Reddit. I told him how much I genuinely enjoy playing his game and asked a few questions. He was kind enough to share his insights.

Here is my unaltered interview with Thomas Peißl:


Question: What was the main inspiration behind Quick Dungeon RPG?

Thomas: It’s based on the source code of Dungeon Crawler on Demand by Redpangilinan. His work was the main inspiration for the project.

Question: What made you choose such a minimalist, pick-up-and-play style for the game?

Thomas: I analyzed a lot of the feedback and comments the original game received and many players really liked the simple style. So I decided to keep that and build on it.

Question: What kind of setting or lore did you have in mind while designing the game’s world?

Thomas: The setting in my mind was something similar to Diablo, but much simpler. One player actually shared a piece of feedback that I liked even more:
“My headcanon for the game history is that we are a familiar/homunculus/golem of a mage (the dev) studying a dungeon or sending us there for entertainment, and every nerf and buff is the mage experimenting on us.”

Question: What is the most rewarding part of being a solo developer for a project like this?

Thomas: Reading player feedback and knowing that I created something people enjoy playing is the most rewarding part.

Question: Do you have any plans for future updates or new content?

Thomas: Yes, currently I’m working on bug fixes. The next planned feature is an equipment stat reroll option.

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