2025-09 Dev-log #1
[p]Hello everyone, this is our very first greeting. We are the Dark Lord Defense Team.[/p][p]First of all, we sincerely thank all players who are following Mawang: Dark Lord Defense. As we prepare for the September demo and Tokyo Game Show, we would like to take a moment to share how this project started and how it has developed so far.[/p][p][/p][p]First, let us introduce Zoe, who is working on the amazing pixel art.[/p][p][/p][p]Zoe: Hello, I’m Zoe, the main artist. It feels exciting and surreal to finally be able to share my story with you through this Dev-log. I would like to tell you how Mawang: Dark Lord Defense came to have its current concept and art style.[/p][p][/p][p]The project began at an in-house game jam.[/p][p][/p][p]
[/p][p]Two programmers started the project under the name Dark Lord Defense. Since there was no artist back then, everything was built using assets only. Before I joined, it was difficult for them to create original art, so they relied on available assets.[/p][p]The game received positive feedback at the jam, and as the project naturally transitioned into full development, I joined the team as the artist.[/p][p]This was my first pixel art project.[/p][p]At the beginning, I reused existing assets to practice and adjust the bright and cute style into something that matched the darker world of Dark Lord Defense.[/p][p][/p][p]![]()
[/p][p]As development continued, I realized that the existing assets alone had clear limits in fully expressing the concept we wanted.[/p][p]So I started retouching them and creating entirely new buildings and characters, gradually building up our own art style.[/p][p][/p][p]![]()
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[/p][p][/p][p]Since tower defense as a genre naturally has many enemies appearing on screen, flashy effects may look appealing at first, but they easily tire the player during long play sessions.[/p][p]To solve this issue, I analyzed roguelike-style games. Many of them used simple monochrome or geometric effects for common enemies, and reserved flashy colors and animations for bosses or special enemies.[/p][p]Based on this, we applied simple yet intuitive and high-quality effects in our game.[/p][p][/p][p]![]()
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[/p][p][/p][p]Boss unit skills are made the flashiest and most noticeable.[/p][p]While preparing Dark Lord Defense, I often shared concept sketches with GPT to work on character designs. By feeding GPT with details about Lua, we worked together on visualization.[/p][p]The results were surprisingly satisfying, and received positive feedback not only within our team but also from others in the company.[/p][p]After trying out different versions of Lua across various ages, we finally arrived at the current design.[/p][p][/p][p]![]()
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[/p][p][/p][p]Currently, since the project is at a resource-intensive stage, instead of perfecting every detail from the start, we are focusing on producing a large quantity at a solid quality baseline. Later, we will refine and enhance the details step by step.[/p][p]This approach is a strategic choice to balance development speed and overall quality.[/p][p]We also plan to continuously add new decks, units, and presentation elements to raise immersion and completeness of the game.[/p][p]That was the journey of the art design. Now, let us bring in our director Jiwoo for more about how the gameplay mechanics of Dark Lord Defense came to be.[/p][p][/p][p]Jiwoo: Hello, I’m Jiwoo, director of Mawang: Dark Lord Defense. While Zoe has covered the visual evolution, I’d like to talk with our developer Haon about how the game mechanics came together.[/p][p]Our company held a game jam alongside our other project, PengPong. Every developer dedicated themselves fully to creating their strongest mechanics in their strongest genre. Among the ideas, I thought a defense game about the war between a Dark Lord and heroes could be developed within the short jam period.[/p][p]The core gameplay mechanism was:[/p]
- [p]Building construction creates paths around it.[/p]
- [p]Monsters spawn and follow the paths around buildings.[/p]
- [p]Towers placed by the player attack the enemies moving along the paths.[/p]
- [p]If too many enemies follow the paths, they attack the building.[/p]
- [p]September 2025: The first closed test of Mawang: Dark Lord Defense will be held via G.ROUND, and we’ll meet many players from East Asia through the Tokyo Game Show Indie Area turnkey booth.[/p]
- [p]October 2025: Official release of the Mawang: Dark Lord Defense demo.[/p]
- [p]December 2025: Sponsor booth at Taiwan G-EIGHT, meeting Taiwanese players.[/p]
- [p]March 2026: Updated demo at the Steam Tower Defense Festival.[/p]