Interview with Thecle

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DeProfundis: Come and venture in the deep dungeons, whack and slash skeletons, orcs, goblins and terrific foes!

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Updated:May 30th, 2013

Interviewed by: Emily Wong
Developer: Thecle

Android Park: Alexandre Kovacs is a talented indie developer from France.  With the brand name of  Thecle,  Alexandre released his forth Android Game, DeProfundis, also his best title by now.  When he started the work of DeProfundis,  everybody told him ” You’r crazy”.  Today let’s get to know this talented developer & his game.

Android Park: Would you please introduce yourself to us and our readers?

Thecle: Hello everyone, my name is Alexandre Kovacs, 40 years old (or nearly). I am a full time web developper in a small company for 9 years. Passionnated by developpement, i created my first (hawfull, bad looking and slow) games on Atari ST (GFA basic) and PC 386 (Turbo Pascal). My hobbies is focused on playing with my son and taking care of one of my 20 bonsais..

Android Park: How do you start your career in designing or developing mobile game? Is there any interesting story which happened at the beginning of your gaming career

Thecle: In june 2012, i discovered Unity3d, a powerfull engine to make game. I had the choice to make game for PC and stay a total anonymous in this hard to reach market, or Mobile gaming, where a single developper like me can have a small room and communicate about it. I then started to code with a language i knew to discover the engin (javascript), then migrated on C#, which was pretty new to me as i am a php developper.

My three first games was not totally awfull, but of course they where not as great as what we can find on the store. For my fourth project, i take the ambitious goal to do diablo 1 (or something very similar in the ambiance) on android, because there where only frustrating games of this kind for me on the store.

Android Park: How long have you been engaged in gaming industry? Are you enjoying in working in this industry? What makes you most excited in designing or developing a mobile game?

Thecle: Well, the gaming industry is not sweet at all. Considering i solo developper take the risk to face the best competitors who have teams, real artists, musician and such to make a projet, coming alone saying « hey guies, i wish to make the next diablo on android » is such a challenge.

Some websites and people put their trust in me.,, and some other only send me automatized answer to my mail. But i understand that. There are so many people saying « hey ! i’m gonna revolution the gaming experience » that they’r bored about i guess.

Whatever, making this months of developpement and shipping this project have been something absolutely fantastic.

Android Park: Since Android and IOS are the two major mobile platforms that people use now, how do you think about the development future for these two platforms?

Thecle: I think the portable engine will lead to a more rich and smooth distribution. People are bored to be frustrated to see a game on a plateform and not their own. They dont want to feel they are « married with » android, ios, blackberry or windows. They choosed a handset because their environment, their family, their feeling was going in this direction, not because they embrassed a religion. So they desserve to have the same apps, the worst and the best, on any plateform they choose.

Android Park: Tell us the story about this Android game.  What inspired you to make such an Android game ?

Thecle: When i started DeProfundis, everybody told me « you’r crazy ». My wife, the people i bought the 3D assets from, the websites and the blogs, even on boards, even at work, people was looking at me thinking « ok, he’s crazy ».

After two months of works, i had absolutely nothing really playable, buy my basic engine was running smoothly, the small monster IA, inventory system and dungeon crawling engine was ready. Still, its was everything but impressive and everybody thought « it will never work ».

To be honest, i think too many people up now have said everywhere « i will make the new fallout, i will make the new diablo » and such. So i fully understood the feedback and it motivated me more and more.

Working every night and week end after my full time job, i finally got my betta running after 3 months of work. Then i started the hard way of debugging. Selecting assets and new graphical options when they where available on assets store and i had a fully playable version on the late February.

The last days where pretty hard as i was in debugging galore and so stressed about releasing that i pushed the date everyday to avoid to face the situation. Finally, its my 2 years old son who clicked on the « publish » button on the play store while he where on my knees. This was a mistake, but at least, i had to face the fact : ok, its done, lets the problems arrive and solve them !

Android Park: Do you have something special to say to our readers and your future fans ?

Thecle: To all the people who support the game, the work to make it better, who send me feedback about problems, ideas, and even to people who dont buy but play the free version, i want to send an heartly THANK YOU ! Their review, their support is the engine who help people like me, solo dev or small studios, to continue the way in this very, very hard path.

Making a game is a hard way, fighting for some press release or article is even harder, and the final judge, the one who know if we lied or if we where right it what we shipped to their phone is the players. They finally have always the last word.


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