November 21, 2024
Games Lift: Duck ’n’ Run raise the level
It looks like a finished game – the prototype for “Light of Atlantis” from Duck’n’Run Games has already found fans and won awards. But the trio behind it is far from finished.
Attention is hard to get. Duck’n’Run Games do it with a neat trick – simply win a few prizes! “Light of Atlantis” was first nominated for the Ubisoft Newcomer Award at the German Developer Award in 2022, and then won in the Best Prototype category at the DCP Award/Deutscher Computerspielpreis in 2023. A demo is available on Steam.
The puzzle platformer has a simple, but intriguing concept. A spirit can possess and control different robots, changing available body shapes and abilities. Little by little, he explores a mysterious game world under the sea.
An atmospheric Metroidvania at the highest level of craftsmanship, a finished demo version – sounds like an almost finished indie hit. So, what does “Light of Atlantis” need the Games Lift Incubator for? Alex Nham, co-founder, audio and game designer at Duck’n’Run Games, has an explanation: “The hype is not reflected in Steam wishlists”. And that’s a problem.
Too good for a prototype
Colleague and co-founder Vincent Krenzke understands why the game looks more complete than it is. He is the team’s manager and programmer. Together with Alex and other colleagues, he started the project as part of his Games Master at HAW Hamburg (Hochschule für Angewandte Wissenschaft/Hamburg University of Applied Science). The design “originally went in a completely different direction,” he says. Three semesters of project work led to the prototype for a 2D puzzle platformer. But not everyone in the team wanted to go independent and start a studio. They decided to finish the project in a worthy manner. “The goal was to create something beautiful and well-rounded,” says Vincent – something that would be suitable for inclusion in a portfolio.
The result, however, was too well received for any kind of conclusion. Universally positive feedback prompted the team to apply for awards and conventions. Quickly, hype, nominations, interviews, prototype funding at Gamecity Hamburg and a DCP Award/Deutscher Computerspielpreis followed.
But the team needed a fresh artist. That role is now occupied by Josie Steuernagel. Josie already knew Alex, heard that the team was looking for artists and got in touch. “We felt a good connection immediately,” they say. And while creating illustration samples, Josie noticed “how much fun I have working with the already established style of the game”.
With the line-up resolved, work continues at a high pace. A vertical slice should be completed early in 2025. And then it's time for production, Vincent explains.
Further developments
“Light of Atlantis” does not yet have a release date. Vincent estimates it could be finished “in about a year and a half.” And Alex explains the overarching goal: “To be able to just keep doing what we’re doing now.” If revenue could at least finance the start of the next project, everyone would be satisfied. Alex adds that even the current work feels like the team has finally “arrived” – thanks to funding, fixed roles and a clear plan.
That may sound modest. But Alex, Vincent and Josie have not just tasted success, but also their first reality check. They know from first-hand experience how competitive the market can be. High quality does not guarantee success. Marketing is crucial. Josie completed the incubator last year as part of Team Dottobeau and therefore knew “which contacts from the network could be particularly useful for us.” They highlight “Chris Zukowski from How to Market a Game.”
That's why Alex is also happy to be in the incubator: Here they find people who are “really knowledgeable in their field” and current trends – they highlight the social media marketing workshop with Thomas Reisenegger. But pitch training is also valuable to be able to see “the perspective of people from the industry”. Vincent is impressed by the warm reception to the network: Even veterans of the industry are “super nice” and really “want to promote indies”.
Duck’n’Run turn this motivation into fuel for their work. Anyone hoping to keep up with them should start with the Steam page – and wishlist it.