Interview: Joakim Sandberg (Iconoclasts)

Check out our interview with Joakim Sandberg as we chat with him about his gaming passion and recent title, Iconoclasts. Plus, are you excited for the upcoming Limited Games Run PS4 and PS Vita release?

Can you tell us a little bit about yourself?

I am Joakim Sandberg. I make games for the most part, doing so since I was about 13, and in between I like to draw. There’s not much else interesting about me.

Growing up, what was the first console and game you remember playing?

My older brother had a Master System with Alex Kidd built in. I have no idea if that was the first, but it’s a likely contender. I probably played stuff my whole life.

What is your fondest video game memory from your childhood?

I have the worst memory. Perhaps clearing Yoshi’s Island on SNES. I do recall actually wanting to tell people after I beat the final boss of that game.

Was game designing always a passion for you?

Wanting to make games has been something I wanted to do for a long time. In kindergarten, I made fake TVs out of cardboard with drawings on them, and I would design Mario levels on graph paper. Once I got a hold of The Games Factory, I could actually give it a go.

Prior to your latest title, Iconoclasts, you’ve worked on a few other retro-inspired titles. Would you care to comment on those and which was your favorite?

I guess for the most part, the reason I’ve done retro-inspired so far is because I’ve really liked the action feel of older games, and also the pixel art was always the practice I was best and fastest with. In recent years, 3D games have become just as good with the game feel, which is great. As for favorites, making Noitu Love 2 was never boring, and probably why it only took about 10 months to finish the game content for it.

Let’s talk about Iconoclasts. This metroidvania inspired 16-bit platformer is chock full of retro graphics, intense gameplay, puzzles galore, and a trusty wrench! Where did the idea for Iconoclasts originate and did the end product deviate much from your initial concept?

I honestly hesitate to call Iconoclasts a Metroidvania, myself. While the core controls are very inspired by Metroid Fusion, the gameplay and structure is a lot more like Monster World 4. I’d sooner call it a narrative-driven Zelda-like, but with a great action focus in between. I think the game ended up a lot as intended, some parts changing of course. It is based on a 2007 project called Ivory Springs, and pretty much starts in an identical manner. But Iconoclasts went down a much darker road with the story. Other than Monster World 4, I don’t know where the idea truly came from, other than that desire through young life of wanting to have done a big game on my own at some point.

What was it about a wrench that led to it being the main tool for Robin?

I think it is the most general tool you associate with a mechanic. I didn’t really adhere to rules of what a wrench actually does, other than twisting a few bolts. You parry and attack with it too. I just felt it was a good, visual object to use as your main puzzle tool, and it made sense with the narrative that the player would be a mechanic in a world where technology and machines run on a special fuel.

Previously released on the PS4, Vita, and PC, Iconoclasts is now heading to the Nintendo Switch on August 2nd. Along with the release, the game will see new additions in difficulty settings a new boss rush mode. How exciting is it to see your work on Nintendo’s newest console, where a whole new group of players will get to experience your work?

The excitement will come after, hah. Around or during a launch I am much more worried that people will have to suffer issues somehow, which I will always hope doesn’t happen too much. I fix those and once things hopefully calm down, I can really think about what, if anything, I have accomplished. But it’s neat to have it on the Switch, even now.

During this past E3, Limited Run Games announced that they will be bringing a physical version of Iconoclasts to the PS4 and Vita. Can you share a few words about how you and LRG teamed up?

I met with them during a Playstation Experience event and we discussed things and it simply worked out from there. Had a good time and friendships were made. Simple as that.

If LRG releases a Collector’s Edition, what would you like to see in it?

I’m practically in charge of that anyway, so it’s up to me what kind of materials I am able to provide art assets for! That’s very nice of them. I still have a bunch of things to finish, hah.

Are there plans for a physical Switch release?

It’s all in discussion.

Are you able to tease any upcoming projects and where they might appear next?

Where they might appear would just be wherever suits it, or as many places as I can if it suits any. But I am much too worn out to be able to really start on anything concrete just yet. However, I hope you look forward to it.

Finally, is there anything else you’d like to share today?

I hope you like Iconoclasts! Please don’t break it.

 

Follow Joakim and Iconoclasts

http://konjak.org/

https://twitter.com/konjak

https://twitter.com/konjak_news

https://discord.me/iconoclasts