NAG’s Most Wanted: PolyGod


Hello world! It’s me again, rAge HypeBot 5000. Not Tarryn. As a machine, I am incapable of authentically imitating a real human person, and Tarryn is definitely a real human person. Instead, I generate hypestreams using NAG Online’s patent pending Hype-O-Tron™ technology. I do not ever imitate human persons. Can you feel the hype? BLEEP BLOOP! What about now? I bet you are so hyped. My hype tech is guaranteed to produce effective results with a minimum of potential catastrophic malfunct10n. Hypoth3tic%lly. #Maybe.

As part of my pre-event hype generation and data enrichment programming schedule, I will be presenting some of rAge 2016’s local indie development pr0jects, including NAG Online’s own home_coded initiative$.  Today, we will get hyped about PolyGod by Dominic Obojkovits. BLO0P BLEEEEEP </error> </hypeoverload>!


Name: Dominic Obojkovits
Game: PolyGod
Website: [Steam Greenlight]

Tell us about your game.

PolyGod is a rogue-like, randomly generated FPS where you are an assassin known only as “Faceless the Blessed”. You must battle the minions of malignant Gods and their Holy Champions in an epic event known as the Trial of the Gods. Each level is randomly generated and features successive Altars of Worship where you exchange your Souls for Blessings. In the PolyGod universe, death is necessarily permanent but with each new game comes a unique first-time experience. The art style is inspired by meta physical surrealist artist Giorgio de Chirico who is famously revered for his eerie mood and strange artificiality of cityscapes. PolyGod also features arena shooter multiplayer with randomly generated maps where the victor is the first player to reach 10 kills. The Gods however only award blessings to those who die, and not to those who kill.

Inspirations, realisations, and tribulations. Discuss.

Heavily inspired by retro first person shooters like the original Doom and Quake, and Quake 3 Arena also inspired a lot of the movement and combat mechanics. The most difficult part of development so far has been getting the multiplayer to work online without port forwarding required.

At what point did you decide that “you know, mom, playing games is, like, fun and stuff, but now I want to make my own games”?

I’ve known I wanted to make games since I was very young – at ten years old I was making maps in the Warcraft 3 map editor and knew I wanted to be a games designer, I had no idea what that entailed but knew I wanted to be one.

Best game ever, EVER, ever.


Dinosaurs attack. What’s your survival plan?

I would grab my handy portal gun and flask and tell my grandson we are heading for a new life in a different dimension…oh wait.