One on One with Developer of new MOBA, King’s Vessel

With the new year sending us into 2018, the indie game development scene has seen no shortages of new games entering the arena. Looking to tackle both new and old genres, we can expect one thing, and that is another great year for indie game development. Hello, EnomViewers my name is Reno Morgan, and I am here to share with you one of those new games: King’s Vessel by Natoken Entertainment.

I had an opportunity to discuss the development of King’s Vessel with the owner and founder of Natoken Entertainment, Nagiliant (Soren Warnsdorf). The talk filled me with excitement for this upcoming MOBA. King’s Vessel aims to grab at the roots of what made MOBAs so addicting and yanking it right into 2018. One of the first things that attracted my attention had to be the fundamental gameplay for King’s Vessel. While I did not get a chance to enjoy it by discussing the game with Nagiliant, I gathered that it would either be a major success or it would fail to hook the dedicated MOBA community. Something Nagiliant took time to address when I asked the following:

“The MOBA genre is probably one of the most consistent compared to new wave games. Staying the same over so many years making it really difficult to change what the MOBA community already knows. Time has proven this after numerous major companies made attempts at revitalizing these type of games, for example, Paragon by Epic Games and Battleborn by Gearbox all recently shutting down development or closing servers despite being made by very reputable development teams. As an indie team, how do you think King’s Vessel can overcome the stubborn MOBA community, and how do you all plan to open people up to trying something new?” – Reno

Nagiliant reassured me that in order to properly break the cast set by modern MOBAs, King’s Vessel would need to reach way back to what made MOBAs initially addicting games to play. Sticking to the staples of the Multiplayer Online Battle Arena Angel Arena. Nagiliant wants to bring focus away from Tower Defence / Lane Pushing and go back to the “Arena” aspect of MOBAs. Focusing on eliminating the enemy team, and controlling the map with a series of capture points that will provide vision. While pushing the enemies towers will begin to limit their spawn territory, it is not a requirement to end the game. As long as your team generates enough points to spawn the enemy boss this way you can end the match without pushing individual lanes.


While sticking to the fundamentals and mixing in what can already be experienced in MOBAs like LoL, Smite, and DotA, the map for King’s Vessel will look vaguely similar. Featuring two lanes, instead of the typical three with a larger jungle and some new objectives like the Control Points, it won’t feel completely alien to most of us. One of the focal points of the game is eliminating the enemy team’s players, and holding the three Control points which will eventually summon the enemy teams “Boss” at the center of the map. There are two within each teams jungle and one at the center when the boss is not summoned. Players will have to battle in an expanded jungle, while also protecting their territory which is held by the various towers on their side of the map (that can be destroyed). One of the major differences will be the spawn location relative to the main objective, which will no longer be right outside, but instead at the center of the map. This makes death penalties very severe unless you maintain your Lane Towers to use as teleport points. If your boss is spawned, and your team is re-spawning you have a good distance to go before you can reach the center to help defend it. I can definitely see mobility being one of the most vital factors when it comes to Hero/item choice.


We also discussed hero development and item usage where Nagiliant introduced some of the additional features that will strike veteran MOBA players as a little odd. While players will have access to a variety of items you can purchase to reinforce your hero some of the more powerful items will have fall-offs. These items aim to help balance the more powerful passives and stats by providing players with the opportunity to sacrifice performance in another aspect for those benefits. We can only wait to see how these pro/con items will perform, but it won’t be too far off from items like the Divine Rapier in DotA that can be a great boon to you, or fall into the enemies hands and be your biggest enemy. Nagiliant went on to share how the goal is to see these items and not just to augment what heroes can already do, impacting how those heroes feel to play. Possibly opening up new corridors into the versatility of individual heroes to allow them to play in different ways. Along with these unique tweaks we can still expect to see stacking and evolving items.


Some of the other features you can expect to see will be Hero (or Vessel) skins, and the idea of having skins for the team’s towers/boss was also shared. Hopefully, in the coming months, we will get to see more of what Natoken has planned for King’s Vessel.

With no expected release date for playtesting, or estimated release you can bet I will be circling Natoken Entertainment until the release of King’s Vessel to share with you all the moment you can get a slice of the action. I will provide you all with links to all the information and media for King’s Vessel and I hope you all give them a look! It has been a great time talking to Nagiliant, and I want to give a big thanks to him for providing all of the artwork and giving us permission to share it with all of our EnomViewers. All the artwork was done by one of the Natoken Entertainment developers, Marjaana. Thank you for reading, and see you in the next one.

Here is where you can find the Natoken Entertainment Patreon along with the benefits to the patron tiers I will provide below.

(A little hint while Nagiliant did not want to make any false promises for digital in-game content included with the Patreon rewards he did say that patrons will be shown appreciation.)

You can click the following for links to the King’s Vessel media sources

Hello, EnomViewers my name is Reno Morgan a 21-year-old indie Narrative Designer, and University student out of the United States, NY. I only recently joined the Enom team and I write articles on upcoming Indie Games. I also do follow up reviews, and game critiques on the same titles I write up-and-comings about. In between writing for Enom, I also work on Indie Games as a story writer and character designer. I love everything video games, and I am as nerdy as you can get. Some of my personal favorites are Smite, FFXIV, and anything Square Enix. I am also an avid anime fan, and I love cosplaying. If you ever have a game you want to geek out and share with me feel free to message me at any time my Discord is 1D#0001 you can also email me at Look forward to sharing the future of indie games with you all, hope you share something with me too! Thanks for reading.

The Sonic Spectrum – Indie vs AAA (2)


To be frank, Sonic has had it pretty rough in the past decade or so. Ever since his massive success on the Sega Genesis in three massively beloved titles, he has been the victim of some very bad luck. While many would attest that it all began with Sonic the Hedgehog on the Xbox 360 (commonly referred to as Sonic ‘06), it actually started further back than that. Sonic ‘06 is just when it really became noticeable. Going back and forth in quality from the decent success of Sonic Generations to the abysmal failure of Sonic Boom: Rise of Lyric, the Sega Mascot has had a dual failure/success rate of gigantic proportions.

One clear example of this is the very recent fanmade super game headed by Christian Whitehead, Sonic Mania. One could say that Sonic Mania is the most success the little blue hedgehog has seen in literally over a decade. That’s not to say there aren’t good recent Sonic games by major developers, but Sonic Mania has seen success that is unparalleled by the likes of Sonic’s most recent game, Sonic Forces. Talk about a quality difference of day and night, Sonic Mania has enjoyed the highest ratings, even by some of the most sceptical gaming reviewers, while Sonic Forces has been left in it’s super speeding dust.


Even with the dream game mechanic of original character creation, Sonic Forces had very little else to offer. With poor level design, questionable controls, and the fact that you play as Sonic through most of the game anyway, onlookers were scratching their heads asking “Why create a character in the first place??” Sonic Mania blew all of it out of the water and turned that nostalgia dial to eleven. We were gifted with familiar gameplay and level design with a nice little twist here and there to brighten it up for the new generation of gamers, while leaving plenty for older gamers to ogle. Even the seemingly outdated graphics are updated and beautiful in a way that does not impede on the old-style 16-bit look.

The overall outlook is starting to become pretty clear on what Sonic games should have been doing the entire time. There have been successful titles that go outside the fast-running platforming of his original games, but those have been so few and far in between. Now we have two that are mapped out and marketed very near one another for a comparison that paints a very clear picture. Sonic fans are now hoping and praying that Nintendo takes some serious notes of this outcome because it’s clear that even true blue Sonic fans are getting fed up with the treatment that he has been getting as of late.


It was a one-hit knockout. This contrast really goes to show you that innovation and imagination can create some serious greatness compared to just throwing money at a problem in hopes that it improves. AAA Gaming has been under some serious fire for lack of ideas in the ways of Sonic franchise fatigue, cash grab titles, and using nostalgia as a way to lure old school gamers into spending their money for games that have little to no effort put into them. This fan game may have been distributed by Sega, but let’s face it, it’s an indie game through and through. Now Sonic fans are hoping that the Sonic Team can learn from this experience, but at the same time, given his very questionable past treatment, there is really no telling what they have in store for our blue radical dude. All we can really do is stay tuned and drink water.

Check out part one of this series, here! In part one, we introduce the series as well as take a look at a horror concept that both Indie and AAA developers had no clue how to implement.

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