Category: Interviews
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A Seagull, a Policeman, and an Unexpected Arrest: Bryan Martinet on Goeland: Seagull Adventure
We’ve already spent enough time with the demo for Goeland: Seagull Adventure to know that the island’s residents aren’t particularly fond of our feathered troublemaker. We steal things, poke around where we shouldn’t, and end up being chased for our naughty efforts. But Bryan Martinet, the solo developer behind Maarti Games, has witnessed something even…
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Tattie Bogle Interview: Talking Scarecrows, Cursed Relics, and Skeletons
PineFog Studios’ upcoming game, Tattie Bogle, puts us in charge of protecting a farm from hungry pests and supernatural creatures while managing crops, crafting equipment, and building defenses. This unusual mix of farming simulation, tower defense, and roguelite action seems neatly wrapped up in a charming folklore-inspired setting. We had the opportunity to speak with…
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Interview about Doodle, Please! – Drawing Outside the Lines and Letting Players Break the Rules
We spent a lot of time doodling in notebooks as kids. We remember drawing strange shapes, little characters, and whatever else came to mind. But what if those drawings could come to life, obeying the laws of physics in the process? That’s the idea behind Doodle, Please!, a charming puzzle game released for iPhone on…
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Beyond the Game: Masha Svezhentceva on Burnout, Career Uncertainty and Finding Yourself Again
After eight years in game development, Masha Svezhentceva realised that something was missing from her career. As a producer, she spent her days talking to developers, discussing milestones, resolving problems and making sure projects moved forward. Yet somewhere along the way, she began to miss the human side of those conversations. That realisation eventually led…
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The Transference Interview: Turning Your Own Home into an Escape Room, with Kuraishisama’s Alex
We interview Kuraishisama’s Alex about The Transference, its unusual puzzles, stealth mechanics, environmental storytelling, and solo development challenges.
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Four Indie Developers #1: Playtesting, Bad Ideas, Nostalgia and the Things That Keep Games Fun
Over the past few weeks, we’ve had the absolute pleasure of talking to four indie developers about four very different games. We’ve discussed murder mysteries, anime romance, farming competitions, old-school beat ’em ups and Nintendo 64 shooters. We’ve asked about gameplay mechanics, storytelling, unusual design decisions and some of the problems that developers encounter while…
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Interview About Murder Mysteries, Anime Romance, and Paper Masks: How ‘The Angel’s Devil Tail’ Made Failing Fun
The Angel’s Devil Tail – One More Question 2, created by solo developer Yahu at OrangeSounds Studio, is a fascinating mix of a game where you have lateral thinking puzzles based on traditional “Hai Gui Tang” (Sea Turtle Soup) stories and a sweet Yuri romance. We caught up with Yahu to talk about how he…
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Interview about Farming, Friends and a Race Against the Clock: Innerfire Studios on Building Farming Camp
Farming games are all about growing crops, taking care of animals, fishing, talking to the locals and slowly building our little corner of the world. Innerfire Studios’ game combines farming with points, team-based chores, minigames, relationships and a strict daily schedule. It does that and more. It keeps the cozy side of the experience intact.…
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Interview: How Sous Raccoon Turned a University Project Into a Chaotic Roguelite
What started as a university graduation project has grown into a surprisingly chaotic restaurant game where the raccoon doesn’t actually do any cooking. Here, you’re running around the restaurant, delivering ingredients, protecting customers and dealing with monsters while the Chef does the cooking. Sous Raccoon has since moved into Early Access, with new content, controller…
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Keeping the Pixels Alive: Marcel Bernardi on Building a Modern 3D Beat ’Em Up
If you’re delving into game creation, then you’lle most likely agree that there’s a big difference between making a game that looks old and making one that actually feels like it came from the arcade era. When you add 3D models, modern widescreen displays and faster movement into the mix, keeping that old-school character becomes…
