Category: Interviews
-

Theropods Interview: Mastering the Wordless Point-and-Click
You know how most, if not all point-and-click adventure games have dialogue tree and when you click a character you get this massive wall of text? Well, the team behind Theropods decided to scrap that entirely. We caught up with Kostas Skiftas, Sarah Duffield-Harding, and Matt Frith to talk about building a prehistoric puzzle game…
-

Interview with Argyro Brotsi: Painting the Cozy Mystery of Seina
With Seina, solo developer Argyro Brotsi is building a hand-painted watercolor world inspired by traditional Japanese villages. It’s all wrapped around the quiet mystery of a missing person. We spoke with Brotsi about the challenges of solo development, designing without UI markers, and creating emotional resonance through art. Let’s jump in right after the trailer!…
-

Interview with Nic Duchesne: Inside Serious Sam: Shatterverse
We’ve been fans of the Serious Sam series since the very first game, and we’ve loved seeing every direction the devs have taken it. Still, we never imagined the classic run-and-gun formula could get smashed together with roguelite mechanics. But looking at what’s coming, we think it just might work. We had the privilege of…
-

Reap & Rush Interview: Mythology, Mayhem, & Auto-Loot
Reap and Rush brings a refreshing energy to roguelite games. The combat is satisfying, trying out different skill setups is a ton of fun, and the short story moments give us a nice break from the action. We enjoyed our time with the game so much that we were very grateful for the chance to…
-

Interview: How Weird Beluga Built the 3D Clockpunk Action of Duskfade
Weird Beluga made their debut with Clid the Snail, a top-down twin-stick shooter. Their new game, Duskfade, shifts to a full 3D action-platformer set in a sunless, clockpunk world. Moving from a locked camera to a fully player-controlled 3D environment requires a complete overhaul in how a team designs levels, combat, and movement. We spoke…
-

Interview with Kornelius Briedis about Building Rogue Drone
Kornelius Briedis is developing Rogue Drone, a game that combines active resource gathering, base-building automation, and tower defense. Merging these genres often leads to complex, clashing mechanics. In Rogue Drone, players mine crystals during the day and manage a shared power grid to survive automated enemy raids at night. We spoke with Briedis about how…
-

Interview: How Hit Start Nailed Co-Op in Brave Escape
Making a game where two players have to move in perfect sync is tough. Hit Start Studios took that on with Brave Escape, a platformer that makes players rely on a core set of rope and boost moves. After a solid PC launch, the studio brought the game to consoles. Game Designer Steve Ciaramitaro explained…
-

Interview with Tim Berce: Designing the Mechanics of Sensory Overload
When solo developer Tim Berce started working on a prototype inspired by Minecraft’s dropper maps, he wasn’t expecting it to go viral. Yet, his upcoming game Sensory Overload has amassed over 70 million views and 90,000 wishlists ahead of its demo release. This interview would not have been possible without the wonderful people at Two…
-

Dragonsword Giveaway & 5 Hard-Earned Lessons From Game Devs (#2)
Welcome to the second edition of the Dev & Play Media newsletter. Before we get to the games, I just want to say thanks. Over at Linkedin, we crossed 100 subscribers this week! Watching this list grow so fast has been great, and I really appreciate you taking the time to read this. Our small…
-

Interview: Mastering the Cozy Chaos of Book & Horn
At first glance, Book & Horn looks like a relaxing fantasy retreat. Wrapped in warm pixel art and gentle audio, it promises a charming adventure featuring a cauldron, a witch, and her half-demon apprentice. Scratch under the surface and you’ll also find a engaging hybrid that mashes together lane defense, roguelite progression, and real-time crafting.…
