Tag: interview
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Nobody Wanted to Be the Zombie: Galin on Making Disbond Fun for Everyone
Galin remembers a particular problem with the old zombie mods in Counter-Strike: Source: nobody wanted to be the zombie. Shooting the infected was great fun, but being the target of all those bullets was another story. With Disbond, the multiplayer shooter he’s developing under Bozz Studio, he wanted the infected players to have just as…
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Nothing Stays Separate in ZHAI: Maher Chebli on Memories, Combat, and Building Il’Navir
A while back, we wrote about ZHAI and its intriguing approach to combat, where the hero’s missing memories directly influence what they’re capable of doing in a fight. We saw plenty of potential in the idea, and saying that the core mechanics caught our attention would be quite an understatement. Making that idea work across…
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No Death Goes to Waste: Team Trifold on Nothing Lost, Fallen Heroes, and Breaking Roguelike Rules
Nothing Lost, the debut action-roguelike from Team Trifold is based on the idea that the heroes who die in the Tower of Souls leave behind powers that their successors can use. A bad run, therefore, might still be useful to someone. Team Trifold is a small studio in Christchurch, New Zealand, established with support from…
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The Shadow Isn’t the Whole Story: Lubna Ahmed on Saraab: Beyond The Veil
When Elham’s younger brother disappears, finding him means confronting things she would rather leave buried. Saraab: Beyond The Veil uses Arabian folklore and psychological horror to tell that story, but its supernatural encounters aren’t always what they appear to be. We spoke with solo developer Lubna Ahmed of Rooted Elevation about the Shadow and Guide…
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Interview about The Lich Wars: Thirty Years of War and the Memories That Won’t Go Away
Old friends can disagree about the smallest things. In The Lich Wars, Aleks and his three lifelong companions have rather more serious memories to argue over. Their lives stretch across nearly thirty years of war, and not everyone remembers those years in quite the same way. We spoke with the developers about their unusual approach…
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The Cost of Doing Everything: Russ Nickel on Ledgerbound, Burnout, and a Mountain of Paperwork
An insurance adjuster fighting an ancient evil so her employer can avoid paying life insurance claims is a promising start for a comedy. Ledgerbound takes the joke much further, mixing tactical combat, workplace romance and enough bureaucracy to make any hero reconsider their career. We loved the game so much we awarded it a 10…
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Raising the Dead Again: Ingyoon An on Rebuilding Necromancer: Undead Legion RPG
In Necromancer: Undead Legion RPG, the enemies we defeat don’t stay dead. We can resurrect them to fight alongside us, blow up their corpses, or absorb them to become more powerful. Meanwhile, we’re moving, attacking, teleporting, and commanding our growing undead army, all from a touchscreen. There’s quite a lot going on and, to make…
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Interview: Javier Lianes García on Maneki Mania
A peaceful Japanese shrine, an adorable lucky cat, and slot machines. That’s the unusual combination behind Maneki Mania, an incremental game developed by Javier Lianes García of Lianes8 Studio. What started as a small project for his wife grew into something much bigger, with dozens of upgrades, complicated balancing problems, and a few rather hilarious…
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The Fame Game II: L.A. Heartbreaker – Love, Money, and a Very Expensive Lie
Like most people, we love watching movies. Playing games is a given at this point, so when we come across a title that combines the two, throws in a bunch of beautiful ladies, and promises an interactive adventure, well, we don’t need much convincing to give it a try. Unfortunately, most of these live-action adventures…
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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…
