November 26th, 2007 at 12:06 pm
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There’s a very heated discussion going on at the official site for The Underside, as Arthur Lee points out his disappointment with the community - apparently frustrated with the accusations of his creation being a Cave Story rip-off for the umpteenth time (not necessarily from comments by Derek Yu).
And yes, ‘Mr. Podunkian’ originally did not want the video to be uploaded to avoid controversy - I’m to blame for editing the trailer which was posted a couple of days ago.
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November 26th, 2007 at 12:03 pm
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Pixeljam Games’ Dino Run is now available for beta testing! To apply as a beta tester, simply send a mail to pixeljamgames[at]gmail.com.
(or donate like twenty bucks for a guaranteed beta testing position.)
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November 26th, 2007 at 12:01 pm
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An interview with the creator of the Noitu Love series and Chalk.
Let’s begin with an introduction of yourself.
My name’s Joakim Sandberg and I make games, and I love it. My notable games are Noitu Love and Chalk, and my current project is Noitu Love 2! Yet it’s not that much like Noitu 1, I’d say, more of a continuation on that universe.
Has any publishers approached you about publishing your games on handhelds? There was a lot of demand for Chalk to appear on the DS when it was first released.
Yes, there was. Several of them. But I am very weary about it; I want to know I’m not selling off something I loved to create. I am still in talks about a property, but they only see production possibly starting in a sort of far future, which is a little annoying. Nothing is signed yet though. Another big publisher contacted me too but they sort of… stopped getting back to me. Hopefully this current one comes through. I just wish it was sooner that I’d know for sure.
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November 26th, 2007 at 11:56 am
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Halloween House is a game made by Magnus Nilsson for a Halloween game competition. Use the shift key to access your inventory, and press the control key to interact with objects. The game can be saved by accessing the computer in Michael’s room.
Name: Halloween House
Developer: Magnus Nilsson
Category: Adventure
Type: Freeware
Size: 5MB
Direct download link: Click here
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November 26th, 2007 at 11:54 am
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In Drift, the player’s energy orb is limited to grid-like movements, and the cursor keys must be tapped rapidly to achieve constant velocity. Press the enter key to shoot when your orb is close to the enemy for better accuracy. A tad difficult, especially at later levels.
Name: Drift
Developer: Panurge Odradek
Category: Action
Type: Freeware
Size: 2MB
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November 26th, 2007 at 11:46 am
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Pixel Warlords is an experimental platform shooter by Jan Willem Nijman, made using the Game Maker engine. Press the X key to shoot, and use the Z key to jump. Tap the C key to throw grenades. Press the x and up arrow key to execute a stealth kill.
This demo includes one area, and the first warlord to be assasinated.
Name: Pixel Warlords
Developer: Jan Willem Nijman
Category: Platform
Type: Freeware
Size: 1MB
Direct download link: Click here
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November 24th, 2007 at 10:26 pm
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Raigan and Mare of Metanet Software are the latest perpetrators to be interrogated in this criminal investigation series - The Law of Physics, Don’t Break it Folks. (mugshot by Edmund McMillen)
First things first - an introduction of yourselves.
R: Hi, I’m Raigan.
M: and I’m Mare. We’re both amazing people.
R: Also, I will take over typing since Mare hates my weird ergo-keyboard.
We’re in Toronto, it’s snowing finally. Our hobbies include: playing video games. And reading video game blogs and manuals.
Since N is making an appearance on a couple of consoles and handheld platforms, can you give us a summary of what’s coming on where?
One version of N+ will be out for Xbox360 Live Arcade, we worked very closely with the developer Nick (in Vancouver) and did all the levels, it is definitely exactly how we would have wanted it to be: pretty much N, on Xbox.
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November 24th, 2007 at 10:23 pm
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An interview with haowan, creator of TIGSource’s B-Game winning entry - Cottage of Doom.
Let’s begin with a little introduction of yourself.
Haha, ok. I’m Alex, I’m 29 and I’ve been into developing games since I was given a Vic 20 along time ago. Uh, what else? I’m from the UK, I nearly failed my degree because I was programming an asteroids game, and I recently had my wife cut off my dreadlocks (that she put in).
How does it feel to win TIGSource’s inaugural competition? Considering that they were many old hats like cactus and Petri Purho who had participated as well.
Ah, if only I had won the inaugural competition - alas, I don’t think I’m sexy enough. Winning the competition (B-Game) was awesome, though as I said at the time, it was the run up to the deadline and seeing what other people were doing that was the most fun. cactus didn’t enter.
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November 24th, 2007 at 10:22 pm
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Rückblende (Flashback) is an interactive animation movie originally intended as a diploma project in visual communication. The story of the film is about a man confronted with his childhood memories while walking around a summerhouse in the woods, where he used to spend the holidays with his parents. The more he dwells in his memories, a secret seems to be unravelling.
The surrounding and the inside of the house were built as a model, while the appearing characters from the memories were drawn with a pencil and animated with white lines on top of the photographed model background.
Name: Rückblende
Developer: Nils Deneken
Category: Adventure
Type: Freeware
Size: 600MB
Direct download link: Click here
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November 24th, 2007 at 10:21 pm
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An interview with Kairos, the developer of Varia and Kairuga.
Let’s begin with a short introduction about yourself, for readers who are unfamiliar with your works.
I’m a 16 year old teen who likes to play shmups and also make them. I only make releases like once a year due to school and whatnot. My two releases include the shmups Kairuga and Varia, both have the glowy vector sort of feel to them.
How did you start off with game development, and since when? A bit of history would be great, considering that GM users are getting younger and younger every day and they need all the help and pointers they could get.
I started doing real work back in the end of 2005. I used to play all the quality games made in GM and wonder how someone could make that in this program; I started experimenting and learning by example for the most part, and then finally made a real game and released Kairuga during the summer of 2006. The one thing I would recommend to kids who want to develop games is that it is no easy task to create a good game that appeals well. They should remember that the hardest part of development is finishing the game itself.
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