We are but a few short days away from the unveiling of the next Xbox and the rumors are running quite rampant. One thing we do know for certain is that XNA, Microsoft's packaged game development tools, will no longer be supported, though nothing has been stated yet what that means for the XBLIG program. This week in Indie-Ana Co-op, we look at an indie game that shows the value in having a program like this on a console: Rise of the Ravager.
In part one of our interview with Chris Park, Founder/CEO/Lead Programmer/Lead Designer of Arcen Games, we discussed Arcen's unique approach to game design and development; specifically, how none of their games can really be classified by one genre but are an amalgam of different concepts and mechanics. We then discussed one of their recent releases, A Valley Without Wind 2. In part two of the interview, we turn our focus to Shattered Haven and what lies ahead.
It has been over 3 years since the last time we spoke with Arcen Games and its founder, Chris Park. In that amount of time, many developers would have released another game, maybe two. Arcen has produced and released no less than three games and a ton of content for A.I. War; and there's more on the way. We speak with Chris about one of his latest releases, AVWW2, as well what drives Arcen.
This month in Indie-Ana Co-Op, we hear from the Yeti Trunk, aka "Team Wanderlust." Since their initial outing into the world of game development a year and a half ago with Wanderlust: Rebirth, Yeti Trunk has released a couple of mobile game for the iPhone/iPad market. Now they're looking to return to the world of Wanderlust, and co-founder Matthew Griffin wants to share with all the other indie devs out there the one thing that's helped them out the most: listening to the fans.
Things were shaky for Retrovirus developer Cadenza Interactive for awhile. The Kickstarter campaign they launched for their cooperative six-degrees-of-freedom shooter failed due to a variety of reasons. Yet the small development team managed to press on and released the game on Steam last month. We talk with Matt Enright, one of the lead developers on the game, about how they managed it all, what challenges they faced, and what's next for them.
This week in Indie-Ana Co-Op, we speak with John Common, the creative mind behind the zombie indie co-op game, Dead Pixels. If you haven't had a chance to play it yet, I highly recommend it. It's a bargain at $2.99 on Steam, and a steal at $0.99 on the Xbox. A year after its initial release, the game is still going strong and we wanted to find out from John what's been so successful about the game and what he's learned along the way.
A new year means a new year of gaming to which to look forward. While there are a few AAA co-op titles set to release over the next few months that we're excited about, there are also quite a few independent co-op games that are slated to come out within the first 6 months of the year. So, without further ado, we present to you our most anticipated indie co-op titles of 2013, in no particular order.
This week in Indie-Ana Co-Op we speak with Terry Welsh, the one man development team at Really Slick. His first game release, Retrobooster, is set to launch next year and is reminiscent of Asteroids and the classic cave shooters of old. We spoke with Terry about his upcoming game and his journey from NASA employee to indie game dev.
This week in Indie-Ana Co-Op we take a look at Divided, puzzle platformer where the co-op requires a strong degree of coordination between players and the drop-in/drop-out mechanic is implemented in a different way.
This week in Indie-Ana Co-Op we hold a little Q and A with Steffen, the CEO of BetaDwarf, an independent development studio from Denmark. Their first release, FORCED, is looking to be a bit ambitious of an undertaking, but they are determined to see it completed and provide a new twist to a familiar cooperative experience.
This week in Indie-Ana Co-Op, A Jolly Corpse steps up to the microphone to share with us their own story of how two plucky adventurers can bring out the best (and at times, the worst) in us, all in the name of cooperation.
This week in Indie-Ana Co-Op we look at a classic co-op game that’s been given a modern remake in Ninja Clash. Strap on your magic lanterns and katanas, it’s time to retrieve your master’s cheese! Don’t question it - just go with it.
This week in Indie-Ana Co-Op we look at a game that was born out of frustration, which is an interesting way for game to come into the world. Zytron II is one man's wish to see the side-scrolling shooters of gaming yore return, and he's certainly made a good start at getting that ball rolling.
It has been about 2 weeks since the Steam Greenlight program went live, and the first 10 games to be greenlit have been announced just this week. But what, exactly, does that mean, and how does this new platform for indie games work? This week in Indie-Ana Co-Op, we will take a look at this service, how it works, how it compares to other services out there, and what the indie developer community thinks of it.
This week in Indie-Ana Co-Op we host yet another great Dev Story, this time from Misfits Attic, developer behind the recently release A Virus Named TOM on PC. While the lack of online co-op was a little disheartening, the camaraderie built via couch co-op is one of the game's stronger selling points. Tim Keenan, lead developer/designer/Bostonian for the game, discusses this and how interacting with your players is like a marriage.
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