John praises Brawlhalla at length, Todd crowns a diet soda for champions, and we take a look at epic successes and failures in some of the most popular business models for indie studios and their games.
This week, UK-based retro developer Paul Nicholas Skypes in to talk about his recent development project, SCUMM-8, a Pico-8 recreation of LucasArts’ legendary engine for Maniac Mansion among other hits from the golden age.
I don’t always agree with my friend Max Krieger. We’ve been connected on Twitter for some time, maybe a couple of years now, but we initially had video games in common and probably not much else. There have been a couple of times I’ve chimed in on a conversation with him to present a differing
A version of this article was also submitted to the go-to game industry shop talk site, Gamasutra. If you’re not familiar with the tradition of postmortem write-ups in the game industry, it’s not a negative term. It’s the practice of writing about the design, development, and the launch of a game, including reflection on what