
Architecture & Game Design : An Interview with Kudzu’s Chris Totten
Chris Totten discusses the influences of architecture, game design, and development history of his upcoming game Kudzu.
Chris Totten discusses the influences of architecture, game design, and development history of his upcoming game Kudzu.
Lee Carvallo’s Putting Challenge II by Gumpy Function is on it’s surface a simple and fun point and click, but its deeper meaning reveals itself as you play.
Gumpy Function take a stab at the Addams family on Game Boy and with the redux treatment.
The Battle Of Olympus takes a lot of inspiration from Zelda II, but lacks somewhat in the main mechanic, combat. Gumpy Function breaks down one enemy mechanic and tries to improve upon it in this instalment of GB Redux.
Examining the impact a sprite’s size has with respect to the game play with Wizards & Warriors X.
Examining TMNT III: Radical Rescue, and it’s map design. An important part in any Metroidvania, but also interesting to see the differences between the US/EU and JPN releases.
An interview with Kevin Neilson, who made four personalized games as a Christmas gift for his friends. Read about the journey and what developing for a retro console means to Kevin in this article.
Examining the classic, Kirby’s Dreamland and how it presents itself as an accessibly adventure.
The Development Workflow Series continues with Part 8: Replayability. This chapter examines different ways to introduce replayability into your game.
Visiting one of the most iconic games of the Game Boy era – Pokémon. In this classic spotlight, we examine why it’s introduction serves a great example of how to open a game.