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Gamasutra Indie News PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with in this timeless 2012 feature. ...
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Gamasutra Indie News Artist Jeremy Petreman dives into why Playdead favors creative flow over structured creation, and how that unique outlook informed the decisions behind Inside. ...
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Gamasutra Indie News Pixel Titans' new game Strafe looks like a retro shooter straight out of 1996. But beneath the chunky low-poly graphics, the game is a unique and original synthesis of classic game styles and mechanics. ...
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Gamasutra Indie News This week's Video Game Deep Cuts longform articles/videos include Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest. ...
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Gamasutra Indie News "You have these words stacked on top of each other, you can move columns up and down, you try and spell words in the center row, and if you use every letter one time you solve the puzzle." ...
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Gamasutra Indie News The structure of a typical college semester seems to almost encourage crunch, so what can devs do to move away from what is often regarded as an unhealthy but all-too-common element of game making? ...
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Gamasutra Indie News Flinthook's fluid, accessible hookshot is the result of months of design work, solving problems from controller mapping and aim-assist to the role it takes in the game. ...
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Gamasutra Indie News "I began to strip everything away that could lead to a problem, and ended up with the bare movement of the muscles" - Philipp Stollenmayer, creator of ZIP ZAP. ...
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Gamasutra Indie News This week's highlights include videos on the making of Raw Data & the surprise debut of Scanner Sombre, plus the history of seminal NES emulator NESticle. ...