Last week I did a talk at the Launch Conference in Birmingham about how developers should deal with the gaming press. As part of my 'preparations' I asked a bunch of my peers what they thought. Here's what they told me...
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Last week I did a talk at the Launch Conference in Birmingham about how developers should deal with the gaming press. As part of my 'preparations' I asked a bunch of my peers what they thought. Here's what they told me...
read more
Not only is this bright, time-traveling music game a platformer, it's also a platformer that scrolls from right to left.
Parkin speaks to the creators to find out more.
Qrth-Phyl? What's that?
Here we are, talking to the creator of Super Amazing Wagon Adventure about humorous deaths, educational software and doing random stuff to surprise gamers. He also references Spelunky, which has become somewhat mandatory on this site of late!
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Super Amazing Wagon Adventure doesn't just LOOK like an eighties game, it captures all the irreverant fun and creativity of the era – and that's what all retro titles should aspire to. In fact, that's what all games should aspire to. And here's why.
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How should indie studios talk to publications like Eurogamer, Edge and Touch Arcade? What are the secrets of getting your game covered? Here's everything I've been telling young studios for the past few years. Hopefully, this will help...
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Industry veterans, the Pickford brothers, have today asked indie studios to promote brilliant titles produced by other developers. Here, Ste Pickford tells us why they came up with the scheme, and how it's gone down with the indie community.
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He’s had enough. He takes off his trousers. He bears his sweet orange pippin behind to his colleagues. HE’S BACK.