Guns of Icarus: Alliance at MomoCon 2017 Guns of Icarus: Alliance is the most extreme teamwork based game where you fight and fly across the wasteland on your customized airship, facing down enemy hordes and giant bosses, blasting your way through blockades and fortifications in the hopes of decimating enemy supplies, sneaking past enemy lines and stealing territory.
Magitech Q&A with Duke Wong: Solving the Skill Gap Magitech was a unique title available during the MomoCon 2016 Indie Showcase because of its rare goal—the unification of gaming, entertainment and learning. Most games are created as entertainment or art but this is one of the few titles being developed which hopes to leave the player a little better prepared for life outside the game each time they are finished with a quest.
Blade Ballet Interview with DreamSail Games Blade Ballet is a slashing, competitive multiplayer dance of robot destruction, brought to you by DreamSail Games coming to PS4 and Steam this August. Emma, Neil and Paul dive into the importance of showcasing their game at conventions, misconceptions fans have of indie developers and how someone complaining about balance is actually a good thing.
Reflections Interview: Tristan Moore Wants You to Evaluate Your Decisions Moore was fed up with the illusion of choice in games, which only resulted in a different colored ending or the binary options to kill an NPC now for more power or save their lives for a reward later which games shackled players with. Moore wants to create Reflections where the game will be reactive to your decisions rather than force you down a specific path with the illusion of options along the way.
Gigantic Interview with Designer Carter McBee Gigantic is currently in alpha-production, with a beta to release in August on Windows 10 and Xbox One. Carter McBee, Gameplay Designer with Motiga, discusses the current state of Gigantic, what players can look forward to and how the community is important to the development team.
Stellar Interview with Kurt Hollowell Dog Eat Dog Games founder and developer shares his insight into developing a rogue-like space shooter adventure where everything possible is randomly generated.
Lumini Q&A with Speelbaars Steven Honders, Lead Game Designer, dives into what makes Lumini a relaxing and visually stunning experience.