Indie

BlockShot Champion at MomoCon 2017

Blockshot Champion is a competitive, single screen arena where combatants use their multi-jump platforming, energy shield and barrage of bullets to remain the victor in this fast paced battle for survival

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.

The Metronomicon at MomoCon 2017

Meet Danny Garfield from Puuba Games as he levels up your The Metronomicon IQ - a game that fuses the high-speed, fluid, zen-like state of a rhythm/music game with the story-rich loot, leveling, and party building of a full-length RPG.

Ellipsis Interview: Yacine Salmi Innovates Touch Controls

Ellipsis was built from the ground up with touch controls in mind - players dodge enemies, traps and obstacles as they explore space in over 130 quick and challenging levels. Yacine Salmi, founder of Salmi Games discusses the importance of releasing Ellipsis as a text-free version, the perception of indie developers across the globe and if VR will be a success going forward.

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.

Screencheat Interview: Nicholas McDonnell’s Insight into Indie Development

Samurai Punk built an entire game around the concept of screen cheating. The difference? Instead of being a jerk for looking at the other player’s screen, it is a central game mechanic required to figure out where everyone is on the map. All the character models are invisible—the only way to know where the enemy is lurking is by puzzling out what they are seeing in relationship to the map.

Firewatch Review

Emersion is important to Firewatch. If you only play the game to get to the next point on the map, you are missing the point. This is a stop and smell the roses experience – the journey is as important as the destination (and other clichés regarding travel describe the experience of Firewatch perfectly).

Klaus Interview: Victor Velasco Breaks the 4th Wall

Klaus is an existential, challenging platformer boasting a minimalistic aesthetic and electronic soundtrack. Victor Velasco describes why he created a character that doesn't always follow the player's instructions, putting meaning into every decision and that one line of code can change a game.