Composing the score for puzzle game Ashi: Lake of Light By Meghann O'Neill LUMINES We talk to the game's composer David Barber about his influences, and the challenges of making music for a puzzle game.
Snail Trek is a Sierra-style adventure with modern twists, like autocorrect and autosave By Meghann O'Neill Ooze Cruise How a thoughtfully crafted text parser can polish the ‘bad’ out of your nostalgic experience.
How Framed brings everything together to make great chases and escapes By Meghann O'Neill 3, 2, 1, let's jam The noir comic book puzzles of the Framed games have finally made it to PC as the Framed Collection.
Mike Dies is a game about fatal teleporter accidents By Meghann O'Neill Mistakevania What happens to the parts of your body that don't fit inside the teleporter? Nothing good.
Is Empires of the Undergrowth a worthy successor to SimAnt? By Meghann O'Neill Ant-ics "You have been reborn!"
Avernum and Thimbleweed Park are finding homes for hints in modern games By Meghann O'Neill Help Whether external guides or in-game systems, there's a place for hints in games that revive old school design ideas.
Looking back at Hugo's House of Horrors By Meghann O'Neill Happy Halloween An adventure game fan returns to the 1990s for a spooky reminder of what the genre used to be like.
Deadbeat Heroes review By Meghann O'Neill BIFF POW A 3D brawler about rocket-glove superheroes fighting crime in 1970s London.
How 2D RTS Forts sold 120,000 copies completely under the radar By Meghann O'Neill Smash it up No one really knows which indie games will be a hit, but there are ways developers can zero in on their target.