Indie Interviews

Major’s Mess Hall – Episode 38 – F Her Right In The Mess Hall

Major’s Mess Hall – Episode 38 – F Her Right In The Mess Hall

Our most controversial episode yet!
we interview John Cain, the mastermind behind the “F@#k her right in the P*#@y” viral videos! plus we chat with our good friend Pete from the Smorgasbored podcast!

 

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    No Goblin | 100ft Robot Golf

    No Goblin | 100ft Robot Golf

    Destroying the back 9 with Dan Teasdale of No Goblin about 100ft Robot Golf

    100ft Robot Golf is a real time golf game where you get to control impossibly large robots on their quest for par. Never get your ball stuck behind a pesky tree or skyscraper ever again! Just swing your golf club to smash even the tallest buildings out of the way – or into the way of your robot golfing buddies.

    Up to four players can hit the greens, cities, mountains and orbiting moons that comprise the Robot Golf Tour Circuit. Either split-screen or online, budding robot golf pilots can play frantic real-time golf, classic turn based action, or even custom rulesets crafted for your own custom Robot Golf round!

    Looking for something solo? 100ft Robot Golf‘s unique campaign mode reveals the real stories and experiences of today’s robot golf pilots. Experience the excitement, romance, and thrills of controlling one hundred feet of raw golfing power through some of the cheapest ’90s-inspired mecha animation ever committed to screen.

    GAME FEATURES

    • It’s 100 foot robots playing golf.
    • Destroy any obstacle to clear a path to par – or hinder your opponents shot.
    • Play with up to four robot golfers, either split screen or online, in real time.
    • Unique solo campaign mode tells the excitement, love, and intrigue of the Pro Robot Golf circuit through ’90s-style budget mecha animation.
    • Play in cities, on the moon, in a volcano, and more!
    • PlayStation VR support allows you to strap in and experience destructive golf drives like never before.

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      Clandestine | Logic Artists

      Clandestine | Logic Artists

      Hacking the planet with Jonas Wæver of Logic Artists about their new asymmetrical espionage game Clandestine.

      We previously talked about Clandestine on a podcast here.

      Clandestine is a 2-player or single player stealth/hacking game set in 1996. Asymmetrical co-op allows one player to take the role of the spy while a friend provides overwatch and assistance as the hacker, and unravel a post-Cold War espionage conspiracy.

      The year is 1996, five years after the dissolution of the Soviet Union. A string of accidents and murders gone mostly unnoticed by the public eye have put the world of international espionage on high alert – veteran Cold War operatives from both sides of the former Iron Curtain are being assassinated around the globe. High-ranking officials of the CIA and the FSB secretly establish a joint task force to investigate the leaks. Codenamed The Kingbridge Executive, the group is funded with whatever money could be skimmed off of official projects and staffed by whoever could be spared from official operations. As field operative Katya Kozlova or hacker Martin Symborski, you will be deployed on dangerous missions across Europe and North America, chasing the source of the leaks.

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        For The King | Iron Oak Games

        For The King | Iron Oak Games

        Taking it step by step with Colby Young of Iron Oak Games about their Kickstarter-crushing game For The King.

        For The King is a turn based roguelike, RPG that can be played solo or cooperatively online and features strategic adventuring, turn based combat, and persistent choices. Players must survive cunning enemies and creatures, wicked weather and brutal traps in their quest to solve the mysterious death of the king and bring order to the land.

        Features

        • Solo or Online Co-op – Control your own party or play with up to 3 people online. Travel and fight together or dare to set off on your own.
        • Challenging Roguelike Adventure – A highly re-playable, unforgiving adventure designed to keep you guessing and on the edge of your seat.
        • Turn Based Combat – A classic battle style with a unique slot and proficiency system. Choose your attack type, spend focus points, use items, and activate special abilities to defeat your foes.
        • Living World – New challenges and horrors emerge at different times of day. Encounter weather and natural events that have a variety of effects, both good and bad.
        • Procedurally Crafted Map – The map, realms, and locations you encounter are different every play through. A unique set of fascinating locations will force you to adapt your play style every game.
        • Persistent Lore – Collect lore and spend it at the town libraries to build a unique game experience. Unlock persistent game mechanics in the order of your choosing.
        • Dungeons – Unique dungeons will require new strategies every time you play. Encounter deadly traps, enemies, and legendary treasure in unexpected ways.
        • Persistent Weapon Crafting – Collect unusual resources and rare weapon recipes to craft powerful weapons over multiple playthroughs.
        • Item, trinkets, curiosities – Find many different objects and items to use along the way. Some helpful and some come with a cost…

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          NOOZh | Wannabe

          NOOZh | Wannabe

          Staying wide awake speaking to Enrique Zulberti of WANNABE about their new Kickstarter game NOOZh. 

          ————-

          NOOZh is a well balanced mixture between a storyteller and a dungeon crawler. In the game, the daily life of a real girl is mixed with, and affected by the nightmarish world of NOOZh she enters when sleeping.

          The Dungeon Crawling side of the game has gigantic generative platformer levels to roam, with only a cell phone screen as a source of light to guide the way. The goal in this aspect is to try and escape the evil that inhabits the dungeons while walking, running and jumping. To do this you must try to avoid the traps set on the level and solve the puzzles to escape. Also, you will need to find the keys to unlock doors to find passage to other levels and to safety!

          Fire-level-PIC

          In the real life side, you must guide the girl through her daily life. Choosing what she does affects the game in many possible ways. The decisions you make in the real world affect the world of NOOZh. The girl’s psychology is altered by the events that happen within the NOOZh world and in her real life. This psychological changes will be reflected in her daily life. Some events will happen randomly in her life for no apparent reason, just because it’s her life. So, although some parts of her life you can control, others you can´t. This will give the girl a real character feel.

          You must also find scrolls to complete the story on what NOOZh is and how it came to be.

          The gameplay style is oriented to Play as much as you want: the game is endless. Generative levels create a unique experience every time the game is played.

           

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            The Park | Funcom

            The Park | Funcom

            Taking a ticket and going on a ride with Joel Bylos of Funcom about the horror game The Park!

            More info on the park on our site, and their site.

             

             

             

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              PONCHO | Danny Hayes

              PONCHO | Danny Hayes

              Jumping through through space and thinking about existence with Danny Hayes of PONCHO!

              **Apologize for the technical issues with buzz in intro and background talk during interview.***

              Full Article on PONCHO Here

              Before Poncho…

              Before Poncho came into being, several things happened. At age 20, Danny was removed from his university in 2011 due to nasty, nasty tuition fee stuff and it seemed that all dreams of making games professionally might be over for him. However after a chat with his bud Jack, they realised they both wanted the same thing and partnered up to form a little dev team. Subsequently they began making iPhone games. While fun to make and it was cool to see people playing them around the world, unfortunately the games didn’t make made any cash. So, with bills to pay and student debts and all that, Danny landed a job at Capcom and Beeline Interactive in London so they could save up some funds for this idea they had, about a robot who wears a Poncho, and can shift through layers of the world in a 2D/3D space…

              Delve Interactive is formed! Some years later…

              Suddenly in 2013/14, the fairly public downsizing of Capcom happened. Danny left the company that spring and Jack also left university. It was time… A bunch of things happened after that, Danny and Jack set up the studio officially and dived into full time work on Poncho. Working with new addition Matthew Weekes as an artist, quickly it was obvious they were making something great, and they’ve been driving themselves crazy with it ever since.

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