Author: John Vanderhoef

Runbow Review

Bring Eight Friends

Runbow Review Screenshot

HIGH Being in a room with eight friends, taking the lead in a race, stopping before reaching the trophy to taunt and still managing to win.

LOW The online community is pretty small.

WTF Picking up the power-up that switches places with another player while in the lead and ending up dying instead.

Ironclad Tactics Review

A Little Rusty

Ironclad Tactics

HIGH Camping an armored chassis on the enemy's side of the board, decimating it.

LOW Almost always needing to play missions twice.

WTF The aesthetics and humor feel like this game was built by the Penny Arcade guys. It wasn't.

Proteus Review

Take a Trip

Proteus Review Screenshot

HIGH The transcendental surprise of phasing to a completely new island.

LOW The lack of interaction with the world.

WTF The trippy sound effects, pixelated graphics, and environmental transitions makes this feel like an 'I'm high' simulator.

An Interview with Ice-Bound Developers Aaron A. Reed and Jacob Garbe

For anybody who has ever read the post-modern horror novel House of Leaves by Mark Z. Danielewski, few other contemporary novels compare. However, the next evolution of the post-modern novel might just be the interactive novel slash indie game Ice-Bound, a unique experience that combines player-driven narrative choices through an iPad app with the experience of reading and exploring an augmented reality-enabled physical book. Here's my conversation with the two men who made this magic possible.

An Interview with Duck Game Developer Landon Podbielski

I stand behind a couch playing Duck Game for 15 minutes before I realize I am playing the game with its sole developer. That's how unassuming Vancouver-based Landon Podbielski looks as he lounges on one of the two couches in the OUYA booth at IndieCade 2014 on a hot and sunny Friday afternoon. He has long hair, a beard, inquisitive brown eyes, and well-worn sneakers. When I finally realize who Podbielski is, I ask him for a quick interview. In the same unassuming manner, he agrees.

An Interview with Alex Rushdy and Dave Proctor from Runbow Developer 13AM Games

Alex Rushdy and Dave Proctor from 13AM Games stand around the kiosk for the 9-player party game Runbow for the Wii U and shout at people to join the next round. This is the first time 13AM Games has exhibited at IndieCade. Alex is the game's Creative Director and Designer and Dave Proctor is the Producer. Both are enthusiastic and eager to share their pick-up-and-play 2D running game with the gathering crowd. It's a game that's easy to fall in love with.

An Interview with Ned Green from Too DX

Sportsball for the Wii U is a game that combines the 2D aerial battles of classic Joust with the frenetic action of a schoolyard soccer game – if you ever played schoolyard soccer with dozens of balls at once.

Sportsball is the second game from Too DX, a small indie shop based in Seattle, WA. While enjoying the many games in Nintendo's booth at IndieCade 2014, I had a quick chat with Too DX Business Developer Ned Green about his company and game.

An Interview with John Warner from Over the Moon Games

The Fall

While scoping out the Nintendo booth at IndieCade 2014 in Culver City, California, I had the chance to talk with The Fall's lead creative designer John Warner. During our short discussion, Warner describes The Fall, recalls the history of Over the Moon Games, and muses on the challenges of crowdfunding and discoverability as an indie trying to make it in the games industry today.