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After the end of the era of iconic gaming magazine Nintendo Power, a new publications stepped up, not to take its place, but continue its legacy. Over two years later, this brave new periodical is going more strongly than ever into its third year. The mastermind behind this endeavor, Lucas M. Thomas (former editor-at-large of IGN's Nintendo Team), was kind of enough to answer some of the burning questions the Nintendo and Nintendo Power fans here at Gamnesia have, and he delved into the inner working of Nintendo Force, the opportunities it provides fans, its relationship to Nintendo, and more.

Dan Adelman has been a key player at Nintendo of America for nearly a decade. As head of digital content and development Adelman was the man in charge of Nintendo's indie program, reaching out to make sure that games like Shovel Knight, Cave Story, and World of Goo make it to Nintendo eShop. Recently, he announced that he had decided to part ways with Nintendo, but his work with indie developers continues.

Adelman continues to help indie developers with the business and marketing end of the industry, and recently announced Axiom Verge as his first post-Nintendo project. We caught up with him for an interview and discussed life at Nintendo, life after Nintendo, the state of the indie market, and more. Check it all out by clicking below!

Throughout the 2000's, Armor Games dominated the Flash games industry. One of their most valuable developers was Antony Lavelle, who created a slew of great series such as Indestructotank, SHIFT, and the narrative platformer K.O.L.M. Though originally intended as a trilogy, Antony left Armor Games after the second installment. Now, however, he's aiming to finish off the story with a grand remake of everything K.O.L.M. up to this point, along with the final chapter, through Kickstarter.

With fond memories of K.O.L.M. prancing through my head, I asked Antony to answer a few questions. His answers give some incredible insight into the struggles and successes of an independent developer.

See the interview after the jump!

Indie studio Skymap Games is hard at work on Bacon Man: An Adventure, an upcoming action-platformer inspired by Mega Man X and Earthworm Jim. We at Gamnesia were lucky enough to interview Neal Laurenza, Managing Director of the studio, and find out all about this gorgeous, action-packed meatfest.

If you like what you see, don't forget to head on over and help them reach their funding goal on Kickstarter! There are only five days left, so be sure to act quickly. But first, head on inside to read all about it!

We recently posted a story about Paperbound, an extraordinarily unique fighting game coming soon to PC (and consoles if it hits the proper stretch goals on its Kickstarter campaign). Those who have played the demo know that Paperbound is an exciting, frantic, scream-at-your-friends-until-you-lose-you-voice thrill ride of a game, but we had the opportunity to talk about the game one-on-one with Dan Holbert, the game's lead designer.

Head inside for the full scoop on Paperbound!

A year ago we saw a teaser for a musical tribute to the Super Smash Bros. series called Harmony of Heroes. Word on the project has been mostly silent since its announcement, but we met up with Darren Kerwin, the album's director, to discuss their progress.

Kerwin says that Harmony of Heroes will feature a wide variety of musical styles with about twice as much music as the team's last project, Harmony of a Hunter: 101% Run, which supplements the original Harmony of a Hunter to form the ultimate Metroid fan album. A few months ago, the team released a new trailer for Harmony of Heroes to show off four sneak peeks at some of the album's music.

To watch the trailer and learn more about Harmony of Heroes, head past the jump!

During SXSW, I was able to stop by the Hyperkin Booth and experience the hotly anticipated RetroN 5. For those of you who are unaware, the RetroN 5 is a home console that plays classic NES, SNES, Genesis and Game Boy cartridges. Not only that, the console outputs and upscales via HDMI and comes with Bluetooth controllers. I sat down with Chris Gallizzi from Hyperkin to ask him a few questions regarding their upcoming console.

Gears For Breakfast's A Hat in Time hit Kickstarter last year with the promise to breath new life into a genre of 3D platformer-collectathons that had been pretty much stagnant since the glory days of Rareware back on the Nintendo 64. A lot of people apparently believed in that promise, and the game's original goal of $30,000 was surpassed by nearly ten times, leaving A Hat in Time with a sterling $296,360 in crowdfunding and all of its stretch goals smashed.

Just after the madly successful Kickstarter campaign's conclusion, Gamnesia had the chance to speak with one of the game's developers and pick his brain on various A Hat in Time and game design related topics. But now that it's been more than a few months and A Hat in Time's alpha build has been released to those who backed a high enough tier, I decided it was about time we chatted with Gears For Breakfast again, this time on how everything's progressing, the development process, Grant Kirkhope, the potential for console releases, and more.

Head inside to read the whole interview!

Recently, the crowdfunding platform Kickstarter has produced a wealth of interesting and exciting games. Mighty No. 9, Scraps, A Hat in Time, FTL: Faster Than Light and more are all made possible by people around the world supporting up-and-coming studios. One of these tantalizing projects is Varia Games' ReVeN, a Metroid-inspired science fiction adventure. As the Kickstarter draws to a close, however, a lot of people still have questions surrounding it. I was lucky enough to talk to Austin Morgan from Varia Games about ReVeN, the Kickstarter, and Metroid.

Hit the jump to see what he has to say!

As the creator of Braid and currently the head developer of The Witness, Jonathan Blow is easily among the most famous and renowned indie developers out there, so spending several paragraphs on telling you who he is probably wouldn't be the most productive thing in the world. If you don't know, Google him, and you'll find a billion other articles to tell you just that. But it's that second game I listed, The Witness—that's the enigma, isn't it?

We know it's hyped, gorgeous as all hell, led by an important developer, and of the insufficiently descriptive "puzzle-adventure" genre, but as for what it actually is... a lot of people are still scratching their heads. We got that in-game trailer a year ago, and there's been a scattering of interviews and videos since, but I still consistently hear the "it looks pretty, but what is it?" remark. And that's where Mr. Blow comes in.

See, I had the opportunity to pick the guy's brain a bit, get a little more insight on why we should be excited for this game about which we've heard so much and yet so little. Let's look at the "why"s behind The Witness. You can read all about it after the jump.

Back when I first mentioned Night in the Woods, it was the day before Halloween and the game in question was having a jolly old time rocketing past its Kickstarter goal of $50,000. It eventually landed comfortably at $209,375, and the team, Infinite Fall, has since then released the video game equivalent of a short story involving its characters called "Longest Night." Night in the Woods is a pretty, quirky-looking game from indie developers Alec Holowka (Aqauria) and Scott Benson (new to this), and, long story short, I had the chance to talk with the two of them about it.

Alec and Scott have to be two of the nicest people to which I've ever had the pleasure of speaking, so much so that my instinct is to refer to them by their first names. This is truly a case of two cool guys with a vision that just want to make something awesome together. Alec even lives in a house of people entirely dedicated to indie game development, simply called "IndieHouse - Vancouver," so you know he's got a pretty strong passion for this stuff.

Anyway, one of the topics we covered was one of Night in the Woods' big design philosophies, that all development choices are based around how they impact the story, and you can head past the jump to read all about it!

The other day, Natural Selection 2 developer Unknown Worlds broke the news that they had an all-new game in development: an open-world, underwater exploration and construction game called Subnautica. The game's still in the prototyping stage, so more solid details are a ways off, but I did have the chance to speak with Unknown Worlds producer Hugh Jeremy and get an abstract idea of what Subnautica's all about: exploring a Sci-Fi inspired sea, doing things not "ever done before in a game," and meeting creatures you may have never imagined.

"Players will be able to immerse themselves... into a very large open world, explore it, engage in activities within it, and do things they might not have ever done before in a game, see environments they've never seen, encounter creatures that hopefully they've never even imagined, and do all this in a very free way, in a non-linear way." — Hugh Jeremy, Producer and PR representative at Unknown Worlds

More details after the jump!

In this week's episode of the Polygonal Slant Show on GamnesiaTV we continue our conversation with Adam Saltsman about the state of public relations for independent developers. If you recall, a couple of months back, Phil Fish claimed he was retiring for game development after a spat with Marcus Beer, the Annoyed Gamer.

Does Adam feel that Phil will leave game development? Find out after the jump.

This weekend I had the pleasure of speaking with creative director Tianzi “TY” Yang and mechanical designer Jonah Kellman of The Diviner, a still-running Kickstarter project that has met its initial funding goal, but has some tempting stretch goals laid out. The campaign is in its final week, so if you haven’t checked it out yet, be sure to give them a look. The two of them shared some of their thoughts on what the game aims to be, where they will go from here, and some of their experiences as first-time developers running a Kickstarter campaign.

The game is "A text-based single-player role-playing video game with dynamic storytelling and gorgeous illustrations, where every line carries weight." If that sounds like something you would be interested in, or you want to see the thoughts of some clever new developers, hit the jump.

Creator Bill Borman is currently hard at work developing a game he's wanted to play for a long time now, Scraps, a vehicle combat game all about giving you, the player, creative license to make your own weaponized automobile. His goal? For Scraps to finally be a game in which the parts you contruct your car from "all have some real effect," in which creativity is king. And from experience with Scraps free vehicle editor demo, I can tell you that Borman's certainly not lying when he claims that what you put into your build truly decides how that build functions.

Scraps is currently in the last third of its Kickstarter campaign and nearing its goal of $23,000—sitting at about $18,000 right now. I've just had the opportunity to chat with Borman to get a sense of what his game's all about and what we can expect to see as development proceeds. Plus, he supplied me with a pretty amusing gif, so it might be worth clicking the jump just for that. Look inside for our full interview with Scraps creator Bill Borman!