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Comment Re:Revenge of the Titans... (Score 1) 217

The spiral-of-fail problem is a bit of an issue which has bugged me for months. One solution I've come up with is to make research free (as it's already limited to one per level). I'd need to rebalance all the money available etc. to compensate, and add a whole bunch more things to research to slow your path down to the exotic weaponry, and redesign the whole GUI though, so it won't be for a while :)

Comment Revenge of the Titans... (Score 5, Informative) 217

... is actually finished. We released the game on the Bundle instead of our own site (www.puppygames.net) (though it's still there, but I doubt anyone is interested right now ;)) I hope a few slashdotters give it a play - it's taken us 3 years to make. The devil is in the details. We're working on some Linux .deb installer problems at the moment. Cas :)
Businesses

Humble Bundle 2 Is Live 217

Dayofswords writes "The first Humble Bundle was a monster success, with over 100,000 people donating over $1 million in total to support the Electronic Frontier Foundation, Child's Play, and of course the developers behind the games. The second bundle is now live (bundle site), containing five great games: Braid, Cortex Command, Machinarium, Osmos, and Revenge of the Titans. Each game is DRM-free, the games work on Windows, Mac OS X, and Linux, and you pay what you want and decide where your money goes."
PC Games (Games)

Submission + - Going Rogue - Indie game development (escapistmagazine.com)

cliffski writes: "Why Indie? Jay Barnson interviews the new crop of indie game developers. How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season's blockbusters for a chance to labor in relative obscurity on tiny, niche titles? Steven Peeler was a senior programmer at Ritual Entertainment. For him, leaving and forming the one-man studio Soldak Entertainment came down to a desire for creative freedom. "I really wanted to work on an RPG, and Ritual only made shooters," he says. "There were some annoying politics going on that was really frustrating, I disagreed with the direction the company was taking, I was really tired of pushy publishers and I just wanted to do my own thing.""

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