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Serena Review

Serena Logo

Developer: Senscape
Publisher: Senscape
Platform: PC – Steam

Are you hungry for video games but short on cash? Out of nowhere, a game by the name of Serena popped up on Steam for the price of only… zero dollars! This was fairly surprising given that it’s an adventure game and not a free-to-play MMO. After finding out it was an adventure game and apparently had references to classic titles, I had to give it a shot.

Serena plops you into a dusty old cabin as a possible amnesiac who reminisces over his homely possessions. He knows the woman he loves is named Serena but she’s not there. Where did she go and why can’t he remember a thing about her? As you play, story tidbits are slowly revealed, giving you a better sense of what’s going on.

The game takes place in a 3D space but is entirely driven by pointing and clicking. By examining objects you can hear the protagonist ramble, sometimes remembering things, other times simply musing. He has a lot to say about each item so it’s definitely worth listening to all of the lines. Some have complaints about his voice acting, but I found it fitting.

Serena Featured

The cabin, despite being small, is rich with mementos and histories worth investigating. Visually, it looks great too. The windows, dirtied with grime let in the light in a truly creepy fashion. Seeing everything in a dark brown and grey helps set the mood as well. Audio outside of voice acting is also nice, if usually transparent. It’s obvious a lot of love went into this project.

After clicking on specific objects, you trigger a new “stage” to begin. No, you never leave the cabin but after events are triggered it leads to entirely new things being said about the items in the cabin. It might seem weird to some but proves to be a very effective way to tell a story. Serena takes most from half an hour to an hour and a half to complete, but still made me feel quite bad after completing it. I just wish the ending hadn’t been as abrupt.

That said, I can’t believe the game is free. Other short titles definitely exist on the service and have a fee. Since Serena is free it is incredibly easy to recommend. It’s a relatively brief experience, moody, and even those who don’t like it shouldn’t feel “ripped off” by experiencing it. My time with the game was not wasted in the least and I hope others are willing to give it a try too.


Score: 4

4 out of 5 alpacas


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The String Arcade Music Review

Hey, it’s another first for Pixel Pacas! We’ve decided to jump into the world of covering game-related music! We’re very excited that The String Arcade is our first, as all profits from it actually go to The Alameda Music Project. You can learn more about this tuition-free program bringing music instruction back to schools on their website.


The String Arcade Cover

Available from: Amazon, BANDCAMP, Google Play, iTunes, LOUDR.FM

“The String Arcade” is a 17-track CD (or digital download, if you prefer) of video game tracks as arranged for a string quartet. If the name sounds familiar it might be because this project was funded through a successful Kickstarter last year. Composed between Dren McDonald and Jason Poss, the end result is a lovely selection of music that can be enjoyed by both gaming and non-gaming listeners.

First, it’s worth noting the games from which songs were chosen to get the string treatment. Of course there are tracks representing classic games such as The Legend of Zelda, Sonic the Hedgehog 2, and Altered Beast. There are also a handful of tracks from songs that I’ve never heard before due to their mobile game origins (Pettington Park, Ravenshire Castle).

The String Arcade Musicians

I must admit that I was initially disappointed by the inclusion of mobile games simply for my own unfamiliarity with them. Once able to listen to them however I found the tracks quite nice. If anything, “The String Arcade” turned me on to learning more about the selected games. There are other modern games represented as well via the likes of Minecraft and Portal 2.

Having never been a devoted fan of strings, the music certainly sounds lovely to me. However, some tracks also feel melancholic which seemed odd. At other times it did seem to fit, such as with Ecco the Dolphin, which is a game with quite the dark atmosphere at times. Then there were tracks like the Galaga one which surprised me. I seriously love the Galaga tune and it comes across very well in this version.

Overall, “The String Arcade” is full of surprises. They have taken both classic and modern video game tunes and transformed them, mostly for the better. If you’ve got a taste for classical music and video games then it’s basically a must-buy. Those who need a bit more convincing should check out a sample track and see if that changes your opinion. If you’d like to learn more about the CD’s creation or the musicians involved head to the official website.

KAMI Steam Giveaway!

KAMI Featured

The contest has concluded! Congratulations to Moonxcloud and Ana!

Hello and welcome to our latest contest on Pixel Pacas! Last week, we reviewed the gorgeous puzzle game KAMI. If you’re willing to test your skills against its 60 some puzzles, then this is your chance. Thanks to State of Play Games we have a code to give out!

Here are your options for entering our giveaway.

Option One:

1. Follow our Twitter account – @PixelPacas

2. After you’ve followed us, post the official contest tweet: I think I’m ready for the mental gymnastics puzzler KAMI will put me through! Pick me, @PixelPacas !

Option Two: 

1. Comment on this post with why you’re excited to play KAMI. 

Note that you are allowed to do both options! This will grant you two entries into the giveaway instead of one. If you do both, make sure you tell us your Twitter handle in the blog comment so the entries get paired up.

Our KAMI giveaway ends on Sunday – February 16th at 10 AM PST. Good luck!


If you’d like to stay in the loop about our contests and content our Twitter is always kept up to date. But if you don’t use Twitter, we also have a Steam Group that is updated whenever a new giveaway goes live.

Strike Vector Review

Strike Vector Boxart

Developer: Ragequit Corporation
Publisher: Ragequit Corporation
Platform: PC – Steam

One of my earliest memories of console gaming was being exposed to Star Fox on the SNES. At the time I was simply astounded. To my youthful brain, this was a game that had CGI on par with films! It just couldn’t get any better than this – could it? Of course, over the years graphics have become much better but there hasn’t been a ton of growth in regards to futuristic aerial dogfighting. Strike Vector is one game that promises an old school feel where fast reflexes are integral. But is it just the game I was looking for?

That question is a bit silly, but only because nothing could stand up to that moment of childhood awe. All the same, Strike Vector has already developed a devoted following of skilled pilots. What have they found so enthralling? It’s likely the high level of skill required to do well in matches. Simply flying requires being able to judge distances while flying through small pathways. Fighting requires much more of the player, such as learning how to make tight turns and dodge enemy fire.

How do you learn the various tricks of Strike Vector? I must advise against jumping straight into multiplayer because you’ll likely die spectacularly (and regularly) without ever getting comfortable. Instead, head into an empty single player map. All maps are available in this mode and have no enemies, human or AI, meaning you’re free to test the capabilities of your craft and its weapons (this also means there’s no single player campaign). It might also help to learn where various item pickups are on the stage as they’ll have the same positioning online. Finally, check out the third person and cockpit viewpoints to see which works best for you.

Strike Vector Featured

Testing out the various weapon loadouts is helpful to make sure you’re comfortable with the configuration. Some people love homing missiles but others prefer to shotgun their way through enemies. Whatever the case, once you figure it out, you can spend more time on how to most effectively use those weapons instead of continually cycling through them, becoming a master of none.

Online play is hard at first because flying alone in a single player map is much different from entering an almost full match with players everywhere. It also is no help to beginners that the stages, as gorgeous as they are, happen to be fairly compact and full of small areas to fly through. There are a handful of online modes and team deathmatch is both my favorite and least favorite. That’s because when you die by crashing into a wall (so, not being harmed by an enemy) it still counts as a loss – and it’s a loss to your entire team. It’s stressful to feel like you’re the one directly contributing to a team’s failure!

If Strike Vector sounds like a ton of fun then you’re the audience they desire. Players must be willing to lose a lot and practice to become truly skilled. For more casual players this isn’t the game to pick up. It’s fast, unforgiving, and even a bit stressful when entering online matches. After deciding which type of gamer you are then you’ll know whether Strike Vector is for you.


Score: 3

3 out of 5 alpacas


Review code provided
About our rating system

Broken Age Act 1 Review

Broken Age Boxart

Developer: Double Fine Productions
Publisher: Double Fine Productions
Platform: PC – Steam

Once upon a time, point and click adventure games were king. Then something happened – shooters became popular. With shooters, and many other genres, video games were pushed further, with more interactivity and better graphics. The point and click games of yore fought on, but fell out of favor with most people over the years. Then, Telltale Games made waves with The Walking Dead and the genre was cool again. Finally, innovative developer Double Fine ran a Kickstarter for a new adventure game and garnered an amazing 3.3 million bucks. It appeared adventure games were no longer dead.

Finally, the Double Fine Adventure Kickstarter has borne fruit via Broken Age. However, only Act 1 is available right now, with the second act still being worked on. So what can be said about a game that was so tremendously anticipated by many? It likely won’t live up to your expectations. That doesn’t make it a bad game, of course! Well, let’s get into this review already.

Broken Age is split into two halves. One is the story of a young woman named Velouria (shortened to “Vella”) and a teenage boy named Shay. Players choose which story to begin with and jump right in. Although it is possible to swap between them at any time, it doesn’t seem to serve much purpose. It’s easiest to just play one story first and then go for the other, which is what I did. Vella’s part appears the longer, and much more interesting, half.

Broken Age Screenshot 1

Vella’s story starts as something called a Maiden Feast is about to start. It is quickly revealed that the town fears a  huge monster named Mog Chothra and that the only way to sate it is by offering up the best girls of the village. Unfortunately, Vella was chosen to take part. Unlike the others who all seek to be eaten, Vella recognizes the inherent wrongness of the situation and wants to fight back! Along her journey she meets many characters and solves a good deal of puzzles, although almost all of them could hardly be considered puzzles.

Shay has a completely different life. He lives by himself in a space station with only a sentient, overly-watchful computer and machines to interact with. For all intents and purposes, his world is a foil of Vela’s. Instead of the looming fear of death, he is protected completely from any and all danger. Shay’s life of repetitive nonsense is interrupted one day and finally his story starts to become interesting. Unfortunately, there are even less puzzles in this section and even less characters to meet.

One of the most exciting things about adventure games is the witty and intriguing characters you’ll come across while playing. Many point and click games fail in this respect, but since Tim Schafer was at the helm here, most expected something great. Somehow, Broken Age manages to not be that funny. The writing is good, but it doesn’t feel all that special in most cases. It seems like personalities are very subdued, when they exist at all. Thankfully, the voice acting is phenomenal which makes it so that listening to dialogue is never a chore.

Broken Age Screenshot 2

The most impressive aspect of the game is the visuals. Simply, this is one incredible-looking title. The art style makes everything seem like you’re watching a pretty picture book come to life. Animations are smooth, if sometimes repetitive, and help bring the experience to life. Locations have a great sense of design and fit with the themes of Vella and Shay’s stories. If I had to guess where a lot of the Kickstarter money went, I’d say it went into art.

As was hinted at earlier, though there are a lot of puzzles, most aren’t particularly difficult. Some players have lamented this point but it doesn’t seem bad to me. This is an adventure game being marketed to a massive audience – many of whom probably have never played a classic adventure game. Making puzzles as easy as possible keeps players moving and free of frustration. Just know that if your enjoyment of point and click games comes from intriguing puzzles that Broken Age will not scratch that itch.

All in all, Broken Age offers a meandering first half of an experience that becomes interesting right near the end. The story ends just as things start to get interesting and there’s no specific date for when we’ll get to play act 2. As gorgeous as the game is, there seems to be a distinct lack of personality. By that I mean the characters are mostly transparent task givers rather than true “characters” in the sense of being memorable. Perhaps we’ll see that change in the second half. Mostly, I just want to see how this story resolves itself. I’ve got my theories about what will happen, but we must all wait on Double Fine to see how everything turns out.


Score: 3

3 out of 5 alpacas


Review code provided
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Shufflepuck Cantina Deluxe Review

Shufflepuck Cantina Deluxe Boxart

Developer: Agharta Studio
Publisher: Agharta Studio
Platform: Mobile – Android, iOS PC – Steam

If you were a PC gamer back in 1989, then perhaps Shufflepuck Cantina Deluxe will look familiar to you. That’s because it is Agharta Studio’s homage to Shufflepuck Cafe. It turned the relatively tame world of air hockey into a pretty cool video game where you faced off against odd (often unhuman) enemies. Shufflepuck Cantina Deluxe definitely follows this formula and with a lot of modern flourishes.

This time around, the game takes place in a cantina not unlike something you might see in a Star Wars movie. At the start, you can only enter the first floor and play air hockey against three opponents as you learn the ropes. Characters each provide missions for you about who to beat or how many times to beat them. Completing these missions is integral to progressing your character up the ranks from a total newbie to a skilled player.

Beating missions is also useful if you ever hope to obtain a lot of Credz for your character. Obtaining enough currency lets you head into the shop and buy new pucks and paddles. Some confer advantages such as a super wide paddle which will make the game easier. There’s also a way to buy the backstories of characters to obtain their special skills or even get to swap your character for theirs.

Shufflepuck Cantina Deluxe Featured

Of course, all of this is just the dressing for a fun, simple way to play digital air hockey. The first enemies might seem simple, but venturing to other levels of the cantina shows just how ruthless it can get. Enemies each have their own specials, some of which are hard to block. Then there are powerups on the board that can help you, help your opponent, or cast an unfortunate effect on you (such as making the paddle tiny). Pair that with some tough challenges and Shufflepuck Cantina Deluxe becomes quite difficult after a while!

Still, this is a pretty entertaining experience. It’s funny to see these fantasy and sci-fi characters playing air hockey. The base game is enjoyable and it’s always possible to “grind” for more Credz if you can’t yet beat certain enemies. Having not played it on mobile devices, I’m not sure which is the better way to play, but it was easy to control on PC. If you do opt for the PC version and own an Oculus Rift, there’s even a beta available to let you get your virtual reality on. Shufflepuck Cantina Deluxe is a must-buy for Shufflepuck Cafe fans and a nice choice for those hankering for air hockey.


Score: 3.5

3 1/2 out of 5 alpacas


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KAMI Review

KAMI Logo

Developer: State of Play Games
Publisher: State of Play Games
Platform: Mobile – iOS PC – Steam

Puzzle game fans are not lacking in choice when it comes to games they can play. The genre is simply saturated with games of all varieties, from rhythm/music based puzzlers to a multitude of match-3 titles. KAMI isn’t like most popular games and instead focuses on the task of making an entire screen one color. This sounds easy until you get presented with multi-colored screens with complex patterns and only have a few moves to complete them in. So, KAMI is just the kind of puzzle game some are looking for – one that’s simple to understand but very hard to complete.

At first, it might seem like KAMI is easy. Over the first few stages you are presented with screens that only have two or three colors. It’s not hard to recognize which color you should slap down to make the whole thing one color. Of course, these are just the tutorial stages. After that, the game quits taking it easy and requires a more thoughtful approach. Where should you click and with what color? Most stages require some degree of practice (and a little guessing) until finally figuring out their trick.

The game certainly gives you a hand. At the start of each new puzzle section it always starts off with one that will teach you how to solve later puzzles in the section. Unfortunately, the first puzzle is always the easiest, meaning you’ll need more than that information to complete the rest. Each always requires you to finish at par or one move over it. Anything more and you’re greeted with a big “fail” sticker! There’s a hint function available but unfortunately it’s a little odd. It grants 10 credits every 24 hours which means you’re limited in hints per day. This is simply a holdover from the mobile version, since there is no way to “buy” more credits on Steam.

KAMI Featured

No discussion of KAMI is complete without talk of the visuals. The game is gorgeous! It is styled after paper (“kami” itself is a name of a type of origami paper) and the simplicity is very appealing. When you lay down a new color, the corresponding paper pieces all fold away in unison. It’s a very relaxing experience thanks to the light sound effects and attractive color combinations. Perhaps the only odd part is that no music plays during puzzles. Maybe this was to allow players to focus, but a gentle background track probably wouldn’t hurt.

If you’re not a fan of exerting your brain over games then run far away from KAMI. It’s tough, but satisfying for players willing to get into each puzzle. There are 63 puzzles in all, 18 of which are premium (pay) content from the mobile version. Those who want to buy KAMI should definitely grab it on PC and let their brains get to work!


Score: 4

4 out of 5 alpacas


Review code provided
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February is Dating Sim Month!

Jurassic Heart Screenshot

Over at Chic Pixel, a buddy of mine has started hosting themed game-alongs each month. The first was based on Falcom games in January, and now that February has rolled around a new theme has been chosen. Anne has christened February as Dating Sim Month! As I adore dating sims/visual novels/etc, this was something I simply had to share with the readers of Pixel Pacas.

Basically, these game-alongs serve as a good way to get you to play more games but they also foster community discussion on the theme. If you want to participate, all you have to do is choose a game that in some way could be considered romantic and get playing! This could include visual novels with romantic leads to pursue such as Sweet Fuse: At Your Side, games with stat building like the Tokimeki Memorial series (or Nicole, a Western dating sim), and stuff that just includes dating like Rune Factory 4 or practically any Harvest Moon! The goal is for lots of people to participate and have fun – not to shut someone out if they don’t own a “true” dating sim.

Participants are free to play and share their experiences via Twitter, Tumblr, Instagram, blog, or any other easily-accessible method. The hashtag for this event is #DatingSiMonth. Yes, there’s only one “M” in there so don’t get confused (like I initially did!). All this information is available in more detailed form on Chic Pixel so head on over!

Midnight Mysteries: The Edgar Allan Poe Conspiracy Review

Midnight Mysteries: The Edgar Allan Poe Conspiracy Boxart

Developer: MumboJumbo
Publisher: MumboJumbo
Platform: Nintendo DS PC – Big Fish Games, Steam

The Midnight Mysteries series consists of four hidden object games. The first is The Edgar Allan Poe Conspiracy, and so far, is the only one I’ve played. As the name implies, your focus is on the famed writer. The “conspiracy” in question is his death. To this day there has never been a definitive cause cited for his unusual predicaments surrounding his death. Midnight Mysteries takes the slant that Poe was murdered – and it’s your goal to figure out who did it.

Gameplay itself is primarily hidden object style. This means that you’re presented with a static screen cluttered with objects and your goal is to find specific things. Unlike most hidden object games, this one sometimes provides strange names for items. I’m not sure why this was done, but it doesn’t enhance the experience any. For the most part, objects are hidden in plain sight very fairly, although a few items sometimes get squished into the very corners of a screen. I wouldn’t look there much, leading to some usage of the hint system.

Hints are plentiful and come in the form of birds. If you see one, just click on it and a new hint will be added to your system! Hints actually just reveal the location of an object. If you get stressed and start clicking frantically, you’ll lose the ability to see the outline of objects for a brief period of time. These outlines are useful when the game gives you a weirdly-named object, or you simply want to see what exactly they’re asking for. Overall, there’s little to stand in the player’s way.

Midnight Mysteries: The Edgar Allan Poe Conspiracy Featured

The biggest issue I had playing The Edgar Allan Poe Conspiracy was simply that it runs at 800×600. In fullscreen, it made things fairly ugly, and in windowed mode the window was too small. I sometimes had to lean closer to the screen in order to view everything on it. This is all a shame since the visuals are quite nice most of the time. My best solution is to lower your computer’s screen resolution while playing so it’s easier to view the object-filled scenes.

There might be a story in this game but it’s barely important. All I cared about was finding all the objects with as little help as possible. Doing so took around three hours, and it was acceptable. It wasn’t the best hidden object game ever, but the Midnight Mysteries series shows promise. I’ll play the next three soon.


Score: 2

2 out of 5 alpacas


About our rating system

Interview with Michael Stearns, Developer of Tiny Barbarian DX

Tiny Barbarian DX Giveaway

We’re venturing into new and exciting territory here on Pixel Pacas… Interviews! Since we have such adoration for independent and otherwise interesting games we figured this would be a nice new feature of the site. Hopefully you’ll enjoy reading the interviews too! Our first interview is with Michael Stearns, who alongside Daniel Roth and Jeff Ball, created one fantastically fun game by the name of Tiny Barbarian DX.


Pixel Pacas: How did StarQuail games get started? Were there any other independent developers you looked up to at the time?

Michael Stearns: We started quite a while back, though we had some trouble getting started and didn’t release anything until 2006. As we were working on those projects, I think the indie developer (as we’d call them) that I looked up to the most was Moonpod, they were really pushing for slick production values that not many indies were doing then. Generally I take a lot more inspiration from 16-bit console developers. Those were the games I loved and wanted to see more games like, I strongly believed there were a lot of people like me who wanted that, and I knew that those games were made by fairly small teams and couldn’t have taken too long to make, so I figured with current development tools we could do something similar. Of course, it turns out that making these games is a lot of work, so it took quite a while to really get going!

PP: The Tiny Barbarian DX Kickstarter was a success but was there ever a point you feared it wouldn’t make it? What do you think most drew people to the project to fully fund it?

MS: We had a really strong start, but it wasn’t timed very well, right before Thanksgiving weekend in the US. So on those first few days it showed every indication of meeting the goal, but the holiday really slowed things down, and I felt like maybe I’d ruined my chances by letting it get so close, and then Christmas would be coming up soon the next month. But I’d also looked a lot at other game Kickstarter projects and I’d seen that games that had a strong start tended to make it, the ones that didn’t seemed to be in trouble from the beginning, so I felt pretty confident.

I think the thing that worked for our game, and any game really, is that we had a game that people wanted to play. You just look at a thing and go “hey, I really want that.” There’d be moments in the trailer that just show those little touches, like deflecting an arrow or hopping on the cat or seeing the enemies climb up at the start. Coming at the game with a lot of “stuff” at that initial reveal makes a really strong impression.

PP: When designing Tiny Barbarian DX (or even the original Tiny Barbarian), what game-specific inspiration(s) did you pull from?

MS: Oh, there were quite a few! From a visual, thematic kind of standpoint I was thinking a lot about older arcade games like Rastan, Karnov, and Rygar. These are games that I have to admit I never really liked, but always found really intriguing, they had interesting settings. But for other stuff, probably the biggest inspiration was Shinobi 3, which had a fun up-close attack (I always wanted to use it instead of the ranged attack!) and kept the game feeling really diverse, like you’d ride on a horse in one level, or there’d be a big elevator in another, it always felt fresh and that’s what I tried to recreate. The elevator in Tiny Barbarian DX is a really cool set piece but it’s also a really obvious homage to Shinobi 3’s elevator. Instead of guys with guns crawling through the walls, I put in little guys with blow darts. (I always think of blow darts as a funny weapon for some reason!)

Tiny Barbarian Featured

PP: Conan the Barbarian is noted as one of the main inspirations for the game. What about the sword and sorcery world made you want to create a game in the same vein?

MS: It was actually Fafhrd & the Grey Mouser that got me into Sword & Sorcery, and what drew me in was because, see, in high school I had read all these sprawling epic stories like Wheel of Time in particular, and they just started to become tiresome. I still liked that sort of theme, but when I found S&S, maybe this is obvious, but it hadn’t really occurred to me that Fantasy didn’t have to be “epic,” it could be about these smaller-scale conflicts that are more personal. The stories were shorter, and in the cases of the ones I really liked–I may get in trouble here–better written! So I thought that was a bit like the old video games that I like so much, they’re much shorter but also much denser, and that’s what I like in a game. So it seemed like a good match, and I had never played a Conan game that I really liked, so I thought I’d try with a Conan-esque.

PP: What is it about pixel art that made it the perfect choice for Tiny Barbarian? Do you find the style equally, less, or more expressive than polygons?

MS: For Tiny Barbarian, besides the S&S concept, the other thing that inspired it was just making the character. This isn’t a good way to develop a game, but this is a case where the player sprite was the first thing I did. I had been thinking about how to do my barbarian-themed game idea, and I just thought it would be a funny interpretation of the character to make him so low res, and that’s really where the title came from, he has a very small presence on screen. And I think the “old” look of the game really meshes with the old feel of the pulpy serials that originally ran those stories. I would say you can definitely be more expressive with higher resolution art, either 2D or 3D, but it’s different–a high res character doing pantomime or not talking doesn’t feel right the way a low-def character does.

PP: How did you guys manage to make Tiny Barbarian DX’s music so awesome? What is your favorite track?

MS: That’s ALL Jeff Ball–he is the secret! He was already a fan of classic games but he spent some time researching the types of games he wanted it to sound like, and he would focus on the “feeling” that a certain section was meant to evoke. A really good example would be the Wizard battle theme, where I wanted this ominous quality to match my artwork, but he made a song that was surprisingly upbeat, because he felt it was important that the player not lose heart or be overwhelmed here. And I was resistant at first, but it was a great song and before long I couldn’t imagine something else playing there.

My favorite tracks are the dungeon theme, and then the palace, when you bust in through a wall and the music starts with that crash. Also all the boss themes, I really like those.

Tiny Barbarian DX Screenshot

PP: What were some of the first video games you ever played? What do you play today?

MS: Well, we’ll keep this brief! The very first game I remember playing was Frog Bog on Intellevision, which a friend of my dad owned. Later we’d get an NES, but the first game that really turned me on to games to the extent where I realized that video games were amazing and a thing I might seriously want to do and made me kind of obsessed was Sonic the Hedgehog, and later Gunstar Heroes. Last year (2013) my favorite games were Volgarr the Viking, Super Mario 3D World, and Pikmin 3. I turned into a Sega fan with the Genesis but these days I appreciate Nintendo more than ever. 🙂

PP: For all those who have yet to play Tiny Barbarian DX, why should they give it a try?

MS: Oh gosh I’m bad at this, this is why we have trailers and gameplay footage, you should be able to tell easily if you are interested just by looking! But if you love old school games, especially from the 16-bit period, then you should definitely give it a look. There are lots of games claiming to have been inspired by that era but not all of them actually capture the feel successfully, and I hope you’ll agree that Tiny Barbarian DX does!

Also we should mention the episodic style–three new episodes will be added to the game over time at no additional cost, they’re just free updates, so the game will continue to get more interesting. You can get it now and be ahead of the crowd!

Thanks for interviewing us and I hope you’ll love the game!


A big thanks goes out to Michael Stearns of StarQuail Games for allowing us to have an interview!

If you missed out on our Tiny Barbarian DX review you can check it out right here. Feel free to let us know how we can improve future reviews, or even suggest people that you would like to see interviewed!