UPDATE: I thought the hashtag thing over, and I think we can do with having a different one each week, so please use #letsplaybotw this week!
With the Nintendo Switch out now, we’re primed to begin our new series of community-driven posts: “Let’s play ______ this week!”
Think of it has “suggested playing” for the week. If you decide to play with us, feel free to send your thoughts and impressions in an email to email@example.com or use
#letsplayblank #letsplaybotw on social media (awesome hashtag, right?). If we get enough of a response, we’ll compile your lovely words into a community post at the end of the week!
Anyway, all that’s left for me to say is, let’s have fun playing The Legend of Zelda: Breath of the Wild this week!
As a father of two young children I know that sooner or later they will start playing video games, exploring the internet and want a smartphone to chat with their friends twenty-for-seven. Children are naturally curious to explore new things. And as parents it’s our duty to lead them into these new worlds. With leading I don’t mean strict bans and hundreds of rules. With leading I mean show them good paths and be to them an example. Metaphorically: “Don’t forbid them to use a knife. Show them how to use a knife safely.” At least this is my mindset of parenting. Continue reading “Guiding first steps”
This interview was published at nindie.ch on May 18, 2016:
We had the chance to interview Sarepta Studio about Shadow Puppeteer on WiiU:
I often have ideas when I go jogging. Is the great idea of Shadow Puppeteer, with its 2D-3D-combination, a product of a creative process or a random idea during another activity?
The concept for Shadow Puppeteer was originally developed as an entry to the “Dare to be Digital” competition. It was the result of a creative process, where we as a team generated ideas and chose one to develop into a concept. Shadow Puppeteer started with the initial thought: What if your shadow was alive? From that flowed a series of possibilities that were eventually shaped into the final concept. Continue reading “Shadow Puppeteer: Interview with Sarepta Studio”
This interview was published at nindie.ch on May 3, 2016:
We had the chance to interview Walfrido Abejón, creator of FreezeME for WiiU.
What was the initial moment you decided to make a Mario 64 offspring?
Mario 64 is probably the title that had the biggest impact on my game development career. When I first played Mario 64 I spent so much time just running around the castle with no specific purpose, I felt like a kid in a playground. I always wanted to recreate a similar feeling for the players. Continue reading “Interview with Walfrido Abejón, creator of FreezeME”
This interview was published at nindie.ch on April 26, 2016:
We had the chance to interview Taylor Hajash, creator of Tiny Galaxy for Wii U.
Tiny Galaxy is the first game you made or at least you published. Tell me about the moment you decided to bring it to Wii U. Continue reading “Interview with Taylor Hajash, creator of Tiny Galaxy”