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Indie games summer uprising

T.E.C. 3001 review (XBLIG)
13 years ago

T.E.C. 3001 review (XBLIG)

T.E.C. 3001 was developed and published by Phoenix Games. It was released on August 24, 2011 and retails for 240 MSP. A copy of the game was provided for review purposes.

T.E.C. (Telsa Energy Collector) 3001 is a fast paced platformer, but unlike most T.E.C. 3001 is not a side-scroller of any sort. It is actually a fast paced, third-person running game where you must traverse different obstacle courses by dodging, sliding, or jumping. With the camera locked in the air behind you as you travel forward into the distance, T.E.C.3001 immediately sets itself up to look and feel different then everything else in its genre. Will this be enough to set it apart and stand out in one of the most crowded genres on any console?

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Interview with Alejandro Gonzalez of Milkstone Studios
13 years ago

Interview with Alejandro Gonzalez of Milkstone Studios

By  •  Interviews

Tell us a little bit about yourself/company/team?
We are an indie game development company created in Asturias, Spain, and have released many successful titles on Xbox Live Indie Games. Our games feature polished gameplay and high production values.

What made you decide to use the XBLIG platform for your game?
Our first game, Little Racers, was a hobby project that we did on our free time. We chose XBLIG because there were very few options to market an independent game on a non-mobile device and it was easier to develop on a closed platform as the Xbox 360. After the unexpected success of the game, we just kept releasing games on that platform. We’ve tried other platforms in the past, but there’s no magical platform yet.

What was the biggest hurdle in getting this game finished?
Usually our biggest hurdle is to cut somewhere and polish everything. The only exception has been Raventhorne, were we had a tight deadline so we ended up cutting before we intended.

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Interview with James Petruzzi of Discord Games
13 years ago

Interview with James Petruzzi of Discord Games

By  •  Interviews

Tell us a little bit about yourself/company/team?
Discord was formed in 2009 by life-long friends James Petruzzi and Tim Dodd. Our original intention was to kill time, and have fun creating stuff. At some point we realized we had a shot at doing something really cool and unique, so we put our heads down and started working on what was to become Take Arms.

What made you decide to use the XBLIG platform for your game?
I think both of us have always wanted a game on a console, and XBLIG is the easiest path to that. No publishing deals, devkits, etc. are needed. It’s an awesome platform, just a shame it isn’t a little better managed.

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Interview with Francesco and Matteo of Doom & Destiny
13 years ago

Interview with Francesco and Matteo of Doom & Destiny

By  •  Interviews

Tell us a little bit about your team?

We are two standard Italian nerds. Francesco, from Benjamin Ficus production, is responsible for the plot, level design and guilty of all the misspellings. Despite his love of creating video games, his computer skills suck hard He was lucky enough to find Matteo, his colleague. Matteo, from HeartBit interactive, is the genius behind the programming.

What made you decide to use the XBLIG platform for your game?

Around two years ago, Francesco made a game with RPG Maker. It was a small but fun adventure of four nerds trapped in a fantasy world. Everybody (his friends and his mum) was pleased with the game and kept telling him “You got talent”, “You should make some money with it”, and “Eat your vegetables” so Francesco decided to turn his small project into a real game! He discovered that a friend of a friend (Matteo, from HeartBit interactive) was a very talented programmer who already worked in the amazing field of game development. Francesco showed his project to Matteo who said “your game is pretty cool, why don’t we collaborate to put it on Xbox Live Indie Games. You do the level design, story and other crap while I do the serious coding and programming. It shouldn’t take much time, right?”

TWO years later, here we are!
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Indie Games Summer Uprising
13 years ago

Indie Games Summer Uprising

By  •  Features


Indie Games Summer Uprising (IGSU) is here and in full swing. These are the eight games chosen out of 70 that entered, 2 of which you the fans selected. IGSU is a annual promotion to show you the abilities of Indie developers and how diverse the games can be. We here at XBLA Fans have always stood by the XBLIG games and believe that some of the best gems for the Xbox 360 can be found here.

It is because of this belief in the Indie developers that we have put together this piece showcasing all the stars of the IGSU so that you can see them for yourself. We have brought everything to you in just one simple article so nothing is more then a click away. You will find game descriptions, developer website links, download links (once released), review links (once completed), trailers and screenshots.

Make sure to check back with us every so often as we update the article with the rest of the download links (saving you the search) and so you can get our final verdicts on each game.
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Indie Games Uprising returns this Summer
13 years ago

Indie Games Uprising returns this Summer

By  •  News

We at XBLAFans were very excited when the Xbox Live Indie Games section got a bit of extra promotion with the Indie Games Winter Uprising late last …
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