You Are Browsing ' Indie devs ' Tag

By Jonathan Balofsky On 25 Sep, 2016 At 03:13 PM | Categorized As Featured, NINTENDO, Reviews, Reviews, ROG News | With 0 Comments

No Gravatarshooty-space

This is gonna be a short review, but to the point. I have stated in the past how I have a love hate relationship with RCMADIAX games and this one continues the cycle. While I found Panda Love to be deceptively addictive, Shooty Space left me bored after five minutes.

The game is a basic shoot em up on the Wii U, with no end, one hit kill and random super enemies showing up that give you extra points. If you play for longer than ten minutes, you will lose all interest in the game. There simply is not enough substance to it that would keep a player hooked. That is not to say it is a total waste of a game. It is a game that would do well for short play periods, to keep you amused when lengthy play sessions of other games is not an option. That said, this would have been much better to have on the 3DS instead of the Wii U. On the 3DS, this would be perfect for a quick pick up and play session on the go, whereas a similar quick play session is less likely on the Wii U, due to it being a home console.

Overall, I was not too impressed with this game. It lacks substance and aside from short play sessions, is not fun at all. RCMADIAX can do better and even the smaller games like Avoider can be excellent experiences. I would pass on this unless you need another game just to keep you occupied for a few minutes. Do check out the aforementioned Avoider and Panda Love and also Super Robo Mouse (RCMADIAX’s best game), because those games will leave you happy and are worthwhile experiences!

By Jonathan Balofsky On 14 Sep, 2016 At 04:33 PM | Categorized As News, News, NINTENDO, ROG News | With 0 Comments

No GravatarNintendo has released a video showing off the recent Nindies@Night event they held. This includes interviews with the developers and highlighting their games. Check it out below


By Jonathan Balofsky On 11 Sep, 2016 At 06:10 PM | Categorized As News, NINTENDO, Reviews, Reviews, ROG News | With 0 Comments

No Gravatarpanda

I have a  love/hate relationship with RCMADIAX games. Some like Avoider have been amazing and some like SKEASY are not anything worth checking out. Of course there is the amazing Super Robo Mouse, but sometimes the games you expect to be terrible end up surprising you.

Panda Love is an autorunner/platformer game where you continuously run and must jump and dodge obstacles. This sounds easy but can get hard very fast and will surprise you. The game starts out simple enough but quickly shows its devious side and ramps up the difficulty. Some puzzles require split second timing and some require planning to pass. This could have become a lousy game and indeed, I was afraid it would be, but RCMADIAX won me over. The game is incredibly addictive and just has that it factor of sorts, that keeps me coming back and playing more. This addictive quality seems strange for a game like this but it is there and is welcome.

Panda Love seems like the game that should be a cheap game that you waste maybe 5 minutes on and then move on, but it keeps you coming back. I keep emphasizing this because I was shocked at the depth of gameplay there was for a game that just seemed so simple on the surface. This game ranks among the top og RCMADIAX’s games, even above Avoider. Obviously it is not as good as Super Robo Mouse, RCMADIAX’s best game, which I recommend everyone play, but thi is pretty darn good as well. This is a game that deserves more notice, because while most will ignore it and think it is a weak game, it is actually a top notch experience.

By Jonathan Balofsky On 29 Aug, 2016 At 06:14 AM | Categorized As News, News, NINTENDO, Nintendo 3DS, Portable/Mobile Gaming, ROG News | With 0 Comments

No GravatarNintendo


This week’s European Nintendo Downloads are as follows:

Wii U Download

Axiom Verge – Special launch offer: €16.19 until 08/9/2016, regular price: €17.99 Tetraminos – €4.99

Wii U Demo


3DS Retail

Metroid Prime: Federation Force – €39.99 (available Friday)

3DS Download

Chain Blaster – €4.99 Inazuma Eleven The Movie – €3.99 (video)

3DS Demo

Chain Blaster

eShop Sales

Wii U

99 Moves – €1.49/ £1.34 / CHF 2.10 until 22/09/2016, regular price €2.49 / £2.29 / CHF 3.50 Swords & Soldiers II – €8.99 until 08/09/2016, regular price €18.99 FreezeME – €7.99 until 15/09/2016, regular price €13.60 Angry Bunnies: Colossal Carrot Crusade – €3.99 until 30/09/2016, regular price €6.99 Cake Ninja 3: The Legend Continues – €3.69 until 30/09/2016, regular price €4.99 Color Zen – €2.24 until 30/09/2016, regular price €2.99 Color Zen Kids – €1.79 until 30/09/2016, regular price €2.99 Cube Life: Island Survival – €6.99 until 30/09/2016, regular price €9.99 My Style Studio: Hair Salon – €3.74 until 30/09/2016, regular price €4.99 My Style Studio: Notebook – €2.34 until 30/09/2016, regular price €2.99 Rubik’s Cube – €3.99 until 30/09/2016, regular price €4.99 Spy Chameleon – €2.49 until 29/09/2016, regular price €4.99 The Rivers of Alice: Extended Version – €3.99 until 15/09/2016, regular price €4.99


2 Fast 4 Gnomz – €2.99 until 29/09/2016, regular price €4.20 AiRace Speed – €2.39 until 29/09/2016, regular price €3.49 AiRace Xeno – €1.69 until 29/09/2016, regular price €2.49 Angry Bunnies – €3.89 until 30/09/2016, regular price €6.49 Bubble Pop World – €2.99 until 30/09/2016, regular price €3.99 Color Zen – €2.39 until 30/09/2016, regular price €2.99 Color Zen Kids – €1.99 until 30/09/2016, regular price €2.99 Fishdom H2O: Hidden Odyssey – €3.48 until 30/09/2016, regular price €4.99 My Style Studio: Hair Salon – €3.48 until 30/09/2016, regular price €4.99 Rubik’s Cube – €3.99 until 30/09/2016, regular price €4.99 Fun! Fun! Minigolf TOUCH! – €2.24 until 22/09/2016, regular price €2.99 Snow Moto Racing 3D – €3.99 until 08/09/2016, regular price €7.99 The Delusions of Von Sottendorff and his Square Mind – €5.99 until 15/09/2016, regular price €12.99 KAMI – €1.99 until 22/09/2016, regular price €2.99 Tappingo – €1.99 until 22/09/2016, regular price €2.99 The Legend of Dark Witch – Chronicle 2D ACT – €2.99 until 22/09/2016, regular price €3.99 Witch & Hero – €1.99 until 22/09/2016, regular price €2.99

Source: Nintendo PR

By Jonathan Balofsky On 11 Aug, 2016 At 03:36 AM | Categorized As Featured, NINTENDO, PC Games, Reviews, Reviews, ROG News | With 0 Comments

No Gravatartad

Rhythm Games are a popular genre of gaming as are Runners, so what happens when you combine the two? You get Tadpole Treble, an auto-runner where you play as a Tadpole that must find its way home through levels based around music from the creator of Brawl in the family and his brother.

In most rhythm games, you must make specific movements in order to proceed but in this game things are different. As with many other Auto-runners, there are obstacles to avoid and that includes the musical notes that make up the soundtrack of the level. This may sound easy but from the very first level, the game makes no effort to hide just how tricky that will be. In addition, you must also smack things in your way to put them in the right place or get them out of your way. You can also collect bubbles which serve as your in game currency and can later be spent on various extras. Collecting points builds up your meter which can be used to burst forward and smash through obstacles.

As the game goes on, there are more challenges such as more obstacles showing up such as enemies you have to avoid or smack and boss stages. The game also keeps the level design fresh by shaking things up every so often. You will find yourself going in the other direction at one point, or fighting a boss in another. Fighting the boss consists of mostly playing normally except with an enemy chasing after you that you must constantly avoid. This, given the frantic nature of some levels can create a challenge for many players although auto-runner fans might feel more at home.

The game is amazingly addictive with the amount of content and replayability it has. You will constantly be trying to do better and playing over and over just to prove yourself. But it is the music that stands out so much, which is understandable as this is half rhythm game. The music notes that layout the level create different soundtracks for each level, with some being orchestral and some being jazz oriented. Some have lyrics and you will even be serenaded at points by others, created some of the best video game music ever. This is one of the most creative uses of music I have ever seen in a video game and I must applaud the developers. The music is sign beautifully and I would not mind a soundtrack release for the game. But the fact that the music is combined with  a beautiful storybook art style helps make it perfect for all ages. Kids and adults can both enjoy this as well as casual gamers and hardcore gamers, all for different reasons. This is a game for everyone and I must recommend it in full. You will not regret it.

By Jonathan Balofsky On 8 Aug, 2016 At 11:57 PM | Categorized As News, News, NINTENDO, ROG News | With 0 Comments

No GravatarTadpole Treble is coming  this week to Wii U and we now know the file size. The download file size for the game will be 735 MB. We will have a full review of the game by Wednesday




No Gravatar1920_ScrewAttack


I recently had the chance to speak with Austin Harper of ScrewAttack Games and Sam Beddoes of FreakZone Games. We discussed how some of their projects came to be, what the future holds and more. Please take a read below.

JB: ScrewAttack is best known as a gaming website. What led to you guys deciding to make your own games?

AH: We are all gamers at heart and we’re really passionate about video games; we decided to take that passion for games and apply that to design. I think all of us at some point in time have daydreamed about being able to make a video game. It’s kind of a childhood dream, you know? We were just very fortunate in having a platform and a great community to support us in trying to fulfill that dream.

JB:  ScrewAttack came out with a rather interesting mobile game a few years ago called Texting of the Bread. What was the inspiration behind that?

AH: Haha, it was very much inspired by the Dreamcast game Typing of the Dead. Essentially we were sitting around talking about how cool Typing of the Dead was, and wondering why nothing like that had been done in the mobile market. We really liked the punny name we came up with, so we decided to take the theme and run with it — hence the main character with a cow strapped to her back and the hordes of gingerbread men.

JB:  What lead to the Nerd being a character in the game? Was it a test run to see how he would be in his own game?

AH: Honestly, we were just really happy that we got to make a game, a real game, with our name on it and wanted to share it with our friends.?

JB:  How was the reception to Texting of The Bread? I understand that one mobile version of the game itself was cancelled?.

AH: The reception was actually pretty good, and we wanted to bring the game to Android, but at the time the ShiVa Engine we built the game in just didn’t have Android support. Our developer made a few test builds anyway, all of them had really ridiculous bugs, like not being able to close the application without removing your battery… Long story short, we parted ways with the developers before we ever got the build completed. Though, you may hear something about our mobile titles in the near future.

JB:  Angry Video Game Nerd Adventures is probably the most well known of the games ScrewAttack has produced. How did it come about?

AH: We were talking about making a new game, specifically considering the Angry Video Game Nerd franchise, but we didn’t have a developer in mind. Around that time, Sam Beddoes of FreakZone Games reached out to us, asking us to do a review of his game, Manos: The Hands of Fate. We really liked the game and got along with Sam pretty well, and he happened to mention he was a big fan of the AVGN series. The rest just kind of clicked.

JB: Sam, how did you come to be the developer that worked on AVGN adventures? Did ScrewAttack reach out to you? What was the experience like to work on an officially licensed game based of a reviewer of crappy games? Was it intimidating?

SB: A few years back I made a similar project “MANOS: The Hands of Fate” – A retro-style adaptation of the infamously bad movie of the same name. It was a pet project which did pretty well. The idea was to adapt the movie in the way movies were adapted to games back in the 80s on the NES, and a lot of my research involved binge-watching AVGN, who I had been a big fan of for quite some time, to try and capture that “LJN” feel. Also being a big fan of ScrewAttack, I approached them to try and get MANOS some coverage, and the retro style impressed them, at which point they allowed me to pitch a collaboration to them – that pitch was AVGN Adventures, a game I’d dreamed of making since before I even started MANOS. They liked the pitch, and my life was changed!

JB:  You brought to AVGN Adventures some elements from your game Manos the Hands of Fate, based off that infamous movie. I’m curious how that game came about, being based on a notorious film from decades ago.

SB: MANOS is an interesting one. I’ve been fond of watching terrible movies with friends for as far back as I can remember, and when I caught Mystery Science Theater 3000: The Movie on TV I ended up obsessively watching that show on the internet (we didn’t have the show here in England, only the movie, which was essentially just a higher budget episode!), and through MST3K I discovered the film MANOS. Since I’d been making games as a hobby since the late 90s, my “bad movie buddy” Chris and I always joked about making a game of MANOS, how it’d be adapted, how it’d play. We joked around with the idea of a point and click adventure, for example. Whilst reading about the history of that film one day I found out that the film and everything in it was in the public domain due to the director’s failure to take all the necessary steps to copyright a work back in the time it came out (similar to what happened with George A. Romero’s “Night of the Living Dead”, thus giving birth to the entire zombie genre), and I was amused to think that I actually COULD make MANOS due to this! I believe I was thinking about AVGN when I realized how much fun it’d be to adapt MANOS the way game developers adapted movies on the NES in the 80s, and so I went for it – The main idea would be to “celebrate badness with something good”; to include all of the tropes of bad game adaptations and bad movies alike, but without making the game itself bad! Not long after the release of the game, I was befriended by most of the remaining cast of the original film, so I suppose you could even say it’s the “official” video game adaptation at this point.

JB:  What is your philosophy to game design and what are some of your biggest influences and inspirations in gaming? I’m talking about both games and game developers.

 SB: I like to keep things simple, challenging, fun and exciting! My greatest influences on my platformers are Yoshi’s Island, Mega Man X and the original Sonic games, but I also find myself inspired by some modern indie developers like Edmund McMillan and the guys at WayForward. Of course not forgetting the masters themselves, Miyamoto, Inafune, Igarashi. There’s so much more, though. Games have been an enormous part of my life and they’ve never not been inspiring me, so it’s a tough question to ask!

JB:  What do you personally hope to Accomplish with AVGN adventures II? Will it come to consoles like the first game did?

SB: Regarding Consoles, that’s up to ScrewAttack to talk about, but obviously that’s something I really hope to see happen. As for the game itself, we’ve learned a lot since the first, so I hope not just to make fans of the original happy, but perhaps win over some people who weren’t too smitten with the first game as well!

JB: Austin, Disorder is an interesting game. How did that one come about and how has the reception been?

AH: Chad and Craig were walking the floor and checking out indie games down at SXSW Gaming when they came across Disorder. Both of the guys thought it was a really awesome game and spent the weekend hanging out with the Swagabyte Games team. After a night of playing games together and drinking, we decided to take on the project as the publisher. Disorder is a different tone than our other titles, it’s bit more serious in subject matter, but most everyone who has played it has responded pretty positively.

JB:  Jump ‘N’ Shoot is an awesome throwback to classic games but I have to ask, why is it on mobile devices only?

AH: Jump’N’Shoot Attack is kind of Sam’s passion project to try and bring a real platforming game experience to the mobile phone that gamers will enjoy.

JB:  Is there any chance there may one day be a Death Battle game? I understand it would be a licensing nightmare but you could use stand ins/obvious parodies for the real characters and even include Wiz and Boomstick (and Jocelyn).

AH: It has definitely been talked about, but at this point I can’t really say much either way.

JB:  Do you see ScrewAttack continuing to pursue video game production? If so, what are some genres that you would like to see tackled?

AH: I think, like with most things, we’ll continue doing it as long as it makes sense and people enjoy it. Being a super small publishing team, we try to focus on a limited number of projects so we can give proper attention to them all. I can say that I’m busy for the foreseeable future. I think one of the hardest genres to do well is horror.

JB:  Do you have any regrets about how things were done in any of the games ScrewAttack produced?

AH: Looking back, if we could do it over again we would have launched Texting of the Bread with a Free to play model.

JB: Have there been any games that ScrewAttack was producing that have ended up being cancelled along the way that people are not aware of?

AH: There have been a few publishing opportunities that didn’t pan out. One example was a small development team that disbanded before the contract was finalized. It’s a bummer, because it was an awesome game that will never see the light of day. I hope one day they reconnect and continue work on the game.

JB:  Do you have anything that you would like to say to the audience of Teal Otaku Gamer?

AH: Thanks so much for reading the interview! If you’re a fan of retro inspired games, we hope you’ll check out our stuff!

Thank you again for doing this.


You can follow ScrewAttack on Twitter at @ScrewAttack, Austin can be followed at @PotatoHound and Sam at @FreakZoneGames


By Jonathan Balofsky On 22 Apr, 2016 At 11:54 PM | Categorized As News, News, News, NINTENDO, PC Games, ROG News, Xbox 360/Xbox One | With 0 Comments

No GravatarNintendo Has Shared A Trailer of the Upcoming Wii U Port Of The Deer God. Please Take A Look Below. We Will Have A Review Of The Game Up Next Week. The Game was developed by Crescent Moon Studios and Mobot Studios is bringing the game to Wii U. The game has received praise on other platforms and it should do so as well on Wii U,


No Gravatardescarga

Imprisoned on the Infinity, the largest space ship ever built by mankind, you are set free by a mysterious woman who has taken it upon herself to guide you on your escape for unknown reasons. As you make your way deeper and deeper into the ship, you’ll slowly learn more about the Infinity’s purpose and where you fit in amongst all the chaos. It is a different approach in the Runner genre since most games are mainy focused on the high scores. Plus you are a werewolf running in space, so enough said.



Infinity Runner’s greatest strength is how unique it is, with a sci-fi story that plays out like a movie. You awaken on a ship, naked and confused, with the voice of a woman telling you to run. And run you must, because everything is trying to kill you. You will soon learn more about your character, the ship, and your strange ability to turn into a werewolf as you go. The game plays like any endless runner would: your character never stops moving. You are restricted primarily to close corridors, and have to make split-second decisions. Most of these decisions involve things like turning before running into a wall, and attacking enemies. Attacking enemies is simple enough; a button prompt appears on screen and you have to press them before a brief timer runs out. These are more deviations than the main gameplay, but they blend in well with the experience. Another important aspect of the gameplay are the “action” sequences. These are usually “Hollywood” style action scenes that once again require quick reflexes. These also help break up the narrow corridor running, and although some scenes get repetitive, it is not something particularly game breaking. Graphically the game looks great. the corridors of the ship and all the elements create a great atmosphere which sets up Infinity Runner as something else among runners.The music also plays an important role, with having a good soundtrack and the voices are acceptable for this.

Bottom Line Infinity Runner is a good endless runner. It does something different with the way it tells its story, has some collectibles to unlock, and the sci-fi vibe creates something different. If you are a fan of the genre, or are into sci-fi stories this is for you, the gameplay is solid and can be fun playing it.


By Ramon Rivera On 19 Apr, 2016 At 03:54 AM | Categorized As NINTENDO, PlayStation, Reviews, Reviews, ROG News | With 0 Comments

No Gravatarmaxresdefault

When I was younger (eons ago), each game I played was a discovery and the internet wasn’t something like it is now, where we live in the era of information. There was no way to get info on a game until you got it in your hands, or  by listening to the kids that had it and you then obtained a general idea of what they were talking about, then begged your parents to buy you X game (or buy it yourself if you could). Nowadays the sense of discovery has been somewhat lost in videogames. Thanks to extensive tutorials and handholding and the many guides found on the internet, the sense of wonder is almost lost, or at least that is what I thought until I got to play Chronicles of Teddy: Harmony of Exidus. If I could describe it in a simple way, Chronicles of Teddy is the child of The Legend of Zelda II: The Adventure of Link and Super Metroid, and this child is beautiful!!!!


You start the game playing a game (gameception), but then a power outage occurs which makes you go down to your basement whre your floating teddy bear hovers toward the  portal of the land of Exidus.  You learn of the impending doom, so you take your sword and shield and thus you start your adventure. I have to say that I love metroidvania style games, and this takes me back to the sense of wonder and discovery long forgotten. In Chronicles of Teddy you have to explore and search for answers and when you find them, you can’t help but feel excited to see what’s next. Your flying Teddy gives you some hints in the beginning but after that it all depends on you. The Musicom instrument opens a whole new world, since the inhabitants of Exidus communicate through music, and whenever you encounter one you can hear some soothing tunes  and see the subtitles with the meaning of those tunes, which in turn get added to your Lexicon (your dictionary). Some might say that this is tedious but I find it quite charming, and its use for solving puzzles is a good chance of pace,from what we are used to. One particular example is in the first world (book) there is a Guardian that asks what you want, and after that asks for the “magic word” (remember kids “Please”and Thank You” open all the doors). For me this showed me that the best was yet to come.


Graphically the game looks amazing, the pixel art is gorgeous to look at, and the level of detail in each world is incredible. From simple details as the brightness of some fireflies that can be found in the Forest, to the water palace of Hazaura, you can see that the devs did not leave anything to chance. The contrast of the colors, and the way your character moves all blend together to give a world full of life and lively details. And speaking of details, I was particularly fond of finding action figures of two warriors from certain planet, just saiyan  of course ;).

The music is really good also and it complements the game perfectly. The tunes in each area, the sounds of the musicom, and how the inhabitants of Exidus interact is really something to behold. The music never gets old or overstays its welcome so for me the purpose was met.


Bottom Line Chronicles of Teddy: Harmony of Exidus is a pleasant surprise. It renewed my passion for the genre, it showed me that the sense of discovery and wonder still lives on. The feeling of excitement for finding the next upgrade to move further and reach previously unavailable places is something that not every game can give. I can’t recommend Chronicles of Teddy enough. It is a brilliant game, and if you like metroidvania style games, you are are going to have a blast, and if you don’t, then know that you are missing out.