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      Indie Retro Homebrew Showcase Interview: Kirito the Game

      Indie Retro Homebrew Showcase Interview: Kirito the Game

      From the show floor of Super MAGFest 2025 comes Kirito the Game, a new Sega Genesis brawler that hits harder than nostalgia. What began as a comic book concept has evolved into a pulse-pounding tale of a YouTuber turned warrior fighting for redemption. We sat down with developer Cyber 808 to discuss how they transformed a story of betrayal into a 16-bit Kickstarter success.

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      Indie Retro Homebrew Showcase Interview: The Eldritch Monarch

      Indie Retro Homebrew Showcase Interview: The Eldritch Monarch

      From the frostbitten edges of a forgotten realm comes a retro adventure steeped in Lovecraftian dread. The Eldritch Monarch isn't just a throwback to 90s platformers; it's a survival test requiring stealth, swordplay, and keen observation. We sat down with the creator to discuss how this project evolved from a pandemic stress-relief experiment into an ambitious, open-world mystery for the Mega Drive.

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      Indie Retro Homebrew Showcase Interview: Coloco DX

      Indie Retro Homebrew Showcase Interview: Coloco DX

      Buckle up for today’s feature from the Indie Retro Homebrew Showcase at Super MAGFest 2025: Coloco DX, a high-octane rescue mission from the team at Tuxedo Game Devs, built for the Sega Genesis and Mega Drive!

      In a galaxy overcrowded with bargain-bin pilots and cut-rate space schools, disaster is inevitable. With rockets crash-landing in treacherous terrain and would-be explorers stranded in hostile zones, someone’s got to clean up the mess—and that someone is you. As a lone operator in a retro-futuristic rescue rig, you'll descend into winding caverns, dodge hazards, and airlift clueless commuters to safety, all while battling tight spaces, dangerous enemies, and your dwindling fuel reserves.

      Coloco DX is an enhanced version of the award-winning 2020 indie Coloco, reimagined for 16-bit hardware with expanded levels, sharper controls, and a nod to arcade classics like Choplifter and Subterranea. Equal parts action, strategy, and chaos, it’s a game that keeps you on your toes with every mission.

      Want to know how this galactic rescue gig came to life? Learn more about the making of Coloco DX and the creative spark that launched it from ZX Spectrum roots to Genesis glory.

      Tell us about how your game was born.    

      Segura: "Coloco DX was initially a 1:1 port from the ZX Spectrum version, Coloco. While bringing the game from an 8 Bit computer to a 16 Bit console, we realized how much of an opportunity we were missing to create a bigger game in every aspect. So we just decided to expand it."

      What was the development like?

      "We are homebrew developers, so we can only push it forward on our spare time. It has been irregular in terms of how much we could deliver every week, but we kept our passion intact. Some things had to be left out, much like in every development, but we believe the final result will be pleasant enough."

      What's your favorite memory as a gamer?

      "I really remember back in the day the first time I saw the arcade game Terra Cresta. The charming graphics, the catchy music. I thought to myself: 'What am I seeing?' :-O That was the beginning for me."

      What games influenced Coloco DX the most?

      "Thrust II for the ZX Spectrum was clearly one of the most influential games for this concept. Funnily enough, quite a lot of people mentioned how much the game reminds them of Subterranea... but I never heard about that game until that was pointed out! :)"

      Any fun stories or wild moments during development?

      "A decent amount of graphics and code has been done on the road, on planes, or in hotels."

      Do you think preserving older gameplay mechanics in new games is important?

      "Simple mechanics are always going to work. But it's important not to forget about more modern characteristics too, game language is of course improving over the years, and I don't think it's wise to forget this."

      What makes this game unique?

      "It's clearly done with patience, perseverance, and passion. Hopefully, gamers will appreciate the attention to detail and the challenge."

      Anything else you'd like to add? Promote?

      "Please follow us on our networks! You will find them at our website Tuxedo Game Devs, that will really encourage us."

      ---

      Coloco DX brings sharp arcade action and tongue-in-cheek sci-fi to the Sega Genesis and Mega Drive, blending fast-paced rescue missions with smart level design and retro flair. As an expanded take on Tuxedo Game Devs’ original award-winning indie, this new edition pushes the concept even further, celebrating everything fans love about multi-directional shooters and 16-bit homebrew creativity.

      To stay in the loop on Coloco DX and other projects from Tuxedo Game Devs, follow them on X and visit their official site for updates, demos, and future releases.

      Watch the trailer:

      Indie Retro Homebrew Showcase Interview: Crater Song

      Indie Retro Homebrew Showcase Interview: Crater Song

      Mysterious, melodic, and emotionally rich, Crater Song by Orebody Inc. reimagines what an NES game can be. Pairing sci-fi fantasy with inventive puzzle-adventure mechanics, it tells a uniquely haunting tale that stood out at the Indie Retro Homebrew Showcase at Super MAGFest 2025.

      On the distant planet of Orebody, twins Arco and Menuett are born with cursed harmonics that draw the attention of an ancient cosmic threat known as the Nox. Banished from their tribe and hunted by forces beyond the stars, they set out on a perilous journey to a sacred crater said to hold the cure to their affliction. Players guide both characters simultaneously using both NES controllers in an innovative single-player co-op system that offers a fresh and rewarding challenge.

      Blending environmental puzzles, music-based mechanics, and a quietly powerful narrative, Crater Song draws inspiration from Brothers: A Tale of Two Sons while crafting a story all its own. This is a thoughtful and artful adventure that sings even in silence.

      Tell us about how your game was born.    

      Vanderhoef: "Crater Song was originally developed for the NESMaker Byte-Off IV development competition. The core idea was inspired by the indie game darling Brothers: A Tale of Two Sons. I wanted to challenge myself to see if I could accomplish a similar single-player, two-character game but on the NES. After a successful initial demo build for the competition, I had fallen in love with the characters, story, and mechanics, so I was excited to expand the experience into a full game for a true release."

      What was the development like?

      "Development actually went very smoothly for Crater Song. There was an initial multi-week sprint to get it ready for the Byte-Off competition. Then, after taking a week or two off, I jumped back into the game to expand it and get it ready for a full release. The core idea is so strong and was so firm in my head that, while coding and design challenges did pop up, I marched forward at a steady pace. It's a fairly straight-forward dark sci-fi fairy tale, as I like to describe it, but I tried to pack a lot of content into the release for players to enjoy, including a Story Campaign, a Challenge Campaign, and a bonus mini-game."

      What's your favorite memory as a gamer?

      "That's a hard question to answer. I've been playing video games for around 36 years. I have really fond memories of staying up all night playing the original Halo on Legendary mode with my friends. I have a very distinct memory of coming home from the bar in college in the middle of the night and playing the final hour of Shadow of the Colossus by myself, mesmerized. More recently, many of my favorite memories are playing through Switch games with my 4-year-old son, introducing him to the same Nintendo characters and worlds that I grew up with."

      What games influenced Crater Song the most?

      "Brothers: A Tale of Two Sons was the primary influence in terms of core mechanics. Beyond that, like my other games set on the alien planet of Orebody, I was influenced by broader sci-fi aesthetics and iconography dating back to at least the 1970s, if not for decades prior to that. And, as with much of my work, there's some cosmic horror in there as well."

      Any fun stories or wild moments during development?

      "Nothing too exciting, unfortunately. Although Jordan Davis, the composer and sfx producer, did say he probably worked harder on the moan / grumble sound for our swamp golem named Gola than he did on any other piece of music or sound in the game. I want people to appreciate that green goliath's 'voice' when they hear it. 

      Also, it's always a highlight getting to work my artist Matthew Warren Lee on the paintings that become the NES box cover art. I hope people like that as well."

      Do you think preserving older gameplay mechanics in new games is important?

      "Absolutely, if they work well. Of course, innovating on those core ideas or melding them with ideas from newer games is also important. I always approach my retro game development with a perspective that has experienced the development of game design for the last 35+ years. So, bringing old ideas forward into new retro games AND bringing new ideas 'backwards' into new retro games are both important to me."

      What makes this game unique?

      "Unlike in most games, Crater Song is a one-of-a-kind NES experience that tells a dark sci-fi fairy tale and asks players to control two characters at the same time to solve puzzles and progress. To accomplish this on the NES, players hold controllers 1 AND 2 sideways, like Switch Joycons or Wii-motes, and control the twins Arco and Menuett at the same time using the two d-pads their thumbs have access to. With this basic setup in mind, the only other major button is Select, which is within reach of both thumbs, and acts as the 'Sing' button for each twin. The entire game is built around this setup and features myriad puzzles that ask the player to maneuver the twins around the screen, avoid monsters, pick up keys for locks, and sing on specific platforms to manipulate the environment and unlock the exit for each screen. It's a simple core concept, but it allows for a gradual building of complexity over the course of the six-chapter story campaign that keeps the game fresh and engaging."

      Anything else you'd like to add? Promote?

      "Retro game players interested in picking up a physical copy of Crater Song, or Orebody Inc.'s past two NES games, Orebody: Binder's Tale and Oratorio, can grab them at Premium Edition Games. The ROMs themselves are also available on itch.io.

      To stay up to date on Orebody Inc., people are also encouraged to follow us on Blue Sky."

      ---

      Crater Song is a short, story-driven experience that turns the NES into a stage for dual-character gameplay, environmental storytelling, and inventive puzzle design. Its unique control system and emotional core mark it as one of the most creative entries in the homebrew space.

      Originally built for the NESMaker Byte-Off IV competition, the game has since evolved into a deeper experience playable on both real NES hardware and modern emulators.

      Follow Orebody Inc. on Bluesky for more updates and visit their Linktree to learn more about Crater Song and the growing world of Orebody.

      Watch the trailer: