Saturday, November 14, 2026

How Martijndh Built a Zelda Game as a Solo Indie Developer

Inspired by the golden age of 16-bit adventures, Horn of Balance is an action-adventure game that pays homage to the classic Zelda formula while introducing its own mechanics, secrets and challenges. Developed by Dutch indie developer Martijn den Hollander, the project has evolved from a personal experiment into an ambitious independent game.

The story follows Linden, a young golem whose grandmother has been kidnapped by the villain Heimgartner and his gang. Determined to rescue her, Linden must explore intricate dungeons, overcome dangerous enemies and solve puzzles along the way. Accompanied by the mysterious floating skull Murray, players will gradually uncover the secrets behind this unusual adventure.

Featuring non-linear exploration, challenging dungeons, hidden secrets and a cast of memorable characters, Horn of Balance aims to capture the sense of discovery that made classic Zelda games so special, while incorporating modern conveniences such as autosaves, map markers and customizable controls.

What began as a hobby project has grown into a full-time development undertaking. Built with GameMaker Studio 2, the game is being developed primarily by Martijn himself, with support from commissioned artists. Its demo was released on indiexpo on March 16, 2024, offering players a first look at its world through the introductory section and an early dungeon.

We spoke with Martijn about his journey as an indie developer, the inspirations behind Horn of Balance, the challenges of building such an ambitious project and his advice for aspiring game creators.

1: Could you introduce yourself and tell us a little about your background in game development?

Hi, I'm Martijn, 42, from the Netherlands.

I have an education in Applied Business Mathematics, with a varied career as a Business Development Engineer, Process Owner and various tech-related side activities.


Building games has always been a hobby of mine to tinker with during college and beyond. Something to blow off steam during the weekends, you know. I was always working on a fangame based on the SNES game “A Link to the Past”. So I kept that up all the way until Covid hit (so for about 14–15 years), and then we all suddenly had a lot of extra time on our hands. That was a time to reflect on the state of things, and I had already started to feel constrained by the limitations of the original SNES game. And so I took a big gamble and decided to redo the entire game in order to turn it into something new and more original. There was a modest Kickstarter in 2024 to test the waters, which luckily ended successfully. And since then, the project has grown, and I'm currently working on it full-time.

2: What is Horn of Balance and what can players expect when they play it?

Horn of Balance is an action-adventure game, heavily inspired by the Zelda games from my childhood. Specifically, the game focuses on exploration, finding secrets and beating large, complex dungeons. With sequence-breaking potential baked into the design as you progress.

There is plenty of combat and puzzles, but above all else, you'll like this game if you're in the mood for a sense of discovery. Each room is different. Locations each have their own style and mechanics. Enemies and bosses have hidden weaknesses and quirks. And you are allowed to get lost for a bit, so that you can slowly understand the bigger picture and triumph on your own.

The demo shows some of this by including the intro section and one full early-game dungeon. But the full game will obviously start opening up further as more tools and abilities become available. By release, it should contain 100+ unique enemies and 12 different dungeons, just to give you a sense of the scale. Expect a meaty experience!

3: What famous game inspired you to create it?

The obvious inspiration is “A Link to the Past”, given the origins as a fangame. If that's a game you like, then you owe it to yourself to give this game a try as well. It'll feel like replaying the classics for the first time again, as parts of the formula already get played around with fairly soon. Also note that it's a bit more challenging in terms of puzzles and dungeon design. And there are quality-of-life changes, new items and new mechanics added in for good measure.

Aside from that, I'd say most of the other Zelda entries come to mind. Like Link's Awakening and Skyward Sword (minus the handholding). Those two especially had some lovely puzzle designs in them. And there is a smidge of Soul Reaver and Vagrant Story DNA added in for added flair and personality.

4: How did you approach the development of Horn of Balance, and what tools or game engine did you use to build it?

The game actually did not start out as a game, but more as a building exercise to explore Game Maker. And matching a favourite game felt like a fun end point for some concrete direction.

So it literally started out as a program with a character just doing some screen transitions. And then I kept adding aspects on top of that for many years until people generally assumed I had simply hacked the original game, which was funny. The very first dungeon I ever made was also just me adding rooms with new mechanics, so that I had places to add new mechanics. I learned a lot from that, and it really gave me motivation to keep going. Although it is a terrible way to work professionally, it did produce an early game where there was something new around every corner.

Nowadays I work with a much clearer goal in mind. With a roadmap, massive tables for items and enemy stats, and dungeon progression charts. Finishing the grand design and framework first helps make it a more even and focused experience. Though I still like to add fun surprises and variety wherever I can.

5: Why Game Maker 2? Did you never try other engines or tools such as Unity or Godot?

Well, Unity is dead to me after their corporate greed debacle. No serious long-term business can be built on a partner eager to stab their community in the back like they tried to do. That's not even mentioning their high costs. Godot looks good, albeit a little harder to get into. But I just never had the cause to swap engines, and you don't swap mid-project anyway. That would take months upon months of added work.

I do have to say that I'm a little baffled Game Maker is as underrated as it is. I'm personally using it because it was the tooling I rolled into, and there has never been a cause for me to want to switch. And by that I mean that I've always been able to build whatever complex ideas I had without issue. It's free to try out, and there is only a small one-time (!) payment when you're ready to get serious. The console porting add-ons also make it the cheapest/easiest porting option compared to third-party porting partners (or Unity in general). And they've got interesting 3D and coding options in the pipeline, so I'm good where I am.

So in short: also consider GameMaker if you're starting a new project.

6: What was the biggest challenge you faced while developing Horn of Balance and how did you solve it?

Technically, I've not had too much trouble, but one interesting challenge I came across was how to do palette swaps for the hero character. (The hero's colors are based on their worn clothing, items, item slots used and remaining health). Game Maker currently does not offer such an option inherently, and I'm not a fan of being dependent on store extensions. Plus, the game already used well over 200 character frames by that point, so just making recolored copies per use case would have been impractical.

What I ended up doing was building a little shader script that checks each hero pixel against the top row of a colorswap texture. If the color matches in a specific column, then it draws the pixel in a color lower down the texture instead. The row index to use depends on the hero's gear and stats. So it's basically a shader using a texture as a color lookup table, in a sense. I'm sure plenty of people have found similar solutions, and this is by no means the most complex thing you can do with shaders, by far. But I had never used shaders before, and they take some time to wrap your head around. So I'm still kinda proud of that one, for how elegant it turned out.

7: Any info about the full release date?

The game is currently scheduled to release later in 2027, but I don't have an exact date for you at this time. More will be announced next year.

I do expect to release one or two small demo updates in between now and then. Mostly focused on adding more quality-of-life features and possibly slightly more of the overworld. So follow the project to be notified when those happen.

8: Was there a particular gameplay mechanic, design decision, or feature that you really wanted to get right?

I could list so many things here. Basically, whatever I touch, I tend to keep working on until it feels just right. For example: I recently spent days adding the end-game interactions with a massive ancient toad that'll should get some laughs out of people.

But if I had to choose one thing, then I would say it's the hero animations. The game has a silent protagonist, so animations are one of the few ways left to add personality. Linden is a very open, playful and energetic character, so there is some fun squash and stretch when you select a game file. When you wait to select a file, they do little idle animations, like a wave or some stretching. When you jump into the water, there is a little nose pinch before landing. When you die, it is done in an overly theatrical fashion. They find items like the gloves, hammer and final boomerang to be cool, and so they use cool poses when using them. When you unlock running, you can see them in a prep stance at the start. I could go on and on. I poured a lot of love into these animations that I hope people will appreciate.

9: Are you using AI tools to make this game?

No, I very much avoid AI tools!

I experimented with AI a while back, to understand what it was and could do. (Because I actually like to be informed about subjects). And it was a terrible experience. Like working with a slot machine, or an artist that always picks the most generic options, makes dreadful mistakes and is terrible at consistency and edits. It can't do pixel art in a way that matters to me, and straight-up invents non-existent coding functions.

Also note that AI is heavily subsidised. So even if the AI bubble does not burst, which I believe it will, and there are no artistic/environmental/privacy concerns, which there absolutely are, then it is still guaranteed to become vastly more expensive and worse in the future. And to top it all off, games/products with AI simply sell worse, according to Steam and consumer-product studies.

So no. All assets, coding and design in the game are handcrafted by myself and the people I've commissioned. Only my capsule art, which I paid an artist for, (probably) contains some AI in it, but that is me getting scammed before AI was widespread. (Another lovely benefit of AI being a thing). I'm still looking to replace that when I find an artist I like and can trust to be human/genuine.

10: What was the most difficult part of developing an indie game as a solo developer?

There were two main “make-or-break” moments at the start. That is to say: shortly after the pivot to make this an original game.

The first was to sprite the mountain tiles. I wanted to stick to the perspective from A Link to the Past, but it turned out that there are good reasons people don't make tiles like that. Aside from the perspective, the tileset is very complex in how it all interlinks and has to work together. I ended up having to make them myself, and it took about a month and several complete retries to get done.

The second challenge was to find a good, reliable pixel artist. I must have tried out about two dozen people over on Fiverr before I found Kohari. It was disheartening to encounter artist after artist who either delivered weak results, was difficult to work with or plain unprofessional. There was even a case where someone sold edits of my work to the next customer. I had basically given up, and gave Kohari a shot thinking that, if nothing else, I'd at least be sponsoring a Ukrainian when the war had started recently. But it turned out she was lovely to work with, and her work came in way above the rest! She's been my favourite artist ever since.

11: Looking back at the development of Horn of Balance, what is one thing you would do differently if you started the project again?

If I ever undertake a project as big as this again, then I would switch to a more conventional perspective. Being able to standardize the walls, mountains and dirt patterns would save a ton of time while spriting, and it would allow me to use auto-tiling tools. For the most part, I am currently hand-tiling everything, as a result of wanting to keep that close to the SNES aesthetics.

Aside from that, I would probably make future games smaller, with a shorter development time. I especially like designing dungeons and puzzles, so it would be nice if I could focus most of my time on that, in a more condensed experience.

12: What advice would you give to someone who is currently working on their first indie game?

People don't want to hear this, but the world of indie game developers is crowded, developing games is a gamble and the VAST majority of people actually lose out and lose money. If you're young and want to earn a (stable) income, then you should literally do anything else. Don't just assume that you are special and the exception. You might be, but have a plan for when reality hits.

A similar piece of advice, but basically: putting all your eggs in one basket is a terrible idea. You'll grow more and faster if you do smaller games (first).

There are many good people and publishers out there, but you WILL receive offers from scammers and leechers. Do your research!

13: What game have you discovered recently on indiexpo that impressed you or caught your attention?

I hardly ever have the time to play games myself, to be honest, but “The Fable of Gretel” caught my eye. It's an Italian Game Boy Zelda-type of game, which I can very much appreciate. The world could do with more great action-adventure games!

I can't exactly tell if it's a hack or a build from the ground up, which should tell you how genuine their graphics look. The added Game Boy box art is also a nice touch.

14: What would you say to someone who has never played Horn of Balance before? Why should they give it a try, and where can they play it?

Follow Horn of Balance if you're in the mood for a dense action-adventure game with tons of polish and heart put into it. The dungeons are plenty, with vast and challenging designs that'll make you think. The world is expansive and full of secrets. The enemies and characters are varied, the bosses are massive and the story goes places.

If you're into the SNES-style games, then this will feel familiar, yet fresh. And if you're more into modern gaming, then you'll appreciate modern staples, like auto-saving and key rebinding.

The demo can be found on indiexpo, Steam and itch.io. The full game will release on Steam and possibly more platforms if the game performs well enough.

If you love classic Zelda-style adventures, challenging dungeons, secrets waiting to be discovered and worlds that reward exploration, Horn of Balance is definitely worth checking out.

The demo gives you the opportunity to experience the beginning of Linden's journey and explore one of the game's early dungeons. You can discover what Martijn has been working on and get a taste of the adventure ahead!

Tuesday, November 10, 2026

Top 3 Best Indie Games – October 2026

 

Discover October 2026’s top indiegames!




Brave a single-player Antarctic horror with Thaw copies to purge, build a #cozy life with cross-platform friends featuring farming and horses, or survive a #creepy forest where something watches from the shadows. Watch now to find your next favorite title!

0:00 The Silence - The Forest

The Silence is a first-person psychological horror experience set in a forest where something watches you from the shadows. Your objective is simple: explore, collect notes, and survive.

But the forest reacts to you… and silence is never safe.

0:42 Hearthbound

A cozy multiplayer village for Android and Windows: build a home, farm, ride horses and trade together.


Deep Frost: single-player social-deduction horror at an Antarctic station.

Tuesday, October 13, 2026

How Ofihombre Built Digital World Game as a Solo Indie Developer

Hey guys, this time we take a closer look at Randy & Manilla, a unique quantum cyber-universe created by solo developer Ofihombre! The game invites players into a mysterious virtual environment inspired by Wreck-It Ralph and Ready Player One, hosted by Net-Cubes spanning multiple game genres.

Below is our exclusive Q&A with Ofihombre, where he discusses his development journey, challenges, and tools used to bring this ambitious project to life.

1: Could you introduce yourself and tell us a little about your background in game development? How did you get started making games?

I started experimenting with game development when I got GameMaker. I've been trying it out since I first learned about it in 2009. I published three small games on the old sandbox yoyogames.com site starting in 2013, and it was also the base for some earlier games that came out up until 2016 (like Cubix, Andrux Adventure, Pixelbit World, etc.).

2: What is Randy & Manilla, and what can players expect when they play it?

Randy & Manilla is an indie game where two siblings embark on a quantum virtual adventure where each Net-Cube (world) represents a specific video game genre (Terra-Qubit is a platformer, Gamezone Cube is arcades, and Rol & Rogue is an RPG and roguelite). That's more or less the basic idea players would expect.

3: What famous game inspired you to create it?

It wasn't actually because of a specific video game, but rather due to the influence of the Disney movie Wreck-It Ralph. I wanted to see games with digital, abstract, and pixelated environments where the characters evoked that movie, especially with a young female character who conveyed the same sense of tenderness as Vanellope Von Schweetz, and that also included references to classic games.

4: How did you approach the development of Randy & Manilla, and what tools or game engine did you use to build it?

The game is mainly developed with Unity 2019. For art and sprite editing, I used GameMaker 8.1 Lite; for modeling, Blender; RPG in a Box for voxelated assets and some Maya; for sound and music editing, Audacity and Cubase; and Wordpad for writing the script and dialogues.

5: What was the biggest challenge you faced while developing Randy & Manilla, and how did you solve it?

The biggest challenge I faced in developing the game was finding funding to invest in people who could help me develop the game I had planned. I had the misfortune of failing in Kickstarter and Indiegogo campaigns, mainly due to my inexperience in campaign marketing and my ego at the time. Luckily, my family has been very generous in making small contributions, but this meant that my game had to adapt to their financial limitations, which is one of the reasons why its development has been so slow.

6: Any info about the full release date?

As of the date of this interview, the game is 90% complete, so in theory, the game should reach version 1.0 in 2027, but I cannot guarantee an exact date until everything is secured.

7: Was there a particular gameplay mechanic, design decision, or feature that you really wanted to get right?

On my own, it was more about a lot of small details that bothered me; everything else was due to feedback, especially the cameras and gameplay.

8: Are you using AI tools to make this game?

The game began development in 2019, so a significant portion of its development predates the advent of generative LLMs. I don't usually use tools created with vibe coding or that generate assets based on a multitude of data mixtures trained using probability, because not only would the game be heavily criticized, but I also prefer to have tools that give me creative freedom (however complex that may be). If there are any elements made by generative AI, it would be due to outsourced parts of the development, and when I detect them, I ask that they be changed to elements made manually. The only use I would give to AI would be to request a chatbot for things that are very difficult to find. I also don't want AI agents doing all the work for me and then making a mess of things without my supervision. If we talk about the game at a conceptual level, the characters are highly advanced NPC AIs with defined personalities and purposes.

9: What was the most difficult part of developing an indie game as a solo developer?

Since it's a game where I do a lot of the work alone, it's impossible to develop so many things at once. There were parts that took years to review, and the weight of their accumulation is noticeable, but the most complex part I remember was creating the cutscenes. It's a very complex process that requires creating scenarios, storyboards, animations, and voice acting, even including lip-syncing. Talking about voice acting, the hardest voices to find were for Randy and Manilla, especially Randy. People who can accurately imitate pre-teen voices like Ash Ketchum (Pokémon) or Sora (from the first Kingdom Hearts) are unreliable and require younger actors. The actor I found for Randy wasn't particularly active, and finding a replacement will be just as difficult.

10: Looking back at the development of Randy & Manilla, what is one thing you would do differently if you started the project again?

What I would do is revamp the art style and character designs, but since it's a game based on something abstract, the artistic consistency sometimes becomes nonexistent. I would also change the mechanical aspects that I couldn't polish and address any plot holes.

11: What advice would you give to someone who is currently working on their first indie game?

If you're someone who doesn't have the experience of having created several previous projects, the resources of Team Cherry, a very large financial cushion to withstand the first failure, or even being willing to mortgage your house like the people behind Cuphead, I wouldn't recommend that you develop a game of Randy & Manilla

12: What would you say to someone who has never played Randy & Manilla before? Why should they give it a try, and where can they play it?

I would summarize what the game is about, ask if they would be interested in trying it in a very simple way, and mention that it is available on both Steam and indiexpo. 

You can discover and download Randy & Manilla on indiexpo here: 

Play Randy & Manilla on indiexpo

Wednesday, October 7, 2026

Forget WipEout, Have You Tried This Crazy Anti-Gravity Racing Game?

When it comes to futuristic racing games, few names are as iconic as WipEout. For decades, the series has been one of the first games that comes to mind when talking about anti-gravity vehicles, impossible speeds, futuristic tracks and races where every corner can turn into a spectacular crash.

But what if you have already played WipEout and are looking for something new?

There is a racing game that may have escaped your radar: Antigraviator.

Released by Belgian studio Cybernetic Walrus, Antigraviator takes the classic anti-gravity racing formula and pushes it towards an even more chaotic direction. Its philosophy is simple: go as fast as possible, exploit the track, sabotage your opponents and try not to crash.

And yes, there is one particularly important detail: there is no speed limit.

Welcome to the future of racing

The premise of Antigraviator is set in the year 2210, in a future where advances in terraforming and anti-gravity technology have transformed racing into a spectacular intergalactic competition.

Instead of traditional cars, players control futuristic vehicles known as Gravs, hovering machines designed to reach extraordinary speeds while navigating tracks filled with twists, jumps, hazards and environmental traps.

The result is immediately recognizable to anyone who grew up with futuristic racers: glowing sci-fi environments, floating vehicles, enormous tracks and races where the difference between victory and a spectacular crash can be measured in fractions of a second.

But Antigraviator doesn't simply try to recreate the experience of classic anti-gravity racers.

It adds its own particular ingredient: chaos.

Forget about simply being the fastest

Speed is obviously at the heart of Antigraviator. The developers even built the game around the idea of having no speed limit, meaning that the player can keep accelerating and pushing the Grav further and further.

But going fast is only part of the challenge.

The tracks themselves can become weapons.

During a race, players can activate environmental traps to disrupt their opponents. Hover mines can be placed in strategic locations, rockslides can cause tunnels to collapse, and rocket launchers can turn an apparently safe section of the track into a dangerous obstacle course.

In other words, winning isn't necessarily about having the fastest vehicle.

Sometimes, it's about making sure everyone else has a much worse race than you.

That gives Antigraviator a more aggressive personality than the traditional futuristic racing formula. Every lap can become a battle not only against the track and the clock, but also against the other racers.

The tracks are part of the game

One of the most interesting aspects of Antigraviator is the way its tracks are designed around speed and interaction.

The game features several futuristic worlds filled with dynamic courses, designed to make the most of the game's high-speed gameplay. Official materials describe five worlds with three tracks each in the Steam version, with courses built around hazards, shortcuts and environmental events.

That means that learning a track isn't simply a matter of memorizing every corner.

You also need to understand what can happen around you.

At extreme speeds, knowing where a trap can appear, when to use a boost or when to take a particular line can make the difference between finishing first and watching your Grav explode into the scenery.

And that is where the game starts to reveal its personality.

A racing game where speed isn't enough

At first glance, Antigraviator might look like a straightforward futuristic racing game.

It isn't.

The game combines boosts, power-ups, environmental traps and vehicle customization, giving players several ways to gain an advantage.

The customization system is particularly important because upgrades involve choices rather than simply making the Grav better in every possible way. Choosing one improvement can mean giving something else up, forcing players to think about the kind of vehicle they want to build.

Do you want more speed?

Better handling?

A setup designed around a particular style of racing?

That small strategic layer gives the races another dimension and encourages experimentation.

And yes, it can be played with friends

If you prefer to experience futuristic racing with other people rather than competing against AI opponents, Antigraviator also includes multiplayer features.

The game supports local split-screen multiplayer for up to four players, alongside online multiplayer and rankings.

That makes it particularly interesting for anyone who remembers the appeal of sitting on the sofa with friends and turning a racing game into a chaotic competition.

Except here, instead of ordinary cars, everyone is flying through futuristic environments at absurd speeds while trying to sabotage one another.

It is difficult to ask for a more appropriate recipe for a multiplayer racing session.

A forgotten alternative for WipEout fans

There is an obvious comparison that follows Antigraviator everywhere: WipEout.

And honestly, the comparison makes sense.

Both games are built around futuristic anti-gravity vehicles, high-speed racing and spectacular sci-fi environments. Even contemporary coverage described Antigraviator as a racer inspired by the spirit of WipEout.

But Antigraviator shouldn't be approached simply as a clone.

Its emphasis on environmental traps, its aggressive approach to overtaking and its obsession with speed give it its own identity.

The philosophy is almost absurdly simple:

Go faster.

Then go even faster.

And when someone tries to overtake you, make the track as dangerous as possible.

Why should you try it today?

The biggest problem with games like Antigraviator is often not the game itself.

It's that people don't know they exist.

The anti-gravity racing genre has always had a dedicated audience, but it remains a relatively small corner of the racing world. Once you've played the most famous names in the genre, discovering another game with the same futuristic appeal can feel surprisingly difficult.

That's exactly why Antigraviator is worth a look.

It combines the familiar appeal of futuristic anti-gravity racing with its own ideas: unlimited speed, dynamic tracks, environmental traps, boosts, customization and multiplayer.

It may not have the enormous legacy of WipEout, but that isn't necessarily the point.

Sometimes the most interesting games to discover are the ones that never became household names.

You can try Antigraviator for free on indiexpo

If all of this sounds like your kind of racing game, there is an easy way to find out for yourself.

Antigraviator is available to download for free on indiexpo, making it possible to jump straight into its futuristic races without having to commit to a purchase first.

So, if you are a fan of WipEout, futuristic racing games, or simply games where going ridiculously fast is the whole point, Antigraviator deserves a place on your radar.

Turn on the engines, choose your Grav, hit the boost and prepare for the inevitable crash.

After all, in a racing game with no speed limit, slowing down was never really an option!

Friday, October 2, 2026

Top 5 Best Indie Games – September 2026

 

Discover September 2026’s top indiegames!




From anime-inspired shooters and creepy horror stories to retro space adventures, reality-bending combat, and brutally challenging platforming, there's something here for every kind of player!

0:00 Machine Girls Overdrive

This title is a 3D Anime Third-Person Cover Shooter with light Tower Defense mechanics and a dash of Roguelike elements.

Inspired by timeless arcade masterpieces like Cabal and Wild Guns, it blends classic retro gameplay with my love for modern anime aesthetics, featuring nods to titles like Goddess of Victory: Nikke.

0:25 Silly Cat

Silly Cat is a short horror game with multiple endings about Chris, left home alone while his parents are away for the night. There’s a cat in the house.


A lonely explorer travels across the outer space His goal is to gather the most ancient artifacts in the universe He is ready to face any kind of alien menace in order to do it He will explore abandoned alien wreckage, looking for precious treasures Not a single emotion, no empathy for the creatures living on those wrecks.


A dark action roguelike where every death costs ten innocent lives. The world changes, reality fractures, and after seven deaths, nothing will look the same.



I was rebuilt is a challenging precision platformer rage game where frustration and glory are measured in milliseconds. Thought you were a platforming god just because you beat Super Meat Boy or Celeste? How cute. Here, you take control of R3B, an agile robot created by Dr. Zhang, who has jumped straight into the most sadistic and lethal TV show on the planet: “Robot Annihilation Madness”.

Wednesday, September 23, 2026

How Mazzutak Built an Anime Shooter as a Solo Indie Developer

Machine Girls Overdrive is a 3D anime-inspired third-person cover shooter that combines classic arcade action with light tower defense mechanics and roguelike elements. Developed by Fabrizio, aka Mazzutak, the game brings together his long-standing passion for programming, Japanese anime, and giant robots.

Developed primarily as a solo project in spare time, Machine Girls Overdrive combines tools ranging from Unity and Blender to Gimp, while also making use of several AI tools for music, voices, and graphics.

In this interview, Mazzutak discusses his decades-long programming background, the influences behind Machine Girls Overdrive, his development process, the challenges of balancing an arcade-focused game, and his advice for other aspiring indie developers.

1. Could you introduce yourself and tell us a little about your background in game development? How did you get started making games?

Hi, I'm Fabrizio, a 50+ programmer who started coding at 10 on a C64. I carried that passion forward, paired with a deep love for Japanese anime and giant robots.

2. What is Machine Girls Overdrive, and what can players expect when they play it?

Machine Girls Overdrive brings my idea to life: old-school arcade gameplay fused with modern tower defense, roguelike elements, and the Japanese flair I love.

3. What famous game inspired you to create it?

Gameplay-wise I drew inspiration from Cabal and Wild Arms, with a modern aesthetic nodding to Nikke and Turret Girls, blending rogue card upgrades and tower defense.

4. How did you approach the development of Machine Girls Overdrive, and what tools or game engine did you use to build it?

Development had clear steps: hand-drawn characters, outfits from Cyber Critter modeled in Blender, Unity 3D as engine, Gimp for 2D art, and modified Unity Store assets.

5. Did you use any AI tools to make it? Which one and for what?

As a solo dev on a budget, I used AI tools: Suno Pro for music, EventLab AI for voices, and Minimachina 3D with Nanobanana models and GPT for graphics.

6. What was the biggest challenge you faced while developing Machine Girls Overdrive, and how did you solve it?

The biggest challenge was making a repetitive genre rewarding — building a balanced difficulty curve, keeping it challenging but never frustrating, with engaging characters.

7. Was there a particular gameplay mechanic, design decision, or feature that you really wanted to get right?

Definitely the Overdrive and jeep mechanics — they make the game unique by breaking repetition with gameplay shifts that keep players on their toes.

8. When the full version will be released?

Hard to say - I develop in my spare time. The game spans three areas: the suburban zone is playable now; urban city of Astra and the AI tower are still coming.

9. What was the most difficult part of developing an indie game as a solo developer?

Solo development is complex but doable. A solid project plan with clear milestones is key - and never adding unplanned features mid-development.

10. Looking back at the development of Machine Girls Overdrive, what is one thing you would do differently if you started the project again?

Honestly, nothing — I created exactly what I wanted and delivered the experience I envisioned, including a story lore close to anime like kyashan.

11. What advice would you give to someone who is currently working on their first indie game?

Always start small, but include every core feature that defines your game: gameplay, title screen, game over, stages, enemies, and progression.

12. What game have you discovered recently on indiexpo that impressed you or caught your attention?

Definitely Pocket Quest by Testament - a really well-made game that shows a smart and skilled use of the technology it was built with.

13. What would you say to someone who has never played Machine Girls Overdrive before? Why should they give it a try, and where can they play it?

Because it's awesome! I recommend it to all arcade fans who love Japanese anime — face 15 waves of evil robots and challenge the fearsome BOSS Drill Gigamec to save ASTRA!

Give Machine Girls Overdrive a Try

If you enjoy arcade shooters, Japanese anime aesthetics, giant robots, and fast-paced combat, Machine Girls Overdrive offers a combination of classic arcade-inspired gameplay and modern systems such as tower defense and roguelike elements!

You can discover and download Machine Girls Overdrive on indiexpo here:

Play Machine Girls Overdrive on indiexpo

Sunday, September 20, 2026

Why Was My Game Archived?

You have uploaded your game to indiexpo, but after some time you may notice that it has been archived and moved to the Relics section.

Why does this happen?

There are a few reasons why a game may be archived. The goal is to keep the active sections of indiexpo focused on games that are available, maintained and reaching players, while still preserving older or less active projects.

Trampled Flower

Broken download links

One of the most common reasons is a broken external download link.

If your game uses an external website to host its files and that link is no longer available, players can no longer download the game correctly. In this case, the game may be archived and moved to Relics.

If you are the author, you can fix this by updating your game and adding a working downloadable file (or another working external download link). Once the game has been properly updated, it can return to the active sections of indiexpo.

Very low activity

Another reason is very low player activity.

indiexpo is a platform focused on helping players discover and play indie games. As the library grows, we need to keep the main discovery areas useful and manageable for both players and developers.

For this reason, games that receive very little activity may eventually be moved to Relics.

This does not necessarily mean that there is something wrong with the game. It may simply be an old project, a small experiment, a game that is no longer maintained, or a project that has not found its audience.

Instead of keeping every inactive game in the main discovery areas indefinitely, we move some of them to Relics while preserving the game and its history.

The Witch in the Woods

"How can my game get new players if it is archived?"

This is a common question, and the answer is simple: an archived game is no longer part of the active discovery system.

A game in Relics is not promoted in the same way as an active game. Therefore, it should not be considered a place where a game can continue to grow its player base on its own.

The purpose of Relics is to preserve games that are no longer active enough to remain in the main sections of indiexpo, without simply making them disappear forever.

If you want your game to start reaching new players again, the solution is to update the game and bring it back to the active sections.

This is particularly useful when you have released a new version, fixed important problems, added new content, or replaced a broken download link.

Even if your game is archived, the users can continue to left comments and follow your game.

What happens when a game becomes a Relic?

Being moved to Relics does not mean that your game is deleted from indiexpo completely.

The game page and its history are preserved. Players can still view the page, read and left comments, follow the game and vote for it.

However, the game is no longer treated as an active game for the main discovery experience.

How can I bring my game back?

If your game has been archived, you can update it at any time.

Add a new downloadable file or otherwise update the game, and it can be brought back to the active sections of indiexpo.

Think of it as a way to tell us:

"This game is active again."

A new version can also give your game another opportunity to reach players who may have never discovered it before.

Why does indiexpo archive games?

The Relics system helps us balance two important goals.

Bittersweet Birthday
First, we want indiexpo's active sections to remain focused on games that players can actually discover and play.

Second, we don't want older or inactive projects to simply disappear.

Relics allows us to do both: keep the active library focused while preserving games that have been part of indiexpo.

So if you find your game in Relics, don't consider it the end of its journey.

If you have a new version, new content or a working download, update your game and bring it back.

Your game can return to indiexpo's active discovery areas — and get another chance to find its players.