Developing for the love of it
Basically, I make the games I would like to play. I work in my spare time, planning in bed at nights, sketching in my notebook, drawing sprites, coding and remaking what I don't like for months… until I'm happy with the results.
I make games for the fun of it, for personal realization, and to defend the things that legitimately belong to videogame culture: colorful pixels, low resolution, chip music and direct gameplay.
New traditional videogames
I love videogames, but as a grownup I feel that modern games at some point left behind the playing concept to go deeper into the entertainment values. That's not what I'm looking for when I turn on my console: what I really want is to have fun and a daily challenge, and oddly, most games that offer that kind of fun to me are old action games made some 30 years ago.
Gamers like me use to play these classics through emulators and old machines, but is there nothing new for us? …I want to play new games made following that old book, regardless of what new technologies can do… I want new traditional videogames.
From 20 to 60 minutes of fun
That's what I want when I run a game. I don't want to be entertained, I want to have fun while I try my best to get better. No matter how many times I have already played a game, if it's a good game, I will play it again.
I like action games that are beatable in a single play: I prefer to start over for as many days as it may, rather than resuming an incomplete saved game. I like to finish my plays!
Single difficulty level
I think difficulty is a vital part of a game's personality: every game should have a single difficulty level according to the game itself and the situations in it.
Many people complain about difficulty these days, and professional developers are including options to please everyone, but… what happens with the original game idea? is it not important? That is indeed extremely important for me, so there is no difficulty setting in my games, just the chosen one.
You're not the hero
In my games the main character is always one amongst many others (a soldier, a monk…), so you never start as the hero. To achieve that you will have to play first, and you will have to do heroic things by yourself.
Secret stages, hidden objects, optional bosses and Easter eggs are interesting stuff for experienced players. My games always contain some of these.
When I was a child, some developers created legendary titles despite working with very limited resources. They created games that defined the standard of everything we play today, and even if some of them look crappy nowadays, most of them still have great gameplay value. I personally worship a bunch of them, so I always try to pay homage to them in my games (And I'm not shy to name my references!).
Freeware / Donationware
I publish as freeware for many reasons. Mainly, because I'm a crazy man who loves the freedom of publishing games in his own page, right when -and how- he wants. But also, to predicate a videogame scene that exists beyond industry boundaries, a videogame scene centered on the joy of playing and developing.
If you think my effort's worth it, you can always support my work by making a donation to support me (I will be grateful and also I'll give you some extra stuff as a token of my gratitude).
Arcade rooms should be reborn
In the Arcade rooms you could play doubles, chat with other players, watch them play, share strategies with unknown people, try to beat high scores… Home systems have supplanted Arcade rooms, but no network or multiplayer game can ever recreate the Club atmoosphere of those rooms.
Many people already have homemade cabinets for playing with friends, so, why not? We should find new ways to redefine Arcade culture for today, …simply because it's awesome!