I'm a former Staff Writer at Indiehaven.com and have contributed news, reviews, and feature articles for the site.


"But taking risks is something that indie games do a lot better than their larger-scale counterparts. It’s one of the advantages of being small; you don’t have to answer to skeptical shareholders or stodgy marketers. If an indie developer wants to make a game about a family coping with grief, a cross between a rhythm game and a dungeon crawler, or some other crazy mashup of genres and mechanics that would give a focus group dictated marketing department a collective aneurysm."

--From, Tales from the Indie Haven Lunchtable: Canaries in the Mineshaft

"This is where Five Night’s episodic format becomes a unique advantage; it lets the developer control when new details are given to a fandom eager for information on the plot. Any game can end and leave a bunch of mysteries unsolved. That doesn’t matter. People will talk about the mysteries for a while and then promptly forget about them before the next game comes out. Five Nights’ mystery didn’t have this problem because it was able to release a new episode just as the discussion started to die down to reignite the conversation."

--From, Five Nights at Freddy's and Episodic Gaming

"Though it is certainly possible to criticise these segments for being repetitive, boring, and not really a game due to its grinding nature, I feel that this is an excellent example of storyline and gameplay integration. For Nina, playing Valtameri must have felt more like the background to her interactions with Blake than anything else; making the ‘gameplay’ secondary to listening to Blake and Nina interact is an admirable attempt to use gameplay to work the player into the same headspace Nina would have experienced during the events detailed by the game."

--From, An Indie Haven Review of Cibele