Articles Archives - GamersHeroes Short and accurate game guides designed to save you time and effort. Honest Game Reviews, Breaking News, & More Mon, 20 Apr 2026 23:13:46 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://www.gamersheroes.com/wp-content/uploads/2018/04/cropped-Gamers-Heroes-Site-Icon-32x32.jpg Articles Archives - GamersHeroes 32 32 Neverway Preview – A Life-Sim Horror RPG! https://www.gamersheroes.com/game-previews/neverway-preview-a-life-sim-horror-rpg/ https://www.gamersheroes.com/game-previews/neverway-preview-a-life-sim-horror-rpg/#respond Thu, 09 Apr 2026 17:02:00 +0000 https://www.gamersheroes.com/?p=169813 Mixing life sim with horror elements, the island escape of Neverway awaits those looking for new beginnings.

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Filling in as the immortal herald to a dead god, Coldblood Inc. and Outersloth‘s upcoming RPG Neverway blends horror and life sim elements for an adventure that’d scare the bells right out of Tom Nook.

Learn more about Fiona’s hunt for the nightmarish reality of Neverway with our preview…

Neverway Preview – A Life-Sim Horror RPG!


Depression has a stranglehold on Neverway’s protagonist Fiona. 

As it turns out, Fiona just hasn’t had the energy to make it to work, leading to her ultimate termination. Adding insult to injury, others simply feel things aren’t working between them – with the return of one’s hoodie serving as the ultimate Dear John letter.

Swiftly losing both her job and her connections, Fiona sets out to rebuild her life away from her current landscape – somewhere on an island far, far away.

And this is where Neverway truly begins.

On the subway ride way back from the office (she had to prevent her old employer from binning her favorite coffee mug), stranger small talk led to something, well, strange.

We’re not talking an awkward conversation – that’s a given. Rather, we’re talking an unsettling world filled with nightmarish cults.

Snapping back to reality Eminem-style, Fiona plans a life far away on that aforementioned island – even if she doesn’t have a job or much of anything else lined up there.

This Neverway prologue provides just a first glimpse at Fiona’s new life, but this surreal sim taps into both horror and life sim elements.

When it comes to the “life” part of this “life sim,” Neverway lets one check Fiona’s LunaOS-powered computer, manage one’s inventory, and ultimately plan out one’s day. No need to fear though – one’s computer also features a playable Chess-like title for those who like to game while they game.

However, there’s also something unsettling afoot in Neverway. Fiona can “dissociate” in a third-person scenario and there’s combat elements complete with pipe weaponry. 

Neverway also sets the mood with surreal music by Disasterpeace, along with stellar pixel art by Pedro Medeiros that provides immersion while still leaving some unease. 

Mixing life sim with horror elements, the island escape of Neverway awaits those looking for new beginnings.


Set to release this October for the PC, one can wishlist Neverway via its official Steam page and check out its prologue demo.

Learn more about Neverway via its official website.

For those feeling social, be sure to follow the official Twitter/X, Bluesky, TikTok, Instagram, and YouTube social media channels.

An official Discord channel is also available for those looking to join the conversation.

Thank you to PR for giving us the chance to preview Neverway!

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Ballgame Interview – Eliot Garcia Weisberg Talks New Ballgame! https://www.gamersheroes.com/game-interviews/ballgame-interview/ https://www.gamersheroes.com/game-interviews/ballgame-interview/#respond Thu, 19 Mar 2026 15:29:03 +0000 https://www.gamersheroes.com/?p=168870 Featuring a true love for the gaming industry, we recently caught up with Ballgame's Eliot Garcia Weisberg at Day of the Devs for a tee time around this whole new ballgame…

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A ballsy physics platformer where one IS the ball, Human Computer’s aptly titled Ballgame will have players lining up the perfect shot as they go every which way.

Featuring a true love for the gaming industry, we recently caught up with Eliot Garcia Weisberg at Day of the Devs for a tee time around this whole new ballgame…

(We do love our puns around here!)

Ballgame Interview – Eliot Garcia Weisberg Talks New Ballgame!


Gamers Heroes

I really appreciate the time today! I’m definitely excited for this one. 

I know you just announced Ballgame last week, and I know you have a strong background when it comes to analyzing games.

What made you want to take on a game with this release? 

Eliot Garcia Weisberg

Oh, my goodness, I’ve been playing video games since I was three years old! 

To my parents chagrin, there are so many mechanics, ideas, and just things I’ve loved that I wanted to express in a game!

I grew up with pinball machines in the house, golf, and Sonic the Hedgehog. 

Gamers Heroes

There you go! 

Eliot Garcia Weisberg

Knitting all of that into one thing allowed my passion to come through – you don’t see it a lot!

I find sometimes golf games are slow, while sometimes pinball games are too fast and chaotic.

We tried to pour our love into something that blended the best of all those worlds.

Gamers Heroes

You mentioned all these inspirations, but then you’ve also got other things like pachinko and skee-ball. 

Is there anything especially left-field you had to put in there? 

Like, say, a walking simulator? [laughs]

Eliot Garcia Weisberg

Let me give you a quick backstory… 

With our studio, we like to build a game around one mechanic. We really want to make sure that mechanic is expandable, modular, and can be stretched in different ways. 

For this game, we decided we were going to go with ball physics; specifically the mechanic of shooting a ball in a way never really been done in a ball physics game – at least that I’ve played.

You just start to pull back and fling that guy – almost like Angry Birds.

So once we got that dialed in – and we spent almost a year getting that dialed in – we looked at all the fun ways you can twist it. 

Golf is one of them!

It’s fun to be slow and methodical, but it’s also really fun to go fast and loose. 

So we have minigames in here like roulette. 

Can you imagine? You shoot the ball into a spinning wheel – if you land in a certain pocket, it rains 100 balls down over you. 

Gamers Heroes

It sounds so great!

Eliot Garcia Weisberg

Yeah!

There are a lot of minigames. 

There’s one that’s just skipping the ball over water. How far can you get it to skip? 

No walking simulator, but anything ball-based is fair game. 

I have a seven-year-old – we go to the arcade and we go play mini golf. 

That is what you see up here – a very different version! 

Gamers Heroes

So on that note – whether it be from your seven-year-old or anybody else – have you’ve seen any MVP plays when it comes to Ballgame?

Something like, 

“How the heck did you do that?”

Eliot Garcia Weisberg 

Yes, 100%!

So every level in a golf tournament, there’s a secret best you can get – which is a hole in none. You can complete the hole with no strokes. 

It’s my job as the Game Director to balance these levels. 

We handed the game out to our playtest community, and three holes people got negative one – which is one better than the developers were able to do. 

It blew my mind!

Seeing the creativity, the way that people take something that you think you’ve mastered and show you that you’re only at the beginning.

Gamers Heroes

Sounds great!

So I do know you have a tournament today – I’ve been here at Day of the Devs for 10 minutes, and I’m already loving the crowd!

The energy is just infectious. 

Taking a sports angle, what do you hope to see today with today’s tournament!?

Eliot Garcia Weisberg

So our game is very fun to pick up! 

It’s got a lot of skill expression – there’s some mastery there. 

This is a novel mechanic – are people going to click with it enough to get on our leaderboard?

Whoever gets the highest score is going to take home our inaugural champion Day of the Devs 2026 trophy! 

It’s just playful competition.

Gamers Heroes

Sounds great to me!

What’s the community been like so far? 

I know you officially launched last week – you got the news, DOLF – everything like that.

When it comes to Bluesky, Instagram, all that fun stuff – what’s been some of the positive sentiment you’ve seen?

Eliot Garcia Weisberg

We have been building this game for almost two and a half years, and I have a lot to say! 

In the meantime, I’ve started to talk about just games I love on YouTube.

The most incredible journey I’ve been on so far is finding a community of people who just care about games as much as I do, who help me understand the games that they’re building, and who are eager to see what we’re talking about next. 

Now the secret is that every game I’ve ever talked about has been an inspiration and a mechanic that you will see in our game.

It’s been so great to have folks come on that journey.

Then, when we revealed the trailer, they kind of put those puzzle pieces together. 

The internet can sometimes be a scary place. 

Gamers Heroes

Fair…

Eliot Garcia Weisberg

Somehow we have found a beautiful little corner of it.

I feel like in the short time that we’ve been talking publicly, we have received so much positive encouragement, really helpful feedback, and just a welcoming as a new studio into this space. 

Gamers Heroes

And that’s what brought me to the space in the first place! 

As I always say: “Strength in community.”

Eliot Garcia Weisberg

Absolutely!

Gamers Heroes

On that last note…

I know we’re here, and I’ll check out the demo – but I do know there’s going to be a public demo soon. 

What are you looking to do between now and that demo? 

Eliot Garcia Weisberg

That’s such a good question!

Gamers Heroes

It could be good, it could be bad, but you know what? 

I’d love to know.

Eliot Garcia Weisberg

So today we’re showing off one slice of gameplay, which is really the golf gameplay. 

It’s hitting the ball, pulling back, shooting, trying to get from tee to flag. 

When we get our public demo out, I’m hoping to include three minigames in there. 

The game is going to have a ton – we’re talking skee-ball, roulette, black hole.

Basically go to Dave & Busters. If there’s a ball, we are doing a fun physics version of that.

What I want to just show you is that, yes, there’s this kind of slower, thoughtful puzzle.

But there’s also action, kinetic, chaos, and luck. 

That’s not represented here today, but it will be represented in the public demo.

Gamers Heroes

I look forward to it!

Thank you so much.

Eliot Garcia Weisberg

I really appreciate it!

One can wishlist Ballgame via its official Steam page and can learn more about Ballgame via its official website.

For those feeling social, be sure to follow their official Twitter/X, Bluesky, Instagram, TikTok, and YouTube social media channels!

Thank you to PR for their help organizing this interview, and Eliot Garcia Weisberg for his time!

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Super Puzzled Cat Interview: Penguin Mug Games Talks Inspirations, Development, and Unique Playstyles https://www.gamersheroes.com/features/super-puzzled-cat-interview-penguin-mug-games-talks-inspirations-development-and-unique-playstyles/ https://www.gamersheroes.com/features/super-puzzled-cat-interview-penguin-mug-games-talks-inspirations-development-and-unique-playstyles/#respond Thu, 19 Dec 2024 14:39:20 +0000 https://www.gamersheroes.com/?p=149735 Gamers Heroes recently spoke with Penguin Mug Games on Super Puzzled Cat's inspiration, its intricate development process, and how one can play their own way.

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Precision-based perilous platforming – along with countless save states – will be at one’s disposal when Super Puzzled Cat launches for Steam on January 13.

Gamers Heroes recently spoke with Penguin Mug Games on Super Puzzled Cat’s inspiration, its intricate development process, and how one can play their own way – read all below!

Super Puzzled Cat Interview: Penguin Mug Games Talks Inspirations, Development, and Unique Playstyles


Gamers Heroes

In today’s gaming space that features waypoints and handholding a-plenty, we greatly appreciate Super Puzzled Cat’s save state approach to platforming! 

Penguin Mug Games

The save states really tie the whole thing together. I really wanted to explore what a game designed around save states would look like, and that’s where the original idea of the game came from. I quickly realized that if you have save states, the challenge of the game would have to come from puzzles.

This is where the items come in—in a normal game, if you use an item in the wrong spot, you’ll get stuck—softlocked. In Super Puzzled Cat, you just reload to your last save state. This opened up the game to be full of experimentation.

Gamers Heroes

Kaizo Mario World comes to mind, but what else inspired this direction for Super Puzzled Cat?

Penguin Mug Games

I had a lot of inspirations! Originally, it was just looking at retro games, and how people were playing them with save states where they were unintended. So the thought came up: what if they were intended? What if something like Ninja Gaiden really wanted you to use save states? What would that mean?

I played The Incredible Machine as a kid, and I’ve always loved putting lots of things together to get to a solution in an unexpected way. Braid is another inspiration as well, in the indie platformer space in general, in addition to having a game built around time mechanics.

There’s other things that pop up in the bonus levels, too! Having a ton of individual levels allowed for doing a little bit of everything.

Gamers Heroes

On that same note, the retro gaming community is truly fantastic – actually met some members at a local event this past weekend! 

Penguin Mug Games

Platformers, fighting games, and arcade games are all so much fun, aren’t they? It’s a great passion to share.

Gamers Heroes

There’s PR for sure (thanks The IndiEXP!), but how else are you getting the word out about Super Puzzled Cat to those who live and breathe 16-bit?

Penguin Mug Games

I think my favorite personal thing is the series of comics we have up on Twitter covering Puzzled Cat’s everyday life. Stalkeralker, the artist for the game, has been drawing them and they’re amazing. Highly recommend checking it out.

Gamers Heroes

One of the things that drew us to Super Puzzled Cat are the sheer amount of abilities the player has at one’s disposal.

Penguin Mug Games

I wanted to make lots of abilities to keep things fresh, but I also wanted to have abilities that all work together! What happens if you have a jetpack and gum? How about a gravity flip and a shooting star? How about all four? The duplicat item, which suddenly gives you a copy of your character to control, is an extreme example of this—now you have to handle twice the cat, each with their own inventory!

It might not seem missing at first, but I wanted to make Super Puzzled Cat not have a lot of the common things present in platformers. There are no enemies (mostly…) no switches to press, and so on. It’s just you, the items, and the level—so they have to do some heavy lifting! It makes for some really unique gameplay.

Super Puzzled Cat Explained!

Gamers Heroes

How has the development of Super Puzzled Cat evolved over time?

Penguin Mug Games

I powered through a prototype version pretty fast. It had 90 levels, a lot of items, and it was playable.

Level design takes a LOT of polish, I’ve found, especially when you’re trying to make fun puzzles. None of the original 90 levels survived, though bits and pieces of ideas from the levels were reused here and there.

I also wanted to tie it into a complete game. I had the basic idea for the endings pretty early on, but refined it bit by bit. There’s also tons of bonus levels that turn the game mechanics upside-down, which help show the game’s full range. In a game about save states, you got to explore those save mechanics in full, for instance. This led to ideas like the Cat Shop.

Gamers Heroes

Super Puzzled Cat features over 150 levels with multiple endings – we’re impressed! Even Super Mario World had 96 exits, so that’s going even further beyond.

Penguin Mug Games

Puzzled Cat’s bite-sized levels came from putting together all those different item combinations!  The ones that are in from playing tons of different combinations and picking out my favorites. Just a lot of sheer play, tinkering and working at it. Tons of instances of “Oh, but what if this?” It was so much fun to make I never really questioned how big it was, though it did take quite some work to polish!

Gamers Heroes

The press page mentioned that Super Puzzled Cat’s been carefully developed for nine years – what are some of the key insights you’ve discovered when it comes to carefully tailoring each stage?

Penguin Mug Games

The first prototype of the game didn’t have the optional gold coins; it was just about reaching the goal. Adding additional optional challenges really added a lot to the game and helped to make the game suddenly non-linear, and really respond back to how you choose to play it.

Also, you really do have to throw away a lot!  Keeping the things that are fun and clear takes trying things a bunch of times.

Gamers Heroes

One of the unique elements that Super Puzzled Cat states is that players can “play their own way.” 

Penguin Mug Games

One thing that I wanted is for the save states to be optional—if you’re a stubborn enough precision platformer player who wants to restart a lot, sure, you can do that!

The optional collectibles are great for if you want more puzzles, and things hidden beyond screen boundaries or in odd places are there if you want to look around and explore. There’s also challenges for speed and more, too.

I love the idea of games as a sandbox to play in—rather than being a game telling you how to have fun, it’s more of an interactive toy where you can have fun with it however you want. This is also why you can freely skip around your current level and such too.

Gamers Heroes

Without spoiling too much, what are some of the most unique ways playtesters have gotten through some of its levels?

Penguin Mug Games

Some memorable ones to me personally are when I overdesigned something and a playtester did something extremely obvious, like just walking to the level exit.

One of my favorites was exploiting a physics engine bug—the gum used to slowly give you a very tiny amount of extra height on the bounces, so one person just left the game bouncing for an hour to clear a small gap.

The best clever solutions also helped me make some very tricky placements for some of the optional challenges! Some things, like coin placements or hidden postcards, come directly from me seeing unexpected solutions from playtesters. The vending machine in world one is a great example here; you’ll know it when you see it.


Super Puzzled Cat | Release Date Trailer

Super Puzzled Cat can now be wishlisted via its official Steam page ahead of its January 13 release.

Want to try before you buy? A free demo of Super Puzzled Cat is also available via the Steam page!

Thank you to Penguin Mug Games for taking the time to speak with us, and for PR for arranging this interview!

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