Anna Anthropy (other aliases dessgeega and Auntie Pixelante) is the developer that gifted us punishing games such as Mighty Jill Off, When Pigs Fly, and Calamity Annie.

In this chat I asked her about current projects in development, the IGF, and also some random stuff that only three people in the world care about. Read on to find out what dirty secrets she kept locked away in the dark corners of her mind...


Hi Anna, what are you working on right now? Is your next project a Game Maker production or browser-based?

at the moment i'm working on a browser game, though it's unlikely to be the only thing to come from me in the near future. it's a game about a diver exploring the bottom of the ocean.


Any similarities to namako team's dive?

i love dive. and standard bits. it's a shame that the games press unanimously decided passage was the only game in that bunch worth talking about.


Can you tell us a bit about your recent presentations/showcases, and if they are available online to watch?

shootin' starcade appeared at the indie games arcade at eurogamer's convention. it's actually a collection of six smaller games i made beforehand which i wanted to introduce to a larger audience. it's free to download on my website, along with the other games i've designed for conventions.

i appeared on a panel in new york with cactus and messhof, courtesy nyu's game design program. there's an audio-only version of it online, which is a shame, because cactus and messhof did video introductions.



The Independent Games Festival

Rumours are abound that you've been invited to be an IGF judge this year. Is that true?

it's true, i am judging the igf this year.


And how did that came about?

i spent a lot of time yelling about last year's igf, which should indicate i want an igf that's not terrible.


Since you're an esteemed judge this year, any particular gifts you are expecting from the entrants?

they have already given me the greatest gifts they can: their blood, sweat and tears.


How many games have you played over the last couple of days, and did you find anything interesting among the entries?

too many. i was fortunate, though, to have vasily zotov's amazing SPACE SPY land in my lap. i'm utterly enamored with it and with the mad genius who birthed it.


What are your thoughts about IGF, has it improved, and are you excited about the entries submitted this year?

the finalist list will demonstrate whether or not things have changed. i'm excited about many of the entries - star guard, runman, space phallus - but i'm terrified they'll get overlooked in favor of unfinished commercial games.


Any games that are already available to play that you think should receive more attention? Something that everyone should play now? (other than Space Spy)

conveniently, the interesting games in the competition all happen to be free ones. few commercial games can afford to say anything. enviro-bear is amazing because of how much it manages to accomplish with such a small verb set: just clicking, dragging and releasing.


We've had a fez-wearing winner and a chest baring developer in recent times, what do you think will happen during the awards presentation next year?

if i have anything to say about it, there will be a man in a crown shitting his pants.


Indie Games

What have you been playing lately? Anything you'd like to plug?

jeff minter's new gridrunner game. it shares with space giraffe the goal of getting the player totally in tune with the game, but approaches that goal in a totally different direction from that game.

i played a bunch of crosstown with amon26. that's an xbox community game. i helped the author workshop it and i'm really pleased with what it's become.



Will we see a collaboration from you and Amon26 anytime soon? And what's the deal with this picture? (above)

amon26 took that picture, and i consider it a collaboration between us. i wanted to prove i could take pictures in nature so that the new york times might interview me about my thoughts on videogames.


Since you've been making games for more than five years now, do you have any plans for the future, and will we still be playing new games from you five years from now?

as long as my heart is beating in my chest.


Of all the games you've made so far, which one is your favorite?

you asked that question in the last interview, and my answer is still calamity annie.


Can you tell us about (well, promote really) Klik of the Month?

klik of the month is an exciting monthly exercize in getting off your ass and making a videogame. we maintain that anyone can make a game and that design shouldn't be the exclusive domain of trained professionals.

klik of the month is an excuse to not worry about quality or time or any of the things that hold most people back from making games. you have two hours and all your creation needs to be is finished.

better and better stuff is coming out of it. my favorites of this past weekend's are bushido edge, a brilliantly simple two-player game, and a game for cats, which was made by my slut.



What are your thoughts about the indie game development scene these days?

i've never been interested in scenes. i'm much more interested in games. and people will always be making games. the ones that don't come from scenes will be the interesting ones.


Person you would most like to collaborate with, and why?

jeff minter, so i could visit his farm and meet all his sheep.


Games you are most eagerly anticipating for right now, and developers who you have big expectations for?

i'm glad jesse venbrux is making games again. for a while i thought he had quit just to spite me for saying he was one of the most important designers.


For all the stalkers out there, where can we hear the latest news about your game development projects?

i've been known to post pictures of works-in-progress on twitter from time to time.


Anything you'd like to say to fans of your games?

stop being fans and start being creators. come to klik of the month, get your hands dirty. "gamers" don't need to just be consumers. create.