HomeLAN: Was it hard to make the engine be used for a side-scrolling 3D shooter? Pavel Sebor: This question would be better suited for Sunstorm programmers, but I think they pulled it off nicely. Between SCS and Sunstorm, we poured a ton of time into the game of course. Half way through development, when we saw the daily builds, it was very apparent that Sunstorm had something unique and truly fun in development. This realization made us all even more excited and dedicated to the project, and I think it shows. I can easily be found guilty of bias here, but there is something about DNMP that makes it stand out of the crowd. It's just pure, distilled fun.