G4: You've released several downloadable games now. Gamers are a fickle bunch when it comes to the prices of these games, especially so for expanded content. What's been the biggest lesson?
Dylan: I think we're still learning -- the biggest lesson though has been not to release a demo immediately. Gamers are very quick and eager to feed their habits, and sometimes, even though a demo is fun, they will be partially satisfied with it (especially with smaller games like ours) and not buy the full game even though they enjoyed it a lot, which is a big shame as they miss out on all the cool stuff later on in the game. I think it is better to build up trust with the fans, so they know that they will be getting something unique and original when they buy PixelJunk and get their money's worth no matter what it is.