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About The IGF is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Archive For December, 2007

2D Boy Interview

December 28, 2007 5:35 PM | Tim W.

-Patrick Murphy had posted a new interview with Ron Carmel and Kyle Gabler over at Gamasutra, in which they talk about 2D Boy's upcoming release World of Goo. The game will be out for the PC platform on Valentine's Day 2008, with Mac, Linux and Wii versions to follow.

- Read 2D Boy Interview

Card Sagas Wars Trailer

December 28, 2007 10:53 AM | Tim W.

Card Sagas Wars is versus fighting game made with MUGEN, featuring popular video game characters such as Link, Samus, Cloud, Chun-Li and others.

A beta version with four playable fighters was originally scheduled for a release before Jan 2008. More screenshots in the extended. [source: Indie Games Group]

10 Indie, Student Game Competitions

December 28, 2007 10:21 AM | Tim W.

Great article by Alistair over at, listing ten indie and student game competitions which would interest developers who are keen on getting a little attention for their projects or releases.

The rundown (unranked) points to ten events throughout the world in which indie game developers and students can show their works to compete for cash prizes, as well as that first big break in the industry.

Read 10 Indie, Student Game Competitions

Super Hard Mario Bros. Game

December 28, 2007 5:11 AM | Tim W.

Syobon Action is basically a remake of Nintendo's cult classic, but with a little 'creative license' added for kicks. Every platform you stand on could be a death trap in disguise, and collectibles are often booby-trapped if not made extra difficult to acquire. There is also a nod to The Big Adventure of Owata's Life towards the end.

Music is from Cheetahmen II (Super Ghouls and Ghosts for level 4). Videos from stage 2, 3 and 4 are in the extended. Unforgiving! [source: Lord Jezo]

From the comments: The video title says, roughly, 'A Mario-like game I wrote myself and then made my superior (co-worker) try to play.' Text shown with the blue screen is 'omake', which basically means outtakes or bonus footages.

Name: Syobon Action
Category: Platform
Type: Freeware
Size: 2MB
Download: Choose the first link on this page

The Underside Editor

December 27, 2007 7:07 AM | Tim W.

The Almighty Paintbrush is a level editor for Arthur 'Mr. Podunkian' Lee's game, The Underside. Podunkian has said that the level editor will be released soon, along with a version of The Underside engine that allows for simple mod support, which should allow for people to make their own level sets and stories within the engine. Though no release date has been set, the level editor is nearly complete, and all that really remains is to finish the modifications to the game engine as well as the documentation.

Flash Game Pick: SCRXXX AS3 (nekogames)

December 27, 2007 6:10 AM | Tim W.

SCRXXX AS3 is nekogames' attempt at remaking Scramble, a horizontal-scrolling shooter in which players have to navigate towards the end zone while avoiding collisions with the terrain and enemy ships. Press the Z key to shoot, and use the X key to bomb objects on land. Fuel can be replenished by destroying the yellow fuel tanks on ground level. Hold the A key to shoot and launch bombs at the same time.

Developer: nekogames
Category: Shooter
Type: Browser

Announcement: IndieGames.Com: The Weblog

December 26, 2007 8:01 PM | Tim W.

- Here's some news - the Independent Gaming weblog is moving to a new domain and becoming The Weblog, as part of the CMP Game Group (Independent Games Festival creator)'s outreach into the independent gaming scene.

Please change your bookmarks to point to The Weblog at - will no longer be updated. The Feedburner RSS feed for Independent Gaming has been automatically switched to point to the new site. Comments are being migrated as we speak.

Thanks to the CMP Game Group and Simon Carless for the invaluable support and hosting of the new site; we promise to continue to serve all your indie games news and review needs as we have done before. Here's a word from Simon about this change:

Simon: "Hey folks - you may know me already from running GameSetWatch and also helping to manage various other Game Group properties like Gamasutra, Game Developer magazine, and - of course - the Independent Games Festival, which is definitely the most relevant for this announcement!

This whole concept started a couple of months ago when Tim announced that he might have to shut the Independent Gaming blog unless he got some help in hosting and partly paying for his time working on the site. We wanted to help out, and we'd already launched to help educate people about independent games, so having him move his blog over here made a lot of sense.

So nothing is really changing here - Tim [EDIT: And other IndyGamer editors who would like to contribute, of course] has still got an open editorial remit to blog and interview who he likes, and we may occasionally pop in to mention IGF and other Game Group-related news - which is likely of interest anyhow. We'll also be working with him to look at whether we can help to better develop the indie scene through setting up better distribution mechanisms for independent games - though we've only just started thinking about this."

Freeware Game Pick: Tekkyuuman (Ikiki)

December 26, 2007 6:17 PM | Tim W.

Tekkyuuman is a new release by prolific Japanese developer Ikiki, famous for a number of controversial games featuring ninjas, bloodbath and outrageous violence. Usually with all three elements at the same time.

In this game, you must make your way towards the green spiky object and smash it with the flail. Use the control key to swing your weapon and tap the left shift key to jump. A wall jump can also be executed by pressing the same shift key when scaling up walls.

Red switches can be activated either by touch or hitting them with your flail. An extra life is awarded after every boss fight.

Web site address belongs to the musician.

Name: Tekkyuuman
Developer: Ikiki
Category: Action
Type: Freeware
Size: 1MB
Direct download link: Click here
Video walkthrough: Available (major spoilers!)

Freeware Game Pick: Mondo Agency (cactus)

December 25, 2007 12:28 PM | Tim W.

UPDATE: cactus has decided to update the game due to the feedback he's gotten. The jumping level is now easier and skippable for those who have trouble beating it. There's been a few other changes as well, including vital bug fixes.

This is cactus entry for the winter competition at

"Welcome to Mondo Agency! An eerie cyber FPS with horror and puzzle elements. As an agent it is your mission to kill laser indians and save the president!

Turn off your lights and turn up your speakers for maximum enjoyment!"

Name: Mondo Agency
Developer: cactus
Category: FPS/Adventure/Weird
Type: Freeware
Size: 7.5MB
Download: link 1
Walkthrough: link

MDickie Interview

December 25, 2007 12:24 PM | Tim W.

Interview by Paul Eres

MDickie is the author of dozens of unique games, and probably needs no introduction for most of this audience so I'll get right to the interview.

1. One thing that's notable about you is how fast you complete games, often in three months; did you ever have problems with procrastination, or is working so fast natural to you? Do you use any productivity tools such as to-do lists or schedules, or do you just work on things as you feel like it?

MD: Well, let's not fly that flag too hard because time is gushing away from me like water at the moment! I estimated it would only take 3 months to turn Reach into a wrestling game, but the project is heading into its 6th month and I'm still working 12-hour days. Of course, 6 months is still pretty astonishing for a game of that size and sophistication. My closest counterpart, "Pro Wrestling X", has clocked up a good 3 YEARS in production - and that's a team effort! As you say, 3 months is the standard for me now though - so my fans get restless at anything longer. After all these years, I guess I just know what I'm doing. I instinctively know exactly WHAT needs to be done, WHEN it needs to be done, and HOW I might best achieve that. It's a lot like a puzzle - I just know how to put all the pieces together as quickly as possible. One of my best tricks is dividing the day into art work and programming work. I create media in the morning and then bring it to life in the afternoon, so there's a nice flow to what I'm doing. Other than that, it's a race against the clock that makes me work so fast. I don't really have a choice! It may be a cliché, but time is money. The longer I spend making a game, the more money it has to make. For instance, if I had spent all year making World War Alpha I'd be out of business now because it didn't fly. Game over. I'm only here because Hard Time arrived and picked up the slack. My scattergun approach makes me failure-proof. If one concept doesn't work, another one is right around the corner to take the next shot. And on and on it goes, evolving towards perfection. The weak concepts die out and the strong concepts live to fight another day...

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