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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 July, 2008

Freeware Game Pick: Avoid the Evil Space Eel (Nifflas)

July 29, 2008 2:51 AM | Tim W.

Avoid the Evil Space Eel is Nifflas' entry for the No More Sweden friendly competition. In it, players must avoid smashing their ship into multicoloured blocks while timing their keypresses to the sound of the drums played with the background music.

Name: Avoid the Evil Space Eel
Developer: Nifflas
Category: Action
Type: Freeware
Size: 5MB

Interview Excerpt: Small Words, Short Sentences With Jason Rohrer

July 28, 2008 11:19 PM |

- Passage and Gravitation creator Jason Rohrer is, unquestionably, a great game designer and a great game theorist--though there are as many things I agree with him on as their are things I disagree with.

Here is a small taste of a big interview I recently had with the game designer, writer, and thrifty nature conservist (if he weren't so down to earth, he might be considered an eccentric). The rest of the interview can be found over at The Happy Medium, and be sure to check out his many projects at his personal site.

You mentioned you hadn't played Shadow of the Colossus. Have you had a chance to yet?

I haven't had time to play it more than a few hours, but my initial reaction, at least to the beginning, was, "Wow, that was a really long and uninteresting cut scene."
I think part of that was like uh, last generation graphics are no longer interesting to watch in and of themselves like they were when it was released. it shows the guy riding a horse through some trees, past a river, some rocks, and whatever. It was not something that was impressive to me, not deep and profound like it was supposed to be. But besides that, why is it so long? Why is he riding the horse across the long bridge and not me?

From what I've heard about Shadow of the Colossus, people respect it as a work of art because it has this ethical dilemma of some kind. Like you're killing these giants to bring this girl back to life. I went through one giant encounter and it was one of the most brutal things I've ever done in a video game--seeking it out, climbing up, climbing up, stabbing this thing in the head multiple times until if fell down. I felt strange about that, but so far I don't see how this game puts an ethical dilemma in front of me. You either kill these things or you don't do anything.

I think the reason people consider Shadow of the Colossus art is because, like you write about, it delivers its message through gameplay. Like you said, you feel like you're doing something brutal when you kill the giants, unlike other games where the violence seems senseless.

Well yeah, but that's the thing though, when you look at how the game is marketed, the box says "you get to go up against 16 huge giants," exclamation mark! You know? the way it's presented to you, there is nothing about it to indicate that this is even a weird thing to do to beat the game.

[Fumito Ueda] as an artist, is he trying to make a statement about video game violence or is he just making a game with really cool boss battles? I feel like I'm a little bit disappointed by it and I don't know what people are reading into it. I feel like he didn't really do it on purpose.

Braid, Castle Crashers Dated

July 28, 2008 6:51 PM | Tim W.

Number None Inc.'s time-bending platformer Braid will be released this coming August 6th on the Xbox Live Arcade service, while The Behemoth's Castle Crashers can be downloaded starting August 27th, 2008. (source: Gamasutra)

Xbox Live: Summer of Arcade

Free Money for Deserving Indie Genius

July 28, 2008 2:06 PM |


About this time last year, I had a great idea to sell games as an affiliate through, but hand over all the cash I earned to struggling developers so they could up the ante and deliver some truly astonishing Indie games.

It didn't really work, for various reasons. The usual reasons. I didn't really have the time to dedicate to the project, and as such stopped updating the site with new games, and the whole thing sort of caved in on itself.

Still, we did make a couple of quid, and there were some very kind donations by people who understood and believed in what I was trying to do.

That said, there's not much cash to be had. I've topped it up to nice round £200 ($400ish) - which is enough to buy someone some decent music for their game, or some tasty art to add a bit of spit and polish.

It'll only go to someone who's working on a proper, inspiring example of true Indie ingenuity. If you'd like to get your hands on some genuinely free money, drop me a line to [email protected] with as many details as possible of your project- screenshots are a bonus -and let me know what the cash would be used for.

If you know of someone who's working on something brillo-wow, and would like to nominate them, leave a comment or drop me and email or a pm or something.

We'll go from there. Sorry it didn't work out better, but you live and learn, I guess.

Small Print:
For the sake of keeping my nose clean, it won't go to anyone I've had any serious dealings with in the past couple of years, in case it just looks all a bit dodgy. That said, it needs to go to something and someone deserving, no matter what. I'll probably set up some sort of voting in the Zombie Cow Forums to decide where the cash goes, but my decision is final. Payment will be via PayPal, so you'll need an account. If there's not enough interest in FREE MONEY, it'll go to a worthy charity like helping little children to not be poorly, that sort of thing.

Thanks to everyone who bought a game through, it's very much appreciated.

2008 IGF Showcase Winners @ Austin GDC Announced

July 28, 2008 5:01 AM | Simon Carless

-The organizers of the Independent Games Festival have announced the nine winners of the Austin GDC IGF Showcase, picking the very best examples of 'local flavor' in terms of indie games from Austin and the Southern U.S. to be exhibited at the Austin Game Developers Conference from September 15th to 17th.

Some of the top local titles span the gamut from one-man teams through tightly focused console indies, including Texas-honed games such as physics-heavy iPhone puzzler Enigmo, CosMind's evocative art-game Glum Buster, Red Fly Studios' Wii/DS quirky Mushroom Men duo, knockabout Guildhall @ SMU student title ToyBox Heroes, and user-generated game website Mockingbird.

The Showcase winners receive complimentary passes and get to showcase their titles in a special IGF Pavilion at the Austin event, which this year features learning tracks including Online, Audio, Writing, Worlds In Motion and Game Career Seminar, and is hosting a local Independent Games Festival Showcase for the first time.

More information about the 2008 Austin Game Developers Conference - for which the early registration deadline is July 31st - is available at the official event website.

The full list of the honored Austin GDC IGF Showcase winners is as follows:

Enigmo (Puzzle, iPhone/iPod Touch)
Developer: Pangea Software, Inc.
Description: "A 3D physics based puzzle game where the goal is to get the falling water droplets into their containers by using various bumpers, slides, sponges, etc. There are 50 levels that get increasingly challenging."

Fireteam Reloaded (Multiplayer Action, PC)
Developer: Pixel Mine Games
Description: "Fireteam Reloaded is a team based multiplayer game that will get your blood pumping and your heart pounding! Play as one of three character classes across a variety of post-apocalyptic urban settings in a struggle to dominate your opponents. Go solo or team up with up to three other friends."

Glum Buster (Action/Adventure, PC)
Developer: CosMind
Description: "A collection of my daydreams, for your daydreams."

Mockingbird: The Game Making Game (User-Generated Game Site, Web)
Developer: Mockingbird Games
Description: "Mockingbird invites everyone to make their own games! Using a simple, intuitive set of tools, Mockingbird takes the pain out of game making and helps people tell stories using casual arcade games. Change anyone's game you play, share them with friends, put them on your blog!"

Mushroom Men: Rise of the Fungi, Mushroom Men: The Spore Wars (Action Platformer, DS/Wii)
Developer: Red Fly Studio
Description: "Mushroom Men shows gamers the mundane world from the surreal perspective of a three inch high Mushroom Man. As a brave Bolete Mushroom, players can wreak havoc on their enemies by transforming common household trinkets and trash into weapons and tools."

Ashen Empires (Fantasy MMO, PC)
Developer: Iron Will Games
Description: "Ashen Empires is a classic fantasy MMORPG and one of the few games that gives its players the freedom to role play with complete control over the character creation process. At any point you may begin training any skill of your choice to aid you in your journeys."

ToyBox Heroes (Action/Adventure, PC)
Developer: Team Shirt @ The Guildhall at SMU (Jacquiline "Kim" Acuff, Arturo Caballero, Christopher Cotton, David Demaree, James Farmer, Mark Flieg, Ryan Jenkins, Jonathan Long, Dane Munkholm, Jonathan Pittman, Adam Reynolds, Brandon Souders, Daniel Talaber, Benjamin Wagley, Eric Young)
Description: "Toybox Heroes is a console-style physics-based fighting game for two to four players. Players select one of four action figures, each available in four colors, and duke it out in a variety of household environments. Weapons range from crayons to cherry bombs to Rubik's Cubes. As players receive and inflict damage, their rage meters build; once full, each character may unleash a unique special move."

Goo! (Action/Strategy, PC/TBA)
Developer: PillowFort
Description: "Goo! is an action strategy game where the player controls a giant glob of amorphous liquid. The players' Goo is constantly decaying as they fight against a constantly growing and very aggressive Paint Goo. When different color Paint Goo mixes, A.I.s mix and the Paint Goo becomes very aggressive."

Pirates vs Ninjas Dodgeball (Arcade Sports, Xbox 360 Live Arcade)
Developer: Blazing Lizard
Description: "Mortal enemies collide in the ultimate playground sport of Dodgeball. Choose from 4 teams featuring Pirates, Ninjas, Robots, and Zombies and compete across 4 levels in 3 different variations of the sport. Characters come equipped with special moves and melee attacks to make our rendition of the sport a much more action packed experience!"

Interview: Austin Wintory (flOw)

July 28, 2008 3:41 AM | Tim W.

Austin Wintory has been a busy man. Our first interview with the composer was over a year ago, and since then he has worked on a number of games and media projects ranging from foreign films to indie MMO titles and more. We're most familiar with his music from flOw, both the free Flash demo and the full-featured PlayStation 3 downloadable game. But did you know he also did the score for Captain Abu Raed, the first true feature film to come from Jordan? Not to mention the awards he's both won and been nominated for. We finally managed to catch up with Austin and get his side of the story on all things musical.

The studio that produced flOw, thatgamecompany, has two titles in the works, one of which is flower. Are you involved with either of those?

TGC's second title "Flower" is being scored by a colleague of mine, with whom Jenova had worked on his popular title before 'flOw,' called 'Cloud.' As of now I have no involvement with the game except that I've played it and all I can say is that it's FANTASTIC! But I have unending respect for, and a great friendship with Kellee, Jenova, the rest of ThatGameCompany and all the guys they work with at Sony Santa Monica. It's a truly wonderful team. Their careers are only going to get bigger and better, so I certainly hope we collaborate again! ;-)

E3 2008: Indie Games

July 26, 2008 2:38 AM | Tim W.

An eight-minute long 1UP special recorded at E3 2008, featuring developer interviews and gameplay clips from The Misadventures of P.B. Winterbottom and Ibb and Obb. (the making of Winterbottom)

Indie News: July 26th

July 26, 2008 12:21 AM | Tim W.

July Monthly Round-Up: The July edition of GameTunnel's regular feature is up.

Ginormo Sword: Links to a complete walkthrough, the wiki and fan art for Babarageo's popular 2D RPG game added.

Free Games

GamesRadar: 365 games for each day of the year compiled into a ten-page article. (source: Rock, Paper, Shotgun).

Freewaregenius: A collection of freeware games lists for your perusal.

Interview: cactus (Gamemaker TV)

July 25, 2008 4:59 PM | Tim W.

The clip shown above was originally supposed to appear in the latest Gamemaker TV episode. There is also a poll currently running in cactus' forums which will decide the fate of the third Mondo game. (source: Terry, TIGSource)

Freeware Game Pick: G:plus (Marc-André Weibezahn)

July 25, 2008 3:48 AM | Tim W.

G:plus is an arena shooter created by maw, where the player's ship continually moves in a perpetual orbit around the center of the screen. Use the up and down cursor key to increase or decrease your distance away from the middle.

Each game starts off with a timer counting down from ninety seconds, but can be replenished in increments of ten or thirty by collecting power-ups left behind by the gems you've destroyed. Playable on both Windows and Mac platforms.

Name: G:plus
Developer: Marc-André Weibezahn
Category: Shooter
Type: Freeware
Size: 10MB
Platform: Windows, Mac
Direct download link: Click here (right-click to save)

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