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IndieGames.com 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, Gamasutra.com 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 October, 2011

Trailer: Burn & Turn (Robot Bear)

October 29, 2011 3:00 PM | Tim W.


Burn & Turn is a upcoming arcade-styled action game that is set for a release on as many mobile platforms as the devs could possibly get it ported to. In it you play as the green dragon who has to defend every tower on screen, capture wandering princesses for points, and defeat the knights and magicians seeking the glory of saving their kingdom from a fire-breathing monster.

There are plenty of power-ups to collect, each bestowing a temporary ability that you can stack together for increased firepower to use against your enemies. The king's troops will try to save princesses held captive in your towers when they reach it, and if there are no more fair maidens to rescue the building will automatically be turned into rubbles thus causing you to lose the game.

You can follow the development of Burn & Turn via Peter Lu's Twitter account or Robot Bear's Facebook page.

Sega Partners With Indie Arkedo For Project Hell Yeah!

October 29, 2011 12:00 AM | Tim W.



French indie game developer Arkedo has announced Sega will be publishing its next title, tentatively titled Project Hell Yeah!

Few details are known about the newly announced project, which Arkedo has reportedly been working on for nine months, though the company did say the title will have "tons of different monsters in it."

"See, Sega? We spent the last five years telling you repeatedly that someday, somehow, you would publish one of our games," Arkedo studio chief Camille Guermonprez said in a statement. "This day has come. Hell Yeah! Now let's go back to work and finish the damn thing."

Arkedo was founded in 2006 and subsequently released two retail Nintendo DS titles: block-breaker Nervous Brickdown through Secret Stash Games in 2007 and pyrotechnic shoot-'em'-up Big Bang Mini through Southpeak Interactive in 2009.

More recently, the company's downloadable "Arkedo! Series" -- including puzzle title Swap! and platformers Pixel! and Jump! -- have seen thousands of sales on Xbox Live Indie Games, with ports for PSN and iOS as well.

[Originally posted on sister site Gamasutra.]

Trailer: With the Dust (Henry Hoffman & Kate Kilick)

October 28, 2011 6:09 PM | Cassandra Khaw



With the Dust just showed up in our inbox. A student game helmed by Henry Hoffman and Kate Killick, two artists from the University of Wales, With the Dust explores the desolation felt by a young girl and how she takes refuge in kite-flying. You'll apparently be able to converse with the adults in the environment in order to gain insight on their personal loneliness as well as scare away a few birds. I'm not really certain as to how this all correlates or if there's even a connection between those two activities but one thing is for sure. With the Dust is an extremely pretty albeit eerie offering; the artistic background of the creators is amply obvious here.

Due for release in the next few months, With the Dust is going to be free to the public. I really, really want to point you at a website but it looks like the dynamic duo have yet to find the time to construct one.

Freeware Game Pick: ffflood (Vlambeer)

October 28, 2011 6:00 PM | Tim W.


ffflood is a sequel of sorts to Jan Willem Nijman's The Frenzy Defense, a prototype game he created in less than two hours for a Poppenkast competition held last year. Players basically get to decide what kind of defensive measures they'd like to put up near their command base and the four cores around it, then watch as the horde of mini-squares begin to converge towards the middle of the screen in an attempt to destroy all of your buildings. Survive a wave, and you'll earn a bit of respite and time to research new technology to use against your enemies.

Each wave will only end after you've captured the required number of squares shown by the white bar at the top of the window. To do so, just build your turrets near a core and the enemies will be captured automatically. You'll earn a hunded credits for every wave survived, plus an extra fifty for each core that isn't damaged. Grey squares will appear when the moving line reaches the left side of the gauge - they're harder to kill, and there's absolutely no reward for defeating them as well.

The alpha build of ffflood is available to download from this page. Note that you can press the F4 key to play the game in full screen mode.

Round-Up: Gamasutra Network Jobs, Week Of October 28

October 28, 2011 4:00 PM | Eric Caoili

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Nexon America, Electronic Arts Montreal, Crystal Dynamics, and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across Gamasutra's network of submarket sites, which includes content sites focused alternative gaming news, independent games, and more.

Some of the notable jobs posted this week include:

Electronic Arts Montreal: Technical Director, Mobile:
"Founded in 2003, EA Montreal is one of the most dynamic studios in Quebec. Since its creation, it has undergone exceptional growth and currently has more than 200 employees. Located in the heart of Montréal, EA Montréal has benefited from constant investments and an integral renovation, thereby becoming the studio to be in if you want a career in the field of video games."

Crystal Dynamics: Senior Technical Artist:
"Crystal Dynamics is a wholly owned studio and a subsidiary of Square Enix. Crystal maintains the position as one of the group's worldwide studios that includes Eidos Montreal, IO Interactive, and SEJ (Square Enix Japan) Tokyo."

Freeware Game Pick: Ragmeg Alleycat (Zsolt Bartok)

October 28, 2011 6:00 AM | Tim W.


Ragmeg Alleycat is a sidescrolling bike game in which you score points by dodging traffic, and it also features a hotseat mode for some competitive multiplayer action. There are two gameplay styles to choose from: fixed gear prevents you from changing speed or steering your bike while braking, while freewheel mode has the skidding option disabled by default but allows you to go as fast as you want on the highway.

The game offers plenty of ways to score points - you can collect special packages, ride in the wrong lane, cross red lights, grab on to cars for a free ride, execute wheelies for bonuses and many more. Riding on the pavement helps you avoid traffic, but your score will freeze temporarily until you get back on to the highway and into the path of passing or incoming cars.

Ragmeg Alleycat is available to download from this page.

Trailer: Wilfred the Hero (Brandon Abley and Teo Mathlein)

October 28, 2011 3:00 AM | Tim W.


Here's a real blast from the past. Wilfred the Hero is the 3D remake of an old RPGMaker demo with the same title, released on the internet more than five years ago. It tells the story of Wilfred's quest to save the world, although the game actually begins on the final day of his long journey.

Wilfred the Hero is set to feature both turn-based and real-time battle systems, an epic orchestral soundtrack, an engaging yet unusual storyline, plus some of the weirdest characters you'll ever encounter in a fantasy role-playing game. Brandon and Teo are currently developing Wilfred the Hero for distribution on the PC platform, but other operating systems and consoles may yet receive a port when the game is closer to being finished.

Honeyslug On Prototyping, Playtesting Frobisher Says For Vita

October 28, 2011 12:00 AM | Tim W.

The indie talent backing the PlayStation Vita is steadily increasing as the system approaches its US and EU February‭ ‬22‭ ‬release.‭‬ Last month,‭ ‬Everyday Shooter developer Jon Mak shared how Vita's technology allows for interactive music to form the key of‭ ‬Sound Shapes‭' ‬platforming experience.‭‬

The Vita's array of inputs,‭ ‬including its front and rear touch screens,‭ ‬has also grabbed the attention of Honeyslug‭ ‬developer Ricky Haggett,‭ ‬whose games have found their way around events such as Eurogamer's Indie Games Festival and E3‭'‬s Indiecade Expo.‭ ‬However,‭ ‬Honeyslug has put everything aside to create microgame collection Frobisher Says‭‬.

Here Haggett speaks on the team's progression of Frobisher Says from a Flash prototype to a handheld console title,‭ ‬on the challenge of communicating to playtesters the required actions on each microgame,‭ ‬and the approachability of the hardware for iOS developers.

What kind of game is Frobisher‭?‬

Frobisher Says is a surreal party experience in which players must obey the instructions of a strange little man called Frobisher.‭ ‬Frobisher is spoilt,‭ ‬used to getting his own way,‭ ‬and his orders are often quite whimsical.‭ ‬You might be asked to deliver his pudding on a toy train,‭ ‬poke an otter with a stick,‭ ‬or face Antarctica and curtsey.

‬There are over‭ ‬50‭ ‬different challenges,‭ ‬and each one uses different features of the Vita in different ways.‭ ‬We've also worked with over‭ ‬20‭ ‬different artists‭ (‬from all kinds of backgrounds‭)‬,‭ ‬so in addition to the input mechanism of the games constantly changing,‭ ‬so too do the way they are presented.

PBS Arts Talks Importance Of Indie Games

October 27, 2011 10:00 PM | Eric Caoili

PBS Arts' Off Book series, which looks to "showcase new and under-exposed art forms and reach arts communities online", has produced this really slick episode on the importance of video games as "a storytelling medium" and "a place for self-expression"

This video features interviews with several folks from NYC's gaming community, including GameLab head Eric Zimmerman, NYU visiting assistant arts professor Jesper Juul, Gamasutra editor-at-large Leigh Alexander, and Babycastles curator Syed Salahuddin.

The group talks about the evolution of video games, the emergence and popularity of indie titles in recent years, the use of choice in marquee games like Portal and BioShock, and even Cactus/Doomlaser's immensely weird Flash game Hot Throttle.

Oh, and it also features chiptune songs by Trash80, 4mat, and one of my favorite groups lately, The Shortsleeves. Click those links, listen to their music, and make your life a million times better!

Demo: Red Rogue (Aaron Steed)

October 27, 2011 8:58 PM | Cassandra Khaw

redrogue.jpg

Do you enjoy the idea of roguelikes but find them too visually unappealing? Enjoy Dungeons of Dredmor but could do with less stats to fret over? If so, you might want to give Red Rogue a whirl. Created by Aaron Steed, one of the brilliant minds working in Nitrome monolith, Red Rogue is probably about as accessible as the genre will ever get.

Described as a 'platformer roguelike', Red Rogue will have you gallivanting through a largely monochromatic series of procedurally generated dungeons. As the titular thief, you're going to do battle against everything from rats to screaming banshees. It's a strange job but someone's got to tear those hearts out of unsuspecting chests.

Outside of the stylish presentation, Red Rogue hasn't exactly brought anything new to the table just yet. However, that doesn't make it any less attractive or strangely entertaining. I also have an uncanny feeling that this is going to keep getting better. A work-in-progress and an IGF 2012 entry, Red Rogue will definitely go interesting places.

You can check out the current build here over here. The developer also has a blog up in TIGsource.
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