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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 May, 2012

Edge Updates With Level Designed By Seven-Year-Old

May 31, 2012 11:00 PM | Danny Cowan

120531_edge2.jpg

The Steam version of Two Tribes' puzzle-platformer Edge has updated with a new level designed by seven-year-old fan Zias Kool.

Zias, who designed the level using Lego bricks, was invited to join the development team on his seventh birthday to bring his level to life.

"We spent a good portion of the day sitting behind our level editor and pair designing his level," Two Tribes designer Hessel Bonenkamp writes. "Due to some setup issues we could not run the level at the time, but Zias had no problem seeing how his level came to life even in the editor and he'd often correct me when I misplaced collision or didn't copy his Lego level correctly."

Zias's level will be added to the iOS and Android versions of Edge at a later date.

Kickstarter Update: Kitaru Funded, Targets Stretch Goals

May 31, 2012 9:00 PM | Danny Cowan

Aoineko Studios' cyberpunk RPG Kitaru has reached its Kickstarter goal of $25,000, and now seeks additional funding for bonus game elements.

By the end of the campaign, the developer hopes to top $35,000 in pledges so that it may add real-time facial animation and voice recording for all game dialogue. If funding reaches $50,000, Aoineko will create five additional levels, extended story sequences, and localized scripts in Spanish, German, and Italian.

A pre-order copy of the game for Windows, Mac, iOS, or Android can be purchased for a $15 pledge. Kitaru's Kickstarter campaign concludes June 3rd.

Browser Game Pick: Life In The West (Davey Wredon)

May 31, 2012 6:00 PM | Cassandra Khaw

lifeinthewest.jpg Poor Kanye. No one is ever going to let him forget the fact that he's a few instruments short of a band, it seems. The Stanley Parable's creator Davey Wredon is back with a new game entitled Life in the West. In this 5-minute experience, you'll get the chance to man Kanye West's twitter account and, well, watch as he slowly goes insane? More of an art piece than anything else, Life in the West will basically have you typing random gibberish in an attempt to simulate some of Kanye's odder moments and picking random people to follow. Yup. I'm confused too.

Curious? You can play the, er, game here.

First Playable Release of StarForge Now Available For Acquisition

May 31, 2012 4:00 PM | Cassandra Khaw



A free-to-play game, one that was created by two chaps in their free time, that was inspired by the likes Halo, Warcraft 3, Borderlands, Terraria, and Minecraft and has elements from the RTS, FPS, RPG, Voxel Builder, Tower Defense, and Physics Sandbox genres? Yup, I was kinda skeptical too but the video changed my mind. For something still so early in the development phase, StarForge is looking pretty good.

According to the press release that we received, the game is intended for both single player and multiplayer play. It will feature voxel terrain, what may possibly be the world's first Procedural 3D Tileset system, a physics-driven character movement system and loot. It will also have aliens that will want to eat your face. What more can you ask for?

Check out the website here. [JP edit: While the website is down, you can grab the release from IndieDB.]

Humble Indie Bundle Five Has Arrived

May 31, 2012 2:30 PM | John Polson

Humble Indie Bundle V has landed, bringing five cross-platform games (Windows, Mac, and Linux) and their accompanying soundtracks in MP3 and FLAC format.

Name your price to receive first-person horror title Amnesia: The Dark Descent, monochromatic puzzle platformer LIMBO, 3D platformer Psychonauts, and the point-and-click audio-infused adventure Superbrothers: Sword & Sworcery EP. Those who pay more than the average price get action-RPG Bastion.

Keep your eyes on Humble Bundle in the coming week to see what hits they bring back from their vault, too. We all know they're comin'!

Learn How to Pickpocket on a Grand Scale at IndieCade at E3 2012

May 31, 2012 1:00 PM | John Polson

pickpocket junction.pngAs if E3 wasn't busy and touristy enough, now indies are training everyone on the science of pickpocketing, courtesy of IndieCade at E3 this year. Thanks to the Entertainment Software Association, PlayStation, and specifically Santa Monica Studios, twenty indie games will be available at IndieCade's booth next week.

What would IndieCade at E3 be without physical games? The pictured Pickpocket Junction engages players' memory, math, and role-playing skills, as they take turns stealing treasures from each other. I've followed up with IndieCade to see if trench coats will be provided (Cassandra needs to know what to pack).

Highlighting two other promising entries, Messhof Games returns to IndieCade at E3 with Tickleplane, which teaches the principles of typing and good posture while encouraging you to "[t]ickle the keyboard to fly your plane and hit space to shoot your friends." Steve Swink's GDC 2012 Experimental Gameplay Workshop title I have been pining to play, Scale, will show off its first person gameplay that explores a world in which you can freely change the scale of objects.

Browser Game Pick - Mega Ran In Language Arts: The Game (Lunar Giant Studios)

May 31, 2012 12:00 PM | Danny Cowan

Delve Deeper creator Lunar Giant Studios has launched Mega Ran in Language Arts: The Game, a free browser-based platformer based on rapper Raheem "Mega Ran" Jarbo's latest album.

Language Arts: The Game takes its core gameplay and visual style from Capcom's Mega Man series. Fans will notice a number of familiar elements from the Mega Man games, including the screen-spanning laser beams from Quick Man's stage in Mega Man 2 and those damned disappearing block sequences.

Be warned that this game doesn't skimp on the difficulty -- you'll soon discover that disappearing blocks are tough to navigate using a keyboard! Mega Ran fans will want to see it through to the end, though, as playing the game will unlock new songs from the album.

Bryan Lunduke's Projects To Go Open Source

May 31, 2012 10:00 AM | Danny Cowan

Linux Tycoon developer Bryan Lunduke announced plans to move to an open source, donation-supported business model for all of his released titles.

"During this process I am making regular (multiple times per day) updates and trying to keep everything documented and transparent," Lunduke explains. "In this way I hope to provide a solid case-study on moving a proprietary software business to Open Source -- In the hope that others can follow and do the same."

To fund full-time development, Lunduke requires monthly donations totaling $4,000. If Lunduke successfully raises $4,000 over the next week, he will make Illumination Software Creator, Linux Tycoon, BLABA, 2299: THE GAME, Radical Comic Designer, and The Lunduke SDK open source projects.

Donations (both one-time and subscription-based) can be made at Lunduke's website.

The Journey Down HD Interview

May 31, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

Theodore Waern.pngThe Journey Down by the talented people over at SkyGoblin has reminded us just how stunning a 2D adventure game can look and that pixel-art isn't the only way available to indie developers.

Happily, artist and designer Theodor Waern has made himself comfortable on the virtual IndieGames interview couch and is ready to further enlighten us.

So, now that we are all comfortable, what is a SkyGoblin?

A SkyGoblin is a vile, theaving mischevious creature, often found zooming around in their makeshift airplane-contraptions and robbing/looting/pillaging peaceful villages and friendly passers by. They were the main enemies in one of the first games we produced together "Baron's Gold". It was meant for mobile phones back in the j2me days. We built an absolutely awesome prototype, but after the epic flop of our first finished j2me game (METAL COMMANDO) we decided that this was not a path for us to pursue. We knew how to make games, but not how to make money off of them. We adopted the name and logo for the very simple reason that their flag turned out awesome.

You do seem pretty enamoured with point-and-click adventre games. Am I correct in my assumption?

That's right, I love 'em. That being said, I don't believe that the classic games of the golden age were by any means flawless, not even the best of the best. (Sadly this goes for our games as well. We all have our limitations and everyone needs to cut scope somewhere, that's just reality.) I like to think however that we have improved on the formula, or at least have tried to slim it down to the basics of what once upon a time made the genre as a whole... magical.

Coming Soon with Extras: BasketBelle (Michael Molinari)

May 31, 2012 3:00 AM | John Polson

The End of Us and ...But That Was [Yesterday] developer Michael Molinari is in the fourth and final quarter of development for his IndieCade 2011 finalist title BasketBelle. In his 2D experimental basketball puzzle platformer, the player explores the land and sky of Paris to save sibling Belle.

Recalling my time with what I played at GDC, the music also was connected to the gameplay. Molinari said it is reactive, "so as you play, instruments are added and taken away. For example, dribbling is automatic and is synced to the bass drum, so when you shoot, the bass drops out and you're left with just the highs until the ball lands again."

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