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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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Features

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own

May 21, 2012 2:00 PM | John Polson

Tom Sennett (RunMan and Deepak Fights Robots) has paired with Salil Malkan to create the local crowd-player Row Row Row Remote, which runs on a computer and can use dozens of phones or tablets. Though the game may look simplistic (Wii Sports didn't "look" all that impressive compared to the tech it modeled), Sennett and Malkan aim to inspire and empower developers, while exponentially increasing the amount of players involved in a local multiplayer experience and creating "new, awesome games from the ground up" instead of "shoehorning new, awesome technology into old, stagnant forms."

Row Row Row Remote asks players to use their smartphones or tablets as paddles. Each group needs to coordinate its motions to move effectively through the course. The game only uses the devices' touch and gyroscope functions, but Sennett tells IndieGames this is just the beginning.

Want To Win A Copy Of The Journey Down?

May 20, 2012 4:00 PM | Cassandra Khaw



Have you been hearing good things about The Journey Down? Are you curious about whether the remake will live up to the hype? Want to play the game but can't quite get your head around the idea of paying for something you have kinda sorta played before? If so, well, we've got just the thing for you. The kind folk responsible for the game have given us five GamersGate-pertinent codes to give out. However, instead of just randomly distributing them on Twitter, we've decided to make things a tad more interesting.

Tell us about your funniest and most disastrous travel experience yet in order to stand a chance at winning the game for yourself or a lucky compatriot. That's all it takes. We'll announce the winners on Wednesday 23rd 2012. Ready? Set. Go!

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?

May 18, 2012 4:15 PM | Cassandra Khaw

bad_press.jpgAsk IndieGames is a monthly feature that takes a range of topics relating to indie gaming and development and poses them as a question to the editorial staff.

While sister site Gamasutra has already touched upon the subtleties of creating a 'kill-it-with-fire!' sort of press release (and, in part, what comprises an enticing press release), we've decided to take a look at the topic yet again in the interest of providing indie developers further insight on what makes a press release 'pop' (and how to avoid having it lost amidst the tidal wave of similar press releases).

FPS Games and Imitation: What Should Return and What Must Go

May 18, 2012 2:00 PM | John Polson

nescontra3d.pngIn this second of a two-part series, IndieGames explores with several developers what first-person shooter (FPS) mechanics should make a comeback and which are overdone and need to suffer a metaphorical head-shot.

Joining the discussion again are Alan Wilson of Tripwire Interactive (Killing Floor, Red Orchestra), Kedhrin Gonzalez of Illfonic (Nexuiz), Alex Austin of Cryptic Sea (A New Zero), Michiel Beenen of Interwave (Nuclear Dawn), Oscar Jilsén of Coffee Stain Studios (Sanctum), and Mladen Bošnjak of Misfit Village (SickBrick).

Here, developers recall some fantastic older games such as Rainbow Six: Vegas, Redneck Rampage, Duke Nukem, Quake 3, System Shock, and Terra Nova as refreshing sources for future FPS titles.

Developers also rehash mechanics that desperately need to be retired, as found in titles such as Call of Duty and its Modern Warfare entries, Battlefield 3, and Halo.

PS Mini Game Review: Velocity (Futurlab)

May 18, 2012 2:00 AM | John Polson

Velocity is a vertical (top-down) shmup Mini that surprisingly doesn't rely on bullet patterns or a lot of other genre staples to provide intense moments worthy of its $4.99 price tag (or free for PlayStation Plus users this month). Instead, players must use a limited amount of lives and telepods to make it to the end of 50 twitch-challenging, strategizing levels.

There's plenty to shoot, even if there aren't many enemy variations. While the normal stage walls don't damage your ship (gasp!), the vertical scrolling will. To avoid death, players must use teleports and telepods. While you can infinitely teleport, as long as you move your cursor to an open area, you often have limited telepods you can drop. These are extremely useful when the stage forks and you need to return to explore another area.

You will often find survivors on every path. Color-coded security locks are equally scattered and must be shot sequentially and sometimes bombed from one of four directions to deactivate their deadly fields. Fortunately, each stage has a large map that shows any encountered security locks and telepod locations. You can also see any isolated areas that may contain a hidden collectible.

Interview: Hard Lines Dev Pumps His FIST OF AWESOME

May 17, 2012 2:00 PM | John Polson

iOS and Android hit Hard Lines developer Nicoll Hunt takes on the beat 'em up genre with FIST OF AWESOME, coming to iOS this winter. The game involves a lumber jack caught up in a needlessly complex interstellar plot to take over Earth, altering history with remote controlled animals (hence the contraption on the bear's head). Hunt says the game takes place over a number of time periods and features original 2D art and animation. Pinapple Smash Crew audio composer Brendan Ratliff is working on the OST, as well.

Serious Sam's Latest Indie Outing Grew Into More Than Marketing

May 16, 2012 1:00 AM | John Polson

ssdd img.jpgFor the launch of the PC version of Serious Sam 3: Before First Encounter in 2011, publisher Devolver Digital took an unusual approach. The company hired three indies to create three smaller games that would release before the full Serious Sam game, to essentially build hype for the series. One of those games is Serious Sam Double D, from Weapon of Choice and Shoot 1up creator Nathan Fouts, and his team at Mommy's Best Games.

SSDD was released for Steam in late 2011, but now Devolver has commissioned an Xbox Live Arcade version from Fouts and company, called Serious Sam Double D: XXL (as though the game needed a longer acronym), ahead of Xbox 360 and PlayStation 3 launches of Serious Sam 3: BFE.

The updated version of Fouts' game will feature additional levels, two-player co-op, and additional weapons for the game's "gunstacker" mechanic, which allows players to stack up their guns and use them all simultaneously. We spoke with Fouts to find out why the company took the "reverse path" from PC to console.

Ludum Dare 23: A Winner is You

May 13, 2012 9:40 PM | John Polson

Ludum Dare 23 winner.pngWith over 1,400 entries highlighting its ten-year anniversary, the winner really seems to be Ludum Dare: its event, its organizers, its jammers, and those who played and rated its games. And yet, after 3 weeks of judging, the community has chosen its winners.

The crowns go to Inside My Radio by Turbo Dindon and Fracuum by Tyler Glaiel, for winning the top jam and top overall game spots, respectively. IndieGames lists here the top 10 overall games, the top 10 jam games, and the top games by category of both.

Top 10 Overall:
Fracuum - Tyler Glaiel
Memento XII - deep night
Super Strict Farmer - Benjamin
Soul Searchin' - Maxim Schoemaker
Lonely Hated Rock - Xion
This Precious Land - Ishisoft
Planet 161 - saint11
Astro Break - hulahulahest
Recluse - chambers
Pocket Planet - Molten Mustafa

A Storybook, Not a Novel: How The Unfinished Swan Took Shape

May 12, 2012 7:00 PM | John Polson

garden22.jpg"The world is often more in control than we are," says Ian Dallas, creative director of The Unfinished Swan -- a former IGF Student Showcase winner and now due to be published by Sony for PlayStation Network this year.

This lesson is one that fairytales teach children, he says, and so his game explores the unsettling spaces in children's picture books. Led by a soothing narrator and chasing a swan -- "our rabbit surrogate" in this Alice in Wonderland-inspired adventure -- the player enters a world completely washed in white.

"Initially it was just a mechanic," says Dallas. "It didn't really feel like a game."

The game, developed by small independent Santa Monica-based Giant Sparrow, is set from the first-person perspective. The world appears to be a blank slate until players start to toss and splatter balls of paint on the environment. When splattered paint hits objects -- a staircase, a frog, a bench, a hallway -- those objects are revealed to the player to evoke a strong sense of exploration and discovery.

Ask Indie Devs: FPS Games and Innovation

May 11, 2012 3:00 PM | John Polson

MIDI_Maze.jpgIn the first of a two-part piece, IndieGames shares the opinions of 7 first-person shooter (FPS) developers, who discuss where the genre should innovate.

The origins of FPS games have been traced to the 1970s, with titles such as Maze War and Spasim. However, modern FPS titles are often compared to the id Software titles of the 90s, such as Catacomb 3-D, Doom, and Wolfenstein 3D, or more recent titles. These titles were often made with teams of sizes similar to "indie" teams today; you could count them with your fingers.

The genre has since spread out mechanically (even being mixed with other genres) and financially (over $50 million budgets). Yet, maybe the genre just needs more attention from teams similarly sized to those who brought it to life.

Coincidentally, the first ever 7DFPS (seven-day first-person shooter) challenge seems to have aligned with this cause, taking place from June 9-June 15. Inspired by the 7-Day Roguelike Challenge (7DRL), organizer Jan Willem Nijman of Vlambeer hopes "the pressure and timeframe will make people come up with new, original ideas. 7DFPS could do more for creativity in shooters than the past 7 years combined."

This collection of seven independent developers speaks on innovation from many FPS perspectives -- those who have squeezed characters into narrow dungeon mazes, set them loose in wide open arenas, and placed them in tower-defense and RTS settings, too.

Desktop Features

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Want To Win A Copy Of The Journey Down?
-May 20, 2012 4:00 PM

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Serious Sam's Latest Indie Outing Grew Into More Than Marketing
-May 16, 2012 1:00 AM

Ludum Dare 23: A Winner is You
-May 13, 2012 9:40 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Lone Survivor Is Full Of Horror Game Tropes, But That's The Beauty Of It
-May 6, 2012 4:00 AM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Benjamin Rivers On The Importance of Boxing Up His Home
-April 25, 2012 2:00 PM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

Postmortem: What Would Molydeux - A Global Game Jam
-April 4, 2012 1:00 AM

Interview: Metroidvanias and Environmental Station Alpha with Hempuli
-April 3, 2012 2:00 PM

Interview: Experimental Deep Sea Terrifies Players with Sound, Blindness
-April 2, 2012 5:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Road to the IGF: thechineseroom's Dear Esther
-March 5, 2012 3:00 AM

Road to the IGF: Awesome Shark Volcano on Nous
-March 4, 2012 12:00 PM

Road to the IGF: Patrick Sullivan on Dust
-March 2, 2012 3:00 PM

Road to the IGF: Team M.I.A.'s The Snowfield
-March 1, 2012 3:00 PM

Q&A: Jessica Curry's Dear Esther Soundtrack
-February 29, 2012 7:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

Road to the IGF: Mario Castaneda's and Ty Taylor's The Bridge
-February 28, 2012 3:00 AM

Siddhartha Barnhoorn Q&A: Antichamber Suite
-February 27, 2012 12:30 AM

Road to the IGF: State of Play's Lume
-February 24, 2012 7:00 PM

Indie Royale launches first-ever 'Alpha Collection'
-February 23, 2012 3:15 PM

Code Hero teaches programming through gaming
-February 23, 2012 7:00 AM

Road to the IGF: Daniel Benmergui's Storyteller
-February 21, 2012 5:00 AM

Road to the IGF: Amanita Design's Botanicula
-February 20, 2012 5:00 AM

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Bennett Foddy's GIRP
-February 18, 2012 6:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

Road to the IGF: Alexander Bruce's Antichamber
-February 16, 2012 6:00 AM

Road to the IGF: Damp Gnat's Wonderputt
-February 15, 2012 6:00 AM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Road to the IGF: Expressive Intelligence Studio's Prom Week
-February 6, 2012 1:00 AM

Road to the IGF: Tom Francis' Gunpoint
-February 5, 2012 1:00 AM

Road to the IGF: Key and Kanaga's Proteus
-February 4, 2012 1:00 AM

Road to the IGF: Mode 7 Games' Frozen Synapse
-February 2, 2012 1:00 AM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

SkyGoblin's Theodor Waern Talks About Going From 2D To 3D
-January 3, 2012 6:00 PM

10 Indie Games To Watch Out For In 2012
-December 30, 2011 6:00 PM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

#indieVisibility End of Year Awards
-December 13, 2011 10:00 AM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Indie Black Friday Deals (Updates All Weekend)
-November 24, 2011 5:17 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

From Artist to Superimposing Game Designer: Chris Makris on Fader
-November 16, 2011 2:23 AM

Interview: Alec Holowka On Unity Tutorials, Alone In Dreams, And Isolation
-November 8, 2011 1:00 PM

Interview: Chevy Ray Johnston On Hollow's Deep, Adjusting To Large Projects
-November 7, 2011 12:00 PM

Interview: Soldat's Marcinkowski On Why Alpha Funding Will Save The Games Industry
-October 1, 2011 9:00 AM

Sense of Wonder Night 2011 Live Streaming This Friday 16th
-September 13, 2011 6:00 AM

Soul Brother OST on BandCamp! Lone Survivor Back on Track?
-September 11, 2011 4:01 PM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Review: Beautiful Escape - Dungeoneer (Nicolau Chaud)
-August 9, 2011 4:00 PM

Nuclear Dawn Screenshots + Interview
-August 4, 2011 3:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

Indie Selections For 2011 'PAX 10' Showcase Announced
-July 9, 2011 1:00 AM

Q&A: The Publication of Gemini Rue
-June 16, 2011 11:05 PM

Feature: What Went Right And Wrong... Seven Times
-June 16, 2011 2:00 PM

Preview: Splatters (SpikySnail Games)
-June 9, 2011 3:00 PM

Interview: Indie Fund Supports The Mesmerizing Dear Esther
-June 2, 2011 3:00 PM

Preview: Project Zomboid (Indie Stone)
-May 31, 2011 11:00 AM

Terraria vs Minecraft: Why 2D Is King
-May 25, 2011 5:00 PM

250 Indie Games You Must Play Released
-May 13, 2011 7:08 PM

Opinion: The Gods Of Goo
-May 11, 2011 3:32 PM

Indie Game Links: This Spider-Queen's Bite Won't Hurt a Bit
-April 20, 2011 8:00 AM

Console Features

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

PS Mini Game Review: Velocity (Futurlab)
-May 18, 2012 2:00 AM

Serious Sam's Latest Indie Outing Grew Into More Than Marketing
-May 16, 2012 1:00 AM

A Storybook, Not a Novel: How The Unfinished Swan Took Shape
-May 12, 2012 7:00 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Review: Closure (Eyebrow Interactive)
-April 1, 2012 12:00 PM

Q&A: Sound in Thatgamecompany's Journey
-February 28, 2012 7:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

PS Vita Launches, Indie Titles Earn Great (But Few) Reviews
-February 23, 2012 1:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

PSN developer Drinkbox Studios on porting code to 'mini-PS3' quality Vita hardware
-February 13, 2012 5:00 PM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Interview: Fishing Cactus on the Shift to 3DS for Shifting World
-February 3, 2012 3:00 PM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

3DSWare Review: Mutant Mudds (Renegade Kid)
-January 27, 2012 3:00 PM

3DSWare Review: Mighty Switch Force (WayForward)
-January 9, 2012 3:00 PM

10 Indie Games To Watch Out For In 2012
-December 30, 2011 6:00 PM

3DSWare Review: VVVVVV (Terry Cavanagh, Nicalis)
-December 29, 2011 4:00 PM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Bastion Q&A: Creating a Narrator's Voice
-November 26, 2011 6:15 PM

Indie Black Friday Deals (Updates All Weekend)
-November 24, 2011 5:17 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

High Frequency Q&A: Rethinking Remixes on PixelJunk SideScroller
-November 10, 2011 11:00 PM

Sense of Wonder Night 2011 Live Streaming This Friday 16th
-September 13, 2011 6:00 AM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Fruit Ninja Kinect: Far More Fun Than You'd Imagine
-August 8, 2011 3:00 PM

Nuclear Dawn Screenshots + Interview
-August 4, 2011 3:00 PM

You Should Download Bastion
-August 4, 2011 12:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

Feature: What Went Right And Wrong... Seven Times
-June 16, 2011 2:00 PM

E3 2011: BIT.TRIP Complete (Gaijin Games)
-June 10, 2011 1:00 AM

E3 2011: Hands-On Impressions of Papo & Yo (Minority)
-June 9, 2011 7:04 PM

Preview: Splatters (SpikySnail Games)
-June 9, 2011 3:00 PM

Preview: Sound Shapes (Jonathan Mak)
-June 3, 2011 7:00 AM

Game Developer's May Issue Showcases Xbox Live Indie Games Postmortem
-May 9, 2011 7:28 PM

Mobile Features

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Interview: Hard Lines Dev Pumps His FIST OF AWESOME
-May 17, 2012 2:00 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision
-March 1, 2012 5:00 PM

Road to the IGF: Powerhead's Async Corp.
-February 26, 2012 5:07 PM

Road to the IGF: Game Oven's Fingle
-February 25, 2012 4:43 AM

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Lucky Frame's Pugs Luv Beats
-February 17, 2012 6:00 AM

IGF Audience Award Voting Ends Soon
-February 16, 2012 11:38 PM

IGF 2012 Audience Award Opens Voting
-February 6, 2012 7:00 PM

Road to the IGF: Vlambeer's Ridiculous Fishing
-February 3, 2012 1:00 AM

GDC 2012 to host special Indie Game: The Movie screening, panel
-January 30, 2012 9:28 PM

Azarashi: Studio Pixel's Leap to iOS
-January 25, 2012 10:30 PM

Review: Fingle (Game Oven Studios)
-January 19, 2012 3:00 AM

Blip Tokyo Q&A: Nullsleep Interviews Manabu Namiki
-January 13, 2012 11:30 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

Top 10 Indie Games Of 2011
-December 16, 2011 4:00 PM

The Fourth Wall has Eyez: Having the Same Mechanic Part 2
-December 5, 2011 3:00 AM

Cave Story Dev Daisuke Amaya on Rockfish and iOS Development
-December 2, 2011 3:00 AM

Interview: Molleindustria On Phone Story's 'Objectionable' Message
-September 14, 2011 9:00 AM

Survey: Why Go Indie?
-September 7, 2011 12:00 PM

Game Developer Debuts Free 2011 Game Career Guide Issue
-July 11, 2011 8:41 PM

IndieGames.com Now Covers Android Games
-May 16, 2011 3:00 PM

Opinion: The Gods Of Goo
-May 11, 2011 3:32 PM

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