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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 February, 2008

Preview: PixelJunk Eden

February 19, 2008 6:01 AM | Tim W.

A gameplay video taken from Q-Games' upcoming release, PixelJunk Eden.

From Gamasutra (excerpt): In the final Independent Games Summit lecture of Monday, Japan-based Q Games' Dylan Cuthbert discussed the PixelJunk series for the PS3's PlayStation Network, some of the only true 'indie' titles not funded by Sony on the service.

He revealed the four games in the series - PixelJunk Racers, PixelJunk Monsters, both already released - and coming soon, and confirmed for the first time - PixelJunk Eden and PixelJunk Dungeons.

Remake Game Pick: Space Hulk (Niklas A. and J. Nilsson)

February 19, 2008 5:26 AM | Tim W.

In this PC adaptation of Games Workshop's popular board game, players take control of a Space Marines squad by issuing battle commands to counter the threat posed by Genestealers, a dangerous alien race bent on preventing your soldiers from completion their given mission.

This Space Hulk project was created using the Allegro Gaming Library, and should run on both XP and Vista operating systems. Edit the file value from 1 to 2 for a larger game window. This temporary workaround is only applicable for desktops with high resolution, so if the program crashes then change this number back to 1 to get it working again.

Name: Space Hulk
Developers: Niklas Åstrand and Jörgen Nilsson
Category: Strategy
Type: Freeware
Size: 20MB
Direct download link: Click here

Announcement: Oasis Developer Creating Magic

February 19, 2008 4:11 AM | Tim W.

From Gamasutra: "Wizards of the Coast revealed its plans today to publish two new games based on its popular collectible card game, Magic: The Gathering. The two titles will supplement Magic: The Gathering Online, an online edition of the franchise which already boasts over 350,000 active accounts.

UK studio Stainless Games has partnered with Wizards of the Coast to develop one of the games for the PC and XBOX Live Arcade. Mind Control Software will also work with the publisher on another Magic: The Gathering title for the PC and Mac."

With extensive experience in development of turn-based strategy games such as Oasis and Stomping Grounds, a partnership with Wizards of the Coast can only mean good tidings for past IGF winner Mind Control Software.

WotC are also awarding three of the seven selected IGF finalists cash prizes to the sum of $10,000 in total (with an opportunity to sign distribution agreements worth at least $50,000) for the Gleemie Awards as well.

Mind Control Software Press Release

Interview: World of Goo's Ron Carmel

February 19, 2008 3:23 AM | Tim W.

2D Boy's Ron Carmel was recently interviewed by Wii Fanboy. In the article, Ron has revealed that the Wii port will have cooperative multi-player mode (unlike the PC version), while it's release date is set to be announced during GDC.

Interview: World of Goo's Ron Carmel

GDC 2013 Will Be Mostly Web Games - Josh Williams, GarageGames

February 19, 2008 3:05 AM | Tim W.

IGS: The State Of Flash GamesFrom Gamasutra: The Flash games panel at the Independent Games Summit on GDC at Monday showed an interesting dichotomy of different approaches to making money from Web browser-based games - though it's clear that the monetization angle is still being explored.

The panelists for the session were Chris Hughes (, Chris Pasley (Kongregate), Joseph Lieberman (Arcadetown), Josh Williams (GarageGames/InstantAction), and they discussed the state of the Flash game business in terms of both real and potential revenue.

The state of the industry right now is that sponsorship and in-game ads can help fund already-developed titles - if only in a minor way. For developers, pay out $500 to $6,000 per game up front for use on their Flash game portal sites - and it's a non-exclusive deal.

For, one-off sponsor licenses could range up to $10,000 to $20,000 at the absolute maximum, with more smaller non-exclusive deals possible.

Overall, it's suggested that it's difficult to find an audience if you put your own game on your own site - and there are a lot of distribution channels for developers through external websites, so it's possible to make good money as a hobbyist, but it's not yet clear you can completely make a living making Flash games and then

New technology and the lure of the Web is a particular theme - with Kongregate experimenting with 'Premium' games that they are funding to the tune of $50,000 to $100,000, including multiplayer elements and microtransactions.

InstantAction indicated that its funding for its 3D browser plugin titles can run anything from $250,000 to $1 million, and may be funded through microtransactions or even subscriptions.

GarageGames is using a plugin on that has a single, 'download-once' plugin that will allow any engine to run through it - from Flash through Torque Engine even all the way to Unreal Engine, which GarageGames is testing using in web browsers.

In fact, GarageGames' Williams ended the panel on an optimistic note: "GDC 2013 will be mostly web games."

IGS: The State Of Flash Games (source article)

IGS: N+ Creator On Game Creation's 'Unique Knobs'

February 19, 2008 2:37 AM | Tim W.

IGS:  N+  Creator On Game Creation's 'Unique Knobs'From Gamasutra: In an afternoon Independent Games Summit talk, Metanet's Raigan Burns (N+) discussed creativity and the making of unique technology to make unique gameplay, starting out by admitting: "We don't like programming... but it really is the only way to do some things."

Burns compared the evolution of using 'unique knobs' in indie games to the evolution of the Beatles from the buttoned-down George Martin years to the odd and more flowing experiments later in the group's life. He suggested that home made technology is less powerful and less reusable, but is quirkier and has more 'flava'.

In other words, the Canadian game creator suggested, even though some games have unique technology, very few of those games have technology that is the core of the game.

IGS: Inside the Making of Aquaria

February 19, 2008 2:14 AM | Tim W.

Image courtesy of David Sandberg

From Gamasutra: In a well-received Independent Games Summit lecture, Derek Yu and Alec Holowka from Bit-Blot discussed Aquaria, the IGF Grand Prize winner from last year, presenting a postmortem of their critically acclaimed 2D underwater action title.

They discussed the early days of the company, making the I'm OK parody game about Jack Thompson, and actually started off with a game called Eminent Kingdoms, which they demonstrated in prototype form at the IGS, and which "...randomly generated a new Final Fantasy every time you play the game."

Announcement: N+ on XBLA This Wednesday

February 18, 2008 6:56 PM | Tim W.

Image courtesy of

Cat's out of the proverbial bag: N+ will be available for download this Wednesday, February 20th, at 9am PST to be exact. 450 stages, new graphics, a level editor, plus online cooperative and competitive multiplayer for only 800 points. There's the free version if you haven't tried that out and still need a little more convincing before parting with your precious MS points. (Gamasutra article)

metablog announcement

Cave Story: The Perfect Game

February 18, 2008 11:03 AM | Tim W.

Destructoid's Anthony Burch finally mentions Pixel's masterpiece on his regular weekly column, Indie Nation - in which the author of the article calls Cave Story 'the perfect game'. Deserving?

Indie Nation no. 6: Cave Story

Announcement: An Untitled Story, Freeware (soon)

February 18, 2008 10:49 AM | Tim W.

Matt Thorson has announced that his first shareware game, An Untitled Story, will be released as freeware in the coming weeks. Several screenshots from his new project (Flail, due out soon) were also posted in his development journal over at EO.

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