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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 April, 2008

Indie News: April 12th

April 12, 2008 11:25 PM | Tim W.


Idealism: A new game by Jason Rohrer is available from The Escapist.

Braid: Owners of an Xbox 360 dev kit can now play Braid on Partnernet.

Metanet's N+: According to VG Chartz, this 2D platformer released on the XBLA just three weeks ago has sold over 85,000 copies.


MoonPod: Nick reveals that their next game will feature pirates. (article)

World of Goo: Kyle confirms that the WiiWare version of 2D Boy's debut release will include multiplayer support.


Mighty Jill Off: Feministe reviews dessgeega's latest game.

CoolMoose: Tom is working on a sequel to RunMan's Monster Fracas.

White Butterfly: A demo for Linley's new vertical shooter is now available for download. (registered forum members only)

Interview: Flipside (ModCenter)

April 12, 2008 5:19 PM | Tim W.

ModCenter staffs had recently interviewed the developers of Flipside and Foamzilla, both nominated for IGF 2008's Student Showcase award.

IGF Student Focus: FLIPSIDE
IGF Student Focus: Foamzilla

Interview: Flashbang Studios (Shacknews)

April 12, 2008 12:37 PM | Tim W.

An interview with the folks at Flashbang Studios about Off-Road Velociraptor Safari, Jetpack Brontosaurus and dinosaurs in general was recently posted on Shacknews.

An Off-Road Interview with the Raptor Safari Creators
Indie Adventures: PixelJAM and Dino Run

A Shawn Noel Retrospective

April 11, 2008 3:04 PM |


I don't know how many of you remember Shawn Noel. He was a Game Maker developer, probably most well known for his Jetz series of games. He was known for incorporating a good deal of violence and dark humour into his games.

In late 2005, I conducted a short interview with him, which still haunts me to this day (I won't post a link because it has errors from a server change). He seemed to be on a downward spiral. His final project was Street Bike Fury, which was released early in 2006. I felt that this was his best work, underrated and a sign of big things for Shawn. He took his own life not long after this. He was still in highschool. It has been over two years.

Recently clysm of Seiklus fame posted a Shawn64 Retrospective over on the Game Maker Games website. Since clysm knew Shawn better than most, I thought it was a nice read, since it gave some insight into the kid that he was when he was actually happy developing games and brimming with ideas. It's a nice way to remember him.

GameTap: The State of Indie Games

April 10, 2008 8:30 PM | Tim W.

GameTap had recently started a week-long special which focuses specifically on the subject of indie games. In a series of interviews, Douglass Perry talks to the developers of Aquaria, Battleships Forever, Clean Asia, Crayon Physics, The Dishwasher and Fret Nice. The chat with Sony's John Hight also reveals new information about thatgamecompany's Flower. And of course, Mr. Robot is still available as a free download on GameTap.

Features: Indie Game Interview Round-Up
The State of Indie Games
John Hight Interview
The Dishwasher Interview (GameSpot)
The Game Community According to Derek Yu

Reminder: The Dobbs Challenge $1,000 'First Month' Challenge To End

April 10, 2008 8:07 PM | Simon Carless

- [ parent Think Services also helps run Dr. Dobb's Journal, the seminal programming website/magazine - founded in 1975. We're doing the Dobbs Challenge game competition, and the First Month deadline is coming up - hence this FYI.]

GameSetWatch sister site Dr Dobb's Journal has announced that the $1,000 First Month Challenge, an initial prize for the best game produced by modding the Dr. Dobbs Challenge game within a month, is to close April 14th.

The First Month Challenge is the first prize category in the inaugural Dobbs Challenge (a special game competition brought to you in association with Dr. Dobb's Journal and Microsoft) and The Dobbs Challenge organizers have noted that “work-in-progress” games are completely eligible for the First Month Challenge prize.

All entrants are free to continue to developing their project for the final deadline (for all prizes) on June 13th -- including Best Windows Game ($4,000), Best Windows Mobile Game ($2,000), Best One Button Game ($1,000), Best Game Starring Dr Dobbs And The Defy All Challenges Crew ($1,000), and Best Total Conversion ($1,000) - for making something that's completely different in genre/style from the original Dr. Dobbs Challenge, but still keeps 'collect Visual Studio icons' as the mechanic and starts from the same codebase.

To participate, interested parties can firstly download the specially created 'Dr. Dobb's Challenge' games for either Windows and Windows Mobile. Then they can win from a prize pool of $10,000 by modifying the games using a trial version of Visual Studio 2008, in association with competition sponsor Microsoft.

Full source code and art for the games are freely provided for programmers and artists to 'mod' the results and win prizes, and all you need to know to participate is available on the official website.

The Dobbs Challenge organizers have also unveiled their first “Editor’s Choice” mod (the submitted mods that have most impressed the judges so far) with Georg Rottensteiner’s expansion to Dr. Dobbs Challenge, which features a level editor, new art, sound and scrolling levels.

Georg explained his choice to include a level editor as “a needed add-on: while text based levels are nice for casual editing, in the long run an in-game editor is better; you see exactly what you're doing and what's it going to look like. And it lets me create new stages faster!”

He also included tips for people wanting to create graphics in the style of the original game (“I cheated a bit; painted new tiles in twice the resolution and simply scaled them down”) and creating sound effects:

“I've been using DrPetter's sfxr sound tool for additional sound effects. It's an awesome tool that lets you create random 8-bit style sound effects and play with the parameters. Highly recommended.”

Noitu Love 2 Release Date: April 18th

April 10, 2008 9:47 AM | Tim W.

Noitu Love 2 now has a firm release date: April 18th, 2008, which is next Friday. The forums are also reopened for business. (source: anonymous)

Freeware Game Pick: Karoshi 2 (Jesse Venbrux)

April 10, 2008 1:32 AM | Tim W.

Karoshi 2 is the sequel to the similarly titled platformer released by Jesse Venbrux last month. The game consists of over fifty short levels in which you have to figure out the correct method to help the main character commit suicide. Use the cursor keys to move your character. Press the Z key to jump. R key restarts, and the escape key quits.

The developer had also included a level editor and Karoshi 1 speed run mode, where players would have to complete close to thirty stages from the original in under seven minutes.

Name: Karoshi 2
Developer: Jesse Venbrux
Category: Platformer
Type: Freeware
Size: 10MB
Direct download link: Click here

Announcement: TOJam 2008

April 10, 2008 12:02 AM | Tim W.

The Toronto Independent Game Development Jam (TOJam) is an annual gathering of like-minded programmers and designers - there's no entry fee or dress codes to adhere to. Coders, artists and musicians are all invited to attend the event, mingle around with the crowd and perhaps even make a couple of games during the three day meet. The place is Innovation Toronto, and the date is 9th - 11th of May 2008.

The Toronto Independent Game Development Jam

Interview: Kian Bashiri (You Have To Burn The Rope)

April 9, 2008 7:07 AM | Tim W.

An interview with Kian Bashiri (Mazapán), developer of the Flash game You Have To Burn The Rope.

Hi Kian, kindly tell us a little about yourself and your newly-gained internet fame.

Well, I'm 21. I'm half-Persian, half-Finnish/Swede, but I was born and raised here in Sweden. I'm currently studying computer game development, and I love playing indie games. Yeah... I don't really know what else is interesting.

Oh, about my newly gained-internet fame... it's crazy. I'm so in the middle of it all, I'm still not sure how big it is. Some people have called You Have To Burn The Rope (YHTBTR) their game of the year, but I'm still not sure whether it's something that will be forgotten next week.

I'm googling "You Have to Burn the Rope" all the time, checking my referrals on my web statistics and wading through the mail.

Can you explain YHTBTR in your own words?

Well, it is a joke. And I don't want to say too much about it, because dissecting a joke always makes it unfunny. Part of it is this really silly idea, and part of it is this statement about how games are too hard and complicated. It's also a subtle reference to how some games are kind of patronizing toward the player, like too easy.

But I never set out to make it this way, it kind of turned into this with time. It started out as an attempt to make a game that spoiled the whole experience for you before you played it. Funnily enough, people really don't read instructions...

A lot of people that I saw playing the game live actually went through the tunnel without reading the instructions or thinking about the name of the game and realized that you have to burn the rope first when they saw it themselves. I think this is what has happened when I read comments like "it wuz so easy.", these people went right through it and didn't realize that the joke was on them.

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