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About The IGF

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 December, 2008

Previews: No Quarter, Raptor Copter

December 8, 2008 6:40 AM | Tim W.


Preview clip of Cryptic Sea's No Quarter, an album of games inspired by retro arcade classics.

Articles on Indie Games

December 6, 2008 9:11 PM | Tim W.

Postmortem: The Graveyard (Gamasutra)
The postmortem on Tales of Tales' experimental game was recently reprinted as a ten-page feature on Gamasutra.

The (Free) Spirit of Christmas (The Escapist)
A list of freeware and browser game recommendations for the holidays, with more to be found under the comments section.

IndieCade Roundup (Eurogamer)
An article on Indiecade's selection of games this year.

Everyday Shooter Blasts onto PSP Today (PlayStation.Blog)
Jonathan Mak blogging about the PSP port of Everyday Shooter.

Edmund McMillen's Game Art (Good Times)
A write-up in the local paper about Edmund and his recent releases.

Analysis: Why Dangerous High School Girls Can't Be Ignored (Gamasutra)
An article about Mousechief's social board game, written by Emily Short.

2008 Game of the Year Awards (GameTunnel)
GameTunnel's annual feature is back, with nominees for the 2008 Sports Game of the Year already posted to kick things off. (schedule)

Interview: Mark Johns Gets iPod-ulous With Tap Tap Dance

December 6, 2008 7:18 PM | Tim W.

You might know Mark Johns (Doomlaser.com) from his indie titles like Space Barnacle. Here, he talks to IndieGames.com about his recent involvement in the development of Tap Tap Dance.

This new touch-based music game for iPhone and iPod Touch features visual themes designed by fellow indie creator cactus and Kevin Coulton and a soundtrack that includes The Chemical Brothers, Daft Punk, Basement Jaxx, and more.

Can you provide some background on how Tap Tap Dance came about, and how you became part of the development team?

Before Apple released it's officially sanctioned SDK, a team of hackers figured out a way to reverse engineer their way past the security on the device, and opened up a path for developing unofficial apps for 'jailbroken' iPhones. One of those apps was a rhythm game called "Tap Tap Revolution", written by Nate True.

Not long after Apple released the official SDK, Tapulous, an iPhone based startup, bought the game, rechristened it Tap Tap Revenge, and released it as a free game on the iTunes App Store. Since then, the game has been downloaded by over 3 million different people, and something like 100,000 unique people play it every day. As of today, it is the most popular free application on the iPhone and iPod Touch.

Tap Tap Revenge, as it is now, is written in straight Cocoa, and all its graphics are rendered in software on the CPU. It works pretty well, but it's slow compared to what what can be done if you take advantage of the 3d graphics chip on the phone.

I was hired to rewrite the game from scratch in OpenGL, actually to supplement work with a very talented guy in Montreal, named Guy English, who had already begun to put it together. Tap Tap Dance is the first game we're releasing which takes advantage of this new engine. The first thing you'll notice is that it plays a lot smoother, and we have the power to do lots more nice little effects without chugging down the machine.

Round-Up: Gamasutra Network Jobs, Week Of Dec. 5th

December 5, 2008 11:23 PM | Simon Carless

In this round-up, Gamasutra highlights some of the notable jobs posted in its industry-leading game jobs section, including positions from RedOctane, Backbone Entertainment, Sparkplay Media, Airtight Games, 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 its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Updates: Rescue The Beagles, Iji

December 5, 2008 10:47 AM | Tim W.

The final version for Rescue: The Beagles was released just today, and it was also hinted that Linux and Mac ports are currently in the works as well. Changes and additions include:

- gamepad support
- new placid flow bonus: additional 200% added to total level score for not harming enemies (excluding vivisectors carrying beagles)
- improved HUD
- beagle location indicators
- new splash screen, main menu, story and instructional pages

Daniel Remar's Iji will also be getting a substantial update in the form of a new version soon (numbered 1.3). Documented changes include customizable weapon cycling keys, pacifist modifiers which allow players to complete the game with zero kills, script improvements and a couple of minor bug fixes. (full list of changes from the GMC thread in the extended)

Freeware Game Pick: Uberleben (Teknogames)

December 5, 2008 5:22 AM | Tim W.


Überleben is a hotseat party game with support of up seven players on keyboard, mouse and joypad. In it, participating skydivers must attempt to reach the ground safely by navigating around obstacles while collecting rings to increase their mobility and attack strength. The space key can be used to restart a level quickly.

Name: Uberleben
Developer: Beau Blyth
Category: Action, Multiplayer
Type: Freeware
Size: 5MB
Direct download link: Click here

Browser Game Pick: Metro Rules of Conduct (Kianis)

December 3, 2008 11:29 PM | Tim W.


Metro Rules of Conduct is a game about public transportation, but not in the way you would normally expect it to be. Based on Kian's experiences of commuting in Stockholm, the game involves finding something to stare at during the idle time you will have waiting to arrive at your intended stop. Train seats are placed in such a manner that passengers would be facing each other to encourage social interaction, but it is the exact opposite that most people would do by avoiding eye contact whenever possible, and the developer has sought to simulate this feeling of discomfort by creating a game around it.

Use the cursor keys to look around, and stare discreetly at the accessories or pieces of clothing worn by the other passengers for points. Time is limited, so you will have to score as much as you can before reaching the final destination of your trip.

Name: Metro Rules of Conduct
Developer: Kian Bashiri
Type: Arcade
Type: Browser

System-Wide Note: Comments Disabled In The Short-Term

December 3, 2008 2:57 AM | Simon Carless

Unfortunately, we've had to disable comments on all our blogs for the short-term, due to spam-related issues affecting the efficacy of the server we're hosting Think Services' game blogs on. We're hoping to switch to a new commenting system in the very near future - in the meantime, posts will lack commenting capabilities.

- The Management.

[UPDATE: And we're back up with comments on this blog. We think we've fixed the problem but will continue to work to improve comment posting speed - you may notice it's a little slow over the next few days.]

Previews

December 2, 2008 4:58 AM | Tim W.


What we know about Joakim's new game (pictured above):

- it is called "Solar Plexus"
- not about punching people in the stomach
- a 2D platformer with puzzle elements involving blocks
- uses the mouse as one of the control inputs
- small stages
- has a world map
- the main character is a woman in a suit
- 640x480 resolution (Noitu Love 2 is 320x240)
- most of the graphics in the game are drawn by hand
- expect awesome boss fights

Konjak's new site
IGF information page

Interview: Anna Anthropy (Mighty Jill Off)

December 2, 2008 12:24 AM | Tim W.

We've been meaning to interview the developer of Mighty Jill Off and Calamity Annie for a while now, but alas Eegra and Lesbian Gamers got to her first. Still, better late than never as the old saying goes. What follows is a chat transcript of our discussion about fanart, art games, indie games, IGF, IFs, and more. (interview archives)


Hi Anna, how about we start off with a short introduction of who you are and what it is exactly that you do.

i'm anna anthropy. my nom de game is "auntie pixelante." i make games.


When did you start making games? And how many games have you made since then?

i started making games when i was little, with whatever tools i could get my hands on: zzt, stuff like that. i still use whatever i can find to tell stories. i like games that allow for creativity as much as destruction, so i spend a lot of time with games that have level editors. my own games i usually put together in game maker, which isn't ideal but is easy and cheap, which is why it's brought a lot of people into game design who wouldn't otherwise be.


Which of your creations are you most proud of?

mighty jill off seems to be the game i'm most associated with, though i'm just as proud of other projects. calamity annie is important to me, as it came out of a time of trial for me -- i'd just gotten kicked out of game school for using the word "art" to refer to something other than photoshop and i felt a drive to prove myself. i made a game this past weekend, a one-switch version of mighty jill off called "jill off with one hand," and maybe i'm still in the afterglow but i'm very proud of that right now.

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