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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 December, 2009

Preview: Mole Control (Remode Studios)

December 1, 2009 8:14 PM | Michael Rose


I've been getting to grips with Mole Control, a mole-related take on Minesweeper due for release in January 2010. Set in a small town which has found itself riddled with the pesky critters, it's your job to suck them all out of the ground using tactics from your favourite Microsoft classic.

I'm a closet, so while I'm clearly going to get a kick out of this kind of game, it also makes me more critical of the little things. Mole Control doesn't stray from the tried and tested formula too much, but still adds its own 'little things' here and there to make it feel a lot more than just a clone.

Case in point - the action takes place on various plots of land which consists of both grassy areas which can be dug up, and paved areas which cannot. Moles (aka mines) need to be discovered using numbered spaces, but only the area surrounding your buggy can be played with - you'll need to drive (or fly) around the levels to find every mole. And while the story is a little throw-away, you'll find that each level has a theme - so for example, the children's park has seesaws and the like scattered around.

Kokoromi Announce Gamma 4: One-Button Games

December 1, 2009 3:28 PM | Michael Rose


Kokoromi Collective today announced the theme of the next Gamma showcase to be on display at GDC 2010 in San Francisco. Titled 'One-Button Games', Kokoromi are now calling for budding developers to have a crack at creating a short gaming experience suitable for display on a show floor, which uses only one button.

Selected games will be shown at a party after the end of the Independent Game Summit in March 2010, and then given a dedicated booth on the GDC Expo floor. Winners will also receive a free, all-access pass to the GDC event. All rather nice!

If you're planning on entering, make sure you check out the official announcement - there are a bunch of rules you'll need to stick to. It's going to be really interesting to see what kind of stuff comes out of this - as we've seen in the past, being limited to a single button does not have to limit gameplay at all.

Details on how to submit your work will be released in January.

Browser Game Pick: Continuity (Ragtime Games)

December 1, 2009 2:00 PM | Tim W.

Continuity is a puzzle platformer in which you have to arrange pieces of a level while playing to reach the key that will unlock the exit door. You can switch between sliding tiles and moving your character around at any time (by pressing the space key), although players won't be allowed to pass from one card to another if the corridors going out of each don't match.

There are roughly thirty levels to figure out in total.

Indie Game Links: Warp Your Mind

December 1, 2009 10:29 AM | Tim W.

Today's collection of independent game links include a list of common problems that most horror games exhibit (prepared by the developer of the Penumbra series), an article about everyone's indie hero cactus, and the announcement of a freeware game by Mark Pay (The Spirit Engine) due to be released this Christmas. (image source: Daphny)

Frictional Games: Why Horror Games Suck
"To be fair I do not think that all horror games suck, but there are some common problems that pretty much all the games have. These issues hold horror games back from using the medium's full potential."

Boing Boing: an intro to the indie game mind warps of Jonatan Söderström
"With just a handful of years under his game development belt, 24 year old Jonatan Söderström -- better known by his handle Cactus -- has already become something of a cult legend in indie circles, particularly for his relentless, near-manic prolificness."

Cliffski's Blog: Expansion pack underway
"The way I see it, expansion packs are about giving people options. Why release a game at a high price that puts some people off when you can release the core game at a lower price and let people choose if they want to have extra content?"

I am an Aspiring Game Designer: Sonar
"Sonar is about the visualization of sound to create a unique and engaging experience. Eric Spoerner and Waylon Fong made Sonar as a student project at USC Interactive Media in 2006 using Torque2D, and recently entered it into the Indie Game Challenge." Frustrated? Yes, yes I am
"It's time for a rant about the continued lack of a solid release date for Wii Cave Story. And other related stuff, like Saira, Nifflas' promising new game."

Capt. Forever strategy and tactics
Having trouble getting into Captain Forever? This strategy guide might help.

The Spirit Engine 2: 8 months later...
"TSE-2 is now down to $10 in price. I have a little tactics game which I was working on earlier in the year, and I'm fixing it up for a freeware release with a limited skirmish mode for Christmas."

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