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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 March, 2010

Interviews: Andy Schatz, Farbs, Loren Schmidt and More

March 15, 2010 1:00 AM | Tim W.

Let's take a look at the latest interviews with indie game developers on the web. Highlights include: Andy Schatz lays out the platform plans for Monaco, a chat log with Captain Farbs, and a near-complete set of interviews with all of this year's IGF finalists.

Kotaku: Monaco Award-Winner Celebrates
"In this video interview with Stephen Totilo, Andy Schatz confirms that Monaco will be arriving on the PC and at least one console system when it's done."

Dejobaan Games: Possible Untruths about Farbs
"Farbs is one of the most celebrated game developers of the '10s, in no small part because of Captain Forever and Captain Successor. Dejobaan interrogates him in the oddest interview you'll read all week."

Rock, Paper, Shotgun: The (Mostly) Complete IGF Factor 2010
"We've interviewed all those who have been nominated for the short list. When you want to know about who these winners are... this is where to look."

A Hardy Developer's Journal: The Interview with Dave Gilbert
"Dave's Blackwell series of adventure games can be considered classics of the genre, already claiming a strong group of followers and subsequently making his company, Wadjet Eye Games, an overnight success. It was a pleasure to be able to speak to the man behind these games."

GameDev.net: Interview with Loren Schmidt
"I'm ready to try and make a living by making games. My second project is a tiny game called 'Tin Can Knight,' which should be out soon."

Browser Game Pick: Nicemetal (Babarageo)

March 14, 2010 8:00 PM | Tim W.


Nicemetal is a tower defense game with an interesting gimmick, originally created by babarageo for distribution at Comiket 76. There are a number of unmanned defensive structures in each map, and you have to send out soldiers to operate them for a short amount of time before they'd return back to base.

Enemy robots will attempt to break through your defense, so it is just a question of managing your limited resources and destroying your adversaries before they reach the front gates. Your troops can only move in a straight line, and an enemy robot will have no hesitation when it comes to crushing them with their feet if the two ever meet.

You'll have to skip two cutscenes first before access to stage one is given at the main menu. There are six levels to play in total.

Browser Game Pick: NyaHax'93 (alty and nanoray)

March 14, 2010 12:00 PM | Tim W.


Nyahax is a loose remake of Galaga that features thirty stages to play, boss fights and even the occasional power-up items to collect for ship upgrades. Players are given a total of three minutes to beat the entire game, but you can earn some extra time during the bonus rounds that comes after every boss fight.

Don't forget to turn on the autofire option when starting your mission if you want to avoid getting blisters on your fingers. (source: babara)

Browser Game Pick: Stickvania (Michael Birken)

March 14, 2010 2:10 AM | Tim W.

Stickvania is a browser-based remake of Konami's Castlevania with stickmen graphics used for every art asset in the game. Purists will cry foul when they discover that our vampire-slayer can stop moving in mid-air while performing a jump, but most of the level layouts, enemy designs and boss battles will feel very familiar as they've been replicated here with some degree of faithfulness.

You'll need a Java-enabled internet browser to play this game. There are reports that the full screen mode can cause the application to crash when switching back, so you might want to avoid using that feature just to be on the safe side.

Leave Home PC Version Now Available

March 13, 2010 6:13 PM | Tim W.


The PC version of hermitgames' abstract shooter is now available to download. In Leave Home, the difficulty of the game increases whenever you do well in it and scales back accordingly when you begin having problems keeping the ship in one piece.

A demo that features the first level from the full game can be acquired from the official page. The full version costs US $5, and the first twenty customers who purchases the PC version will get a free copy of Fren-ze as well.

Preview: Limbo (PlayDead)

March 13, 2010 11:42 AM | Tim W.


Here's a gameplay video of the first area in Limbo, captured from the IGF showfloor at GDC. Gamespot has a new article about the award-winning platformer up on their site as well. More recorded footage of GDC attendees playing IGF games (and interviews) in the extended as I find them, but there's quite a few of those already up on GameVideos in the 'Recently Added Videos' section.

Preview: Tiny and Big (Black Pants Studio)

March 13, 2010 3:38 AM | Tim W.


Tiny and Big tells the story of a thief who had stolen our hero's most valued possession - a pair of underpants. The game basically is about him trying to chase after Mr. Big who had escaped to the top of a tall mountain. Armed with a raygun and a grappling hook, you must cut pillars and solid rock to build yourself platforms to stand or jump on.

The beta build might not run smoothly on older machines, but if you can get it working then there is certainly some fun to be had from slicing and dicing stones like a hot knife cutting through butter. Download it here. (Mac/Win/Linux, 122MB)

Preview: Superbrothers - Sword & Sworcery EP (Capybara)

March 12, 2010 2:34 PM | Tim W.


The forty-second trailer released late last year showed little of Capybara's upcoming iPhone release Sword & Sworcery, but now we have two new clips that demonstrate gameplay elements from the IGF Mobile Achievement in Art award winner. The gorgeous pixel art is supplied by Craig "Superbrothers" Adam, while the music is composed by singer-songwriter Jim Guthrie.

A video showcasing the Punch Out-style combat in the game can be found in the extended. (source: GameSetWatch)

In-Depth: Gamma IV Winners at GDC

March 12, 2010 8:50 AM | Michael Rose


The six Gamma IV finalists are on the GDC expo floor for the next couple of days, and I've been trying these one-button beauties out to see what makes them so special.

Silent Skies by Spyeart aka Michael Todd uses a simple control mechanic. Flying a plane over a strange world, holding the button causes the vessel to fly in a anti-clockwise arc, while releasing the button turns clockwise. A combination of taps and good timing can send the plane roughly in a straight line.

There's a few levels on show here, each with its own special theme - e.g. one sees you collecting stars, while another involves a bombing run. There's also a final boss level. The mechanic works smoothly and makes for an enjoyable, if a little tame, experience.

GDC: Monaco Takes Grand Prize at 12th Annual IGF

March 12, 2010 2:23 AM | Tim W.

Pocketwatch Games' stylish co-op caper, Monaco, was the big winner at the Twelfth Annual Independent Games Festival Awards, which was hosted by the Game Developers Conference 2010 at the Moscone Convention Center in San Francisco.

Monaco received the top award at the ceremony, earning the $20,000 Seumas McNally Grand Prize for Best Independent Game, as well as the award for Excellence in Design.

Other IGF award recipients for 2010, as judged by over 170 industry veterans, independent developers and indie-friendly journalists, also include PlayDead's starkly beautiful silhouetted platformer, Limbo, which won the awards for Excellence in Visual Art and Technical Excellence. Closure Team's puzzle platformer, Closure, earned the award for Excellence in Audio.

Noted independent developer Cactus (pictured) received the inaugural Nuovo Award for his abstract visual puzzle game, Tuning. The Nuovo Award honors "abstract, shortform, and unconventional game development which advances the medium and the way we think about games."

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