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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, 2010

Indie Game Links: No Cadillacs, But We Have Dinosaurs

April 7, 2010 10:00 AM | Tim W.

Today's collection of independent game links includes the release of a new paint application by Adam 'Canabalt' Atomic, an article about the newly-formed Tomorrow Corporation, and an interview with the creator of Today I Die and IGF Nuovo finalist Daniel Benmergui. (image source)

TrashPaint: a 5kb art application
"A no-saving, no-undo art application that is only 5kb in size, created by Adam Saltsman."

The Reticule: An Interview with Tomorrow Corporation
"We talk to Kyle Gabler about Tomorrow Corporation, home to three indie developers (Kyle Gray, Kyle Gabler and Allan Blomquist) getting ready to take over the world."

GameSetWatch: Intellectual Asado With Today I Die's Dan Benmergui
"Patrick Dugan catches up with IGF Nuovo finalist and thought-provoking independent game creator Daniel Benmergui, quizzing him about his titles and his thoughts on game creation in today's market."

Casual Connect: Machinarium Postmortem
"Jakub Dvorský shares his experiences with digital distribution and explains why small developers shouldn't work with big casual games portals."

XNA Community Forums: How can I get my XNA GS game on Xbox Live Arcade
With Spelunky, Fez, Limbo, Super Meat Boy and Shank all coming out as XBLA titles this year, it might be useful to review this article for some tips on getting into the Xbox Live Arcade program.

Charlie's Games: Holiday Special Offer
"Here's a special Easter offer that lasts until the 9th of April. For a minimum donation of $1, you can get a copy of both Irukandji AND Bullet Candy Perfect."

Browser Game Pick: Boss Rush (Paper Dino Software)

April 6, 2010 5:40 PM | Michael Rose


Boss Rush turns the tables on regular shmups, by putting you in control of the enemy. The huge, over-powered earth-shattering enemy.

Regular bullets can be fired by clicking, while stupidly powerful lazers and spinny things of death can be launched via the 1-4 buttons. Surprisingly, the 'good guy' does a really spectacular job of dodging everything you throw at him and destroying your ship bit by bit. Unfortunately for him, as he knocks parts of your ship off, you lose weapons... and gain even more powerful blasters. Of course, if he completely takes you down it's game over, but you'll find that doesn't happen much until later laters.

Why is being the bad guy always so much fun? Go wreak havoc at

Trailer: Fishie Fishie WiiWare (Farbs and Christophe Kohler)

April 5, 2010 5:04 PM | Michael Rose

Back in 2008, Farbs of Captain Forever indie fame created a simple one-button game called Fishie Fishie, described by the man himself as "a dazzling kaleidoscope of high speed sea food".

Christophe Kohler of DK Games has now taken the original game and expanded on it. There are now six game modes and up to 4-player local play support. And all still with just one button each.

Fishie Fishie is available to download from the North America WiiWare store for 500 Nintendo Points ($5). The original Farbs version is still available to download for free from his site.

Source: GameSetWatch

GDC Vault Adds Carmel's IGS Indie Fund Talk, More

April 5, 2010 3:14 PM | Simon Carless

[We'll be debuting select free GDC Vault recordings bi-weekly for the rest of the year, since we have more than 250 for GDC 2010 alone - particularly wanted to highlight Ron Carmel's Indie Fund talk for this readership.]

GDC organizers have released two new free lecture videos recorded at Game Developers Conference 2010, including 2D Boy's Ron Carmel on funding independent games and Bungie's Brian Sharp on compassionate leadership in game development.

The two new lectures, published at the GDC Vault website [part of the UBM Techweb Game Network, as is this website] feature video technology that allows users to simultaneously view a presenter's slides alongside video and audio of their presentation.

First, the Independent Games Summit at GDC this year was kicked off by Ron Carmel's lecture, 'Indies and Publishers: Fixing a System That Never Worked', for which the full video presentation is now available.

Carmel, co-founder of World Of Goo creator 2D Boy, is one of the key movers behind the recently-announced Indie Fund, an "angel"-style funding source for indie game makers, and his lecture and Q&A discusses his thoughts on the future of funding for independents.

The lecture begins with IGS co-organizers Matthew Wegner and Steve Swink introducing the Summit and making remarks about the state of independent games - click on the 'Indies and Publishers' link in the navigation window if you'd like to move straight to Ron's talk.

IndieCade 2010 Submissions Now Open

April 5, 2010 2:01 PM | Michael Rose


Submissions into this year's IndieCade games festival are now open. Entry into the games festival competition will be open until June 1st, 2010.

Run alongside the IndieCade festival, the competition "invites independent game artists and designers from around the world to submit interactive media of all types". It costs $45 to enter, although all entries received before May 1st will get a discounted entry fee of $35.

On the topic of judges and prizes, the official site has the following to offer: "A diverse jury of industry leaders will select entries for finalists and top prizes at the IndieCade 2010 Festival. All entries for the Festival will also receive consideration for presentation at the other 2010 IndieCade international exhibitions including E3 and IndieCade Europe".

Before you jump into Game Maker to start your winning entry, take a look here for all the eligibility and submission rules. Once your game is ready, you'll also need to create an IndieCade dev account before submitting.

Preview: Sleep Is Death (Jason Rohrer)

April 2, 2010 10:09 PM | Michael Rose

I'm a little girl. A moment before, I made a bet with a boy (that I've kinda got the hots for) that I could pull a fish from a pond with my bare hands. The boy sounded a little taken aback by my absurb wager, but egged me on regardless.

True to my word I dived in, grabbed the nearest fish, and returned to the boy's side, prize in hand. Then we got naked and jumped in an open grave to talk about marriage.

An excerpt from my recent playthrough of Sleep Is Death (Geisterfahrer) with creator Jason Rohrer at the reins. You can view the entire story we produced in flipbook form here.

Before I continue, a quick recap on what Sleep Is Death is about: Essentially, it's a storybook weaver in which two players develop stories together. Here's the catch - one player is telling the story, while the other player is IN the story.

Round-Up: Gamasutra Network Jobs, Week Of April 2

April 2, 2010 8:34 PM | Simon Carless

In our latest employment-specific round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including opportunities at Vicarious Visions, WB Games and many 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 this week include:

Trion Austin Software Engineer
"Trion World Network ( is the publisher and developer of games and original entertainment for a connected world. We have assembled many of the most respected names in the industry – with the backing of the world’s biggest media companies, Time Warner, NBC Universal, Bertelsmann, and of top venture capital firms, Trinity Ventures, DCM, Rustic Canyon – to fulfill the incredible potential that global broadband has created for games. With our innovative technology, we’re combining the best of online, gaming and traditional media to revolutionize the way connected games are designed, developed, and delivered."

WB Games Senior Designer
"The Senior Game Designer is also responsible for ensuring the AI uses the proper scripting logic as well as overseeing the creative design of the AI. He or she must mentor younger technical designers on best practices as well as pinpoint inefficient implementations."

Trailer: FEIST (Florian Faller and Adrian Stutz)

April 2, 2010 7:28 PM | Tim W.

Here's the new trailer for a game that was an IGF finalist and Student Showcase winner in 2008, looking slightly different from the last time we've seen it in motion. No news yet about the release date or platforms, although we're sure that something will be announced on the official site not long from now.

GDC Video: Alec Holowka on Holistic Game Design

April 2, 2010 1:15 AM | jeriaska

Alec Holowka of Infinite Ammo presented together with Andy Schatz (MONACO) and Adam Saltsman (CANABALT) at the Independent Games Summit this year. Their talk "Savvy Indie Solutions to Difficult Development Problems" posited three unique approaches to game design. Holowka's focus was on holistic game design, where lengthy development times were endured so that the sum of the parts or overall vision remained the center of attention.

You began your talk by pointing out that reviews will separate a game into its components in a way that would sound ludicrous in a movie review. Do you find this habit of compartmentalization is symptomatic of the way people think about games?

Alec Holowka, Infinite Ammo: It’s not necessarily that reviews are the problem, but it is an example of how people go about discussing games in a formal context, as if they're just a bunch of things stuck together.

Were there vital issues you wanted to address at this particular time, or was it more of a summary of what you had learned over time?

It was a little of both. This year a lot of people at the Independent Games Summit were there to say “games are only this one thing,” especially during the rants. “This is what games are. They aren’t anything else.” To me that notion is shortsighted. In talking to developers I wanted specifically to say, “Here’s this wide open space. Go find your own thing that makes you excited about making games and explore that.” Basically it was a positive, inspirational message to do what you want.

Do you see Marian as unexplored territory?

Yeah, it’s complicated because it has a number of different systems that are all hopefully going to interact well with each other. There’s a core gameplay mechanic, there’s a narrative element to it, and then there are all these other gameplay systems that will hopefully overlap in interesting ways, such that the player feels this is like a living, breathing world.

One of the things that Aquaria did fairly well was it had a certain degree of mystery, where you were not sure exactly what the rules of the world were. Even the story left certain things open to interpretation.

Indie Game Links: Stop Me If You've Heard This Before

April 1, 2010 10:42 PM | Tim W.

Today's collection of independent game links includes the revelation of a new playable character for Super Meat Boy, the conclusion to Wolfire Games' free web comic for Overgrowth, and the announcement of a new Experimental Gameplay Project theme for the month of April. (image source)

Super Meat Boy: It's Ogmo
"Ogmo from Matt Thorson's Jumper will be a playable character in Super Meat Boy. The game maker hero will double jump his way into your hearts on all consoles later this year."

Experimental Gameplay Project: In April - Wash, Rinse, and Repeat
"There have been a few (now) classic indie titles that have repetition it with some success - Cursor Times 10 is one that springs to mind. I expect we’ll see some takes on repeat gameplay we’ve never seen before."

DIYgamer: Weekly Metroidvania, An Untitled Story
"Weekly Metroidvania is a once a week editorial that singles out an indie Metroidvania title for editorial comment and recommendation. This editorial examines them all and makes suggestions based on the author’s findings."

The Super Flash Bros: Retro Sound Effects
"In my spare moments over the last week or two, I’ve been porting the excellent sfxr by Tomas Pettersson into AS3, and it’s finally done. I’ve added a few features into my version, like history buttons and copy/paste functionality, but everything from the original is there too, even the .wav export feature."

Wolfire Games Blog: Comic Final Update
"It has fallen upon us to present the crushing conclusion to our first Overgrowth comic."

La-Mulana: New trailer
"We uploaded a test play movie for La-Mulana just the other day. Many people didn't feel it was enough, so we made another one."

Game Design Scrapbook: TRAUMA will be a Facebook Game
"There have been many interesting speeches and presentations at GDC but none struck me as much as Bill Mooney’s award acceptance speech. He revolutionized the way we see the indie scene by defining Facebook and the social games space as the last big realm for indies."

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