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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 June, 2010

Sale: Shatter Only $2.50 on Steam

June 30, 2010 9:00 PM | Tim W.


The IGF-nominated Shatter is selling for only $2.50 (75% the original price of $10) at Steam for the next twenty-hours or so. A former PSN exclusive, the Steam version includes support for leaderboards and achievements, plus PC-exclusive game modes like Time Attack and the brand-new Endless Mode.

Shatter had previously won IGN's Best Playstation Store Game of 2009 and Best Downloadable Title at the 2009 GDAA Game Developer and Independent Awards. The soundtrack also received an IGF nomination in the Excellence in Audio category this year, and you can listen to it in full at Sidhe's Bandcamp page.

Indie Game Links: Brutally Unfair Tactics

June 30, 2010 3:00 PM | Tim W.

Today's collection of independent game links includes a commercial venture reveal for Desktop Dungeons, a couple of competition announcements, plus more updates on little-known indie games around the 'net. (image source)

Desktop Dungeons: Meaningful unlocks
"One of the things that people tend to harp on with Desktop Dungeons is the unlock hierarchy. We’re looking at enhancing and guiding it a little further in the upcoming commercial version."

GameSetWatch: Word Search/RTS Hybrid Found On XBLIG
"Spell Find combines the approachable word search formula with fantasy combat. The game includes nearly 30 spells like Wizard, Mimic, Vampire, and Seduce, all acted out with ASCII graphics."

B.U.T.T.O.N.: Brutally Unfair Tactics Totally OK Now
"B.U.T.T.O.N. (a crazy four-player party game for PC and XBox 360) has a new trailer and website, check it out."

Armless Octopus: Interview with Extend Studio, second place winner of Dream-Build-Play 2010 for A.R.E.S.
"The team is currently tightening all the screws on the PC version and aims to have it ready for sale at the end of the next month."

TIGSource: A Game By Its Cover
"A game development competition based on how people's work inspires others to think in new and wonderful ways. The idea is to take some fake box art that someone else did and realize that game."

Game Jolt: Official 5th Contest
"We're pleased to announce to you that Game Jolt's fifth official contest will begin this July 1st and finish up on the midnight of July 8."

Bytejacker: Unnamed (but awesome) indie game has you in two places at once
"A dude by the name of Michael Fruendt has posted a couple videos online of a Flash game he’s working on, and its primary mechanical hook is something that hasn’t really been seen before. It’s a little hard to describe but is pretty self-explanatory in motion."

Teppoman 2 Playthrough

June 30, 2010 12:00 PM | Tim W.


Here are all of the secret techniques, boss strategies, banana locations (well, most anyway), and ambush tips that I remembered to record over several playthroughs of Ikiki's Teppoman 2. I've yet to figure out what collecting all bananas in the game does (other than rewarding an extra life for each), so if anyone can help translate the wiki page for Teppoman 2 then do let us know.

Note that viewing the videos posted here will spoil the game completely. Don't watch any of them unless you're completely stuck, since half the fun is trying to figure out the solution to a seemingly impossible challenge.

Sale: Osmos Only $2.50 on Steam

June 29, 2010 11:00 PM | Tim W.


Hemisphere Games' award-winning Osmos is on sale today at Steam for only $2.50. This isn't the first time that Osmos was offered at such a low price (Steam had discounted it down to $2 in the past), and it is quite likely that you already own a copy from purchasing one of the many promotional indie game bundles that it had been included in.

Coincidentally the Osmos development team had also recently announced that their game will is coming out on the iPad this July 8th (with the iPhone version to be released one month later). Porting it to the iPad and iPhone means a new control scheme, and you can see how that works in the video we've embedded after the break. (source: GameSetWatch)

E3 Video: PixelJunk Shooter 2 Developer Interview

June 29, 2010 1:30 AM | jeriaska

When the question arises of whether a developer can be too big to be indie, the conversation often turns to Kyoto-based Q-Games. At the Game Developers Conference, their Playstation Network title PixelJunk Eden was recognized as a finalist for Technical Excellence, Visual Art and Audio awards in 2009's Independent Games Festival. At 2010's E3, the design team was ensconced in Sony's heavily fortified press lounge. The benefits of indie and mainstream recognition, conferred upon the same company, complicate the straightforward dichotomies that many rely upon to define the sphere of indie games.

For a Japanese game studio, the PixelJunk makers appear even more offbeat, focusing their efforts on downloadable titles created by an international staff. Often working with musicians new to games, Q-Games was responsible for the first soundtrack album on PSN (Otograph's Dive Into PixelJunk Monsters), a CD published by Aniplex Records in Japan (Baiyon's PixelJunk Eden), and a BAFTA nominated game score (High Frequency Bandwidth's PixelJunk Shooter).

The company is the subject of this second of three indie-related videos from the 2010 E3 Expo. Attract Mode founder Adam Robezzoli hears from studio director Kentaro Yoshida and company president Dylan Cuthbert on the history of the PixelJunk game series. The two briefly touch upon what to expect from the upcoming PixelJunk Shooter 2, scored by High Frequency Bandwidth, and the Playstation 3 visualizer "PixelJunk lifelike," designed by Baiyon.

[Other videos in this series can be found on Vimeo. Translation is by Yoshi Miyamoto, while camera and editing are by the Nobuooo website.]

Browser Game Pick: Space Disposal (Gameshot)

June 29, 2010 1:00 AM | Tim W.


In Space Disposal you are placed in charge of a fragile disposal missile that will explode at the slightest contact with any section of a wall inside a spaceship. Your objective here is to collect every single nuclear waste barrel in each level before proceeding to the disposal chamber and detonating them safely inside the containment room. The missile can only move in four different directions, and once it is mobile the machine will not stop until it reaches the chamber or hits something and explode into a million pieces.

You move the missile using either the mouse or cursor keys, but in some levels the player will be forced to switch the control scheme just to complicate things a little. There are sixteen stages to play in total, although it could take a good hour or two to beat them all.

The World Of Love Report

June 28, 2010 10:00 PM | Tim W.

Rock, Paper, Shotgun had posted a comprehensive write-up on the World of Love game development conference that took place in London on June 25th, organized by Pixel-Lab and hosted by the kind folks over at Channel 4. It featured several well-known indie game developers like Terry Cavanagh (VVVVVV), Simon Oliver (creator of Rolando), Sean Murray (Hello Games) and Stephen Lavelle (increpare games), who were all there to present as guest speakers during the one-day event.

Notes about the goings-on at the first World of Love gathering can be read by following this link.

2011 Independent Games Festival Opens Submissions, Adds Mobile Category, Expands Experimental Focus

June 28, 2010 4:50 PM | Simon Carless

igf2011.jpgIGF organizers, led by new Chairman Brandon Boyer, are pleased to announce that submissions are now open for the 2011 Independent Games Festival -- to be held at GDC 2011 in San Francisco next March.

The longest-running and highest-profile independent video game festival, summit and showcase is now accepting entries to the 13th annual Festival, with deadlines in the Main and Student Showcase categories by October 18th and November 1st respectively, and finalists to be announced on January 2011.

All games selected as finalists will be available in playable form at the IGF Pavilion on the GDC show floor, and will compete for nearly $50,000 in prizes, including the Nuovo Award, Excellence in Design, Art, Best Student Game, the Audience Award and the $20,000 Seumas McNally Grand Prize. Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 2, 2011, at the Moscone Center in San Francisco.

Letter From The IGF Chairman: Explaining Our Changes For 2011

June 28, 2010 3:19 PM | Simon Carless

focusonthei.jpg[Following the announcement of the 2011 Independent Games Festival competition, IGF Chairman Brandon Boyer goes in-depth on the changes made for this year's Festival, examining the ethos for the competition and the major shifts in policy and rules for this year's 13th annual IGF experience.]

The IGF's mandate has been, since its inception, to provide the best showcase of both the evolution and the revolution the indie development community has continually provided, year after year, since the festival's foundation in 1999. And while -- from my outsider's perspective -- it has succeeded at doing so, part of my own mandate as its new chairman is to help the festival itself undergo that same evolution as it grows in terms of both simply size and in importance to the wider game development community.

Over the past month, I've been in discussions with not only the IGF team itself, but with a wide variety of indie developers, to figure out what we can do to make this year's lucky-13th festival even more successful than it has been in the past. What follows, then, is the three main changes -- minor tweaks and major restructuring -- that hopefully will make the new IGF the most inclusive, responsive and fair festival we've put together yet.

And this first step's a doozy...

Browser Game Pick: Black and White (Justin Jaffray)

June 28, 2010 3:00 AM | Tim W.


Black and White is a puzzle platformer in which you control two onscreen characters at the same time, with one of them performing the exact opposite of whatever you instruct the other to do. The objective here is to get both of them to their respective colour-coded exits, moving from stage to stage until you arrive at the end sequence for the game.

Most of the puzzles can be figured out with a bit of thought, and if you've played the Karoshi games or Enough Plumbers before then some of the challenges here could even feel familiar at times. Black and White doesn't save your progress though, meaning that when you close your browser window and revisit the game page at a later time you'll have to play from the first level again.

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