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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 July, 2010

Browser Game Pick: Ssshifty (Glen Forrester)

July 18, 2010 12:00 AM | Tim W.

Ssshifty is a puzzle platformer created by Radix for submission to the Klik of the Month competition, where the objective is to collect all fruits in a level while trying to avoid falling off the map. Similar to Polygon Gmen's Transmover, you have a transposer gun that can be used to switch places with any solid object on the screen.

There are mines, turrets and ghosts that try to catch you off guard, and some levels require meticulous planning and quick reflexes to beat as well. The KotM version of Ssshifty is playable here.

Trailer: So Long, Oregon. Let's Go Find El Dorado (Captain Games)

July 17, 2010 9:00 PM | Tim W.

So Long, Oregon. Let's Go Find El Dorado is an iOS port of Justin Smith's Ludum Dare entry, where players get to help a family of five reach the legendary lost city of gold referenced by the title. This being Justin's handiwork (developer of Enviro-Bear 2000), he's gone on to add wonky physics to the wagon, hence allowing players to execute deft backflips over hills and mountains while trying to keep all family members in the wagon alive and healthy.

The original LD submission is still available to download from here, but that prototype was made in less than 72 hours and doesn't include the new features (challenges, food hunt mini-game, high scores) seen in the above trailer.

Freeware Game Pick: Cygnus (Thunderware Games)

July 16, 2010 8:00 PM | Michael Rose

Cygnus is an arcade space game that's in the same vein as classic shooter Gravitar. Fly through simple rooms, chasing down a mysterious red craft and dying many, many times.

Your ship can thrust and rotate, but cannot shoot. Each room is harder to navigate than the last, and eventually it gets stupidly difficult. Be warned: you will die approximately one million times. The action is also accompanied by one of the weirdest soundtracks I've heard in a good while.

Some will think it's too taxing, others will relish the challenge. Either way, it's worth playing. Over to Gamejolt we go!

Round-Up: Gamasutra Network Jobs, Week Of July 16

July 16, 2010 7:00 PM | Chris Remo

In a plentiful week for new job postings, Gamasutra's jobs board plays host to roles across the world and in every major discipline, including opportunities at 38 Studios, Monolith Productions, 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 this week include:

38 Studios: Audio Engineer
"38 Studios, a media and entertainment company founded in 2006 by Curt Schilling, is in pre-production on an original fantasy IP driven by the creative and artistic visions of pop-culture icons R. A. Salvatore and Todd McFarlane. Entertainment products will include an immersive online entertainment experience that transcends the traditional MMO genre, novels, comics, toys, movies, TV, and more. Based in Maynard, Massachusetts, the studio is a fun, energetic place to work, where the company mantra, "How cool would it be if . . . ?" infuses the team with a commitment to passion, integrity, and innovation."

Monolith Productions: Senior Software Engineer, Gameplay
"Monolith Productions, a Warner Bros. Entertainment Company, is located in Kirkland, Washington, and develops games for the PC and next-generation platforms.

Over the past 10 years, Monolith has risen to critical acclaim with products such as the FEAR franchise, the Condemned series, the No One Lives Forever franchise, Aliens vs. Predator 2; and Shogo: Mobile Armor Division. Monolith has focused primarily on first person action games with a strong emphasis on storytelling and atmosphere. In addition, Monolith has extensive internal expertise creating cutting edge tools and technology to support our products. The company’s number one goal is to create fun, compelling games to excite the imaginations of gamers everywhere.

Since its inception, Monolith has been fortunate to have talented and dedicated team members who have helped it evolve into a company that not only builds great games but also strives to create a fun and interesting work environment for all employees."

Remake Game Pick: Donkey Kong Super (Danny Boyd)

July 16, 2010 6:00 PM | Tim W.

Donkey Kong Super is an updated remake of the iconic arcade game which also features levels from the unofficial sequel, Donkey Kong 2: Jumpman Returns. The graphics were given a new coat of paint, but everything from the jumps, animations, intermissions, and even barrel speeds are as close as Danny could get them in this remake.

Though the new content had been implemented seamlessly into the game, purists might wish for an option to disable the unofficial levels so that a more faithful recreation of the classic can be had. Nonetheless Donkey Kong Super still stands out as one of the best Donkey Kong arcade remakes to be released, with controls that are close to perfection and an online rankings table for Wiebe and co. to submit their scores to. (source: Retro Remakes)

Browser Game Pick: somebomb (Hojamaka Games)

July 16, 2010 5:00 PM | Tim W.

somebomb is a puzzle game centered around the concept of placing bombs in the right places to destroy all enemies on the board. There are two types of explosive to use, one which hits everything in horizontal and vertical directions, while the other damages all creatures diagonally.

Players have a limited number of bombs to place, although some levels can be cleared without using them all. Each enemy also has a counter that you have to reduce to zero, and players are rewarded with a golden star if they manage to defeat all creatures without decimating any of them into ashes.

Trailer: Kromaia (Kraken Empire)

July 16, 2010 11:12 AM | Michael Rose

Kromaia is an intriguing experimental action game, in which players must discover the rules of the provided universe. In this world, traditional interface elements - such as text - no longer exist, and players must use spatial awareness and quick reflexes to survive.

The information on the Kromaia site is rather confusing, but it appears that while you are not playing the game, the universe continues to evolve, meaning next time you play, it may be completely different. Every entity in the world will also be pulled straight from simple XML files, meaning modders can easily create their own units and features.

It also goes on quite a bit about how everything in the game is 'real' - "a reality, since everything seen on screen is actually there, entirely driven by true physical forces". We shall have to see how it plays later this year!

Indie Game Links: Eversion Released on Steam

July 16, 2010 3:00 AM | Tim W.

Today's collection of independent game links includes presentations from No More Sweden 2010, game development updates, and the release of Eversion on Steam. (image source) Spooky Platformer Eversion Gets Polished Up for Steam
"One of the creepiest and most entertaining freeware action games has gone commercial. As a platformer, Eversion lacks the tightness and advanced design of a Mario game, but as an indie game it embraces its one gameplay twist and delivers enough surprises to make it worth your time."

Chicago Tribune: eversion Review
"eversion should have spent more time trying to emulate the dynamic gameplay and engaging world of Braid, and less time milking it for jokey critique and unrealized game mechanic."

Cliffski’s Blog: Epic opinions
"I’ve mulled over whether to say anything at all, but if you can’t say what you think about the games industry when you own your own company, when can you?"

Gamasutra: Mindie -- Bridging The Gap Between Mainstream And Indie
"Many of my indie friends complain that it’s impossible to win the IGF without making a controversial game that has no chance of making money. Surely we can find a middle ground between these two opposed views."

Gamasutra: Indie Devs -- Making The Fulltime Transition Is Tough
"Indie developers Benjamin Rivers, Jim McGinley and Andy Moore discuss their transition from hobbyists to fulltimers, and the pros, cons, and challenges of the approaches they have chosen."

Rake in Grass: Archibald’s Adventures 2 under development
"Archibald’s Adventures 2 will be released for iOS, Mac OS X, Windows and possibly PSP. We really like games like Knytt or Lyle in Cube Sector, and we were thinking about creating one big continuous map, made of many screens joined together."

The PAX 10 Finalists for 2010 Announced

July 15, 2010 6:25 PM | Michael Rose

pax10.jpgWith the Penny Arcade Expo happening soon, the PAX 10 finalists have been announced, featuring a whole host of indie titles.

The finalists in full are:
Altitude - Nimbly Games
Bastion - Supergiant Games
Fowl Space - Pixelante
Hegemony: Philip of Macedon - Longbow Games
Plane Weaver - Team Plane Weaver
Puzzle Bots - Wadjet Eye Games
Retro City Rampage - Vblank Entertainment Inc.
Shibuya - Nevercenter
Solace - One Man Down
Super Meat Boy - Team Meat

The winner will be announced at the expo, which runs from September 3rd - 5th. For all the details about each nominated game, head over to the PAX site.

Classic Game Pick: Invisible Vision (Kei Mesuda)

July 15, 2010 6:00 PM | Tim W.

Invisible Vision is a 3D arena shooter set at sea, where players get to engage in naval battles with enemy submarines while surviving the occasional boss encounter or two. Wireframes are used to replicate the surroundings of a dark ocean, and with careful observation you can easily detect enemy ships based on the ripples caused by their movements.

The arrow keys can be used to move your ship around. To launch a torpedo, just press the Z key. Every missed shot costs three seconds, and the game is over when you run out of time or lives.

If green is not your favorite color, there are two other executables to start the game in gray or blue. Download Invisible Vision here. (Windows, 1.79MB)

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