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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 October, 2010

Music: Melolune Original Soundtrack Part One (Laura Shigihara)

October 13, 2010 1:00 AM | jeriaska

During the 2010 Game Developers Conference in March, Laura Shigihara received an award from the Game Audio Network Guild for her song "Zombies on your Lawn" from Plants vs Zombies. The music track has appeared in both English and Japanese, sung by the composer in both languages. During the conference, she joined for an Independent Games Festival group chat, speaking on the subject of her forthcoming role-playing title Melolune.

Essential web destinations for those interested in learning more about the musician's next game, which she is largely designing herself, are the Melolune Bandcamp page, the demo trailer and a piano theme from the game "Eclipse and Starlight." The soundtrack album's first of several installments has been released in advance of the publication of the game, giving listeners an in-depth preview of what to expect from the music score. We caught up with the musician to hear about the making of her independent game project.

One advantage that Melolune has over role-playing games of previously existing console eras is that currently through digital download demos can provide for fan feedback ahead of release. Have you received input from the playable demo that has influenced the development of the game?

<a href="">Traces (vocal) by Laura Shigihara</a>

Laura Shigihara: Yes, I've actually made some major changes to the game as a result of player input. I'm very thankful to have received such great feedback from folks because I think it's made a tremendous difference in the overall quality of the game.

In the first demo I'd ever released, the early parts of the game were very different from how they are now. The feedback revealed that many people assumed the game was aimed solely at children because the first hour was not at all indicative of the larger and more serious storyline. I also noticed that when my mom played the first demo (she's recently gotten into video games), she was bored during the first hour, and that's never good! So I decided it was important for me to redo the introduction and first hour of gameplay.

I hoped that by making certain parts more succinct, adding more interactivity, and foreshadowing parts of the story's core, the early parts of the game would be more captivating. These simple changes ended up making a huge difference, and I wouldn't have known to do this without the help of player input :)

Diamond Dan Released on Steam

October 12, 2010 5:12 PM | Michael Rose

What's this? A casual game featured on I demand an explanation, good sir! But seriously, stick with me chaps and chapettes, because Diamond Dan is both charming and good fun.

Each randomly generated level requires you make your way down towers full of blocks, traps and treasures, smashing bricks and pushing obstacles out of the way. The game will set you back $15/£9 from Steam, and there's a demo available to download from Gamers Hell if you fancy giving it a thrash.

2011 IGF Reminder: One Week To Main Competition Deadline

October 12, 2010 3:24 PM | Simon Carless

[2011 Independent Games Festival chairman Brandon Boyer chimes in with a final reminder over entries for this year's IGF, which has a Main Competition deadline in less than one week.]

With just less than seven days remaining until the IGF's Main Competition deadline of October 18th at 11:59 PM PDT, we just wanted to write a quick update to say both thanks to entrants so far, and best of luck to all our entrants that have already or are in the process of submitting.

Across both the Student and Main competitions, we're already creeping quickly toward the 200-entry mark. Expect many multiples of that to follow in the next few days, since it wouldn't be the IGF without that final sprint to submit your game before the midnight deadline!

Looking over entries so far, we're all already incredibly pleased with the diversity of play styles, aesthetics and voices on display.

As always -- and uniquely to the IGF, which is a sister event to this website -- we will release a public database of entrants just a few days after Main and Student Competition entries close, complete with descriptions, a screenshot and a video.

This means that entered titles should get much interest even separately of the final outcome, thanks to the tens of thousands who browse our entry database looking for unique and new independent games.

In addition, a reminder is due for our Student Showcase entrants that the deadline for that competition is November 1st. So time is also drawing near to enter for a chance to showcase your student-created title at GDC and compete for the Best Student Game Award. (Of course, you're welcome to enter your student game in both Main and Student divisions of the IGF.)

We're looking forward to spending more time with your games in the coming months, and in talking more about our stellar lineup of judges and jurists this year.

In fact, we are now assembling expert-specific juries for each individual IGF award, alongside our mammoth set of judges to help select and comment on the hundreds of entries. You'll be hearing much more about all this soon - so go enter now, and good luck!

Browser Game Pick: Super Mind Dungeon (Jan Willem Nijman and Connor Kimbro)

October 12, 2010 12:28 PM | Michael Rose


Super Mind Dungeon is a tricky bouncing ball game, in which you click to fire a ball around each level and into the goal. The ball can only be manipulated after it has touched a non-metal surface.

The first few levels give you the chance to get into the swing of it, then it's rather difficult from thereon in. Strangely, you can't control the exact direction of the ball's movement - just left or right, and up or down. This can make for some awkward sections, especially where tight spaces are concerned.

It's still good fun though, and definitely worth playing through. Play over at Gimme5Games.

Trailer: Decimation X2 (Xona Games)

October 12, 2010 9:51 AM | Michael Rose

I really loved the original Decimation X on Xbox Live Indie Games, so it's nice to see a sequel is coming out - although X2 is coming for Windows Phone 7, and I'm pretty sure I won't be getting one of those gizmos. Bah.

Well, just for you people who are thinking of picking one up later this month, Decimation X2 is one of the launch games for it, and if the original XBLIG game is anything to go on, this will be worth picking up. Read more over at the official site.

Commercial Trailer: Super Meat Boy (Team Meat)

October 12, 2010 9:00 AM | Tim W.

Did I just travel back in time?

Get Danny Baranowsky's song written especially for the commercial here (for free). Super Meat Boy comes out on the XBLA this October 20th.

Indie Game Links: A Panoramic View

October 12, 2010 6:00 AM | Tim W.

Today's collection of independent game links includes more indie game previews, a couple of development updates, and interviews with developers from around the 'net.

Lexaloffle Games: Games in Development
"I'm trying to break out of my shell, so here's a few pics of Quibble, Castle Skull, Velcro Mind and The Dark Moon of Arcalon, a Prince-of-Persia-esque game of saving the princess."

Joystiq: Limbo creators working on new IP
"While Playdead's CEO Dino Patti confirmed once again that the best-selling XBLA game is exclusive for life to Microsoft's platform, we may see the next Playdead title branching out. Patti says the company is working on a new IP, and that Limbo fans will enjoy it."

Gamasutra: Hunicke And Chen Talk TGC's Intriguing New Journey
"At Indiecade on Saturday, Jenova Chen and Robin Hunicke discussed their work on Journey, the PSN-exclusive follow-up to thatgamecompany's acclaimed Flower, and Gamasutra correspondent Michael Abbott was there to document their discussion."

Destructoid: An extended interview with Monaco's Andy Schatz
"I was able to spend plenty of quality hands-on time with Monaco at the Fantastic Arcade event in Austin, TX. After getting a stronger sense of what the game was all about, I set out to track Andy down in a more relaxed setting and talk to him at length."

Infinite Blank: 0.2.2 Released
"Infinite Blank is a free online game where players draw the world and explore it together. This version should be fully compatible with Mac OS X Leopard."

VVVVVVX: Trailer (video)
"It's not actually a trailer for the sequel to hit indie title VVVVVV, just a thing I made in Maya to prove that I know how to tug joints and IK handles around and keyframe them."

Even More IndieCade 2010 Winners Announced

October 11, 2010 9:36 PM | Michael Rose

175639484.jpgA few more awards were handed out at IndieCade 2010 yesterday, to add to the bunch that were already given. The final day winners are as follows:

Audience Choice Award: Retro/Grade
Developer's Choice Award: Sixteen Tons
Kids' Choice Award: Humans vs. Zombies

If you're wondering what that picture is, it is in fact one of the IndieCade awards! Click it for a larger, even more surreal version.

The festival has now come to a close, but make sure you check out Jerry's Gamewalk with Gaijin Games' Alex Neuse, and watch out for a special IndieCade podcast coming very soon!

IndieCade Gamewalk with Gaijin Games' Alex Neuse

October 11, 2010 7:50 PM | jeriaska

At this past weekend's IndieCade event taking place in Culver City, California, visitors were invited to play independent game titles and hear from their creators in a gallery environment modeled after an art walk. Among those featured were the Copenhagen Game Collective's party romp BUTTON (Brutally Unfair Tactics Totally OK Now), which will be available on Xbox Live Indie Games shortly, and 24CaretGames' Retro/Grade, which took home IndieCade's 2010 Audience Choice Award.

On Sunday Alex Neuse, CEO of Gaijin Games, joined a panel called Project Next with Jonathan Blow (Braid) and Ian Bogost (A Slow Year). The sneak peek given by the company was of Laserlife, a conceptual game project departing from the retro sprite graphics of Bit.Trip. In a CG trailer, the bleached skeleton of an astronaut was shown slowly flailing in its suit within a zero gravity space capsule, while gray tubes extended along the walls of the weightless environment. The game designer described a potential gameplay scenario in which these "taffy" sticks would be guided by two Playstation Move controllers or Kinect motions, but not strictly controlled. He compared the proposed input mechanism for Laserlife with steering a horse.

Later in the day, Neuse gave a brief Gamewalk preso on Bit.Trip Runner, a WiiWare sidescroller on rails that includes introductory music by Anamanaguchi. Bit.Trip Fate will be available on WiiWare later this month, with Minusbaby as guest chip musician this time around. Bit.Trip Beat, with Bit Shifter and rhythm-pong gameplay, has also been recently ported to iPhone, iPad, and iPod Touch. We will be hearing from Alex Neuse and art designer Mike Roush in an upcoming installment of the podcast recorded at the Southern California independent games festival.

Incredible Minecraft Cart Ride

October 11, 2010 5:50 PM | Michael Rose

I know, we've been mentioning Minecraft quite a bit recently, but believe me - you're going to want to see this. Imagine someone built a long, straight minecart track, then powered along it the entire way, and sped up the results. OK, stop imagining - it's right here, and it's bloody gorgeous.

There's a high-res texture pack applied to the graphics, and the creator built the entire thing with his bare... bands? My advice - just sit back and enjoy the next 3 minutes.

[Source: DIYGamer]

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