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    <title>IndieGames.com - The Weblog</title>
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    <id>tag:indiegames.com,2011-04-22://14</id>
    <updated>2012-02-06T22:29:22Z</updated>
    
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<entry>
    <title>Mojang CEO on scaling up for two new projects</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/mojang_ceo_on_scaling_up_for_t.html" />
    <id>tag:indiegames.com,2012://14.38455</id>

    <published>2012-02-07T05:00:00Z</published>
    <updated>2012-02-06T22:29:22Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="carlmanneh" label="carl manneh" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="minecraft" label="minecraft" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mojang" label="mojang" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="manneh Gama.jpeg" src="http://indiegames.com/manneh%20Gama.jpeg" width="200" height="200" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />Mojang, the Swedish developer behind hit indie online game <i>Minecraft</i>, is known for its tight relationship with its community. But that relationship goes beyond game releases and testing.</p>

<p>"They say we're the first company in history to crowdsource a defense in court," Mojang CEO Carl Manneh tells Gamasutra. "We put out all the documents online and we got so much help from the community." </p>

<p>The <i>Minecraft</i> community has helped find instances of prior art that Mojang will use to defend itself in <a href=http://gamasutra.com/view/news/37941/Mojang_Wins_Injunction_In_Bethesda_Scrolls_Case_Appeal_Within_Three_Weeks.php>the <i>Scrolls</i> trademark case</a>. Last year, Rockville, MD-based ZeniMax Media said there were too many similarities between <i>The Elder Scrolls V: Skyrim</i> -- developed by subsidiary Bethesda Game Studios -- and Mojang's game <i>Scrolls</i>, and filed suit against the <i>Minecraft</i> developer.</p>

<p>"It's amazing to see the commitment and engagement from the community in all aspects," says Manneh.</p>

<p>But it may not be that surprising at all. He tells Gamasutra that when it comes to releasing games, "I think we're pushing the boundaries in terms of engaging community and having real commitment." </p>]]>
        <![CDATA[<p>"Everyone has a community, but it's different when you actually work directly with the community."</p>

<p>This presents some challenges, however. <i>Minecraft</i> has attracted an audience in the tens of millions, and the company <a href=http://gamasutra.com/view/news/39215/Its_Done_When_Its_Done_Doesnt_Apply_At_Minecraft_Dev_Mojang.php>moved into publishing</a> late last year, and the team <i>must</i> grow to keep pace with these developments.</p>

<p>Growth, however, is "challenging in a way, because we have been growing extremely fast in one year, in all aspects," says Manneh. </p>

<p>But Manneh and the team do not want to see Mojang's unique culture or style of releases become sidelined due to an influx of developers. That is "probably the most difficult aspect of growing the company," he says. </p>

<p>"We're so happy and proud about the culture at Mojang, and that's what really, I think, makes our games and the communication we have great."</p>

<p>The players "know exactly who does what in the company," he says, and becoming faceless would be a big problem for such a community-focused studio. </p>

<p>"Just handling the current projects will require some growth," says Manneh. But Mojang does not intend to stop there. </p>

<p>The team is already having trouble "prioritizing from the opportunities that we have," he says. The massive success of <i>Minecraft</i> has opened many doors and many potential partners have made attractive offers -- so the team must scale up. </p>

<p>In fact, says Manneh, Mojang is working on "two unannounced major projects that we're planning to do" for 2012. One is internal, and one is with an external partner.</p>

<p>When it comes to the external project, he says "it was very organic, we just went out and had dinner and said 'let's do this.'"  </p>

<p>"We could hire 20 people tomorrow and put them all to work, but that's not going to work for us," says Manneh. </p>

<p>He doesn't understand -- to take an extreme example -- how Zynga has swelled to 3000 employees in three years. </p>

<p>"A lot of people ask us how we relate to the gaming industry... I don't think we think about it that much," he says. "We don't do any analysis of 'this is how the industry does it, let's do it differently.' We just do it how it feels natural to us, basically."</p>

<p>What's the guiding philosophy? "We want to make the best for the user and the game... And I think that empowers people too, because it inspires them to make their own decisions."</p>

<p>[This article originally appeared on <a href="http://gamasutra.com/view/news/40105/Mojang_CEO_on_scaling_up_for_two_new_projects.php">Gamasutra</a>, written by Christian Nutt.]</p>]]>
    </content>
</entry>

<entry>
    <title>Teaser: Fatshark&apos;s Tactical Action RPG: Krater</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/fatshark_abs_krater.html" />
    <id>tag:indiegames.com,2012://14.38456</id>

    <published>2012-02-07T03:00:00Z</published>
    <updated>2012-02-07T04:45:07Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="fatshark" label="fatshark" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="krater" label="krater" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><iframe width="478" height="273" src="http://www.youtube.com/embed/SnXbbUUezUQ" frameborder="0" allowfullscreen></iframe></p>

<p>Independent Swedish game developer <a href="http://www.fatshark.se/">Fatshark</a> just teased more footage of its top-down, tactical, action RPG Krater. While the team's 2011 independent release, <a href="http://indiegames.com/2011/05/trailer_hamiltons_great_advent.html">Hamilton's Great Adventure</a>, was also of the top-down variety, Krater emphasizes crafting, exploration and consequence in a single-player campaign and multiplayer missions. Players will level up and improve themselves, but they will also experience permanent injuries and death.</p>

<p>"One of our main goals in the development of Krater is to involve gamers at a very early stage," says Victor Magnuson, Game Designer Fatshark. "We're really looking forward to seeing the fans response to what we are showing, and are ready to act on any feedback given to us throughout the lifespan of this project. We invite everyone to visit Kratergame.com and be part of the creation of Krater."</p>

<p>The main story told in Krater begins in Shadows over Solside, the first of three episodes. The first episode is scheduled for a Q2-Q3 2012 release, with the second episode (DLC), Pledge of the Patriarch, scheduled Q3 2012. Those who want to be involved in testing Krater need only to send <a href="mailto:kratertest@fatshark.se">an email to Fatshark</a>. I've contacted Fatshark to determine what platforms Krater will be on beyond PC.</p>

<p>After the jump is a video overview of Krater from executive producer Martin Wahlund.</p>]]>
        <![CDATA[<p><iframe width="478" height="273" src="http://www.youtube.com/embed/oeSwtYDmU7M" frameborder="0" allowfullscreen></iframe></p>]]>
    </content>
</entry>

<entry>
    <title>Road to the IGF: Blendo Games&apos; Atom Zombie Smasher</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/road_to_the_igf_blendo_games_a.html" />
    <id>tag:indiegames.com,2012://14.38451</id>

    <published>2012-02-07T01:00:00Z</published>
    <updated>2012-02-06T22:03:55Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Interviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="atomzombiesmasher" label="atom zombie smasher" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="blendogames" label="blendo games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="igf2012" label="igf 2012" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="AZS IGF.jpg" src="http://indiegames.com/AZS%20IGF.jpg" width="200" height="200" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />Brendon Chung, the man behind Blendo Games, has established a bit of a reputation in the indie scene over the last few years with popular games such as <i>Gravity Bone</i>, <i>Air Forte</i>, and <i>Flotilla</i>, the latter of which was nominated for the IGF's Visual Art award in 2011.</p>

<p>Most recently, Chung has been recognized for his recently-released <i>Atom Zombie Smasher</i>, which is up for an Excellence in Design award at this year's IGF. </p>

<p>This top-down strategy title tasks players with protecting what's left of humanity from an unstoppable undead outbreak, allowing them to dispatch rescue vehicles, call in air strikes, and otherwise save the doomed population from becoming zombie fodder.</p>

<p>As part of our continuing Road to the IGF series, Gamasutra spoke with Chung to learn more about his latest game, and discover why he got started with indie development in the first place. </p>

<p><b>How did you get your start making games?</b></p>

<p>My first game was made on my family's 386 computer. It was a text adventure written in QBasic, and was incredibly painful to play. If I remember correctly, the game basically tried its damndest to kill the player at every possible moment.  I remember being disheartened by the greatness of <i>Nibbles.bas</i> and <i>Gorilla.bas</i>, as compared to the awfulness of my own work.</p>

<p>I kept at it, and went on to make mods and maps for <i>Doom</i>, <i>Quake</i>, and <i>Half-life</i>. That led to a job working in the industry, and eventually I started Blendo Games. If I continue my current trajectory, I feel I can someday comfortably compare my own work to <i>Gorilla.bas</i>.</p>]]>
        <![CDATA[<p><b>Why did you find games like <i>Gorilla.bas</i> (pictured below) so appealing?</b></p>

<p>At that young age -- I think this was fifth grade or so -- they were inspiring to me. They were powered by and made with QBasic -- and I had QBasic on my computer! I possessed all the tools to make a fun game like that! There weren't any external programs required, no mail-order parts, no breaking open my piggy bank. QBasic was the only thing needed, and there was something very empowering about having all the tools at my fingertips. At that point, it became completely up to my own abilities and patience to learn.</p>

<center><img alt="gorillas.jpg" src="http://www.gdconf.com/news/2012/02/01/Gorillas/gorillas.jpg" width="478" class="mt-image-none" style="" /></center>
<b>How long did you work on the game?</b>

<p>Early prototype work took a few months of on-and-off work. The final released version of the game took about seven months of full-time work.</p>

<p><b>How did you come up with the overall concept?</b></p>

<p>I wanted to put the player in the role of a hero who has to do terrible things for the greater good.  While saving humanity is the ultimate goal, your path to that goal entails a lot of collateral damage and choosing the lesser-of-two-evils.  A zombie outbreak scenario was a good fit for that -- civilians are what you need to rescue, but are simultaneously the crunchy kindle for the zombie wildfire.</p>

<p><b>Why did you choose to represent the game's survivors and zombies as abstract, colored dots?</b></p>

<p>I like to begin every project with an assessment of what resources I have and what I'm interested in tackling. For <i>Atom Zombie Smasher</i>, I was interested in taking a deep dive into procedural generation. I ended up basing a lot of game content on procedural generation -- the city layouts, the world map, monthly events, the mercenary squads.</p>

<p>On the other hand, modeling people characters was something I didn't have a lot of interest in, considering how zoomed-out the camera was. The abstract presentation ended up working out well -- when a dot suddenly starts moving quickly, the brain fills in the details and thinks "that guy just started running away from that zombie!"</p>

<p><b>Blendo Games has seen some pretty notable success with games like <i>Flotilla</i>, <i>Air Forte</i>, and now <i>Atom Zombie Smasher</i>. What do you think it is that makes the team's games so popular?</b></p>

<p>I try to make games I feel are under-represented. <i>Flotilla</i> was turn-based 3D space combat, and <i>Atom Zombie Smasher</i> takes a light simulation approach to a zombie RTS.  That's one of the things I enjoy most about independent development -- getting to make games for niche genres.  Secondly, I like to flavor my work with my personal interests, my own history, and I think anything with a personal nature is something people like to see.</p>

<center><img alt="AZS1.jpg" src="http://www.gdconf.com/news/2012/02/01/Atom Zombie Smasher1/AZS1.jpg" width="478" class="mt-image-none" style="" /></center>
<b>What would you say was the most difficult part of developing Atom Zombie Smasher?</b>

<p>I'm a one-man team, so for me the most difficult thing to do was evaluating whether the game was working or not.  I know every detail in the game, so despite my best efforts, I inevitably end up taking the path of least resistance, or playing "the ideal way" when I playtest the game myself.</p>

<p>So, I'm extremely fortunate to have great friends and family playtesters who are more than happy to tell me "Brendon, this part of the game is really awful. I can't believe how bad it is." Thank goodness for that, otherwise that awful part of the game would've been released into the wild.</p>

<p><b>Have you played any of the other IGF finalists? Any games you've particularly enjoyed?</b></p>

<p>I'm loving <i>Frozen Synapse</i>. And I was lucky enough to see <i>Johann Sebastian Joust</i> at IndieCade last year -- what an amazing game. I demand that <i>Johann Sebastian Joust</i> adopt <i>Frozen Synapse</i>'s awesome spectator playback feature.</p>

<p><b>What do you think of the current state of the indie scene?</b></p>

<p>It's a good time to take a dip in the indie game pool.  I didn't know what to expect when I started Blendo Games, and that was rather terrifying.  But digital distribution is plentiful, development tools are plentiful, and it's wonderful how much support there is from other developers and the community.</p>

<p>Even if you have a full-time job, making a micro-sized game in your spare time is viable. It doesn't require much (or any) financial investment, nor special equipment or workshop space -- just download some development tools and start learning.</p>

<p>[This article originally appeared on <a href="http://gamasutra.com/view/news/40029/Road_to_the_IGF_Blendo_Games_Atom_Zombie_Smasher.php">Gamasutra</a>, written by Tom Curtis.]</p>]]>
    </content>
</entry>

<entry>
    <title>Trailer: Final Run (iOS, Rotor Games)</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/trailer_final_run_ios_rotor_ga.html" />
    <id>tag:indiegames.com,2012://14.38437</id>

    <published>2012-02-06T21:00:15Z</published>
    <updated>2012-02-05T00:07:43Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="finalrun" label="final run" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ios" label="ios" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="rotorgames" label="rotor games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="vehiclecombat" label="vehicle combat" scheme="http://www.sixapart.com/ns/types#tag" />
    
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        <![CDATA[<p><object width="470" height="269"><param name="movie" value="http://www.youtube.com/v/5_xQup3dbmo?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5_xQup3dbmo?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="470" height="269" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>

<p>Two-person studio <a href="http://www.rotorgames.nl/finalrun/">Rotor Games</a> is currently finishing up its 14-month debut project, the results of which you can see in the trailer above.</p>

<p>Final Run is a post-apocalyptic vehicle action game in which players outrun their former employers, square off against mercenary armies, and explode a zombie or two along the way. The vehicle-based approach certainly gives the project a unique feel, and the zombies do explode quite nicely!</p>

<p>Final Run will premiere in the App Store later this month.</p>]]>
        
    </content>
</entry>

<entry>
    <title>IGF 2012 Audience Award Opens Voting</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/igf_2012_audience_award_opens_.html" />
    <id>tag:indiegames.com,2012://14.38448</id>

    <published>2012-02-06T19:00:00Z</published>
    <updated>2012-02-06T18:09:20Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Console" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Features" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="igf2012" label="igf 2012" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="IGF2012.jpg" src="http://indiegames.com/2011/06/30/IGF2012.jpg" width="200" height="200" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />[In this <a href="http://igf.com/2012/02/igf_2012_audience_award_opens_.html">note to indie game fans</a>, Independent Games Festival Chairman Brandon Boyer announces <a href="http://www.igf.com/audience.php">public voting</a> to pick this year's IGF Audience Award from among all of the Main Competition finalist games for this year.]</p>

<p>It's time to have your say for the best Independent Games Festival game of 2012! We've just opened <a href="http://www.igf.com/audience.php">public voting</a> for this year's Audience Award, with all members of the public and the indie game community eligible to vote.</p>

<p>As we've done in prior years, we're allowing voting for <a href="http://www.igf.com/02finalists.html">any game chosen as a finalist</a> in the festival, as opposed to just those with public PC demos. This is because many of the titles have been playable at other indie game events - or have Beta and other OS versions that many indie game fans may have checked out.</p>

<p>To be part of this year's vote, simply visit the <a href="http://igf.com/audience.php">IGF Audience Award page</a> and download any of the games or demos that are currently publicly available (each has been marked whether there's a version for you to purchase or otherwise download). When you've made up your mind, return to vote for your favorite.</p>

<p>After voting and inputting your email address, you'll need to verify your vote by clicking on a link sent to that email. Voting will be open from now until Sunday, February 19th at midnight PST -- <a href="http://igf.com/audience.php">go check it out now</a> and start making your way through the games!</p>]]>
        
    </content>
</entry>

<entry>
    <title>Graveyard Snuggle: The Next Fingle?</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/graveyard_snuggle_the_next_fin.html" />
    <id>tag:indiegames.com,2012://14.38445</id>

    <published>2012-02-06T18:05:38Z</published>
    <updated>2012-02-06T13:54:17Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="android" label="android" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ios" label="iOS" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="partygame" label="party game" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="physical" label="physical" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<a href="http://indiegames.com/graveyardsnuggle.jpg"><img alt="graveyardsnuggle.jpg" src="http://indiegames.com/assets_c/2012/02/graveyardsnuggle-thumb-478x410-4477.jpg" width="478" height="410" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
<BR><BR>
Are video games going to be the next big thing for pick-up artists? Not too long ago, fellow editor John Polson reviewed the awkwardness-inducing Fingle, a rather brilliant iOS title that's probably best described as 'Twister for the hands'. Today, we take a brief look at the upcoming Graveyard Snuggle. Billed as a 'physical party game for curious and affectionate people'. Graveyard Snuggle wants to get a whole bunch of attractive people together and to watch a skeleton on screen. The skeleton on screen will then tell you to do things like, 'place your skull on the other person's legs'. You are required to 'continue touching one another until one player overstimulates the device's mention sensors.'
<BR><BR>
Yeaaaaaaaah. Those curious about the game can <a href="http://forums.tigsource.com/index.php?topic=24225.0">check out the DevLog here. </a>]]>
        
    </content>
</entry>

<entry>
    <title>Trailer: Little Racers: Street (Milkstone Studios)</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/little_racers_street_trailer.html" />
    <id>tag:indiegames.com,2012://14.38446</id>

    <published>2012-02-06T17:00:00Z</published>
    <updated>2012-02-06T16:31:23Z</updated>


    <author>
        <name>Lewie Procter</name>
        <uri>http://savygamer.co.uk</uri>
    </author>
    
        <category term="Console" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="littleracersstreet" label="Little Racers Street" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="milkstonestudios" label="Milkstone Studios" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="xblig" label="XBLIG" scheme="http://www.sixapart.com/ns/types#tag" />
    
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        <![CDATA[<iframe width="480" height="274" src="http://www.youtube.com/embed/VnfH6Z46NDc?rel=0" frameborder="0" allowfullscreen></iframe>
<br><br>
As a follow up to their 2009 XBLIG racing game, Little Racers, Milkstone Studios have just released Little Racers: Street. Unsurprisingly, this one takes place on streets, and it looks like it's quite fun.
<br><br>
The camera viewpoint is vaguely reminiscent of the Micro Machines games. The cars actually look like they are normal sized to me, just with the camera zoomed out really far. Perhaps it's taking place in a model city...
<br><br>
It's <a href="http://marketplace.xbox.com/en-GB/Product/Little-Racers-STREET/66acd000-77fe-1000-9115-d80258550a68">available now</a> for 80 MS points, with a free demo. More in game footage <a href="http://youtu.be/QKX1y7oqSvw">over here</a>. If you prefer your racing games to be 16 bit-esque, you can get the original Little Racers <a href="http://marketplace.xbox.com/en-GB/Product/Little-Racers/66acd000-77fe-1000-9115-d802585501d1">here</a>.]]>
        
    </content>
</entry>

<entry>
    <title>Trailer: Super Pixel Man+ (Pixelulsar)</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/trailer_super_pixel_man_pixelu.html" />
    <id>tag:indiegames.com,2012://14.38444</id>

    <published>2012-02-06T16:00:00Z</published>
    <updated>2012-02-06T12:49:30Z</updated>


    <author>
        <name>Lewie Procter</name>
        <uri>http://savygamer.co.uk</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="pixelulsar" label="Pixelulsar" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="superpixelman" label="Super Pixel Man+" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<iframe width="480" height="274" src="http://www.youtube.com/embed/OH30d-DYnrk?rel=0" frameborder="0" allowfullscreen></iframe>
<br><br>
Here's a first look at Pixelulsar's follow up to <a href="http://indiegames.com/2012/01/freeware_game_pick_super_pixel.html">Super Pixel Man</a>, the imaginatively titled Super Pixel Man+. It looks like more of the same, although this time the titular hero appears to be equipped with a grappling hook, he's learnt a new move in the form of ducking, and mercifully the developer has promised "better music". Although that's not much of a stretch.
<br><br>
Much like the first game, it seems that Super Pixel Man+ is making a few interesting uses of it's rudimentary elements. The void looks a bit scary too.
<br><br>
There's a work in progress <a href="http://sandbox.yoyogames.com/games/193437/download">demo version</a> available now, and the dev is looking for feedback, so why not grab it and share your thoughts.]]>
        
    </content>
</entry>

<entry>
    <title>Cipher Prime Reveals Splice Gameplay, Auditorium Steam-bound</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/cipher_prime_reveals_splice_ga.html" />
    <id>tag:indiegames.com,2012://14.38440</id>

    <published>2012-02-06T15:00:00Z</published>
    <updated>2012-02-06T15:16:38Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="auditorium" label="auditorium" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="cipherprime" label="cipher prime" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="splice" label="splice" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><iframe src="http://player.vimeo.com/video/31669616?title=0&amp;byline=0&amp;portrait=0" width="478" height="269" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe><br />
There's lots to share about Philadelphia based Cipher Prime today! Auditorium will soon be downloadable for PC and Mac, a sequel to one of the team's IPs was teased, and gameplay of their IGF 2012 entry, Splice, was revealed. A local journalist stopped by <a href="http://www.philly.com/philly/blogs/entertainment/tech_gaming/Cipher-Prime-Splice.html">Cipher Prme's HQ</a> and captured the above footage of Splice.</p>

<p>The interviewer sheds some light on the gameplay of the new puzzler: <br />
<blockquote>"Splice challenges gamers to rip apart and piece together pill-like structures into their corresponding outlines, forming bacteria-like shapes, lining up and snapping together with satisfying clicks, gorgeous color palettes and smooth animations. Players are rewarded if a completion takes less than or the exact amount of required 'splices' per puzzle, the solved configuration disappearing in the background, floating like the prokaryotic micro-organisms that inspired the game's design."</blockquote></p>

<p>In the interview, developer Dain Saint expressed his idea behind Splice was to try and capture "this feeling of macro and micro... this feeling of not knowing whether or not you were working with something really small or something really big. And this played out naturally with our ambient style game-play."</p>

<p>Splice has no set release date, but it will be out for both Mac and PC. Another Mac and PC title is set to arrive soon from Cipher Prime, discussed after the jump.</p>]]>
        <![CDATA[<p>After a successful launch in late November with <a href="http://store.steampowered.com/app/61310/">Fractal on Steam</a>, the team has shared that Auditorium is also heading to Steam and the team's store in the next few weeks. Auditorium (the base-game is <a href="http://www.playauditorium.com/">playable here</a>) is a musical puzzler of sorts, where you bend streams of light particles with various mechanisms to fill audio containers and make music.</p>

<p><iframe width="478" height="273" src="http://www.youtube.com/embed/94HWhQnQo5s" frameborder="0" allowfullscreen></iframe></p>

<p>The good news is if you paid to unlock the full <a href="http://www.playauditorium.com/">web-based Auditorium</a> already, you get the downloadable version free. The bad news is that there's no new content. The web version will still exist, but it is moving to the team's main website so they can cut down on server fees.</p>

<p>Lastly, Cipher Prime says that they will be launching a KickStarter campaign soon for a sequel... "a bigger, better, multiplayer one!" I've a pretty good guess that it's either Auditorium 2 or Fractal 2. Which would you prefer to see?</p>]]>
    </content>
</entry>

<entry>
    <title>Terraria&apos;s Tiyuri Reveals Screenshots Of Next Game?</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/terrarias_tiyuri_reveals_scree.html" />
    <id>tag:indiegames.com,2012://14.38443</id>

    <published>2012-02-06T14:02:23Z</published>
    <updated>2012-02-06T12:44:57Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="adventure" label="adventure" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="buildling" label="buildling" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="linux" label="linux" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mac" label="mac" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="sandbox" label="sandbox" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="terraria" label="terraria" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="tiyuri" label="tiyuri" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="windows" label="windows" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<a href="http://indiegames.com/terraria2_1.jpg"><img alt="terraria2_1.jpg" src="http://indiegames.com/assets_c/2012/02/terraria2_1-thumb-478x267-4467.jpg" width="478" height="267" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
Sometime over the weekend, IndieGameMagazine caught wind of the first inklings of a new game from the developers of Terraria. Well, one of them, at least. We have no confirmation as to how many of the original development team will be onboard with the new production.
<BR><BR>
Scheduled for release on Windows, Mac and Linux, the upcoming title has been described as 'a mix of Diablo, Metroid, Castlevania, Pokemon, Borderlands, Terraria and some new stuff that no one has added before'. There appears to be plans for a 'main quest inside the sandbox world' should time constraints permit it. Everything's still a little cryptic thus far. There are a hints that we might see the new game up and running by the middle of next year but there are never any guarantees on things like this.
<BR><BR>
If you want an official website to poke around, you're going to have to wait. For now, follow Tiyuri on their twitter to get the latest hints.
<BR><BR>
<a href="http://www.indiegamemag.com/terraria-2-0-developer-offers-a-sneak-peek-of-their-next-game/">Source: IndieGameMag</a>
<BR><BR>
(More screenshots below the cut.) ]]>
        <![CDATA[<a href="http://indiegames.com/terraria2_2.png"><img alt="terraria2_2.png" src="http://indiegames.com/assets_c/2012/02/terraria2_2-thumb-478x268-4469.png" width="478" height="268" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
<BR><BR><a href="http://indiegames.com/terraria2_3.png"><img alt="terraria2_3.png" src="http://indiegames.com/assets_c/2012/02/terraria2_3-thumb-478x356-4471.png" width="478" height="356" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
<BR><BR><a href="http://indiegames.com/terraria2_4.png"><img alt="terraria2_4.png" src="http://indiegames.com/assets_c/2012/02/terraria2_4-thumb-478x265-4473.png" width="478" height="265" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>]]>
    </content>
</entry>

<entry>
    <title>Mr Legs Brings Ineffable Creepiness To Android Market</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/mr_legs_brings_ineffable_creep.html" />
    <id>tag:indiegames.com,2012://14.38436</id>

    <published>2012-02-06T12:00:12Z</published>
    <updated>2012-02-04T23:42:55Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="android" label="android" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="jamesgames" label="james games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mrlegs" label="mr legs" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><object width="470" height="348"><param name="movie" value="http://www.youtube.com/v/Ht-8-GOK4W0?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Ht-8-GOK4W0?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="470" height="348" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>

<p>Developer James Games launches in the Android Market this week with <a href="https://market.android.com/details?id=com.something.mrlegs">Mr Legs</a>, a side-scrolling collect-'em-up that blends "an avant-garde cinematic style, urban psychedelia and good old fashioned cherry picking fun."</p>

<p>In Mr Legs, the objective is simple: collect cherries, and avoid everything else. Something about the whole thing freaks me out, though. Just look at the way Mr Legs gobbles up those cherries! I also enjoy how he speeds up when his legs are stretched. It makes sense, in an unnatural sort of way.</p>

<p>Mr Legs is priced at 99 cents.</p>]]>
        
    </content>
</entry>

<entry>
    <title>DrinkBox Studios Details PS Vita Platformer Tales From Space: Mutant Blobs Attack</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/drinkbox_studios_details_ps_vi.html" />
    <id>tag:indiegames.com,2012://14.38435</id>

    <published>2012-02-06T10:00:43Z</published>
    <updated>2012-02-04T23:22:29Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Console" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="drinkbox" label="drinkbox" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="mutantblobsattack" label="mutant blobs attack" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="psvita" label="ps vita" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="talesfromspace" label="tales from space" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><object width="470" height="269"><param name="movie" value="http://www.youtube.com/v/i9AzKRcJNBw?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/i9AzKRcJNBw?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="470" height="269" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>

<p>DrinkBox Studios has <a href="https://blog.us.playstation.com/2012/02/03/tales-from-space-mutant-blobs-attack-platforming-fun-for-your-ps-vita/">revealed</a> new details regarding its upcoming PlayStation Vita-exclusive puzzle-platformer Tales From Space: Mutant Blobs Attack.</p>

<p>Like its PlayStation 3 predecessor title Tales From Space: About a Blob, Mutant Blobs Attack's side-scrolling gameplay focuses on character growth via Katamari Damacy-like object accumulation. The sequel uses the Vita's hardware to create a more puzzle-like experience, however -- players can use the Vita's touch screen to move environmental objects, and can tap the rear touch panel to apply boost during flight sequences.</p>

<p>DrinkBox describes additional powerups and tilt-based bonus levels in its PlayStation Blog post, and delivers what I choose to interpret as a <i>sick burn</i> to Michael Jackson: The Experience in the process. Mutant Blobs Attack is scheduled for a first-quarter release as a PlayStation Network digital download in North America and Europe.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Experimental Gameplay Project: 5 Button Games and a Hamster Man </title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/experimental_gameplay_project_.html" />
    <id>tag:indiegames.com,2012://14.38438</id>

    <published>2012-02-06T03:00:00Z</published>
    <updated>2012-02-05T17:55:35Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="experimentalgameplayproject" label="experimental gameplay project" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><a href="http://indiegames.com/5%20buttons.jpg"><img alt="5 buttons.jpg" src="http://indiegames.com/assets_c/2012/02/5%20buttons-thumb-478x255-4465.jpg" width="478" height="255" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>The <a href="http://experimentalgameplay.com/">Experimental Gameplay Project</a> has revealed a collection of <a href="http://experimentalgameplay.com/blog/2012/02/5-buttons-roundup/">47 games</a> built around the theme of 5 buttons. While developers had from December 1 to January 31 to submit, each team was expected to spend no more than 7 days on the task. </p>

<p>Developers needed to consider the special setup under which the games would be played. As depicted in the above sketch, the games will be displayed on 02L > Outside Standing Level's <a href="http://www.02l.net/projects/interactive_set/unita_zero">Unita Zero</a> platform, an audio/visual playground with 5 pressure pads. With so much space between the pads, it's no surprise many developers made their games co-op or multiplayer. The rules also advised entries to be on the short side, so a lot of them have that "mini-game" feel.</p>

<p>In addition to three cash prizes, developers are competing for live exposure during the Stattmedia Game Contest event in Germany on February 17. The winners will be selected by popular vote of the attendees.</p>

<p>After the jump is a video of Hamusuta Man, because everyone should see a man in a hamster suit throwing vegetables at a giant squid.</p>]]>
        <![CDATA[<p><iframe width="478" height="354" src="http://www.youtube.com/embed/8zjzTQP-ekY" frameborder="0" allowfullscreen></iframe></p>]]>
    </content>
</entry>

<entry>
    <title>Road to the IGF: Expressive Intelligence Studio&apos;s Prom Week</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/road_to_the_igf_expressive_int.html" />
    <id>tag:indiegames.com,2012://14.38413</id>

    <published>2012-02-06T01:00:00Z</published>
    <updated>2012-02-03T03:02:59Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Features" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Interviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="promweek" label="prom week" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="roadtotheigf" label="road to the igf" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="promweek gama.jpg" src="http://indiegames.com/promweek%20gama.jpg" width="200" height="200" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />[Continuing our Road to the IGF interview series with 2012's finalists, we speak to Expressive Intelligence Studio, the creators of <i>Prom Week</i>, about evolving the field of social simulators.]</p>

<p>Games like <i>Facade</i> are known for the ways they've quietly tried to push game narrative technology beyond what we've previously known, and <a href="http://promweek.soe.ucsc.edu/"><i>Prom Week</i></a> sees itself as a spiritual successor in the field of sophisticated social simulators.</p>

<p>With its own AI engine called Comme il Faut (French for, loosely, "as is proper"), UC Santa Cruz's Expressive Intelligence Studio has led <i>Prom Week</i> to a nomination in <a href="http://www.igf.com/php-bin/entry2012.php?id=594">the IGF's Technical Excellence category</a>. </p>

<p>Gamasutra spoke to Josh McCoy, Mike Treanor and Ben Samuel, three out of four of the game's developers, about the state of social simulation, the process of developing the tech and much more. </p>

<p><b>What background do you have making games?</b></p>

<p>Treanor: Our team comes from all over! As an AI researcher, Josh has previously created crazy-sophisticated RTS bots. Aaron is an interactive fiction author who has made pieces about the recent wars and has the distinction of having authored the largest interactive fiction ever. Ben has made games about lawn mowers, alligators with jet packs, and true love. And I've previously made games about Ayn Rand, marriage legislation and observing animal behavior. </p>

<p><b>What development tools did you use?</b> </p>

<p>Samuel: Pretty much every element of the game is the product of Actionscript 3 code (and the FLEX framework), which we primarily developed in the excellent FlashDevelop IDE. Much of our art was created using Illustrator, Flash and Inkscape.  Also, every line of dialogue that you see in the game--as well as all of the rules that determine character behavior--was written using a home built design tool. </p>

<p>Treanor: The design tool is a real piece of work... but it was invaluable in making Prom Week possible! </p>

<p>McCoy: SVN, SCRUM and software engineering idioms helped a lot. </p>

<p><b>How long has your team been working on the game?</b></p>

<p>Samuel: Josh, Mike, and I have been working on the game since its conception in Fall 2009.  Aaron joined a year later in Fall 2010. But, I think deep down, we've been building up to this moment all our lives. </p>

<p>McCoy: The ideas for the AI system started forming in early 2009 by trying to apply lessons from sociology (with a focus on Goffman's work) to AI systems. Some results from this work was an abstract, experimental game based on the rules of stigma. As creating playable, authorable models of social interaction was my research focus, I had the extreme pleasure of forming the Prom Week development team. </p>]]>
        <![CDATA[<p><b>How did you come up with the concept for <i>Prom Week</i>, and what made you want to explore social simulation?</b></p>

<p>Samuel: The actual premise of Prom Week evolved from many conversations between ourselves and our advisors, but the initial spark came from a desire to implement a novel AI system into a playable experience. It's our opinion that often times in academia, there is a tendency for people--brilliant people, mind you--to create theoretical AI systems that sound superb on paper, but then are never incorporated into an actual game.  It is our humble belief that until you put your AI to the test in an honest to gosh playable experience, you don't <i>really</i> know good of a system it is. </p>

<p>And why social simulation?  I think a large part of the inspiration came from the fact that there aren't a whole lot of games out there that really let you explore social simulation. If you look at physics games, it's like... we've got that figured out already.  We've got physics games out the wazoo. We've mastered that to the point where there are not only immensely popular games with real physics (I'm looking at you, <i>Angry Birds</i>), but that there are also immensely popular games that make use of stylized, almost artistic experiments with physics such as <i>Super Mario Galaxy</i>.  There are all of these games that let you PLAY with physics, but short of <i>The Sims</i>, there doesn't seem to be many real opportunities for dynamic playing experiences in the realm of social simulation. </p>

<p>On the other end of the spectrum, BioWare's been making some amazing games, but the <i>Mass Effect</i>s and <i>Dragon Age</i>s of the world--as incredible though they may be--have social situations that essentially boil down to choosing between one of a handful of pre-scripted options, and the player simply selecting which of a few paths they wish to go down.  Admittedly, any given path is guaranteed to be a well written, thrill packed adventure, but the player isn't really <i>play</i>ing it, they're just living one of a few stories the developers pre-scripted.  We really wanted to see if we could create an experience as dynamic and open ended as <i>The Sims</i>, while still retaining the feeling of a strong sense of narrative found in modern story games. </p>

<p>McCoy: As anyone who has read a "choose your own adventure" book can agree, interaction at the story level makes the possible branches of the space of possible stories very large and branchy. The idea to explore social simulation was to take a chunk out of this problem -- if the system can take care of the changing social environment of the story world, what does that free the author's time to do? With the same amount of time, an author or designer could create more or better quality content. We really enjoy the story in games. However, at the same time we want more of it and for it to be more responsive to interaction. We wanted to make a system that could potentially enable the BioWares of the world to do more of what they do best! </p>

<p><b>How did you develop a choice-driven and sensitive social system without the use of dialog trees?</b></p>

<p>Samuel: Through a lot of sleepless nights! We started with the AI system, and modified it heavily as we discovered the needs of creating this brand new social system.  As for the technical details, well, we've written some papers on the subject that any interested parties are more than welcome to peruse, but at a very high level, we've written 5,000 plus "social considerations" that influence behavior, where any given rule can range from the simple (e.g. "Confident people like to flirt") to the complex (e.g. "If we're friends and you are dating someone that I used to date but that person did something mean to me before we broke up, I'm going to be more likely to give you friendly advice").  </p>

<p>These social considerations are all evaluated for truth to determine what social actions the characters want to make with each other, and then, once the player selects which action, we pick from one of dozens of "instantiations" for it based on the social state. In instantiations, we've decoupled specific lines of dialog from specific characters; in general any character can use any instantiation given that the social state is appropriate for that character to say it. </p>

<p>So, yes, many sleepless nights. </p>

<p>McCoy: Comme il Faut (CiF), the AI system that serves as the core for <i>Prom Week</i>'s social reasoning, was aimed at solving two questions raised by <i>Facade</i>. The first was how do you reduce the amount of authoring needed to create a procedural story space. The second question was how to take common patterns of social interaction (like the affinity and therapy games played by <i>Facade</i>'s Grace and Trip) and have characters use them as first class behaviors instead of having them implicitly reason about over thousands of lines of code. </p>

<p>Basically, how do you decouple the social logic from the characters to avoid having to write a separate way to play the game for every combination of characters that could possibly play it. When you pair the model of social norms described by Ben with these reusable patterns of of social interaction, you get a power, procedural way for the social parts of the story world to be manipulated by the player and characters. </p>

<p>Treanor: My hope is that Prom Week demonstrates that tackling the "problems" of game design (e.g. story vs player choice, etc.) isn't something to be afraid of. It seems that too often people will limit their creativity because of lack of imagination and technical ambition. I think the problem is that many designers don't have computer science chops, and many computer scientists don't know how to engage the world. We developed the game and the AI system in parallel and they pushed back and forth at each other like crazy! </p>

<p>It's pretty much a given that you can't have rich, character specific dialogue and a dynamic simulation space. It's not like <i>Prom Week</i> is perfect or anything, but it demonstrates that to some extent that isn't true. And that is pretty cool. </p>

<p><b>The ambition of your undertaking seems to suggest to me a major dissatisfaction with the current state of conversation and roleplay in games -- am I picking up on that correctly? Why do you think it's important to evolve and elevate these types of game systems?</b></p>

<p>Samuel: Oh, well, "major dissatisfaction" seems like such a strong word. Personally speaking, I love modern story games.  I know this might get some flak, but I was actually a big fan of <i>Final Fantasy XIII</i>, which didn't even HAVE anything as basic as dialog trees!  That said, I think that you can only go so far with scripts and triggers; you can use them to create some amazing experiences, but they have their limits.  In order to create new experiences, we're going to have to create these new game systems, and you are absolutely correct that the development of Prom Week and CiF was a direct attempt to try to accomplish this. </p>

<p>McCoy: This came from love with existing games and frustration with their limitations. I'm hoping existing game story authors will enjoy a paradigm other than dialogue trees to author in ;) </p>

<p>Treanor: To me, more than a solution to the not particularly dynamic dialogue in games, <i>Prom Week</i> is a system that is interesting in of itself. Of course, not everyone will see it this way, but what drove me was to do everything I could to make this incredibly complex system accessible to players so that they had entertaining access to how it operates and how it presents what social interaction is. </p>

<p><b>What's next for Prom Week?</b></p>

<p>Samuel: We're definitely hoping to release it on as many platforms as possible in an effort to give as many people as possible the chance to relive this most magical evening. </p>

<p>Treanor: <i>Prom Week</i>'s AI system, Comme Il Faut, is being used in several other projects including a tool for teaching conflict resolution, providing a safe space for people to experiment with social behaviors and learn the potential consequences, as well as for a cultural training simulator. I personally plan on using <i>Prom Week</i>'s technology to make a rich simulation of human/cat relationships. Can you imagine? "Over 5,000 feline social considerations!" </p>

<p><b>Played any of the other IGF finalists? Any you particularly loved?</b></p>

<p>Treanor: <i>Spelunky!</i></p>

<p>Samuel: And, ah, it's nominated for <i>so many</i> things, perhaps it can be content to just win all those other awards, and let us take home Technical Excellence. Maybe? </p>

<p><b>What do you think of the current state of the indie scene?</b></p>

<p>Samuel:  It's exciting!  I think it's really amazing how much energy is being invested by individuals or small teams into the creation of some truly astounding playable experiences.  That said, I feel that the 'barrier for entry' into game creation is still a little higher than I would like (i.e. more or less anyone can pick up a pen and paper and start writing, whereas getting a dev environment set up--let alone learning a programming language--can be a daunting task), but it seems more accessible now than it ever has been, and I'm holding out hope that it will only become more so in the future.  The indie scene truly is incredibly inspiring, and we're all honored to be a part of it. </p>

<p>Treanor: I love that so many people are making games! It is also awesome to see that indie games are influencing AAA titles. There is a whole lot more sincerity going on in the indie space, and the more of that finds it way into mainstream games the better. </p>

<p>[This interview was originally posted on <a href="http://gamasutra.com/view/news/39920/Road_to_the_IGF_Expressive_Intelligence_Studios_Prom_Week.php">Gamasutra</a> by Leigh Alexander.]</p>]]>
    </content>
</entry>

<entry>
    <title>Demo: Metal Dead (WalkThruWalls)</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/2012/02/demo_metal_dead_walkthruwalls.html" />
    <id>tag:indiegames.com,2012://14.38439</id>

    <published>2012-02-05T20:28:20Z</published>
    <updated>2012-02-05T20:41:25Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="adventure" label="adventure" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="comedy" label="comedy" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="demo" label="demo" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="desura" label="desura" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="horror" label="horror" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="pointclick" label="point &amp; click" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<iframe width="478" height="420" src="http://www.indiedb.com/media/iframe/552739" frameborder="0" scrolling="no" allowfullscreen></iframe>
<BR><BR>
Unless you're the sort that's really, really keen on the visual aspect of things, you may want to consider spending the last few hours of your Sunday with Metal Dead. An awesome little point & click adventure, Metal Dead is WalkThruwall's debut title and a decidedly silly look at what happens when unsuspecting metal heads encounter zombies. Here's a hint. There's a whole lot of snickering involved. The game is up for purchase on Desura. However, if you're unwilling to go into this blind, there's a demo available on Metal Dead's IndieDB page for your perusal.
<BR><BR>
Check out the<a href="http://www.indiedb.com/games/metal-dead"> official IndieDB page here</a>. Just mind the gore.]]>
        
    </content>
</entry>

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