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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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Release: Fairy Bloom Freesia (Nyu Media)

October 18, 2012 12:00 PM | Danny Cowan

Nyu Media's English-localized version of Edelweiss' vibrantly colorful doujin brawler Fairy Bloom Freesia is now available for Windows via Steam.

Lita Forest needs protecting, and kung fu fairy Freesia rises to the task with an arsenal of powerful attacks, chain combos, and upgradable abilities. The game offers plenty of additional challenge beyond the main quest, and includes 50 Steam achievements and 101 unlockable in-game awards.

Fairy Bloom Freesia is priced at $7.99. A free demo version is also available.

Freeware Game Pick: Voyage to Farland (Peculiar Games)

October 18, 2012 10:00 AM | Danny Cowan

Microchip Monsters developer Peculiar Games has released a free downloadable version of its console-style roguelike Voyage to Farland for Windows and Linux.

Described as "a Shiren the Wanderer fanatic's humble homage to the Mystery Dungeon games and Chunsoft," Voyage to Farland was first developed as a homebrew Nintendo DS title before later being ported to Android. The game boasts a lengthy quest in addition to a series of unlockable bonus dungeons, including a set of puzzle-oriented levels.

I'm a big fan of the Mystery Dungeon series, and Voyage to Farland follows the template closely, offering familiar elements like NPC party members and the ability to temporarily morph into monsters. It's great stuff, especially if you find other PC roguelikes intimidating due to their complexity. Note that you'll need to have Java installed to play this one.

Developing a Game a Week: the Jayenkai interview

October 18, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

jayenkai.pngWith hundreds of games on an impressive variety of formats under his belt, Jayenkai is one prolific indie developer. Also, he's incredibly talented and one of the most imaginative designers of game mechanics I have ever met. But how does he do it? Who is he? Why does he create all those lovely digital contraptions and, above all, why a game a week?

Read on...

Care to introduce yourself?


I'm James "Jayenkai" Gamble, and when I'm not sat in front of a computer screen, it's probably because I'm sleeping.

You more or less develop one game a week. How long have you been doing this now? Also, well, why?

It's been a long time since I started doing weekly games.

I've always had a knack for being able to scramble games together quickly, but during the days of CodersWorkshop, I started up a weekly game making challenge. A different random theme would be given each Wednesday, and folk were given a week to develop a game based on that theme. After CodersWorkshop closed its doors, I kept Wednesday Workshop going at for a few years.

After a while, though, folk seemed to have given up with the idea of a weekly challenge. Wednesday Workshop slowly died off, but I'd gotten into a routine by this point, and decided to morph it into what it is now,
All in all, it's been a good 7 years since the first Wednesday Workshop (June 2005), and I've more or less been doing one game a week since then, whenever I can!

Kickstarter Projects: Divine Space (Dodo Games)

October 18, 2012 5:30 AM | Konstantinos Dimopoulos / Gnome

Admittedly the Kickstarter pitch video posted above does go on and on without letting anyone know much about Divine Space, but having taken the time to look into things, I can assure you that Divine Space is a project that really needs to be funded. It will apparently become the first game that will come close to achieving that Elite feeling of a living, breathing galaxy, while looking great and being a spacey action-RPG focused on science fiction.

Divine Space will originally be released for the iPad, with versions for Android, PC, Mac, Linux and even maybe Ouya to follow, provided of course all goes well.

Oh, and the best part? It will be properly free-to-play, meaning that everyone will be able to complete and enjoy it without spending even one coin of their favourite currency. Now, that is something definitely worth supporting, isn't it?

Help Celebrate Loop Raccord's Anniversary

October 18, 2012 3:00 AM | John Polson

IGF, IndieCade, and A-Maze nominated Loop Raccord celebrates its first anniversary on the iPad with an update and a 48-hour price drop from $2.99 to $0.99. Loop Raccord on iPad is a video editing game about synchronizing a chain of video clips to create an illusion of continuous movement between them.

Its anniversary update includes adjustable difficulty and an improved feedback system, better indicating if your edit is too early or late. For how I've learned to play, I imagine and then air-trace with my finger the momentum each clip depicts to determine when and where the "invisible flow" is and when to anticipate it "floating" into the next frame.

The PC prototype is still available for free. However, with only a few hundred units sold and so few iTunes reviews that they don't even show up yet, this creative treasure could really use the support.

Indie Royale Profile: To The Moon

October 18, 2012 1:00 AM | Staff

[Guest reviewer Colin Brown profiles each game in the Fall Bundle, available at the IndieGames co-created site Indie Royale.]

Freebird Games' To the Moon looks like an RPG thanks to the use of RPG Maker, but you won't run into random battles here. It's a story driven game, but the story is a hands off linear affair that casts the player as a neutral observer instead of the centre of the narrative. It doesn't have the puzzles you'd expect from an adventure game, and there's no rush or pressure to win as there's also no way to fail. You could probably have a lively debate about whether or not To the Moon is a game at all, and both sides would have some pretty convincing arguments to back their claim. But none of this really matters, because most of all To the Moon is a game that made me cry. If you want an example of how to write an effective and emotional story, here you are.

Furtive Fowl: Klei's Mark of the Ninja, Ratloop's Rocketbirds Hit Steam

October 17, 2012 11:00 PM | Danny Cowan

This week brings the awaited PC launch of a pair of acclaimed console titles; Klei's Mark of the Ninja and Ratloop Asia's Rocketbirds: Hardboiled Chicken are now available for purchase via Steam.

Originally released for the PlayStation 3 in October of last year, Rocketbirds: Hardboiled Chicken is a "cinematic platform adventure game" in which players must topple a totalitarian penguin regime using a wide variety of weaponry. In addition to a 15-level single-player campaign, Hardboiled Chicken also includes a distinct 10-level co-op mode that features six playable characters.

Mark of the Ninja, released for Xbox Live Arcade last month, is much darker in tone, putting players in control of a master ninja who must evade -- or messily assassinate -- enemy guards in a series of side-scrolling stages. Klei notes that the game features optimized mouse-and-keyboard controls in addition to gamepad support.

Rocketbirds: Hardboiled Chicken is priced at $9.99, and Mark of the Ninja is available for $14.99.

Video: Is Your Game 'Juicy' Enough?

October 17, 2012 8:00 PM | Staff

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

According to independent developers Martin Jonasson and Petri Purho (Jesus vs. Dinosaurs), the best way to make a satisfying game is to make it "juicy" -- the "juicier" your game is, the more fun it will be to play.

Now what exactly does that mean? "Juicy things are things that wobble, squirt, bounce around, and make little cute noises; it's sort of a catch-all phrase for things that make a game more satisfying to interact with," Jonasson explained during a presentation at this year's GDC Europe. "Juice is typically auditory or visual, but it doesn't really need to's about maximum output for minimum input."

Festival of Magic's First Pre-Alpha Footage

October 17, 2012 6:00 PM | Cassandra Khaw

Not much of Festival of Magic is known as of yet. Nonetheless, judging from this first glimpse of the game, there may be a fair bit to be excited for. Described only as 'an adventure role-playing game (RPG) with a unique combat and harvesting system', one 'set in an epic universe where a group of unlikely heroes have to unravel an ancient mystery and eventually save the world', Festival of Magic definitely deserves continued observation.

Check out the official blog here.

Tech Demo: The Walled Garden (Derek Boe)

October 17, 2012 4:00 PM | Cassandra Khaw

Described as a 'surrealist take on the Garden of Eden and the Fall of Man', the Walled Garden will have you taking on the persona of Atom. After you and your mate Eva commit the cardinal sin of eating from the Tree of Knowledge, you find yourself thrown out of the garden and left to stew in your growing rebellion. Eventually, you end up arming yourself and returning to the Garden, intent on - well, you'll see.

A peculiar-looking platformer-shooter, The Walled Garden has a tech demo that you can toy around with. Additionally, the developer also has an IndieGoGo fund set up over here. Either way, for those interested in learning more about the game, there's a 19-page long devlog thread here on the TIGsource forums.
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