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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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How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie

April 18, 2013 12:07 AM | Staff

jools portrait.jpg

[Original Post by Jools Watsham]

There was a specific point in time when Renegade Kid went full bore indie. I prefer to avoid using the term ‘indie’, but the current meaning of the word accurately describes our current status: we stopped relying on publishers for game-development funding and decided to start trying to fend for ourselves financially with the development and publishing of our original games. At least, that’s what indie means to me.

There were two events that happened in 2012 that firmly set our destiny on course. The first was the release of Mutant Mudds in the Nintendo eShop on January 26. Even though we self-funded and self-published this title – putting us in the indie role – we did not expect this to be our new business model going forward. At least, not one hundred percent anyway.

The development of Mutant Mudds was a labor of love. We did it because we felt we had to. We had to quench our thirst to create such a game. We were developing other titles while Mutant Mudds was being created, so it felt like a side project. Even though we dedicated many hours to the development of the game, it almost felt as though we spent no money on it. So, when we published the game it felt like a perfect gamble and allowed us to be able to accept the possibility of no sales because our emotional bank accounts were filled by the completion of the game. We were proud of what we achieved.

A Molyjam game is getting backed by Indie Fund

April 17, 2013 8:29 PM | Staff

kachina_thumb.jpgIndie Fund has announced its support of Ben Esposito's Kachina, a game which began life at 2012's Molyjam.

Indie Fund describes Kachina as "a whimsical physics toy" set in the American Southwest, in which players control a hole in the ground able to swallow up and spit out creatures and objects. The title invites players to explore "the relationship between modern American and indigenous Pueblo cultures through themes of erasure and discovery."

Kachina exhibited at 2012's IndieCade as well as 2013's Experimental Gameplay Workshop at GDC, alongside fellow Indie Fund project Mushroom 11.

"We're happy we can support Ben to go exploring his own first commercial indie game," says Indie Fund. "We think his voice will be a unique addition!"

[Kris Ligman wrote this originally for sister site Gamasutra]

FRACT OSC teaser trailer shows more musical exploration, sharp polygons

April 17, 2013 5:44 PM | John Polson

The Mac and Windows musical exploration game FRACT OSC is on track to release in 2013, and the above trailer shows off its polished looks and sounds. In fact, the music was composed entirely in-game in what the developers call the "Studio." In addition to the game coming to PC, the developers have alluded to tweaking the game for Oculus Rift, as they now have a dev kit to explore virtual reality.

Monaco pre-order sale, game releases next week on Steam and XBLA

April 17, 2013 2:57 PM | John Polson

The IGF 2010 Grand Prize winning co-op heist game Monaco now has one more 10% off sale, this time to commemorate the April 24 release on Steam for Windows and XBLA. Players can net an additional savings of about 35% if they share the cost via a 4-pack.

Browser Pick: Unhack combines an HTML5 visual novel and puzzle action

April 17, 2013 11:07 AM | John Polson

unhack.pngUnhack takes a Japanese style visual novel to tell the story behind a hacker-like puzzle action game, where players must carefully click to guide their avatar through deadly but heavily checkpointed mazes. Marcus Lam of Invert Mouse Games says Unhack is one of the first visual novels developed in HTML5, with 3 of the planned 10 episodes available now.

Freeware Pick: Eyes - The Horror Game, the best Slender influenced horror game so far

April 17, 2013 12:59 AM | Paul Hack

eyes.jpgThe general style of indie horror games has taken two paths recently. One is the pixelated, atmospheric mind trickery of the now-classic Imscared and the recent, excellent I See You. The other branch is the more "realistic", hide-and-seek, collect-and-find style of Slender and its descendents. Eyes - The Horror Game is more rooted in the latter camp, and it's better than any Slender game yet devised.

Browser Pick: obliterate humanity, dolphins with a fist of Uranus in Planet Punch

April 16, 2013 4:37 PM | John Polson

planet punch.pngMatt Thorson (Give Up Robot) and Alec Holowka (Aquaria) have just released an intergalactic beat'em up on Adult Swim called Planet Punch. A wonderful re-imagining of Ludum Dare 23 entry Ra Ra: Extreme Star Boxing, Planet Punch has become a large, single-player game filled with survival, time challenge, and boss stages. Destroying a boss leads to another galaxy to explore and more planets to adorn as gloves for fighting.

Pid developer's Shelter will be an emotional journey against nature

April 16, 2013 11:53 AM | John Polson

Might and Delight, the developer behind the gravity-beam platformer Pid, has announced via press release its upcoming third-person, single-player adventure game for PC and Mac, Shelter. The player will control a mother badger who must protect her cubs from the dangers in nature. As described on YouTube, "The game takes the player on an emotional journey, and focuses heavily on creating attachment between the player and the badger family."

Freeware Game Pick: Moebius Goatlizard for the Amiga

April 16, 2013 9:00 AM | Konstantinos Dimopoulos / Gnome

moebious.pngStarring a character who must collect inter-galactic stuff to help feed his dirty collecting habit, Moebius Goatlizard should feel most appropriate on all collectible computers and, of course, look its very best on the venerable Amiga. Handily, the thing has just been released for Commodore's 16-bit micro, looks lovely and is filled with taxing platforming gameplay. Go on, grab it, copy it on an empty 3.5" floppy, connect that joystick and have fun!

Alternatively, load that emulator of yours.

Freeware Pick: endless procedural Doujin shmup Mok Force

April 15, 2013 10:10 PM | James Monkman

mkforce02.pngArguably inspired by the works of Kenta Cho, Deathmofumofu's Mok Force is an endless procedural doujin shmup that has one foot set firmly in the past and the other boldly stepping forth into a neon-coloured abstract future. The game design is strictly old-school with no power-ups, no gimmicks, no shields nor health bars and the only goal is to beat your previous high score. Combined with a deep DnB soundtrack (by Japanese producer Gu-Dara) that perfectly compliments the relentless action and high-speed low poly-count 3D visuals, the end result is an elegant, accessible and enjoyable shooter experience.

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