Recent Comments

Powered by Disqus

About The IGF

IndieGames.com 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, Gamasutra.com 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.

Read More

Awesomenauts Coming To The PC

July 16, 2012 4:25 PM | Cassandra Khaw



Thanks to frequent travelling, an onslaught of work and a mind that is made out of a sieve, I never got around to writing a review for Awesomenauts. However, I can assure you that, if you enjoy the idea of DotA-esque games but have been too afraid to jump into murky waters of the genre, this one is for you. Awesomenauts, is, well, awesome. Awesome enough, in fact, to be worth that purchase even if you already are a veteran of the genre.

Previously only available on PSN and XBLA, Awesomenauts will be making an appearance on Steam in approximately a month. Prior to that, there's going to be a closed beta. Best thing about all this? There's going to be a Mac version too.

Official website here.

Browser Game Pick: Black Box (Eyezmaze)

July 16, 2012 3:00 PM | John Polson

black box.png

Clever point-and-click puzzle developer Eyezmaze has taken a break from the GROW series with Black Box. Players start with a simple black box, and in a few clicks, have this Sackboy-looking robot to poke and prod. Each discovery so far has been visually charming, and I have no doubt some of our readers will complete this in minutes.

Due to being low on funds and working too long on an unreleased project, Eyezmaze is asking for a donation for a code to complete the second half of the Black Box. However, those who have no method of payment can view the password here.

[Source: L'oujevipo]

Browser/Android Game Pick: Didi's Adventure (Panic Arts)

July 16, 2012 12:00 PM | Danny Cowan

120715_didis.jpg

One-person studio Panic Arts has released Didi's Adventure, an overhead-view action game available as a free HTML5 browser game and as an app for Android devices.

In Didi's Adventure, you're only able to control Didi indirectly -- click on your destination, and Didi will start walking in that general direction. Plan your steps carefully, though, or Didi might stumble into beds of spikes or wandering enemies. Coins earned within levels can be spent on new costumes for Didi, more of which will be added in future updates.

The Android version of Didi's Adventure is priced at $1.47. A free Lite version is also available.

Trailer: The Man In The Cape (Anthony Nichols)

July 16, 2012 10:00 AM | Danny Cowan

Former level designer Anthony Nichols has released a new trailer for The Man in the Cape, an upcoming twin-stick shooter for Windows.

The backstory here is interesting. Apparently, old man Granderson has grown sick of superheroes perching majestically on his building, so he's built an underground superhero dungeon to punish trespassers. As a captured superhero, you must fight your way through 55 rooms using whatever weaponry you can find.

The Man in the Cape is set for release in the late summer or early fall.

Freeware Game Pick: Puzzle of the Pulchritudinous Pumice (Ponch)

July 16, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

foot hiills.pngNow, let me try and avoid any sort of spoilers but still get you to give the Puzzle of the Pulchritudinous Pumice (direct dowloand) a try. So, uhm, let's see. Well, it's funny, it's NSFW, it's very (very) silly, it's point-and-click and it contains exactly one puzzle. Oh, and you'll probably love the voice-over too. Also, it does look very nice indeed and is a game by Ponch; the creator of Barn Runner.

Did that work? Good.

The Day After #ScreenshotSaturday 3

July 15, 2012 10:00 PM | John Polson

XO3DB.png

Leading off this week's ScreenshotSaturday selections, Lone Survivor developer Jasper Byrne is working on something too new to describe in words. However, it appears to be a first-person title that uses the RGB color model. The green entity looks rather spooky.

So mysterious is Byrne's next title that it warrants another photo after the jump, along with a healthy selection of games new to the blog.

Trailer: Unmechanical (Talawa Games & Teotl Games)

July 15, 2012 4:15 PM | Cassandra Khaw



An indie puzzle game scheduled for release on Steam August 8th, Unmechanical first took life as a student project. However, over the course of a year and a half, the game continued to grow. Set within the bowels of a strange, machinery-riddled world, Unmechanical will have players taking command of an odd little robot who must escape captivity and figure out precisely what's going on, something that may entail the unveiling of dark secrets. To paraphrase a guy from the YouTube comments, Unmechanical looks very much like a mixture of Limbo, Machinarium, Little Big Planet served on an Unreal Engine platter.

Official website here.

Free 2012 Game Career Guide issue available from Game Developer

July 15, 2012 12:00 PM | Staff

game career guide fall 2012.jpegFor the fifth year running, Game Developer magazine's annual Game Career Guide issue -- which aims to help students and aspiring developer secure a job in the game industry -- will be given away for free.

The free special issue is available in digital form, and print versions will be distributed at several major video game consumer and trade shows, including Penny Arcade Expo, GDC, and more.

The 2012 Game Career Guide includes beginner-friendly tutorials on starting out with the Unreal Development Kit, building a mod with the Source Engine SDK, prototyping quick and dirty art assets, and a primer on game modifications. The issue also includes a version of Game Developer's yearly Salary Survey tailored for entry-level game developers, a listing of industry conferences, game jams, and indie competitions that every developer should know of, and a directory of game development programs across the world for students interested in getting into the industry.

It wouldn't be a Game Developer issue without a postmortem, of course. This year's Game Career Guide postmortem is on The Snowfield, an IGF Student Showcase-nominated experimental title from the MIT GAMBIT Game Lab. Project lead Matthew Weise explains what went right and wrong while exploring alternative theories of game narrative (and managing a team of student interns).

New Trailer + Kickstarter: Detective Grimoire (The Super Flash Bros)

July 15, 2012 8:00 AM | Danny Cowan

"Right in the middle of crunch time for the game, we decided it would be the absolute most sensible thing ever to launch a Kickstarter campaign to fund the final few months," says Tom Vian, organizer of the recently launched Detective Grimoire Kickstarter campaign.

Setting a goal of $25,000 for the previously announced iOS and Android versions of Detective Grimoire, The Super Flash Bros note that Windows and Mac ports of their adventure title will be possible if pledges reach a total of $30,000.

Pledge $4 or more and you will receive a copy of the iOS or Android version of the game upon its launch. Higher pledges are eligible for t-shirts, art books, and other bonuses.

Waves gets Postmorted

July 15, 2012 4:00 AM | Konstantinos Dimopoulos / Gnome

waves postmortem.pngSo, brilliant arena shooter Waves has already sold at least 15,238 copies and the vast majority of those for a discounted price. Interesting, but how on earth do I know? Why, by reading Waves: The Postmortening of course. A most intriguing insight into the making and marketing (of sorts) of an indie game, its developer, the terrifically named squid in a box, put up for us to study. And study we must, if we ever hope to understand what it takes for a single person to develop a great and very much complete commercial game.

A game, it's important to point out, that somehow evolved from being another physics puzzler to a sleek arena shooter and a game that, though it didn't make Rob rich, definitely allowed him to keep on working on games.

Now, if I were to summarize my conclusions from said postmortem, I'd focus one the following: a) Make a good game, b) Market it, c) Be ready to support it after its release, d) Make sure it's the kind of game you like playing and can actually make, and e) get Robert Fearon to help you. You'll probably survive another year.

twitter facebook RSS YouTube

Our Sites

game career guide Gamasutra Game Set Watch
UBM Tech