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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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Preview: Anna (Dreampainters)

July 5, 2012 7:00 AM | Konstantinos Dimopoulos / Gnome

anna horror.pngItalian indie game ensemble Dreampainters may just be onto something. Anna, their forthcoming horror adventure game, you see, is one of the rare point-and-click, puzzle-'em'-up offerings that attempt to actually scare the player and, hopefully, a game that will stand on the shoulders of such sub-genre giants as Scratches and Amnesia and manage to pull off something new and interesting.

Judging by the early version I had the chance to play with, hopes are high, as, despite a few interface hiccups, the game does actually deliver on both atmosphere and visuals.

How do you Work Remotely with no Producer?

July 5, 2012 2:00 AM | Staff

zack zero gama.jpgIn a new Gamasutra postmortem, Zack Zero developers Carlos Abril and Alberto Moreno write that they cycled through a lot of tools for keeping a remote team working together until hitting just the right one.

"Not having offices has always been a problem while developing the game, although it did make us improve our pipeline, looking constantly for better ways to manage communication and task organization," the pair write.

"The biggest communication and organization challenge was amongst the art team. During the main production year, the team had two concept artists, one animator and two 3D artists, while some assets were outsourced."

Unfortunately, the game's small team didn't have a producer, which meant that nobody was organizing information and making sure it flowed smoothly.

Monthly meetings set tasks and direction, but they weren't enough on a day-to-day basis.

Free Indie Games Spotlight: Jeremy (Mike MacDee)

July 4, 2012 11:00 PM | John Polson

jeremy 2012.jpg

Jeremy is a Windows freeware art game (in the form of a beat 'em up) made for Gamejolt's Music Interpretation contest, where the theme was to make a game based on one's favorite song. Players control Jeremy, who must stay on the offense to gain self-respect. As he takes a physical and verbal beating, he loses that respect and becomes defenseless.

Along with interesting gauge mechanics, the character designs are "charmingly" varied. The music loops horribly, though this may be to avoid copyright infringement of a licensed track. Jeremy saves its strongest punch for its ending, which I hope everyone experiences.

[Game reposted from Free Indie Games with permission.]

Indie Royale Profile: Gundemonium Collection (Rockin' Android)

July 4, 2012 8:00 PM | Staff

[Colin Brown of Backlog Journey profiles the games in the eight-game Summer Bundle currently running on the IndieGames' co-created site, Indie Royale.]

Even though I have some of the widest tastes around when it comes to video games, some genres just simply elude me. Enter Japanese bullet hells. I've been known to enjoy the occasional scrolling shooter, and some of them can include a positively uncomfortable number of bullets on the screen, but that's small time compared to the Gundemonium Collection. This is a neat little package of a bullet hell series imported to Steam, which includes the editorially nightmarish titles Gundemonium Recollection, GundeadliGne and Hitogata Happa.

Winter Wolves Games Has 25% Off For All Games For Today

July 4, 2012 6:00 PM | Cassandra Khaw

winterwolves.jpg If you've been looking for a reason to justify the purchase of a few Winter Wolves Games visual novels, look no further. In celebration of the 4th of July, Winter Wolves Games is doing a 25% off sales for their entire library of games. Yup. No exceptions. All you need to do is enter the 4THJULY coupon to receive your delectable little discount.

Check out the official website here.

Browser Game Pick: Many Paths To The Golden Heart (Phil Dhingra)

July 4, 2012 4:00 PM | Cassandra Khaw

goldenhearts.jpg A somewhat nifty little one-button game, Many Paths To The Golden Heart will have you navigating a variety of challenges in order to acquire the much-coveted golden heart. That's pretty much it. With the help of a single cryptic line of text, you're going to have to figure out the best way to get to the heart. Some of the challenges are easy, others will require a bit more finesse (and a half-decent collection of reflexes). Overall, Many Paths To The Golden Heart is a simple, effective diversion with an interesting interpretation of life.

Play the game here.

Games Like Spelunky That Do Not Require An Xbox 360

July 4, 2012 11:00 AM | John Polson

spelunky minis.jpg

With the blessing of Spelunky developer Derek Yu, we've prepared a list of games like Spelunky for people to play, in celebration of its XBLA release.

Of course, those who have an Xbox 360 should purchase and play Spelunky. Those who have friends with an Xbox 360 should be communing to enjoy its local multiplayer. However, these prescriptions help anyone without an Xbox 360 nearby. So, here's a list of 10 Spelunky-like titles, and even some semi-Spelunkies, to consider:

A Developer Love Letter to Spelunky

July 4, 2012 10:00 AM | John Polson

"There is no game that I wish I had built myself more than Spelunky," shares Canabalt developer Adam Saltsman. While some websites have recently reviewed Spelunky in advance of Mossmouth's XBLA release today, several notable indie developers have been playing and admiring Spelunky for much longer. It seemed more appropriate, personal even, to share their extended experiences with everyone.

Developer Colin Northway played Spelunky throughout its XBLA creation. He had such a serious addiction that he strained his wrists, had to sleep with wrist-guards, and couldn't work for a week. "It was like staring into an eclipse," he explains. The way the game forces constant improvisation over memorization has inspired him as a designer, too.

Spelunky also stirs Adam Saltsman as a developer in that "it is just completely exactly all of the things I love about challenging video games all in one place." While he finds the HD graphics perfect, he says "they sort of only exist as part of a conduit from the guts of Spelunky to the part of your brain that is playing Spelunky."

Beta Release: Grim (Morepolygons)

July 4, 2012 9:00 AM | Danny Cowan

Utrecht School of Art and Technology student collective Morepolygons has released a trial version (Windows only) of its in-progress multiplayer first-person shooter Grim.

"This game strives to set an example of what small teams can offer the game industry on a AAA-quality level," the developers explain. "The game offers a fun and exciting experience for everyone who loves playing shooters and has a soft spot for high quality game art."

It's an impressive debut effort, as you can see for yourself in the footage above. In its current state, Grim supports online play, and includes a variety of traditional and custom-built gameplay modes.

Browser Game Pick: Super Cartographer (PrettyMuchBryce)

July 4, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

super cartographer.pngIt's been over 15 years since anybody asked me anything about it, but I still haven't overcome my fear of cartography. The mere mention of equal-area projections still wrecks my nerves and, well, I decided to embark on a self-therapeutic course involving numerous sessions of Super Cartographer. Miraculously it (and the simple fact that I really wont ever have anything to do with map-related calculations) worked! This weird, cartoony, puzzly, limited-visibility-y rogue-like of sorts cured and entertained me and even reminded me a bit of Sabre Wulf, which is always nice. Definitely worth a look.

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