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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.

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Lineup for the fourth No Quarter exhibition revealed

April 25, 2013 4:30 AM | Staff

noquarter2013.jpegThe fourth annual No Quarter Exhibition will take place in New York next week, and feature four new games from a selection of notable indie developers.

For the past several years, the NYU Game Center has commissioned work from established and emerging indie devs, with the aim to create experiences that work in a social, gallery setting. Last year's No Quarter included work from people like Zach Gage and Jan Willem Nijman.

This year, new games from Bennett Foddy, Sophie Houlden, Matthew LoPresti, Nik Mikros, and Josh DeBonis will be displayed on May 3 at the Tisch School of the Arts.

The event is free to attend. Those hoping to visit can find more details on the official website.

[Mike Rose wrote this newsbrief originally for sister site Gamasutra]

Freeware Pick: What dark secrets are hidden on Lumber Island?

April 24, 2013 11:44 PM | Paul Hack

lumber.jpgLumber Island, from one-man studio DeanForge, has been causing a bit of a stir since images began appearing earlier this year. Screenshots promised a terrifying horror-adventure with high-quality 3-D graphics on the order of Amnesia. Now the first chapter of Lumber Island has been released, and Let's Plays are already cropping up on YouTube. Honestly, the game has some issues, many of which will hopefully be addressed in updates, but Lumber Island is so good-looking and so effective at being creepy that I have no choice but to recommend it--just with minor reservations.

Video: Making a game while struggling with obsessive compulsiveness

April 24, 2013 6:07 PM | John Polson

retro-grade.jpgIn this GDC 2013 video, 24 Caret Games co-founder Matt Gilgenbach delivers a personal postmortem on how his obsessive-compulsive behavior led to a crunch-heavy, four-year development cycle for the PlayStation Network and PC rhythm reverse-shooter Retro/Grade.

Courtesy of the GDC Vault, this free lecture reflects on the 750,000 lines of code in the game and the personal sacrifices Gilgenbach made to maintain 80-hour work weeks to handle such code. But one lesson learned, he says to question the extra time spent on features, to debate if they will increase sales or at least impact the player's experience meaningfully.

The video begins after the jump.

Hypnotic tube-racing Dyad releases for PC

April 24, 2013 4:35 PM | John Polson

][ Games' Dyad expanded my senses on PSN last year, with its hyper-fast colors and overwhelming sounds that accentuate its combo-filled, tube racing-like arcade experience. Now PC owners can experience the same adrenaline rush through 27 main stages, 26 trophy levels, and 26 remixed levels.

IGF China seeking pan-Pacific indie game submissions for 2013 event

April 24, 2013 12:22 PM | John Polson

The Independent Games Festival China - which will take place alongside this September's GDC China in Shanghai - has opened its call for submissions and is accepting indie game entries from the pan-Pacific area from now through July 19.

Following its success from previous years, GDC China will once again host all three main elements of IGF China, including the Independent Games Summit, the IGF Pavilion, and the prestigious IGF China Awards.

Now in its fifth year, the IGF Summit at GDC China will feature sessions from some of the world's top developers, while the IGF Pavilion will showcase some of the region's best independent and student games.

And of course the IGF China Awards - which are split into both Main and Student competitions - will honor the many talented developers in the pan-Pacific area.

Last year's event saw 159 high-quality entries from regions including Mainland China, Taiwan, Singapore, Japan, Indonesia, Thailand, India, Serbia, Montenegro, and more.

Last year's recipients included the Best Game winner, the retro-inspired puzzler Cubetractor, and abstract action Best Student Game winner, Fish - and other previously honored games (from 2011 and before) include acclaimed strategy title FTL: Faster Than Light and unconventional retro game Pixel May Cry.

Trailer: Concerned Joe, Keep Moving Forward

April 24, 2013 11:15 AM | Ahmed Abdel Samea



Concerned Joe was initially a flash game sponsored by ArmorGames in 2011 where it became pretty famous. In the game, You play as Joe (a little blue character guy) who is concerned about his health. He has a disease called I.H.T.M.O.I.D. (I Have To Move Or I'll Die), so Joe must be in continuous movement or he will explode. After releasing the game and becoming well known, the developers started to work on a bigger desktop version of the game.

Freeware Game Pick: An Occurrence at Owl Creek Bridge (James Cox)

April 24, 2013 9:00 AM | Konstantinos Dimopoulos / Gnome

occurence.pngI do not want to start a debate or anything, but it's so much easier to simply describe An Occurrence at Owl Creek Bridge as a game. So, yes, it's a game. A freeware game, to be precise, and one that will run on your average Windows machine and provide you with a semi-interactive snapshot from the US Civil War rendered in chunky, parallax scrolling pixels. It will also that take up less than 10 minutes of your time and depress you with another reminder of the inevitability of violence.

Release: Klei's survival game Don't Starve is out in the digital wild

April 24, 2013 6:01 AM | John Polson

Eets and Mark of the Ninja developer Klei has released its wilderness survival game Don't Starve for Windows, Mac, and Linux users today. The Tim Burton take on Minecraft will have players maintaining their health, hunger, and sanity while foraging in randomly-generated worlds.

When platform exclusivity is good for indies

April 24, 2013 3:01 AM | Staff

papoyyo_thumb.jpg"If you are an independent you have zero marketing money. [And] if someone asks you for exclusivity and it's going to help you to bring out your product into the market, I think that can be good. Sometimes, I think it's the only way to get something out."- Minority Media co-founder Vander Caballero

Minority Media's debut title Papo & Yo, telling the idiosyncratic story of a boy escaping into his imagination in a Brazilian favela, arrived on Steam last week after months spent as a PlayStation Network exclusive. Speaking with Kotaku, creative lead and studio co-founder Caballero remarked on exclusivity being good for one's game.

"The PS3 release was one of the top sellers on PSN," said Caballero. "[Papo & Yo] cost $1.5 million to make and we've already made part of our investment back. Hopefully, we are going to get the other part on Steam and make some profit."

Caballero remains gracious toward Sony, with whom Minority Media established an exclusive deal in exchange for funding. "Sony really helped us to push the game out and make people know about it," Caballero explained. "They really helped us in the development, too. It was an amazing relationship."

[Kris Ligman wrote this originally for sister site Gamasutra]

Perspective, Nitronic Rush join 10-year Digipen cast in Mario Party-like game

April 23, 2013 11:55 PM | John Polson

The self-proclaimed first-ever Digipen crossover freeware game, Barry's Magical Escape: Digipen Ball-stars Edition for Windows, is for 1 to 8 players and is based on the Bumper Balls mini game from Mario Party. Players must roll around to bump others off stages and avoid hazards, while taking the risk of collecting random items that can help or hurt.

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