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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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Trailer & Release: Cargo Commander (Serious Brew)

November 8, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

You can't have enough platformers in the world of indie gaming apparently, but it really does help when said platformers try to do interesting new things; you know, just like Cargo Commander with its destructible environments, gravity mechanics and competitive online play. It really looks different, plays different and has been made available on Steam for both Mac and Windows PCs. Oh, and watching the well-made trailer posted above should tell you all there is to it.

C64 Release: Space Lords (RGCD)

November 8, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

Based on Warlords, Atari's classic four-player take on Pong, the latest, commercial version of Space Lords is one of the most enjoyable multi-player games ever released for the Commodore 64. Impressively, it seems to support any sort of exotic control device you might have and sports several game modes and some lovely graphics. Space Lords has already been released for all Commodοre 64s (and emulators) and can be either grabbed on a boxed (deluxe or vanilla) cartridge or as a download via the RGCD shop.

The previous Andromeda II version of the game is available for free here.

Indies: Don't Run Before You Can Walk

November 8, 2012 3:00 AM | Staff

running.jpg"Build on our existing engines or growing expertise in genres we'd already tackled? Not for us!" says Tristan Clark, founder of Launching Pad Games, on what sank his indie studio.

Many studios are founded with high ideals, and end up floundering. One such was New Zealand-based Launching Pad Games, which released seven games before calling it quits.

The studio continuously transitioned between passion projects and commercial titles, never really finding its niche, Clark writes, in a new Gamasutra feature. The company released a casual flash game, Run Boots Run, but followed it with The Pretender, "a puzzle/platformer trilogy with a tragic tale of love and hubris weaved into it."

When it shifted to iOS, Zoo Lasso, a casual game, was its first release. Up next? Scarlett and the Spark of Life, "the closest I've gotten to the kind of games I want to make," writes Clark. This foundered, and the company moved back to casual games, finding modest success.

"But as many people have found, it's extraordinarily hard to pull free from the kind of projects that only allow you to limp towards the next project," writes Clark.

"To me, the story of Launching Pad Games is one of pursuing enjoyment over sensible decisions -- and of often never even knowing what a sensible decision was."

As for Clark? He now works at number two Facebook developer You can read the entire history of Launching Pad Games -- mistakes and all -- in his new feature, live now on Gamasutra.

Kyle Pulver and Co.'s Mini Metroidvania Jottobots Releases This Week

November 8, 2012 1:00 AM | John Polson

Jottobots is one crazy colorful Metroidvania. J. Otto Seibold and Offspring Fling developer Kyle Pulver's 2009 ARTxGAME piece will finally release to the Windows-gaming public on November 10 for $1 million. These guys are so indie that they are going to release a game on the weekend.

As discussed with Pulver last month, Jottobots is "about discovering every nook and cranny in the world." He adds in a recent blog post: "The game is played under a time limit (which starts at 5 minutes but can be increased through time bonuses) and the goal is finding the exit but also grabbing a lot of points along the way."

The PC release gets some sweet sounds from Power Up Audio and Josh Whelchel, online leaderboards, and achievements. Thankfully, the game supports the 360 controller with rumble features, "but a generic game pad might have to resort to Joy2Key for now," warns Pulver.

Trailer: Miasmata (Joe and Bob Johnson)

November 7, 2012 6:00 PM | Cassandra Khaw

Developed from ground up by a pair of brothers (yes, the engine is home-grown as well), Miasmata is a first-person survival/adventure game set on a remote island named Eden. Here, you get to play a plague-stricken scientist on a quest to save himself from uncertain doom. Needless to say, the island isn't a very friendly place and, as you can see from the video, is home to dangerous animals. Heck, there's one in particular that's apparently going to be rather adamant about stalking you down to devour you.

You can read up more about it on their Steam Greenlight page here.

Gameplay Footage of Deepest Dungeons of Doom

November 7, 2012 4:00 PM | Cassandra Khaw

With its gameplay inspired by the likes of Sworcery and rhythm games, Deepest Dungeons of Doom looks to be a rather interesting offering. A work-in-progress by Miniboss, Deepest Dungeons currently only requires you to make use of three buttons so as to be able to attack, defend and use items. Coincidentally, it only has three classes too. Sadly, the developers haven't made any recent updates in regards to the game so I'm clueless as to how far it's progressed.

Still, if you're interested in keeping watch over its development, here's the appropriate TIGsource forum thread.

Pid's dilemma - how do you make a 2D platformer that stands out?

November 7, 2012 2:00 PM | Staff

pid long.jpg2D puzzle platformers are now ten a penny in the indie game space and, as such, it can be tricky for a studio to get noticed amongst all the noise. Might and Delight, the studio behind the newly released Pid, has found its own solution to this problem -- simply don't refer to the game as a puzzle platformer.

"I think of it as a platforming adventure," notes Kian Bashiri, lead programmer on the title and creator of the cult Flash mini-game You Have To Burn The Rope, "since our puzzles aren't of the kind that most people think of when the genre is mentioned."

Sure, Pid features numerous lengthy sections that most players would describe as classic puzzling, but for the most part Pid is made up of what Bashiri describes as "moment-to-moment navigational puzzles that make up the core of the game."

"The beam, like the grappling gun in Bionic Commando, forces you to read your environments in a unique way," he adds. "When you really 'get' how to use it and when you get comfortable with using it (because it is a demanding mechanic), you get extremely agile. Planning your route around the various hazards is a kind of puzzle that gets richer and richer the further you get in the game as new 'rules' and restrictions are introduced in form of enemies, gadgets and clever level design."

IndieCade 2012 Narrated by Indie Creators

November 7, 2012 11:10 AM | jeriaska

The developers of Pop Pop Battle J at IndieCade

Last month's IndieCade festival saw creators of independently financed games giving presentations and demoing prototypes in Culver City, California.

Our flickr photo set provides an indication of the varied settings of the event, from the evening red carpet awards hosted by Felicia Day, to the afternoon play sessions arranged throughout a rented firehouse, and the late-night, outdoors Night Games curated by Antichamber sound designer Robin Arnott. For Ragtag Studio, the IndieXchange workshop session preceding the festival provided an opportunity to introduce their iOS app Unstoppable Fist to fellow devs, while also receiving feedback on a separate title's proof of concept build.

Fist (whose karate-kicking protagonist sports a pastel-dominated wardrobe and penny loafers in a callback to Miami Vice) was released earlier this year together with a free soundtrack album through Bandcamp. Co-founder Chris Cobb says of attending the festival, "[W]e have quickly learned the value of spreading our wings and meeting other like-minded developers."

IndieCade 2012 narrated by Matt Carter. Further videos after the break

Indie Buskers 2: Pay What You Want for Seven Games

November 7, 2012 10:00 AM | Danny Cowan

Indie Buskers has launched its second pay-what-you-want bundle (€1 minimum) featuring seven crowd-suggested games programmed in just 48 hours.

Bundle offerings include Hamumu Software's playground capture-the-flag action game Sneaky Brats, Sophie Houlden's automated phone system simulator Phone Phantom, and DandyDan, a retro-styled hedge construction title from Galcon creator Phil Hassey.

Indie Buskers 2 also includes Ido Yehieli's Diplomatic Doom, Friedrich Hanisch's HATESNAKE3D, and Sos Sosowski's Electreus. Progress on another featured game, Pekka Kujansuu's River City Ransom-styled Space Brawl, is currently stalled as the author recovers from an illness, but Indie Buskers organizers note that it will be added to the bundle upon completion.

[via RPS]

Kickstarter Projects: Moments of Silence (myformerselves)

November 7, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

Described as a genre fever dream interspersed with vignettes and anecdotes, Moments of Silence by Middens developer myformerselves seems like the perfect example of the contemporary art game; whether this is something to get excited about or not is entirely a matter of personal taste. Personally, I'd colour me intrigued and that's why I'd love to see the project's Kickstarter campaign reach its humble goal and see whether it can be as smart and provocative as it is beautiful. Truth be said, my hopes are pretty high...

Hit the jump for some lovely screens:

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