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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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Deadwood: The Forgotten Curse - Protecting a Sleeping Pal from the Lumbering Dead

March 25, 2015 7:00 AM | Joel Couture

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Deadwood: The Forgotten Curse has a pretty cute exterior. The wooden, marionette-like characters, good and bad, have a charming, cartoon-style appearance that makes them look adorable even when they're trying to be menacing. Your golem, Roguard, is always smiling despite being set upon by the wooden dead, and even when he falls asleep and the dead close in, it's still got this strange cuteness to it. Then you notice that something is deep and terribly wrong about what Steamroller Studios has created. Something unsettling.

Homesick: Tending Gardens and Fleeing From Nightmares

March 25, 2015 6:00 AM | Joel Couture

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It's nice to have a little garden to yourself. It's great to unwind by wandering through the gray, empty complex you live in, find a bathtub filled with dirty rainwater, and then water the plants and watch them grow. After that, why not take a little nap to forget that you haven't seen food in days? I mean, other than the fact that you'll be dogged by flames of darkness until the sun rises again, it's good to catch up on some sleep. Then again, not dreaming of living night pouring into your home is pretty great too, so maybe you should get to work helping the poor person living in the world of Lucky Pause's Homesick get out of there.

Hold Your Breath and Venture in Sinkh's Lair

March 24, 2015 4:00 PM | Luca Colosso

sinkhslair01.pngKlas Persson's Sinkh's Lair has been around for quite a while now. A hard dungeon crawler made in the style of ZX Spectrum's games, its playability has been increased by a great deal thanks to the many arcade elements thrown into the mix. Just like an outdated game that's still fun, you'll be hooked on Sinkh's Lair in no time. Hence you can understand how much of a pleasure it is for me to announce that, starting from today, you can finally play a stable version of it released after months of intense development.

White Night Review - Punishing Darkness, Punishing Light

March 24, 2015 6:00 AM | Joel Couture

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White Night's style is undeniably striking. Seeing the blank, dark world take shape when touched by pure white light looks wonderful, and is some of the best use of lighting I've seen in a game. It seems like this style would be a solid fit for a horror game, where darkness hides the means to move forward and dangerous things creep about out of sight. The night is almost always used to powerful effect in horror games, so having such a lovely style with an emphasis on dark and light should be a perfect fit. Due to a few conflicting game design decisions, though, the style I wanted to like so much became an aggravating hindrance. Osome Studio's game is a treat to look at, but many of the elements of horror games within it turn it into pure frustration.

Spellweaver shakes up card game mechanics

March 24, 2015 4:35 AM | Lena LeRay

match.jpgSpellweaver is a digital card game from Bulgarian developer Dream Reactor LLC which largely takes after traditional tabletop CCGs. Rather than go the way of a game like SolForge, which would be a nightmare to manage as a physical card game, Spellweaver distinguishes itself from other CCGs by shaking up fundamental CCG mechanics enough to make fans of the genre think twice without making it hard to pick up. There are two major differences between Spellweaver and the genre conventions fans have come to expect, with the effects cascading outwards in interesting ways.

TV Show's Intro Becomes a Game: Dexter Morning Routine

March 23, 2015 11:30 AM | Luca Colosso

DexterIntro01.pngIt's always pretty interesting when you get to play a game inspired by other completely unrelated medias. Dexter Morning Routine by Anas Abdin, for instance, is a tribute to the very famous TV show Dexter. Whether you've seen it or not, it's likely that you know at least what it's all about, and when I realized that the game hadn't anything to do with murders, or crimes of any sort, it became even more appealing.

Trailer Roundup for March 23, 2015

March 23, 2015 7:50 AM | Lena LeRay

udd.gifToday's trailer roundup features some genre blending, a bit of retro action, one game that looks really weird, and a couple of trips through beauty.

The Darkside Detective Preview: Silly Detectives in Spooky Times

March 23, 2015 6:00 AM | Joel Couture

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I enjoy humor in games, but it's rare that I genuinely crack up. DoomCube's The Darkside Detective demo had me laughing consistently with its silly sense of humor, and all while I was having a great time pointing-and-clicking my way to the bottom of a paranormal mystery. The puzzles in the short preview didn't keep me stumped for very long, but that sharp writing has me wanting to spend a whole lot more time with Dt. Francis McQueen and the amazing Officer Dooley.

Take on the Role of Strange Heroes to Defeat the Ducksoup Dungeon

March 21, 2015 11:00 AM | Luca Colosso

ducksoup01.pngAlthough the graphics and animation on the game's page might suggest otherwise, Ducksoup Dungeon isn't actually out for the Game Boy system. Instead, it's another 7DRL entry developed by Ducksoup Games in just one week. More specifically, it's an action platformer roguelike of fine quality. On top of offering unlimited procedurally generated levels to beat, it also comes with a simple progression system so that playing the game doesn't feel completely pointless. Jam games don't often feature sub-goals, so it's important you keep this in mind if you feel like judging it upfront.

Masks, Intrigue, and Tactics Meet in Masquerada

March 21, 2015 7:00 AM | Joel Couture

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When I play games, I like to slowly look at my situation, examine my opponent, and then figure out the best way I can ruin their day. I don't just want to win; I want to crush my enemies. So, when Witching Hour Studios' Masquerada let me pause combat, take a peek at what my opponents were doing, and then set up a series of attacks that drew them together and then tore them apart, a little grin slipped onto my face. I somehow missed out on Dragon Age, but I have no intention of letting this game pass me by.

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