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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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Kickstarter Projects: Sword of Fargoal 2 (Fargoal)

October 11, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

With the recent rebirth of rogue-likes and Kickstarter's thing for reviving classic franchises, Jeff McCord, the creator of C64 gem Sword of Fargoal, and the aptly named Fargoal team have decided to try and fund Sword of Fargoal 2 the popular way. Sadly, things haven't gone too well so far and though the money-pledging period is close to its end, the goal has yet to be achieved. A crying shame if you ask me and if you take into account that the original Fargoal was a brilliant rogue-like that will apparently be wisely updated and enriched.

Besides, a modest backing of $8 will get you the complete game on iOS and $15 the PC/Mac/Linux version, whereas a hefty $1000 will earn you the mouth-watering "retro" version of the game, complete with a working Commodore 64 computer and a copy of the original.

One Week to Go for 2013 IGF's Main Competition Entries

October 11, 2012 1:00 AM | Staff

IGF2013.jpgOrganizers are reminding that submissions for the 2013 Independent Games Festival Main Competition, which reveals winners at GDC 2013 in San Francisco next March, will close in just 7 days.

The longest-running and highest-profile independent video game festival, summit and showcase continues to accept entries to the 15th annual Festival, with deadlines in the Main and Student Showcase categories in one week (October 17th) and three weeks (October 31st) respectively, with finalists to be announced on January 2013.

Following over 850 entries to IGF 2012, the Festival has expanded each existing category to six finalists, all of which will be available in playable form at a larger, expanded IGF Pavilion on the GDC show floor, and will compete for nearly $60,000 in prizes.

These include the $5,000 Nuovo Award, honoring 'abstract, shortform, and unconventional' games, as well as the Excellence in Art, Audio, Design, Technology, Student Game and Audience Award prizes, each worth $3,000, and the crowning $30,000 Seumas McNally Grand Prize.

Notable former Independent Games Festival winners over the previous 15 years include Spelunky, Fez, Minecraft, Limbo, World of Goo, Braid, Castle Crashers, Everyday Shooter and many more of the game industry's breakthrough independent titles.

Blocks That Matter Spin-off, Tetrobot and Co., Announced

October 10, 2012 12:00 PM | John Polson

Tetrobot_and_co_announcement.jpg Swing Swing Submarine has told IndieGames that Tetrobot and Co., "a sort of (spiritual) sequel" to Blocks That Matter (the XBLIG and Humble Indie Bundle hit), will release in early 2013 on Windows, Mac, Linux, and various touch devices including iOS.

The few gameplay details available are that while the game will stick mostly to the original puzzle formula, the main character is not Tetrobot (the main character of Blocks That Matter). Tetrobot will be a very important part of the game, and its role is revealed in the photo above.

Go ahead and click on the photo to see the full size and figure out what the role is... or click on the jump for the spoiler.

First Gameplay Footage of BADLAND

October 9, 2012 4:00 PM | Cassandra Khaw

Have you ever had this strange urge to propel round, potentially cute-looking flying silhouettes across treacherous terrain? Yes? Well, I've got just the iOS game for you. Frogmind's BADLAND is an 'atmospheric side-scrolling action adventure' iOS title that will have you traipsing across an obstacle-infested forest in an attempt to figure out what has gone terribly wrong with the whole place.

Curiosity piqued? If so, there's a rather handy-dandy forum thread over at TIGsource that you may want to acquaint yourself with.

Don't Look Back Ported to Android; iOS Version Coming Soon

October 9, 2012 10:00 AM | Danny Cowan

Terry Cavanagh has launched a free Android version of his minimalist Flash platformer Don't Look Back. An iOS version has also been completed, and will likely show up in the App Store soon.

An adaptation of the Greek legend of Orpheus and Eurydice, Don't Look Back is a challenging side-scrolling action game that introduces an interesting gameplay twist at the halfway mark. I remember enjoying the game when I played it upon its first release, but I didn't realize how popular it was -- it has its own Wikipedia entry and everything!

Cavanagh assures that the Android version of Don't Look Back is "a completely free game, not 'free to play'; there are no in-app purchases or any of that nonsense."

Gree Launches New Program to Support, Promote Indie Devs

October 9, 2012 1:00 AM | Staff

GREEsmall.jpgIn an effort to expand its indie game catalog, social and mobile gaming giant Gree has just launched a brand new program that promises to help independent developers finish, promote, and launch their latest games.

The new "Indie of the Month" program is part of a larger indie support initiative, and starting this November, Gree will select one independent team per month, and offer QA, PR, and post-launch support to help them release an iOS or Android game on the Gree Platform.

"We recognize that developers are completely focused on game development and don't all have the resources or know-how for things like QA and PR. So the 'Indie of the Month' is an opportunity for us to complement their work with our help in those areas," said Eros Resmini, Gree's SVP of developer relations and marketing.

Each selected team will receive one-on-one support from Gree for four to six weeks, and when their project is complete, the developers will maintain full IP rights over their game.

The Benefits of Making Your Players Suffer (and Maybe Throw Up)

October 8, 2012 8:00 PM | Staff

qwopsmall.jpgBennett Foddy, creator of QWOP, GIRP, and CLOP among others, likes to play with his players, and he suggests that more of us should be doing the same.

At the top of his talk at IndieCade on Friday, he asserted, "I'm going to try to convince you to put more suffering in your games."

Learn a lesson from the Olympics, he says - it's all about the suffering. It's all about the pathos of second place.

"Nobody cries when they come second in a video game," he notes. "Nobody lays down and cries. Why not?"

In track and field video games, "The way that you run is to either hammer a button really fast, or waggle a joystick really fast," he says. "There's no joy in that, the joy is in the panic - in your friends watching you injure yourself as you hit the button."

"It's not just that games are easier - though they are," he says. "To me it's that games these days are more comfortable. There's less discomfort. My worry is not that games are getting too easy, because easy games can be wonderful. My worry is that games are getting too comfortable."

Video Footage of Crescent Moon Games's Topia

October 8, 2012 7:00 PM | Cassandra Khaw

If God games make you excited in a way few other things do, you may be pleased to know that Populous's Glenn Corpes and Crescent Moon Games have apparently jointed forces to develop what they're hoping to be the world's most advanced sandbox simulation on the iOS. If it all works as advertised, you'll be able to build mountains, create herbivorous herds, beset them with carnivores, rule oceans and more.

For more information, you can check out the official website thing here.

Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'

October 6, 2012 2:00 PM | John Polson

game-player.jpgIndieGames' monthly series of having the editorial team tackle important issues in games continues. Reader Nicolau M. wrote in to us: "The other day, I was thinking about the fundamentals of a game. Personally, I think objective, rules, and interaction are the most noticeable ones. However, something I keep encountering on various games is an unbalance of interaction and story-telling.

"It's a pretty interesting relation, on one side you might want to express a specific story, or thought, on the other, you want to keep the game a very interactive (and as such, including) experience. And what I've seen sometimes is a restriction on things you can or can't do in a game in order to preserve the message. In other cases, however, I've seen too much interaction deviate from the intended message.

The question our team seeks to discuss becomes the following: Can too much interaction obstruct a game's intended message?

Watch PBS's Off Book: The Creativity of Indie Video Games

October 5, 2012 10:00 AM | Danny Cowan

PBS's original web series Off Book tackles the world of independently developed games in its latest episode, The Creativity of Indie Video Games, which you can watch in full above.

While the content here is aimed at a general audience, it's interesting to see multiple facets of indie development represented, and the tone is refreshingly positive throughout. The footage features input from Spelltower creator Zach Gage, Bastion audio designer Darren Korb, and Osmos developers Eddy Boxerman and Andy Nealen, along with commentary from Kill Screen's Jamin Warren and Gamasutra's Leigh Alexander.

Off Book previously discussed indie games in this episode last year.

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