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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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iPad Game Picks: Wonderputt and Splice

September 13, 2012 2:00 PM | John Polson

This is just for our iPad 2 and 3 audience, so I'm lumping two awesome games together for one post. Fortunately, these are also two great indie games to enjoy on PC, although they are slightly dated on that platform. Damp Gnat's Wonderputt ($0.99) and Cipher Prime's Splice ($3.99) are both essentials for your iPad 2 or 3, even if you don't typically like mini-golf or puzzle games.

First up is Damp Gnat's Wonderputt for $0.99. Shown in the trailer above, it is a truly magical, awe-inspiring golf course that comes to life as you play through each hole. Released last year as a browser title, developer Reece Millidge says he has updated it for iOS with a "larger canvas than the Flash version, high retina res graphics, game centre leaderboards and achievements and a triple length sound track compared with the Flash version."

Up next is Cipher Prime's Splice: Tree of Life.

Trailer: A Blocky Kind Of Love (Bram Stolk)

September 12, 2012 10:00 AM | Danny Cowan

The Little Crane That Could developer Bram Stolk teases his next iOS release A Blocky Kind of Love in the brief gameplay snippet above. The 60 frames-per-second version of the trailer can be seen here.

In a post at the Touch Arcade forums, Stolk describes A Blocky Kind of Love as "an epic love adventure story set in voxels." Players pilot multiple vehicle types across varied blocky terrain in an attempt to woo their beloved prince or princess. Like The Little Crane That Could, gameplay relies heavily on vehicle physics and the mastery of unconventional controls.

The game will be released as a free app featuring five levels in the third quarter of 2012. Five additional levels will also be available via a single in-app purchase.

Mobile Game Pick: Frutorious (Infinite State Games)

September 12, 2012 5:00 AM | Konstantinos Dimopoulos / Gnome

I have been following the development of Frutorious pretty closely (I mean, how could I not when the dev team posted such lovely making of videos?) and, now that the thing has been released, I can't help but suggest you give it a try. It is, after all, a free download with some of the most delicious in-app purchases around and something your iPhone will be proud to host.

The game itself sports brilliant stop-motion animated graphics based on some rather silly plasticine models (with bits of felt), and plays quite a bit like the unholy spawn of Angry Birds with your favourite 80s platformer of choice.

Demo and Release: HUEBRIX (Yellow Monkey)

September 11, 2012 3:00 AM | John Polson

Yellow Monkey has recently released its pathway-paving puzzler HUEBRIX for Android and iOS devices with a free browser-based demo to experience the basic game mechanics. Yes, the visuals bear a striking resemblance to Puzzlejuice's. Greg Wohlwend has shared his thoughts on the similarity and Yellow Monkey has shared theirs.

Aesthetic similarities aside, HUEBRIX plays quite differently from Puzzlejuice and a bit differently from Link-a-Pix-type games. HUEBRIX only hints at how each line should be drawn and where each line should end, as long as the player covers the entire board and uses up all the moves of each piece.

There are spaces with certain colors which dictate part of the path a color must cross, but that's only a piece of the puzzle. The board has some spaces such as directional arrows and even screen wrapping areas that players must plan for. The free, browser-based demo may start slowly but levels in the 20s and 30s have rather thought-provoking challenges.

The iTunes store doesn't have a Lite version yet, but the paid version is on sale for $0.99 now. The Google Play store for Android has a free version and paid version, however. A warning to those who become addicted: dozens of level packs await at $0.99 a pack, too.

Trailer: Roar Rampage iOS (Neutronized)

September 10, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

Remember that weird and lovely Roar Rampage game we mentioned some time ago? Well, it remains as enjoyable and destructive as ever, but will apparently be porting its Godzilla-esque self over to both the iPad and iPhone. Seems to be playing an even better game on those touch-controllable devices too and, well, we'll be definitely keeping an eye out for it. So should you.

Indies Collaborate on Tools to Make Talking to the Press Easier

September 9, 2012 8:00 PM | Staff

luft gama.jpgIf you want easily-distracted players to stay with your game, to give it a chance and discover all the work you've labored over, you make it as approachable and as easy to pick up as possible, right?

That's the same attitude indie developers should take when it comes to attracting the attention of the press, to ensure people are helping others find out about your game. That's where the press kit comes in.

"It's a general problem in the indie scene, where so many beautiful and lovely games go unnoticed simply because the developer doesn't know how to present their game to the press," says Rami Ismail, an indie developer himself at Dutch studio Vlambeer (Super Crate Box).

It's not a magic bullet that solves all your marketing problems, but the press kit can sometimes be the critical item that decides whether those journalists who are inundated with dozens of pitches a day cover your project.

'Evolving Every Day' - Sony's Approach to Working with Indies

September 8, 2012 8:00 PM | Staff

AdamBoyesProfile_Tw gama.pngSony has earned a reputation for funding daring indie games -- especially lately. Dyad and Papo & Yo, in particular, have picked up plaudits in recent weeks. Of course, this is not an accident, says Sony's Adam Boyes.

Boyes is the vice president of publisher and developer relations for SCEA. Installed in his job for around four months, he's heading up the company's push to find indies -- and fund them -- via its Pub Fund initiative.

While that's not the only part of his job, which also includes overseeing relationships with the U.S. triple-A publishing industry and external developers of all sizes around the globe, Boyes considers indies an important part of the Sony landscape.

"We're always looking for things that people wouldn't be able to do normally. Like, really art-house stuff," says Boyes. "We really want to feature them, and have an artful platform for people to put content out on."

As a gamer, he says, "I'm fine with paying $10, $15, $20 for something and realizing the creator has put their heart and soul into something." That, essentially, is what Boyes looks for.

"If it's awesome, that's sort of the first qualifier," he says. "If it's something that really sets itself apart from what else is out there," that "always stacks higher."

Sense of Wonder Night 2012 Highlights Experimental Indie Games

September 8, 2012 12:00 AM | Staff

sown_logo2012.jpgOrganizers for the Sense of Wonder Night competition have selected ten experimental indie titles that will be showcased at Tokyo Game Show later this month.

Modeled after the Game Developers Conference's Experimental Gameplay Workshop, SOWN seeks to feature games with unconventional ideas and designs, and to give developers an opportunity to present their projects to a game industry audience.

The ten games that will be featured at SOWN 2012 are the following (in alphabetical order):

  • Backworlds by Anders Ekermo & Juha Kangas (Sweden)
  • BaraBariBall by Noah Sasso (U.S.)
  • Breaks by Takayuki Yanagihara (Japan)
  • Chumam by Sho Ishida (Japan)
  • Douse by DigiPen Team Terrabyte (U.S.)
  • Grandmaster by Artur Mine and Dmitry Verbitsky (Ukraine)
  • Memory of a Broken Dimension by Ezra Hanson-White (U.S.)
  • Taiso by Zacozaco (Japan)
  • Tengami by Jennifer Schneidereit (UK)
  • The Light Shooter by Kyosuke Yasumoto (Japan)

SOWN 2012's judges picked the games from a pool of 75 applications submitted by developers all over the world. All of the developers will present their titles at a Tokyo Game Show event (which will be livestreamed online) on September 21.

[Eric Caoili wrote this article, which originally appeared on Gamasutra.]

New Game Music Bundle offers iOSTs

September 7, 2012 8:00 PM | John Polson

igame music bundle.jpgThe Game Music Bundle returns with up to 17 iGame albums for you ears. For $1 or more you get the soundtracks to Horn (by Journey's Austin Wintory), Globulous, Puzzlejuice, Squids: Wild West, and Organ Trail: Director's Cut. For $10 or more you also get the tunes of Aliens Incursion, Wyv and Keep, Splice, Mecho Wars HD, Polymer, iBlast Moki 2, and Super Hexagon EP.

Two unlockables have been revealed, Super Stickman Golf and Happy Street, but they require a set number of bundles sold. Three more secret albums remain shrouded, and only time and more bundle sales will reveal their identities.

Kickstarter Projects: Pro Pinball Revived & Remastered (Silverball Studios)

September 7, 2012 12:00 PM | Danny Cowan

Silverball Studios has launched a Kickstarter campaign in hopes of funding a remastered collection of its classic Pro Pinball titles, along with an all-new table created by famed pinball designer Pat Lawlor (The Addams Family, Twilight Zone).

Silverball Studios released its Pro Pinball games (including fan favorites like Timeshock! and Big Race USA) across several platforms in the 1990s, and their games set a high standard for pinball physics simulation. A recently released demonstration video shows that the tables will receive a significant visual upgrade bolstered by some impressive lighting tech.

Pro Pinball: Revived & Remastered has earned over $25,000 toward its funding goal of $400,000 as of this writing. Following the campaign's conclusion, releases are planned for Windows, Mac, iOS, and Xbox Live Arcade, with other platforms to follow. Silverball Studios has also set up a Steam Greenlight page to drum up support for the release.

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