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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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Get a job: SCEA and others hiring now on the Gamasutra jobs board

September 7, 2012 3:00 AM | Eric Caoili

In the latest postings over the last seven days, Gamasutra's jobs board plays host to roles in every major discipline, including opportunities at Sony Computer Entertainment America, Playdead, and others.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across Gamasutra's network of submarket sites, which includes content sites focused on independent games and more.

Some of the notable jobs posted this week include:

Playdead Aps: Technical Artist:
"Playdead, maker of Limbo, is an independent game studio based in Copenhagen, Denmark. Founded by Arnt Jensen and Dino Patti in 2006, Playdead is currently in production on new IP with Arnt Jensen as Game Director."

Blizzard Entertainment: Reliability Engineer:
"Best known for blockbuster hits including World of Warcraft and the Warcraft, StarCraft, and Diablo series, Blizzard Entertainment, Inc., is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard's track record includes thirteen #1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net, is one of the largest in the world, with millions of active players."

Eufloria Adventures Bringing Procedural Fun to PlayStation Mobile

September 7, 2012 1:00 AM | Staff

rudolf kremers gama.jpgI feel like I've been talking about Eufloria forever. The game started life as Dyson, a procedurally-generated real-time strategy game created for an online competition, and gradually evolved into a commercial title which consumed the lives of Rudolf Kremers and Alex May for the next three or so years.

Kremers isn't ready to let go of Eufloria's universe just yet. Having recently finished off the PSN version of Eufloria, he's now collaborating with the Tuna team on a brand new spin-off title in the series.

Eufloria Adventures, the game's working title, is set within the original universe, but it has very different gameplay mechanics. You control a single seedling ship this time around, sent out to study and collect ancient artifacts with which you can enhance your ship's abilities.

As you explore deeper into the world, survival becomes far more taxing, and constant upgrades to your ship are necessary for defeating enemy colonies and discovering your exact role in the underlying story.

Gameplay Footage of Flexile Studio's Wimp

September 6, 2012 6:00 PM | Cassandra Khaw



Wimp might be a little too cute for its own good. Wimp is Flexile Studio's first production and it's an adventure-puzzler that features a particularly expressive little blob-in-a-bubble. Like every good protagonist, the little snot-thing has a problem: someone has apparently stolen its panties. Obviously, Wimp is the story of how it gets it back. No, we're not sure what's going on either.

If you're curious about the game and want to find out more, here's the official website.

(Source: TouchArcade)

iOS Game Pick: Super Hexagon (Terry Cavanagh)

September 6, 2012 2:00 PM | John Polson

Terry Cavanagh describes Super Hexagon as a minimal action game, but clearly he's never seen anyone play his game nor the maximal, raging fits that it induces. In Cavanagh's latest masterpiece, players control a grief- or possibly panic-stricken, three-sided, and twitchy eunuch who must escape a spiraling regime that is falling around him.

Okay, some of that is made up. As the trailer suggests, players rotate a triangle left or right to avoid oncoming lines and shapes. One hit, and it's game over! Survive for 60 seconds, and even harder levels unlock for the masochist inside you, the you who never gave up on Vedi Vini Vici.

Those who aren't sure if they can stomach the ride that is Super Hexagon can try the free version first. However, I found myself more immersed, hypnotized even, by holding the game closer to me on my iPad.

Super Hexagon is on sale now for $0.99 for a limited time for iPhone 3GS+ or any iPad. Mac, Windows, and possibly Android builds are coming soon.

Mobile Game Pick: Qwak HD (Mr. Qwak)

September 5, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

Mr. Qwak, the venerable developer of Amiga classic Qwak, has finally released the Retina-enhanced Qwak HD for the iPad. The game, a super-boosted remake of the 16-bit retro-lovely, features over 70 levels, a glorious soundtrack, cutesy graphics, a two-player mode and some impressively designed controls. As for the game itself, well, it is a simple yet rather excellent platformer that's absolutely worth the asking price.

Trailer: Year Walk (Simogo)

September 4, 2012 4:00 PM | Cassandra Khaw



You know how they say that you can't teach an old dog new tricks? Well, they were lying. Simogo's upcoming title is quite unlike anything they've made before. Set within the cold, dark woods of 19th century Sweden, Year Walk is a quest for understanding, a first-person adventure that 'blurs the line between two and three dimensions as well as reality and the supernatural'. Given Sweden's collection of weird beasties and interesting traditions, this definitely promises to be interesting and potentially terrifying. Year Walk is scheduled for release on the iOS sometime this winter.

Official site here.

Silver Dollar Games Wins Top Prize In Dream.Build.Play 2012

September 4, 2012 12:00 PM | Danny Cowan

Microsoft has revealed the winning titles in 2012's Dream.Build.Play indie game development competition, naming Silver Dollar Games as the winner of this year's grand prize of $40,000.

Silver Dollar earned top honors for its as-of-yet unreleased brawler One Finger Death Punch, which offers "cinema kung-fu at its finest, with a unique 1:1 response system creating player feedback with every hit." Silver Dollar previously tied for first place in 2007's competition with its robot badminton sim Blazing Birds.

The contest's first runner-up prize of $20,000 went to CantStrafeRight for its side-scrolling zombie shooter Dead Pixels. Team Devil's multiplayer combat title Ninja Crash took home the competition's second runner-up prize, while Adventures of Shuggy creator Smudged Cat Games was named third runner-up for its puzzle-platformer Gateways.

This year's Windows Phone winners include Kenneth Bugeja's Smirkers, Daniel Truong's Pixel Blocked!, Denis Grachev's Alter Ego, and COLTRAN Studios' Cradle To The Grave.

Rewarding Kickstarter Donors with Copies of Your Game Is Vital

September 3, 2012 10:00 PM | John Polson

kickstarter gama.jpgIf you're running a Kickstarter campaign to fund your game, one of the best ways to drive away potential donors is to not offer a physical or downloadable copy of your game as a reward.

In a recent survey about the crowdfunding platform conducted by sister site Gamasutra, 62 percent of more than 1,400 respondents said it's essential for developers to offer copies of their games with their Kickstarter rewards. 23 percent also said it's a very important factor they consider when evaluating whether to fund a project.

Just as in retail and digital markets, the pledge price you set for your game copies is critical -- a third of survey respondents said they've declined to fund a project because the game was not available at a low enough reward tier (over a quarter have passed on projects with no game rewards at all).

The poll also found that 55 percent of respondents believe the reward tier for game copies should cost less than the eventual retail sale price of the title, while 36 percent said they would be satisfied if it had around the same price as the retail release.

In general, participants ranked downloadable copies as the most important perk of a Kickstarter campaign, followed by "behind the scenes" and documentary rewards, downloadable soundtracks, and then physical copies of the game. Big spenders, or those who tend to pledge $50 or more, though, consider physical copies the second most important reward.

The results from Gamasutra's Kickstarter Survey, which shares more valuable data on what convinces people to fund or not fund video game campaigns, is available now.

Preview: Super Hexagon (Terry Cavanagh)

September 3, 2012 7:30 AM | Konstantinos Dimopoulos / Gnome

super hexagon ios.pngDesigning a hard game is pretty easy. Actually, some of the worst games documented were exceptionally tough or even impossible to beat. Managing to come up with a hard game that actually feels fair and never frustrates to the point it ceases to be fun on the other hand is a true feat of game design skills.

Not surprisingly then, Terry Cavanagh's forthcoming Super Hexagon for the iPhone and iPad is definitely one such feat and a proper twitch-arcade masterpiece.

Ask IndieGames: Are indie developers censoring themselves?

September 2, 2012 10:00 AM | Staff

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Rare cases such as molleindustria, Anna Anthropy or Jonas Kyratzes aside, indie games, despite being generally free
of any creative control, seem to restrain themselves and avoid tackling social or political issues, in stark contrast to indie films or music.

Does that have to do with developers being afraid to speak their mind or with the fact that they simply only care to make escapist games? Why aren't indie games more connected to everyday issues? Could they actually matter as a form of popular expression? Should they? How could they?

Our monthly series of having the IndieGames editorial team tackle important, relevant issues continues.

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