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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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The Day After #ScreenshotSaturday 4

July 22, 2012 10:00 PM | John Polson

screenshotsaturday4 header.png

Though Zombies Go to a Party is small in scale, the above Chiptune Fest seemed a pretty rockin' way to start off this week's feature. Not to mention, devs have overworked zombies in games, and they deserve a party. This party belongs to Mini LD #36 entry Eruption developer Derevenksy.

This week's Screenshot Saturday sampling is about a lot more than zombies, though, with almost 200 pics to peruse. Enviro-bear 2010 dev Justin Smith posted a cryptic character shot (of something!?!). The arwork of Tyrone Henrie's Catapult for Hire and Final Boss Entertainment's Doom-like FPS Wrack have received major updates, too.

But that's just the beginning of The Day After #ScreenshotSaturday.

Life after Dyad: Are Indie Games All Grown up Now?

July 22, 2012 12:00 PM | Staff

dyad gama.jpgCritics say that hallucinogenic racer Dyad defies experimental expectations by offering a "pure arcade" experience. What does this mean for the future of independent video games?

After weeks of positive preview buzz, Right Square Bracket Left Square Bracket's hallucinogenic racer Dyad has just released on the PlayStation Network to a widely warm critical reception in the consumer press. There's something funny about the reviews, though.

I've read the reaction from several prominent sites, and most of them have something in common: The writer hastening to inform readers that Dyad, which uses bright colors and abstract imagery, is not, in fact, the kind of liquidy visual experiment players might expect from an indie game.

Joystiq notes that the "outside observer" might look at the game and see "little more than a rhythmic, psychedelic mishmash," Game Informer is also concerned about "onlookers," and explains that the game is still "mesmerizing" to play, though it might look like some weird audio visualizer.

In a thorough review, Polygon's Arthur Gies gives the most elaborate prescription against presupposition, writing that players would be forgiven for assuming Dyad was "the latest sort of, well, let's say, experiential experiment" launched on PSN, and that it'd be "wrong" to assume this finely-honed arcade-style racer has anything in common with Thatgamecompany's Flower or Flow, which Gies characterizes as games that succeed as conceptual experiments, less so when it comes to "mechanics and design."

Blue Tongue Vets Announce Stunt Star: The Hollywood Years For iOS

July 20, 2012 11:00 PM | Danny Cowan


Three Phase Interactive, a new studio founded by veterans from shuttered de Blob 2 maker Blue Tongue Entertainment, announced that it will release its debut title Stunt Star: The Hollywood Years for iOS later this year.

Stunt Star boasts 72 levels in which players take on the role of a Hollywood stuntman, performing dangerous, high-flying stunts in vehicles that range from motorcycles to monster trucks. A handful of screenshots can be seen at Three Phase Interactive's website.

A release date has not been announced.

[via Polygon]

Osmos Multiplayer Update Launches For iOS

July 20, 2012 10:00 AM | Danny Cowan


Hemisphere Games has released an update for the iOS version of Osmos, adding an all-new and platform-exclusive multiplayer mode.

The new mode -- which Hemisphere describes as "a mote-eat-mote absorption-fest of skill and strategy" -- is playable both locally and online, and includes six arenas in which players can engage in mote-al kombat (sorry). The mode also supports local cross-platform play, allowing iPhone players to take on iPad users.

The update is currently exclusive to the iOS version of Osmos. Hemisphere has not yet decided if the multiplayer mode will be added to Osmos on other platforms, though if such a thing were to happen, designer Eddy Boxerman notes that the Android version would be the next in line to receive the update.

Release: Fieldrunners 2 (Subatomic Studios)

July 19, 2012 2:00 PM | John Polson

Subatomic Studios returns to iOS devices with Fieldrunners 2, the sequel to their award-winning, tower defense hit, available today for $2.99. In addition to 20 gorgeous, hand-painted defense levels, Fieldrunners 2 has puzzle, sudden death, and time trial modes to extend the game time.

This time, players can expect more levels that have pre-set lanes, as opposed to the open-field style from the original. Fieldrunners 2 also offers dozens of new weapons and towers and includes a single-use item system for desperate situations.

Fieldrunners 2 is available now on iTunes for iPhone 3GS and above devices. As reported earlier, Subatomic's Alec Shobin says the team is focusing on a native iPad version before bringing the sequel to Steam.

[Video via TouchGameplay]

Indie Gala Mobile Bundle 2 Collects Six Games For Android, Three For Windows

July 19, 2012 12:00 PM | Danny Cowan


The second Indie Gala Mobile Bundle has launched, offering a new pay-what-you-want collection of Android apps, along with a handful of bonus PC titles.

For a minimum $1 purchase, bundle buyers get Renato Aruffo de Oliveira's room puzzler The Lost Souls, Bane Games' naval combat title Battle Group, and Stolen Couch Games' one-button puzzler Ichi, all of which are available as DRM-free downloads for Android devices.

Pay more than the average purchase price (currently $5.29) and the bundle adds six more games: three for Android (Xelorians, Call of Cthulhu: Wasted Land, and Little Stars for Little Wars 2), and three for Windows (Spin Deluxe, Tiny Plumbers, and Cute Things Dying Violently).

The bundled versions of Spin Deluxe, Ichi, and Cute Things Dying Violently are also redeemable at Desura. Buyers can choose to donate a portion of the purchase price to AbleGamers and the Italian Red Cross.

BulkyPix Announces $3 Million Indie Studio Budget

July 19, 2012 10:00 AM | Danny Cowan


Prolific mobile games publisher BulkyPix announced that it will devote a budget of $3 million to independent studios, supporting the creation of indie-developed multiplatform games over the next three years.

The company has partnered with over 50 independent studios during its lifetime, and has published dozens of independently-developed titles in the App Store, including Mando Production's Babel Rising, cTools' Kung Fu Rabbit, and Pastagames' Pix'n Love Rush.

"The future of video gaming lies with independent studios," said BulkyPix COO Vincent Dondaine. "It is here -- and only here -- that you can find creativity, innovation and fun in its purest form. That is the kind of creation we want to support -- by giving indie developers around the world the means to express themselves."

Super T.I.M.E. Force, SpyParty, Aztez, Super Comboman Dev Talk at EVO 2012

July 18, 2012 3:30 PM | John Polson

At EVO 2012, four indie developers of the inaugural Indie Showcase walk their audience through their games and field questions on breaking into the industry and creating their titles.

Justin Woodward of Interabang Entertainment shows off sticker-collecting beat 'em up Super Comboman. Ben Ruiz of Team Colorblind walks players through the brawler half of Aztez (there's also a strategy component). Finally, Nathan Vella of CAPY shows off Super T.I.M.E. Force, the XBLA exclusive run-and-gun platformer: think Contra or Gunstar Heroes combined with Braid.

Chris Hecker is late to the party, so they don't show off SpyParty. However, he hops right in with some great commentary, when the mike picks up his voice. Also unfortunate, the audience questions aren't all repeated, but the developer responses offer enough context clues to fill in the blanks. It's EVO's first Indie Showcase, so I imagine they'll work out the bugs next year.

Limbo Sound Design: Ambiguity Is the Key to Atmosphere

July 18, 2012 1:00 AM | John Polson

andersenms gama.jpgIn video games, sound is often used as a vehicle for a game's developers to project their own interpretation of their game onto players.

But Limbo audio director Martin Stig Andersen tells Gamasutra in a new feature interview that he avoided using music that would "manipulate" the player and instead aimed for sounds with less "identity."

"The more identity the sounds had, the more I would distort them," says Andersen, who created the soundtrack for the popular indie title.

"So I wouldn't include sounds that gave too strong associations. If we added something that had a strong identity like a voice or an animal, then it would almost destroy the atmosphere. So with that style, Limbo offered an audio and visual atmosphere that can really get into the player's mind, and make them feel scared, worried or on edge."

In fact, says Andersen, he and game director Arnt Jensen feel that "everything should be open to interpretation", and that's what drove the audio aesthetic of the game.

Trailer: Shellrazer (Slick Entertainment Inc)

July 17, 2012 11:00 PM | Danny Cowan

Slick Entertainment Inc is gearing up for next week's release of Shellrazer, a side-scrolling iOS action title starring a massively destructive tortoise.

In Shellrazer, players construct a multi-story war machine attached to a giant turtle, and rain death upon the goblin hordes in its path. There's a great variety to the player's arsenal, and the plodding pace makes the destruction quite satisfying!

Shellrazer will hit the App Store on July 26th.

[via @ChevyRay]

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