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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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Osmos For iOS To Receive Multiplayer Mode

July 7, 2012 8:00 AM | Danny Cowan

120705_osmos.jpg

Hemisphere Games revealed that the iOS version of its mote-absorbing action-puzzler Osmos will soon receive an all-new multiplayer mode.

No further details have been announced. Though Hemisphere originally stated that the update would arrive July 19th, the date has since been amended to "soon."'

Regarding the possibility of the update reaching other platforms, designer Eddy Boxerman notes: "We're not sure yet. It'll depend on how much people are into multiplayer. But if we do, Android would be next on the list."

[via Touch Arcade]

Tiny Wings 2 Teaser Thaws Coldest of Hearts

July 6, 2012 11:00 PM | John Polson

This Tiny Wings 2 trailer is basically a teaser, but the artistry behind this is so refreshing and charming I can't help but spread it. I also can't blame iOS developers for wanting to not reveal their gameplay before they hit the market, with all that rampant cloning.

Tiny Wings creator Andreas Illiger manages sneak in a bit of important information at the end of the trailer: Tiny Wings 2 will be out on July 12 for the iOS.

This was my Angry Birds. I am pretty pumped... but also stumped as to how Illiger iterated on this design. I'll see next week!

Take this survey on the motivations of Kickstarter contributors

July 6, 2012 5:00 PM | John Polson

kickstarter gama.jpegGamasutra is conducting a survey to gather information on both those who have and have not contributed to Kickstarter projects, researching the importance and influence of what motivates pledging, the ways contributors help promote projects, and the demographics of potential contributors.

While Kickstarter has recently shared internal data regarding project success rates, the information around who pledges and what motivates their pledges remains ambiguous.

This survey aims to disambiguate that information. Gamasutra will share the results of this survey in the coming weeks in the form of a detailed feature on why people do -- or do not -- back a Kickstarter for a game.

This survey is aimed at backers of Kickstarter and other crowdfunding campaigns-- and you can answer it now by clicking here.

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

July 6, 2012 3:00 PM | 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 Threaks, Telltale Games, Turtle Rock Studios, Tencent Boston, 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:

Threaks GmbH: Game-Programmer / Unity3D-Developer:
"THREAKS is a six-man independent developer based in Hamburg, Germany that specializes in the creation of non-linear music games. The company's first project, Beatbuddy , was first conceptualized in 2009 and followed a university start-up project to create a videogame that would allow users to interact with digital music in an entirely new and entertaining way. Only in pre-alpha, Beatbuddy has already garnered significant critical acclaim within the indie game space and has been the recipient of numerous awards."

Telltale Games: UI Artist:
"Telltale Games is an award-winning independent developer and publisher founded by games industry veterans. Since our beginning in 2004, Telltale has pioneered the creation and delivery of episodic gaming content. Telltale's titles have won numerous awards and accolades from publications such as IGN, Official Xbox Magazine, PlayStation – The Official Magazine, PC Gamer, GameSpy and more, and our work has met with critical acclaim from mainstream outlets including USA Today, CNN, The New York Times and Variety."

No Jesus. No Dinosaurs. Just Rymdkapsel.

July 6, 2012 1:00 AM | John Polson

Jesus vs. Dinosaurs and glorg developer grapefrukt revealed his next project for iOS, Android, and Flash-friendly browsers: rymdkapsel (Swedish for "space shuttle"). The game involves building and maintaining a space station. The player needs to expand the station to find more resources and technology while keeping it defended.

Martin Jonasson (the fleshy version of grapefrukt) somewhat lamented that "there will be neither Jesus nor dinosaurs in the game." However, he posits that rymdkapsel is "a new take on the classic Settlers meets Dungeon Keeper meets Tower Defense Hipster-RTS."

After the jump is a clear photo of rymdkapsel. Those people who can make a Flash dev's dream come true should know the game is still looking for sponsorship love.

Iphone Game Pick: Nihilumbra (BeautiFun Games)

July 5, 2012 4:00 PM | Cassandra Khaw

Once in a while, spread out amidst the seemingly endless tide of carbon-copy clones and freemium titles, you encounter gems like Nihilumbra. In this splendid little platformer of sorts, you'll play as a piece of Void that has declared independence from the endless emptiness. Of course, the Void will have none of that. That's the gist of the game but it's also so much more. An enthralling tale, Nihilumbra will have you painting colors across the screen so as to be able to do everything from freezing enemies to adhering to walls. It's by no means perfect but it has a lot of soul and a surprisingly satisfying conclusion.

If you have an iOS device, you should play this one. That is all. Official website here.

How do you Work Remotely with no Producer?

July 5, 2012 2:00 AM | Staff

zack zero gama.jpgIn a new Gamasutra postmortem, Zack Zero developers Carlos Abril and Alberto Moreno write that they cycled through a lot of tools for keeping a remote team working together until hitting just the right one.

"Not having offices has always been a problem while developing the game, although it did make us improve our pipeline, looking constantly for better ways to manage communication and task organization," the pair write.

"The biggest communication and organization challenge was amongst the art team. During the main production year, the team had two concept artists, one animator and two 3D artists, while some assets were outsourced."

Unfortunately, the game's small team didn't have a producer, which meant that nobody was organizing information and making sure it flowed smoothly.

Monthly meetings set tasks and direction, but they weren't enough on a day-to-day basis.

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre

July 4, 2012 1:00 AM | Staff

7dfps gama.jpg"FPSes are a horribly oversaturated genre, indies can easily do amazing new stuff. Who's up for it?" tweeted Jan Willem Nijman, co-founder of indie studio Vlambeer, back in April. What started out as a random thought quickly snowballed into one of the most interesting indie development jams of recent times.

The 7 Day First Person Shooter Challenge (7DFPS) ran early in June, and aimed to create weird and wonderful first-person shooter concepts in the space of just a week, a genre that independent developers tend to avoid.

"It seemed like indies were avoiding shooters because they view those as the pinnacle of all that is wrong with triple-A," Nijman tells us. "I figured it was time to change that."

After fumbling around with how to get the jam organized, Nijman recruited the help of McPixel developer Sos Sosowski and dev and musician Sven Bergstrom. 7DFPS went on to see hundreds of entries, with the likes of Wolfire and Cryptic Sea taking part.

The issue with the FPS space, says Nijman, is that gamers have no idea of the potential innovation that can occur, and instead choose to throw money at publishers who churn out the same dreary titles over and over again.

Mobile Game Pick: Blind Man's Dungeon (Skipmore)

July 3, 2012 11:00 PM | Danny Cowan

Rotten Tangerines and The Haunted Ruins developer Skipmore returns to the App Store with its latest release, the off-kilter iOS and Android action-puzzler Blind Man's Dungeon.

Though Blind Man's Dungeon has the trappings of a classic JRPG, players have no direct control over the hero character. Instead, you assume the role of a fairy guardian, who must place blocks to guide the near-sighted hero through enemy-filled dungeons. As the hero collects treasure, the fairy earns the ability to place monster-snaring traps and unleash screen-clearing magic spells in emergency situations.

Blind Man's Dungeon is available as a free download via Google Play and iTunes.

Multiplatform Pick: Astronot (Wade McGillis)

July 2, 2012 10:00 AM | Danny Cowan

I missed this one when it first came out late last month, but Wade McGillis' iOS, OSX, and Windows platformer Astronot is definitely worth a look, if you're into the whole Metroidvania thing.

Though the graphics are primitive, Astronot packs a lengthy adventure that features a multitude of items and power-ups -- many of which, as you might guess, enable exploration of previously inaccessible areas. The trailer above is also charmingly goofy and does a good job of teasing the game's wealth of content.

Astronot is priced at $1.99 for iOS and $2.99 for Windows and OSX . A Lite version for iOS and PC demos are also available.

[via Touch Arcade]

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