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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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Soosiz Developer Launches Action-RPG Swordigo In App Store

March 30, 2012 12:00 PM | Danny Cowan

The two-person team at Touch Foo made an impressive debut in 2009 with Soosiz -- a gravity-flipping platformer that remains one of the iOS App Store's most enjoyable side-scrollers to date.

This week, the duo released the follow-up title Swordigo, which blends traditional platforming with a variety of action-RPG elements. Players explore large environments and earn experience as they collect magical artifacts and weapon upgrades. It looks very polished and quite fun, judging from the footage above!

Swordigo is priced at $1.99 and is available as a universal app.

Retro Racing Returns To App Store, Updates With New Tracks

March 30, 2012 10:00 AM | Danny Cowan

Jamie Woodhouse has updated his top-down iOS racer Retro Racing with a new batch of content following its unfortunate removal from the App Store last week.

The deletion was a result of Woodhouse hitting a snag while updating his developer account -- iOS devs, be warned! "I recently migrated my iOS developer account from a personal to a business account," Woodhouse explains. "This involved setting up new banking info; and for whatever reason, this transition has not gone smoothly."

While the game has lost sales and dropped in chart placement in the days following its removal, Woodhouse hopes to drum up support with the release of an update that adds three new tracks, iCade support, and a split-screen two-player mode that -- somewhat amazingly -- works on the iPhone. Good stuff!

[via Touch Arcade]

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

March 30, 2012 1:00 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 Eidos Montreal, NetherRealm Studios, Irrational Games, 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:

Eidos Montreal: R&D Programmer:
"Eidos Montréal is the creation and unfolding of an exceptional enterprise. Our objective is to rapidly assert ourselves as a studio where the most talented developers and testers from all over the world will want to work. We have a lot going for us: first class international projects, leading edge technologies, solid relationships within our teams, and a friendly, relaxed atmosphere."

Mob Science: Senior PHP Engineer (Backend):
"Join us as we build our next generation of high quality flash social games. Mob Science is looking for talented a engineer with a strong computer science background and experience in social networking games. You will be working as an integral part on a team of developers driving products from planning and inception to launch."

Canabalt, QWOP, Steambirds: Survival Devs on Adobe's Premium Charges

March 30, 2012 1:00 AM | John Polson

Flash gama.jpgAdobe's recent decision to add "premium features" to Flash 11.2 has caused a bit of a stir within the game development community. With the company planning to charge royalty fees for its new high-end features, some developers are worried the platform is heading in a dangerous direction.

Gamasutra spoke to Canabalt creator Adam Saltsman, Spry Fox's Daniel Cook, and QWOP creator Bennett Foddy, all of whom have plenty of experience working with Flash, and all of whom are concerned about Adobe's decision to charge extra for its more powerful features.

Currently, Adobe only plans to collect royalties from developers who use hardware accelerated rendering in combination with domain memory, and these fees only come into effect after they make more than $50,000. Adobe says these features will likely apply only to developers working with graphically intense games, but Flash veteran Daniel Cook isn't so sure.

"I think it would be a mistake to see this as a move that only affects the high-end developers that want to make 3D extravaganzas," he said. "Platforms like to boil frogs. The definition of 'premium' will no doubt broaden over time and basic tech like Stage3D will end up being essential to how you build modern games in Flash."

And if developers end up relying on these premium features, Cook says Adobe will become just one more revenue sink that funnels money away from the game's creators.

Mobile Game Pick: Rotten Tangerines (Skipmore)

March 29, 2012 12:00 PM | Danny Cowan

120328_tangerine.jpgMamono Saber developer Skipmore has released several free-to-play iOS and Android minigames over the last year, the latest of which should be particularly appealing for fans of 8-bit RPGs.

Rotten Tangerines (also available for Android) challenges players to remove tangerines from the screen by tapping them as they show signs of rotting.

Though all tangerines will rot on their own eventually, a swarm of pixelated baddies invade the playfield to make your task even more difficult. Slimes, skeletons, and wizards are among the many tangerine-tainting enemies you'll face in your quest -- you can tap them multiple times to kill them.

Some light RPG elements make the experience much more engaging than it would be otherwise. Players can upgrade their abilities, tap power-ups to clear the screen, or summon a goddess who awards random items via treasure chests. Your stats are saved between plays, so you'll always know exactly how many tangerines you've tapped in your lifetime.

The game also includes a bonus mode that allows you to vent your fruit-related frustrations by smashing the tangerines you've collected in the main mode.

[Thanks, Marcus!]

Humble Bundle Data Suggests Android Gamers Pay More than Mac Fans

March 28, 2012 5:00 PM | John Polson

android icon.pngToday the team at Humble Bundle shared its current statistics voluntarily being gathered during the Humble Bundle for Android 2, with results suggesting that at least Android indie gamers are not the cheap pessimists the press has made them out to be.

Upon purchasing the bundle, the site asks Android users to opt into their platform breakdown "to get a better understanding of where they fit into the cross-platform puzzle," the blog explains. It also reports that over 25,000 Android users opted into the experiment, which accounts for over 25% of all bundles purchased so far.

The front page of Humble's design does not reflect the current Android average purchase price of $7.43. The blog mentions that "this puts Android users well-above Windows ($5.73) slightly above Mac ($7.02), but below the still mighty Linux ($9.92)." The blog further suggests that this data "runs directly against the chorus of posts branding Android users as 'cheap pessimists' and disproportionally resistant to spend money on apps when compared to other platforms, especially when it comes to games."

Of note, this data only samples less than 0.0083% of all Android users (based on the February 2012 statistic of 300-million Android devices sold worldwide). This minority may be saying with its money that it wants more, quality Android games and is willing to pay for them, or this minority may already be part of another minority that historically pays top-dollar for Humble's bundles.

Indie Game: The Mega64 Movie

March 28, 2012 3:00 AM | John Polson


No one is safe from Mega64, not even Indie Game: The Movie's directors and their superstar subjects. Mega64's hilarious take on Indie Game: The Movie originally premiered at the Indie Games Festival at GDC 2012. If you haven't seen the documentary yet, this spoof doesn't contain any content that the previous IG:TM trailers haven't showed.

Is Mega64's spoof any less awesome, weeks after its debut? Not for me. What's more, this epic parody only further elevates Indie Game: The Movie, which is currently on a North American screening tour.

[ Source: Indie Game The Movie ]

Indie Music Icon Daniel Johnston's Work Featured In Interactive iPad Comic Book

March 27, 2012 11:00 AM | Danny Cowan

120326_spaceducks.jpgApp Store publisher Wieden + Kennedy has released Daniel Johnston's Space Ducks, a free iPad app featuring art, animation, and music created by the famed indie icon.

Presented as an interactive comic book, Space Ducks includes a variety of minigames interspersed with animated films and snippets from Johnston's newest album. Johnston's music and art were previously featured in Hi, How Are You, a 3D platformer for iOS starring Johnston's frog character Jeremiah the Innocent.

A print version of the comic is set to be released next month.

[via @brandonnn]

Humble Android Bundle #2 Adds Snuggle Truck, Uncensored Smuggle Truck

March 26, 2012 5:00 PM | Danny Cowan

Humble Bundle organizers announced that the group's latest pay-what-you-want compilation now includes Owlchemy Labs' side-scrolling toy-smuggling title Snuggle Truck. Steam keys and downloads for Windows, Mac, Linux, and Android platforms are now available with new purchases and for previous buyers.

Notably, the bundle also includes an Android version of Smuggle Truck, which was rejected from Apple's App Store last year due to its illegal immigration-themed content. Owlchemy Labs was only able to release the game for iOS platforms after changing the title and altering several game elements. The release marks the first time the original uncensored version of Smuggle Truck has appeared on a mobile platform.

Snuggle/Smuggle Truck joins fellow bundled titles Zen Bound 2, Avadon: The Black Fortress, Canabalt, and Cogs. An additional game, Swords & Soldiers, is available for buyers who pay more than the bundle's average purchase price (currently $6.42). The bundle is available until April 2nd.

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"

March 26, 2012 3:00 PM | John Polson

tyrone_rodriguez.jpgNicalis' Tyrone Rodriguez has a keen eye for publishing indie titles and the creative talent to make his own. His company developed and self-published NightSky in addition to localizing and enhancing Cave Story for PC and almost every console in 2011. Nicalis ended the year strong, releasing Terry Cavanagh's highly-acclaimed VVVVVV on the 3DS eShop.

While 2012 has not yet seen many major reveals for Nicalis aside from bringing Ikachan to DSiWare, there has been no lack of indie craze with other developers. In particular, after an Indie Game: The Movie screening at GDC, Western-focused developers such as Jonathan Blow and Phil Fish expressed their distaste with most modern Japanese games. I decided to speak with Rodriguez recently to see if Japanese games have been giving him the same bad taste, what he thought about the current indie scene, and what's in store for Nicalis in 2012.

I begun our talk asking about any Japanese indie titles he finds interesting, to which Rodriguez didn't have any particular enlightening points. He suggested popular doujin series such as Touhou, which he personally wishes "would just go away." With the task of pointing out great indie titles from Japan (aside from Pixel's) a little difficult, I expanded the question to modern, mainstream Japanese games that were not crap. "What's modern?" he asked.

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