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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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Trailer: Hyper Snake

February 10, 2012 10:00 AM | Danny Cowan

Programmer Mark Foster and audio designer Thomas Williams are set to launch their debut iOS game Hyper Snake in the App Store soon, and the results look quite promising, judging from a trailer released earlier this week.

Marrying the classic gameplay of Snake with the aesthetic of Geometry Wars, Hyper Snake challenges players to avoid swarms of enemies while consuming energy, splitting larger objects, and pursuing other objectives throughout six included gameplay modes. The snake is controlled by accelerometer input, and the gameplay above shows off some interesting tactics, including the use of the snake's tail as a shield.

Hyper Snake has been submitted to Apple for review, and should premiere in the App Store shortly.

Get a job: Double Fine, Beachhead, others hiring now on the Gamasutra jobs board

February 10, 2012 7:00 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 Double Fine Productions, Amazon, Beachhead, 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:

A2Z-OC Research and Development Center: Games Development Engineer:
"A2Z-OC Research and Development Center, part of the Amazon group of companies, is an innovative customer-centric software development company with an exceptional team of software engineers and designers, who are motivated and passionate. We are looking to rapidly grow this team and are looking for rock star performers to help us do it."

Double Fine Productions: Product Development Manager:
"Double Fine Productions is a multiple award-winning, independent game development studio founded in 2000 by games industry veteran Tim Schafer. Located in San Francisco's South of Market district, Double Fine is committed to making high-quality games with an emphasis on originality, story, characters, and fun."

Get Your Groove on with the Indie Game Music Bundle 2

February 10, 2012 3:00 AM | John Polson

indie game music 2.jpgThe Game Music Bundle 2 has launched, bringing more great music from indie composers and chip tune artists. The pay-what-you-want portion of the bundle offers the tunes of Sword and Sworcery: LP, Machinarium, Aquaria, Jamestown, and current IGF nominee in audio To The Moon.

Those who contribute $10 or more can receive up to twelve extra albums, including Sidhe's Shatter and epic chiptune compilations by Disasterpeace (Fez). Another bonus that I recently rocked out to is the awesome Mighty Switch Force soundtrack by Virt.

Downloads are DRM-free 320kbps MP3s. FLAC versions are available for those who contribute $10 or more.

The current bundle bonus unlocks after 2,000 more sales. What will it be? How ambitious will the next sales goal be? Inquiries indies want to know!

iPhone Game Pick: Pug Synth (Lucky Frame)

February 9, 2012 10:02 PM | Cassandra Khaw

The guys who brought you Pugs Luv Beats are back again with Pugs Synth. This time around, the adorable extra-terrestrial canines appear to be significantly more relaxed. Instead of galloping across strange planets, they're just here ... singing. It's more of a musical toy than anything else. Here, you'll get to put hats and costumes on a pair of pugs in order to affect the flow of the music.Pug Synth is free to download. However, if you want to unlock all the available costumes and hats, you're going to have to pay a little bit extra.

Official website here.

Music-Driven Shooter Beat Hazard Ultra Now Available For iOS

February 9, 2012 10:00 PM | Danny Cowan

Cold Beam Games has produced an iOS adaptation of its music-influenced, twin-stick arena shoot-'em-up Beat Hazard Ultra.

Previously released for PC platforms and the Xbox Live Indie Games service, Beat Hazard Ultra scans a user's music library and produces enemy waves of varying intensity as tracks play. The iOS version of Beat Hazard Ultra is also playable with Internet music stations, and features a built-in music visualizer.

Beat Hazard Ultra is priced at 99 cents during its launch week.

[via @shmups]

Veteran Amiga Dev Reveals Retro Racing For iOS

February 9, 2012 9:00 PM | Danny Cowan

120208_retroracing.jpgJamie Woodhouse, developer of the '90s Amiga racers Nitro and ATR, is preparing to launch a new racing title for iOS platforms later this month.

Retro Racing is an overhead-view title in which players outrace their rivals throughout numerous twisty tracks.

The presentation brings to mind Atari's arcade racer Super Sprint and Codemasters' Micro Machines series, as you can see in the pre-launch trailer. It seems as though getting the best times will involve going off-track and discovering shortcuts -- looks fun!

Retro Racing will premiere in the App Store in mid-to-late February for the iPhone, iPod Touch, and iPad.

Backflip's Ragdoll Blaster 3 Launches For iPhone, iPad

February 9, 2012 10:00 AM | Danny Cowan

Backflip Studios may have hit it big last year with its iTunes chart-topping sim title DragonVale, but the 35-person team hasn't forgotten its roots. Today the developer released Ragdoll Blaster 3, a sequel to one of its earliest App Store hits.

In the Ragdoll Blaster games, players complete levels by launching floppy ragdoll characters at a series of bullseye targets. It's a simple but effective formula -- ragdoll physics can theoretically add instant hilarity to pretty much any situation. Boasting over 100 levels, Ragdoll Physics 3 introduces a gaggle of new launchable characters, including pudgy ragdolls, robots, and fire and ice ragdolls.

Ragdoll Blaster 3 is priced at 99 cents. An HD version for iPad devices is also available.

MBG's Shoot 1UP Coming Soon To Windows Phone 7

February 8, 2012 10:00 PM | Danny Cowan


Serious Sam Double D developer Mommy's Best Games revealed that an upgraded Windows Phone 7 version of its Xbox Live Indie Games shooter Shoot 1UP has entered the final stages of testing, and will soon be released.

The WP7 edition of Shoot 1UP features a new mini-boss (the "weird, green, dog-faced thing" in the screenshot above), along with a new ship type that can pivot and shoot in any direction.

The update is currently nearing the end of Microsoft's "pre-certification" phase, the developer notes. A release date has not been announced.

Simogo Games' Beat Sneak Bandit Will Be Released On February 16th

February 8, 2012 4:40 PM | Cassandra Khaw

Yup, it's official. Simogo Games' highly-anticipated Beat Sneak Bandit now has a release date. Two days after we've spent our hard-earned money on a variety of unnecessary floral arrangement and edibles, this rhythm-based delight will be making its way to Apple App Store. In this quirky little title, players will step into the role of an accomplished thief and must free all the clocks of the world from the clutches of the nefarious Duke Clockface. Confused? Don't worry. It'll be explained soon. For now, enjoy the trailer.

Official website here.

IGN's The Next Game Boss 2.2: I Can't Quit You

February 8, 2012 3:00 PM | John Polson

Go ahead and indulge in another 15 minutes of indie reality TV fun, where devs are competing to be in the next Indie Open House at IGN. No one has to know.

After pitching a game concept in the first episode of The Next Game Boss 2, the teams here have three hours to prototype a playable core mechanic of a video game. This prototype has to be based on their pitch from the first challenge.

The two minutes of TV spent on the prototyping phase achieved a decent balance of drama and actual development, but I could easily have seen 15 more minutes of the development process (hint to IGN to release extra, unedited footage).

While only two minutes were spent on prototyping, almost 4 minutes were given to the team's presentations, which is probably what the general audience goes to IGN to see: games. I agree with the judge's choice for immunity. It was exciting to see (semi-spoiler) a core mechanic and a team with such versatility, going from the bottom to the top so quickly.

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