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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: English Country Tune (Increpare)

October 19, 2011 3:00 PM | Michael Rose

Increpare has a new game on the way, but this one is a little different to his usual stuff. It's puzzley, in a 'I think this game will make my head hurt' kind of way - so far, so Lavelle. But it's also got it's own trailer, website, announcement, and is coming to multiple platforms.

From the above trailer for English Country Tune, I can honestly say that I have no idea what is going on, but it will no doubt be a proper head-scratcher. You can visit the official website to see a smattering of screenshots, and then wait eagerly for it to land on PC, Mac and iPad.

Reminder: 24 Hours To 2012 IGF Main Competition Deadline

October 17, 2011 6:00 AM | Tim W.

Organizers are reminding that there are 24 hours until the Main Competition deadline for the 2012 Independent Games Festival, being held at the Game Developers Conference 2012 in San Francisco next March 5-9.

The Independent Games Festival is the longest-running and highest-profile independent video game festival, summit, and showcase, and the deadline for the IGF 2012 Main Competition is Monday, October 17th at 11.59pm PT.

Finalists will be announced in January 2012, and will be available in playable form at the IGF Pavilion on the GDC show floor from March 7-9, 2012. The titles will compete for nearly $60,000 in prizes, a significant increase from last year.

This includes the high-profile $5,000 Nuovo Award, honoring abstract, short-form, and unconventional video game development, as well as a $30,000 Grand Prize and a host of other notable awards.

Submissions to the competition are still open to all independent game developers, with almost 260 games entered already, and many entrants waiting until the last minute to polish versions of their game for more than 150 IGF judges. A full list of entrants will be released on the IGF website in the days following the submission deadline.

Important dates for IGF 2012 - organized by the UBM TechWeb Game Network, as is this website - are as follows:

- June 30, 2011 - Submissions are Open
- October 17, 2011 - Submission Deadline, Main Competition
- October 31, 2011 - Submission Deadline, Student Competition
- January 5, 2012 - Finalists Announced, Main Competition
- January 12, 2012 - Finalists Announced, Student Competition
- March 5 - March 9, 2012 - Game Developers Conference 2012
- March 5 - March 6, 2012 - Indie Games Summit @ GDC 2012
- March 7 - March 9, 2012 - IGF Pavilion @ GDC 2012

Winners will be announced on stage at the high-profile Independent Games Festival Awards on Wednesday, March 7, 2012, at the Moscone Center in San Francisco. The Independent Games Festival Awards are held immediately before the wider Game Developers Choice Awards.

Round-Up: Gamasutra Network Jobs, Week Of October 14

October 14, 2011 11:00 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 Capcom, Bethesda, Riot Games, and more.

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 alternative gaming news, independent games, and more.

Some of the notable jobs posted this week include:

Capcom Game Studio Vancouver, Inc: Producers & Designers:
"Capcom Game Studio Vancouver is a multi-project and multi-platform developer located in Vancouver, Canada. Capcom Game Studio Vancouver is the newest member of the Capcom family and was added to the company's portfolio in October 2010. Capcom Game Studio Vancouver is recognized for its development of Dead Rising 2: Case Zero, Dead Rising 2, and Dead Rising 2: Case West."

Kabam: Level Designer:
"Kabam is an interactive entertainment company that creates free-to-play games for social networks. But our games are different from the "mass market/casual games" that have dominated news to-date. Our games are designed to appeal to the growing number of serious gamers and game enthusiasts who are also engaged in social networks."

Trailer: Unstoppable (JForce)

October 14, 2011 9:00 AM | Michael Rose

Unstoppable is an upcoming top-down battler that is infused with parody and silliness. You are Jermaine Uberheimer, and you're looking to "find what he values most in life" - aka kill loads of zombies and baddies and things. The game is coming to Xbox 360, Windows, Mac, iOS, Android and Windows Phone in 2012.

The big sellers for this particular game are the hefty number of weapons (40 in total), the length single-player quest and the online co-op + deathmatch. There's a Kickstarter that just started if you want to support the development. As for the above trailer, you'll probably want to apply the Wadsworth Constant - it starts off a bit slow.

Super Crossfire Now Available For iOS

October 13, 2011 12:00 PM | Michael Rose

[Updated: Luke has let us know that PC/Mac versions are still on the way. Hurray!]

Previously, Radiangames was planning to branch out from Xbox Live Indie Games to PC, bringing its Crossfire series to the big-screen. Developer Luke Schneider then had a change of heart (brought on by a little thing called money, I'll bet!) and altered his target to iOS devices.

Super Crossfire has now been released via the App Store as two versions - Super Crossfire for iPhone, and Super Crossfire HD for iPhone and iPad. It's looks incredibly slick, which isn't a huge surprise given the visuals in Luke's past games. The gameplay is very similar to that found in Crossfire 2, so if you enjoyed any of his XBLIG offerings, you'll no doubt wanna grab this.

Bang your bucks into the App Store and you're away!

Best of GameSetWatch: From Halloween Costumes To PS2 Netflix

October 12, 2011 11:00 PM | Eric Caoili

[Every week GameSetWatch editor-in-chief Eric Caoili rounds up the latest news/media for obscure and offbeat games from's sister site and alternative video game blog.]

Gamasutra's alt video game blog GameSetWatch, rounds up this week's offbeat news, including Pac-Man Halloween costume ideas, Netflix instant streaming on a PS2, a text adventure based on Afghanistan's Maywand District killings, and more.

GameSetWatch's highlights from the last week:

Halloween Costume Ideas: Pac-Man Edition (pictured) - You don't have to be an Angry Bird for Halloween. Please, don't do that to yourself or your family members. Amazon has plenty of video game-inspired Halloween costumes for sale at its Halloween Shop, including a variety of licensed Pac-Man outfits that are much more dignified in comparison.

Maybe Make Some Change: Realities Of War As A Text Adventure - Maybe Make Some Change is a browser-based text adventure based on the Maywand District killings in Afghanistan, in which a group of U.S. army soldiers allegedly formed a "kill team" last year that murdered unarmed Afghans and arranged the scenes to look like insurgent attacks.

Review: The King of Dragon Pass (A Sharp)

October 12, 2011 6:40 PM | Cassandra Khaw


The world's most quoted poet and playwright once wrote, "Uneasy lies the head that wears a crown". While I'm certain he wasn't talking about life as the collective consciousness of seven barbarian clan leaders, he certainly had a point there. Equal parts resource management simulation and choose-your-own-adventure game, The King of Dragon Pass is proof that it's not always good to be king.

Don't get me wrong. This isn't where I tell you that the game sucks because it doesn't. In fact, it's all kinds of brilliant. Sure, the $9.99 price tag might be slightly off-putting to some but it doesn't change the fact that The King of Dragon Pass is rather spiffy. And complex. Extremely complex.

IndieCade: A Post-Post Mortem Of Sword And Sworcery

October 12, 2011 3:00 AM | Tim W.

As the closing keynote of IndieCade in Culver City over the weekend, Capy Games' Nathan Vella and Kris Piotrowski discussed the development of their cult iOS hit from the perspective of a seven-month gap since the game's launch and a "real tangible separation" from the project, developed in collaboration with pixel artist and design film Superbrothers, Inc. and musician Jim Guthrie.

"Collaborations are a lot like skydiving," said Vella. "Working with new people is like taking your first tandem jump out of a plane, you're strapped to someone you don't really know and you're hurtling towards the ground."

As a result, Vella argued that it is "hugely important" that the project is started the "right way."

"[Sworcery] began with a mutual respect between the people on the project, and the wish to create something with soul and that would speak to a certain audience," he said, before revealing that beyond that "there was really no game concept" stating that development was in no way driven by "how many sales [they] could get" or "how [they] were going to get the App Store to feature it."

We previously created a lot of projects based on what we expected the market or publisher to want," Vella explained. "Pretty much every project we did that way has failed, and Sworcery succeeded because we started on such a high: when you start really high, it means the low points won't be that low."

Focus, he continued, was equally important. "I think iOS has taught developers to try and make games for everyone," he said, "but by focusing on everyone it means that you're really not focusing on anything at all."

He argued that developers must think about "who they want to reach," asking themselves if they'd rather aim for "one percent of one-hundred percent of people, or one-hundred percent of ten percent of people."

"We hope in a way that Sworcery is a proof of concept that you don't have to make a game for everyone on iOS," he concluded.

Trailer: Robo5 (Yuguosoft)

October 11, 2011 12:00 PM | Michael Rose

Coming to Mac, iPhone and iPad this month, Robo5 is a puzzle platformer about a robot who is trying to work out his purpose in life. Over a series of 40 levels, and with multiple endings to find, you need to help the little guy not get crushed and battered and broken.

Each version of the game is being released on a Thursday, starting with the Mac version this week. Then you'll see the iPhone version spring forth on the 20th, and finally the iPad version on the 27th. There's an official site you can check out for more deets.

Fez Tops 2011 Indiecade Festival Winners

October 7, 2011 11:59 PM | Tim W.

Polytron's 2D/3D hybrid platformer Fez came away from last night's IndieCade 2011 Awards ceremony with awards for Best in Show and Story/World Design, leading a slate of other winners.

Unique, screen-free PlayStation Move game Johann Sebastian Joust also won two awards, for Best Technology and Community Impact.

Winners in other categories (as reported by Joystiq) include:

* Gameplay Design: Deepak Fights Robots
* Visuals: Superbrothers' Sword and Sworcery EP
* Sound: Proteus
* Interaction: Ordnungswissenschaft
* Special Recognition Award: The Swapper

Winners were chosen from among 36 finalists that included everything from Gaijin Games' professionally developed Bit.Trip Flux to Sissy's Magical Ponycorn Adventure, a game designed by a five-year-old.

All finalists and winners will be playable at the Indiecade Festival, which continues through this weekend in Culver City, CA.

[Originally posted on sister site Gamasutra.]
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