
IndieCade seems to grow in popularity every year, this time around you could just feel the pull of the event from travelers far and locals alike. The press presence was much more noticeable this year as well, especially around the Game Walk.
Below is all the coverage I’ve been able to dig up of those who’ve provided some coverage from the event this past weekend. We still have a ways to go on our coverage from the festivities, so check back here all week for new previews, interviews, and video footage from all the panels and hands-on sessions we were able to fit in.
IndieCade: Inside Jonathan Blow’s Puzzle Design Process (Gamasutra)
“At this weekend’s IndieCade, Braid developer Jonathan Blow expanded upon his “philosophy of game design” he originally presented at GDC Europe, discussing how it works in concrete terms for puzzle design in Braid and his upcoming puzzle title, The Witness.”
IndieCade 2011: Sissy’s Magical Ponycorn misconceptions (Joystiq)
“Sissy’s Magical Ponycorn Adventure may be one of the weirdest anomalies in gaming lately — it’s a LucasArts-style point-and-click adventure game that was actually designed by someone who wasn’t even alive when any of those games were released. 5-year-old Cassie Creighton designed the game with her father, Ryan, at a Toronto game jam, and when it was published online, it started spreading like wildfire around the blogs and Twitter accounts of game developers and fans, leading all the way up to its current status as a finalist at this weekend’s IndieCade Festival.”
Indie Jeff’s Guide to IndieCade 2011 (Shacknews)
“If you haven’t been before, when you first get to IndieCade, it won’t likely be what you’re expecting–but in a good way. One of the festival’s primary venues is in the Culver City Firehouse, another is in an art gallery within walking distance.”
IndieCade 2011 – Friday October 7 – A Photo Diary (IndieGameReviewer)
“An amazing day of panels, games, art and outdoor antics ended with the Game Jam at IndieCade village. Housed under tents and lit by the glow of projected laptops, some twenty young developers stood before the assembled, chilled by the cooling autumn weather, and presented their games in 110 seconds or less.”
More Game Coverage From IndieCade 2011 – Saturday October 8th (IndieGameReviewer)
” Today we spent less time in the conference rooms and more time checking out the games on display around the various locations in Culver City. It was great to see developer Jesse Vigil sitting at a table with several guests playing a round of his paper-and-dice board game Application Crunch that makes the process of applying to and deciding which College to attend into a parlor game.”
Tidbits from IndieCade (The Behemoth Devblog)
“How are you fellow Behemothians Pretty swell over here! I discovered a little event called IndieCade in Culver City (a city within the city of Los Angeles, CA) this past weekend. It’s an International Festival of Independent Games that’s focused on games that you wouldn’t see just anywhere. Packed full of game developers with a passion for creation, competitions, conference sessions, demos and general enthusiasts…it’s quite amazing to see everyone come together for the love of gaming.”
IndieCade Awards And Alternatives (RPS)
“I spent the weekend in a haunted watermill, which was pleasant and all, but I would rather have been at the Indiecade festival, battling inanely with invisible weaponry and rearranging boxes with strangers. The whole thing is done with now and that means it’s time for me to take a look at the winners, some of which I’ll cast no more than a sidelong glance at because they aren’t coming to PC. Last time I spoke about IndieCade I named my pick of the entrants as Proteus. Read on to see if the judges paid attention to my words and for a PC-centric awards ceremony of our very own.”
IndieCade 2011: What Brings You Here? (IndieGames.com)
“We caught up with independent game developers from Facepalm Games, Metanet Software, thatgamecompany, Kokoromi and Distractionware to hear what brings them to the IndieCade independent games festival in Culver City, California.”
IndieCade: Canabalt’s Adam Saltsman’s Pursuit of the Infinite (Gamasutra)
“As part of IndieCade in Culver City, CA, Semi Secret Software’s Adam Saltsman (Canabalt) discussed his “exploration and pursuit of the infinite” through his game and game tool development.”
IndieCade Day 1 — IndieCade Day 2 — IndieCade Day 3 (Gabotron)*
“Indie Cade is a conference and festival in beautiful Culver City, that is focused on the world of independent video games. Game makers from all walks of life come together to learn from and get inspired by each other. This year I decide to take notes in each of the sessions. It was a challenge, and I was a bit nervous, but it was a lot of fun and very rewarding.”
IndieCade 2011: Tom Sennett cares about Deepak Fights Robots (Joystiq)
“When Tom Sennett stepped on stage to pick up the Game Design award at this year’s IndieCade, his entire speech suggested strongly that he doesn’t, um, really care. But here’s his secret: He actually does. “I take the work very seriously,” he said. When it comes to Deepak Fights Robots (currently available on Mac, Windows and Linux), Sennett actually cares very much.”
IndieCade 2011: Award winners and inventive cooperation (Shacknews)
“One of the best things about this year’s IndieCade is the particularly wide assortment of incredibly innovative cooperative experiences. Given that all those in attendance love videogames–or at the very least, have a healthy curiosity–an enthusiastic collaborator is always in within arm’s reach.”
IndieCade 2011: The Takeaway (IndieGames.com)
“On the final day of IndieCade 2011, we spent time with independent game developers from LoadComplete, the Copenhagen Game Collective, Pixeljam and Haunted Temple Studios to hear what they will take away from the festival in Culver City, California.”
Hands-On/Previews
IndieCade 2011: Desktop Dungeons’ inspiration, past, and future (Joystiq)
“If you enjoy PC games, especially action RPGs like Diablo, but you’ve never once played Nethack, you probably should. No, seriously — go, right now, download it, and check it out. Sure, it’s hard, not very accessible (there are no graphics, only ASCII symbols to represent the player, items, and monsters), and enormously complicated. But it’s also essentially the root of the “roguelike” genre (named after a game called Rogue), featuring random dungeons with dozens of levels, exciting turn-based combat, and plenty of unpredictable magic. Desktop Dungeons is a game that continues in that tradition, though with one important twist: While Nethack, Rogue, and all of the other roguelikes take place over huge dungeons with multiple levels and lots of complexity, Desktop Dungeons champions simplicity… And it’s glorious.”
The Indie Fix: IndieCade Review of Games (BnBGaming)
“I spent the whole day at IndieCade yesterday, the annual indie gaming festival/awards… thing, and while I was there, I played the bulk of this year’s finalists. Before going on, I’d like to say that every game I played was impressive in at least one way or another, if not an all-around innovative, inspirational, or downright awesome experience. These games, and their respective developers, all deserved to be there, and each was a pleasure to experience.”
IndieCade Day 1 — Shadow Physics, Hohokum, BasketBelle (Shacknews)
“The first day of IndieCade found developers setting up their booths and getting their games ready for attendees to play this weekend. While several were still getting settled in, I was still able to get some play time in with a number of the festival’s games. I tried out demos of Honeyslug’s Hohokum , Michael Mollinari’s BasketBelle, GAMBIT Singapore’s Improviso , and SCAD USA/Hong Kong’s tabletop game Black Bottom Parade.”
IndieCade 2011: Molding The Swapper out of clay (Joystiq)
“The Swapper is one of IndieCade’s most fascinating finalists this year. While the trailer will definitely pique your interest about the title (it features some really interesting “create-a-clone” gameplay — more on that in a bit), what’s most incredible about this one isn’t how it looks or plays. It’s how it was made.”
IndieCade 2011: Johann Sebastian Joust (Shacknews)
“Copenhagen Game Collective is not known for creating conventional games. They’re constantly thinking outside the box, looking for different, more exciting ways to utilize the gaming hardware at their disposal. Last year, CGC enthralled many IndieCade 2010 attendees with their oddball contribution, B.U.T.T.O.N. (Brutally Unfair Tactics Totally OK Now), and took home the Wild Card award, as a result. This year, CGC brought another bizarre and creative game to IndieCade 2011 called Johann Sebastian Joust.”
*Those notes are amazing! Gabotron is awesome.