Indie game news, reviews, previews and everything else concerning indie game development.

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The Mystical, Demystified – A Neophyte’s Guide to Touhou

Touhou: Cute girls, frilly hats and COSMIC LASER DEATH

Touhou: Cute girls, frilly hats and COSMIC LASER DEATH

Disclaimer: This article contains copious quantities of saccharine anime stylings, and very little in the way of space marines shooting things. If such things bother you, retreat now. Also, be warned that this article ended up far longer than I first intended, so feel free to skim.

Introduction ~ Welcome To Gensokyo

If the rags-to-riches, one-man indie success story of the western world is Minecraft, then the eastern equivalent is undoubtedly the long-running Touhou series. You’ve almost certainly heard of these games, but due to none of them having ever gotten official English-language releases, they remain a confusing and alien prospect for newcomers. Who is ZUN? Why are there so many frilly hats? How on earth are you meant to dodge all those bullets? In writing this, I hope to lay out the basics here, and make the series (and now-sprawling franchise in general) a little more friendly and accessible.


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Happy New Podcast/Year!

DIY PodcastJust like the days of yore, Erik, Geoff and I got together yesterday to record our latest podcast and the first in 2011.

We break down our Editors’ Top Picks for 2010, dive into the IGF Main Competition nominees, and discuss what games we’re onto for the time being.

To get your hands on it, head on over to our podcast page or sign up for the iTunes feed.


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It’s a New Year, What Indie Games are You Looking Forward To?

MeansofEscape001

Means of Escape

Last November, I compiled a nice list of my top 10 break out indie games of 2011. While it was certainly a good list, and I certainly do believe that in terms of popularity from both the media and consumers those will be the break out hits of 2011, I wouldn’t go so far as to say they’re my personal most anticipated indie games for 2011.

Off the top of my head I’m very excited for:

But what about you? Is there a specific indie game you are most looking forward to? Sund off in the comments!


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Best of 2010: Editors’ Top Picks

DIYlogoFrom January 1st to December 31st, 2010 was the year that DIYgamer was up and running from the first to the last day of the year. We’ve hit ups and downs and talked about hundreds of games this year, and it’s finally time for the staff to sit down and figure out which games we happened to love the most. The thing about trying to pick our favorite indie games of the year is that there are always more. Every discussion of our favorites turns into a series of exclamations of  “oh yeah!” as each of us remembers other games we had forgotten to mention.

The way we devise this list of our Top Picks is that all of the editors are asked to submit five of their favorite games of the year and write a paragraph as to why they liked it so much. The game that is repeated across the most lists automatically gets our Game of the Year nod and anything else with more than one pick gets a Runner-Up spot. Everything else falls under Honorable Mention and you must know that every single one of them might as well be the Game of the Year.

We are well aware we may have omitted some amazing games, so feel free to add your own in the comments section along with your own explanation. We’d love to hear it and more than likely agree with you!

But without further ado and explanation, here is the DIYgamer Editor’s Top Picks of 2010:

HONORABLE MENTION

Shibuya (iOS)

shibuya

I don’t think anyone has the right (especially Sony and that annoying little shit Marcus) to complain that iOS games are not up to par. The App Store in general took a huge step forward this year with the release of a multitude of successful indie (and mainstream) titles. Shibuya, by Nevercenter Games, was perhaps the most addictive of them all. I’m pretty sure I earned a grade lower than I should have in at least one of my classes because of this game. Nevercenter took one devastatingly simple concept and treated it with absolute finesse, adding polish and an excellent 5-track electronica soundtrack (by Millionyoung) to melt away all other thoughts. When you Shibuya, it’s only you and Shibuya, baby.

Arsen Nazaryan

(Buy it in the App Store)

Hero Core (PC)

herocore-cinema

Iji was one of my favourite games of 2008 (and 2009, for that matter), so I jumped on Hero Core as soon as it was released. It’s a much more modest offering, but a much more substantial game than it first appears to be. An ultra-minimalist Metroidvania, of sorts. Low-res monochrome graphics, a super-limited control scheme and a single-minded, speed-runnable goal hide a wealth of design cleverness, including a whole second campaign masquerading as a Hard Mode, and a multitude of bonuses and extras to unlock through extended play. The aesthetics may be minimalist, but there’s a keen eye for design at work here, and enemies and their shots are distinct and clear, despite the lack of colour.

Dominic Tarason

(Download Hero Core)

Chime (XBLA and PC)

chime

Chime’s simplicity and zen-like need for concentration were completely hypnotic to me this year. Compounded by the fact that its publisher is completely not-for-profit, this indie title is something everyone should give a chance. With a stellar soundtrack including Philip Glass and Paul Hartnoll, everyone should experience this beautiful puzzle game. With elements of Tetris and other classic puzzle titles, this experience is a perfect storm of audio and geometric concentration. If you haven’t yet experienced it you really ought to.

Peter Eykemans

(Buy it on Xbox Live Arcade or Steam)

Recettear: An Item Shop’s Tale (PC)

Recettear_Update_October

It’s always bothered me in RPGs that item shops charge so much for equipment when my hero is trying to save the world from total destruction. But thanks to Recettear I now know why: because running an item shop is an adventure of its own. As the comically aloof Recette, players will have to manage their time between action-packed dungeon crawling for loot, and running a successful business selling said loot. And while the game’s humor begins as mere parody, by the game’s conclusion Recettear stakes out its own unique pedestal among the throngs of RPGs out there. From the colorful characters to the fantastic dual gameplay styles, Recettear is a truly fantastic game. Capitalism ho!

Scott Nichols

(Buy it on Steam)

Hydorah (PC)

hydorah

This is not the greatest Gradius game in the world, this is just a tribute. It’s also pretty dang close to being better than the games it is paying homage to. A massive undertaking for one man, Locomalito has lovingly crafted a huge, distinctly retro and remarkably deep scrolling shooter in Hydorah. A broad range of weapons/power-ups, huge variety in levels, a branching campaign map and tons of secrets all held together with beautiful sprite-art and a stunning soundtrack (by Gryzor87). I bought Gradius Rebirth on the Wii earlier this year. A freeware game made me forget all about it.

Dominic Tarason

(Download Hydorah)

LIMBO (XBLA)

limboboat

My LIMBO experience was beset with troubles. First, the game released while I was on vacation in Hawaii (and yet I couldn’t shake wanting to play the game amidst countless umbrella-clad drinks), and upon returning and downloading the game I was welcomed by the flashing three lights indicating that my Xbox would no longer like to be my friend. But three weeks later I got my system back and played through the game in almost a single sitting. Its clever puzzles, complete control of atmosphere and style and moments of absolute unexpected clarity truly make this one of the best games of the year for me. I first demoed the game at GDC back in March, and while I was completely absorbed into the game with thick headphones blocking out the chaos of the conference, I’ll never forget the absolute belly laugh I couldn’t contain when I was first killed by a bear trap.

Peter Eykemans

(Buy it on Xbox Live)

Spirits (iOS)

spiritsipad

If you own an iOS device and you have yet to try out Spirits, then you need to get off Angry Birds and download Spirits now. Within a two-game lifespan, Spaces of Play went from making a good but generic game (Mr. Bounce) to making an incredibly unique game. Spirits defines “hand-crafted.” Its music, its artwork, its design, its feel are intertwined to evoke gloom and hopefulness subsequently. This year was a big step up for Spaces of Play and I can’t wait to see what leaps and bounds they will make in the future.

Arsen Nazaryan

(Buy it in the App Store)

Zombie Estate (Xbox Live Indie Game)

ZombieEstate003

It’s easy to see why Zombie Estate would be on my list. Not only does it include zombies (an automatic qualifier, in my opinion) but it also gives such a charmingly unique perspective in regards to the camera and graphics. Combine all that with four-player, weapon upgrading fun and you have one of the best zombie games to get released in 2010.

Geoff Gibson

(Buy it from Xbox Live)

Kaleidoscope (XBLIG)

Kaleidoscope

From a Dream.Build.Play finalist, it’s reasonable to expect a pretty stellar game. What you may not be expecting though is for it to be as adorable and infectiously charming as Kaleidoscope. Players take control of Tint, a cute bug-like thing as he embarks on a platforming journey to restore color to the world of Kaleidoscope. By collecting colored orbs in the level players gradually bring color back to the scenery. The restoration of color is accompanied by an amazing dynamic soundtrack that builds up adding new instruments with each new layer of color. And though Kaleidoscope is on the short side with only twelve levels, they are spread across four visually distinct worlds, each of which coming to life in the game’s coloring book art style. There’s just something about Kaleidoscope, when the world blooms in color and the music blooms with it. It’s digital joy.

Scott Nichols

(Buy it on Xbox Live Indie Games)

The Oil Blue (PC)

the_oil_blue

Vertigo Games’ The Oil Blue came out of nowhere at me. I had never read anything about it up until its release when Erik drafted up his article for DIYGamer. The demo left a huge impression on me and I decided the whole game would be well worth the undertaking. I was not mistaken. The Oil Blue is just unlike any other game I have ever played. It’s not about the graphics or style, it’s not about the story or music, (and I’m not saying those weren’t good but) it’s all about the gameplay. Half the time I didn’t know what the hell was going on, but I felt awesome doing whatever I was doing. Leveling up was satisfying and each machine handled differently. The Oil Blue is one of the best indie action-sims ever, and earned itself a spot on the list the second its demo was released.

Arsen Nazaryan

(Buy it from Vertigo Games)

Joe Danger (PSN)

JoeDanger002

Imagine if you were to take Excitebike and combine it with the dare deviling antics of Evil Knievel and that’s what Joe Danger is. From the moment I played Joe Danger I was immediately drawn to the pure amount of “fun” that the game contained. There’s no back story, no pointless control mechanisms. Just solid gameplay at its best.

Geoff Gibson

(Buy it on PSN)

Super Mario Bros. X (PC)

super mario bros x

A strange choice, perhaps, but this one really came out of nowhere for me, and was the key inspiration for my current series of fangame articles. It’s an amazing piece of work – an impressive, full-featured Mario game in its own right, worthy of official Nintendo branding, but it goes significantly further than its peers in many respects. The intelligent split-screen multiplayer, the full-featured (but easy-to-learn) level editor and toolset, and now the addition of features and characters from other games are all giving the industrious level-creating community more to work with. I see this one continuing to grow and improve well into 2011. Hopefully it’ll provide incentive for other fangame developers to persevere, and aim high.

Dominic Tarason

(Download Super Mario Bros. X)

Game Dev Story (Mobile)

Game_Dev_Story

How can I not put this on the list? Game Dev Story was secondary only to Shibuya in my case. I spent hours in bed, in the bathroom, in the elevator, etc. playing the shit out of Game Dev Story. I got hooked, my friends got hooked, everybody got hooked. In large part, this is due to the overall theme; it’s a game where you make game. Can there be any more perfect of an idea? Though it was a port of a 1996 Japanese PC title, Kairosoft’s execution was brilliant regardless of the spelling and syntax mistakes that plagued much of the game. Who cares? The quirky graphics and strategic sim set-up helped skyrocket Game Dev Story to the top of the App Store, and it has earned itself a spot as one of the best indie games of the year. Sequel, anybody?

Arsen Nazaryan

(Buy it from iTunes or the Android Marketplace)

INCHES BEHIND THE GAME OF THE YEAR

Amnesia: The Dark Descent (PC, Mac, Linux)

Amnesia_03

I can safely say that no game has impacted me this year as much as Amnesia: The Dark Descent. I’m a big fan of horror games, but all too often the sense of tension in a game is demystified as new weapons and abilities are added to the player’s arsenal and enemies reduced to mere speed bumps along the path to completion. Not so in Amnesia. In Amnesia there are no weapons. The player’s only way to defend himself is to run and hide, preferably in a dark closet. But even the act of hiding, surrounded by darkness, causes the player’s sanity meter to slowly tick away. The atmosphere in Amnesia is oppressive in the most stunning of ways, with small creaks and sounds blending with dimly lit corridors to instill an unmatched degree of paranoia. In my own experience, in a well lit room, I couldn’t play Amnesia for longer than an hour at a time. And yet I loved every second of it.

Scott Nichols

My playthrough of Frictional’s adventure horror game is one of the few “experiences” I had this year, and that goes beyond the realm of video games alone. The developers took great pride in painstakingly constructing an immersive and truly frightening atmosphere for players to take part in. Big risks, such as taking away the player’s ability to defend himself, paid off in spades for this game. An indie that elicits a powerful emotional response and one that really ought to be played at least once by anyone who considers themselves a core gamer.

Erik Johnson

The Penumbra series were easily amongst the scariest games I’d ever played when they originally came out. When the first teaser videos for Amnesia were released, my faith in the developers was renewed and I immediately put my money down on a preorder. I was not disappointed. A lovecraftian psycho-horror spectacular with amazing production values for such a small studio, Amnesia kept me on the edge of my seat, and often leaping clean out of it for the full length of the story. The understanding Frictional have for the raw psychology of horror games is unparalleled – they know exactly how to get the player to look where they want, hide when they want you to, and make you dance like a puppet to their ghastly horror show.

Dominic Tarason

(Buy it from Frictional)

Super Crate Box (PC)

SuperCrateBox001

The beauty of Super Crate Box is its simplicity. The player’s only real goal in the game is to collect crates. Of course, there’s the secondary goal of surviving the torrent of enemies flooding from the top of the screen so players will want a weapon to defend themselves. The catch is that each crate players collect changes their weapon, with some significantly more useful than others. Pick up the minigun or flamethrower and you’re good to go, but get stuck with the pistol or, god forbid, the disc gun and you’ll want to scramble to the next crate as fast as you can. And even when players finally find that perfect weapon, since collecting crates is the only thing that gives points, there’s no way to reach for the high score without giving it up again. Players will constantly be switching strategies on the fly, adding a sense of urgency to an addictively simple game.

Scott Nichols

Released just over a month ago, Super Crate Box has fast become my go-to game for mindless enjoyment on my PC. The weapons, the level progression, everything about the game is a brilliant mash up of platforming shooting glory. The only thing that would make this game better was if it came out on XBLIG. I can only imagine how much fun it would be in my living room.

Geoff Gibson

(Download Super Crate Box)

VVVVVV (PC, Mac, Linux)

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In a few years, when she’s old enough to, one of the first video games my daughter will play is VVVVVV. You can count on that. It perfects the platformer by seamlessly integrating individual puzzles and challenges into cohesive levels, each offering different takes on the versatile flipping mechanic. Forgiving in some places, tough as hell in most, the game consistently challenges you. I found myself screaming “that’s impossible!” on more than one occasion, but every time after a payment of Captain Veridian deaths and a bit of luck, I’d make it through and deem that the challenge was just almost impossible. It also boasts the soundtrack of the century by Magnus Palsson. Chiptune gold which quite simply takes the game from great to legendary in my eyes (and ears.)

Erik Johnson

VVVVVV jumped into existence at the very beginning of the year yet it struck me immediately as one of the most fun games I’d be playing for a long time. With precise puzzles and an exceedingly well executed control scheme, the game is wonderful in its simplicity. While I initially grumbled about its many difficult sections (like Veni, Vidi, Vici) I now look back on them with glowing pride. After the game hit Steam a few months ago, I played it all over again and thanked my fingers for being able to pull off that epic section without too much trouble. VVVVVV‘s tricks and timing will be stuck in my fingertips for the unforeseeable future and its fantastic soundtrack keeps my head bobbing to this day.

Peter Eykemans

(Buy VVVVVV)

Breath of Death VII (XBLIG)

BreathofDeathVII000

Perhaps if Zeboyd Games upcoming title Cthulhu Saves the World didn’t release the very last week of December we would see the developer’s second throwback JRPG on this list. As it stands, we’ll just have to do with the dev’s first effort, you know, the one that boasts the highest demo to purchase conversion ever across the entire Xbox Live Indie Games Channel. Why? While it doesn’t reinvent the genre, Breath of Death VII presses a nostalgia button that triggers thoughts of early Final Fantasy titles while revitalizing the old school RPG. How? By making a farce of it. It’s the original writing and creativity in the parody that really makes the game unique. It even offers improvements from its predecessors such as a battle limit for each area coupled with the option to call for a fight. It also earns points for raising the bar on what to expect from the Xbox Live Indie Channel, not just shoddy clones and crap apps.

Erik Johnson

As a fan of the original Dragon Warrior games I was immediately drawn to Zeboyd Games’ Breath of Death VII which not only players similarly to the JRPGs of yesteryear, but also takes careful time to make fun of almost every inane aspect of the old genre. Seriously, this game was an absolute treat and I’m very excited to play Zeboyd’s next classic JRPG.

Geoff Gibson

(Buy it on Xbox Live)

Minecraft (PC)

MinecraftLogo001

This was a tough decision, because honestly I’ve barely played the game. Hear me out though. It earns my vote not for the simplistic brilliance the gameplay brings, but rather that it fulfills the proverbial “American dream” for indie developers. Find a solid concept and put a ton of work into it and good things can happen, really good things, like nearing a million copies sold just entering beta good things. Some have made it clear that they’ll never consider the game indie again given its current following from both players and press, but anyone who knows spit about this industry knows Minecraft’s indie roots are as deep as they come.

Erik Johnson

While Minecraft has technically been in alpha most of the year, its ability to be more engrossing and unique than almost anything else out there nets it a spot on my list this year. When I first downloaded Minecraft, albeit later than a lot of people, I disappeared for three days. It got to the point where other DIY writers were emailing me to see where I had gone. The only answer was underground. Minecraft satisfies that childlike desire to build a fort anywhere and on anything and allows you to hoard and create the world of your dreams. I look forward to the game’s progression going into next year and expect to disappear for at least another week into the depths.

Peter Eykemans

Not much that really needs saying here. Minecraft is the new hotness. While I’m not nearly as addicted to it as many of my peers, I’ve still played it at little bit every few days for several months in a row, and it keeps me coming back and looking for more. Combining tactile building, clever crafting and tense combat with that childlike sensation of building a pillow-fort to ward off imaginary monsters, it just presses buttons that no other game can.

Dominic Tarason

(Buy it from the Official Site)

GAME OF THE YEAR

Super Meat Boy (XBLA/PC)

Super Meat Boy Cover

Super Meat Boy is probably one of the hardest games I’ve ever played, and a constant source of anger and frustration. Wait, anger and frustration are a good thing? I’ll admit, they aren’t typically what I look for in a game. The difference in Super Meat Boy that makes it all worthwhile is that I was never angry at the game itself. The levels are expertly designed, and the controls accurate, so my failings in the game were all of my own doing. It never felt unfair. Every death was a learning experience, teaching me how to avoid a trap or properly time my jumps with moving platforms. Trial and error gameplay has been done before, but it’s Super Meat Boy’s pace that raises it from merely a fun challenge to the level of obsessive addiction. Just as my brain would begin to process why I had failed, Meat Boy would instantly respawn, ready to test my newfound knowledge. And once a particularly challenging level is conquered, the feeling is unmatched as you watch a replay of all your failed attempts running simultaneously. Nothing makes victory feel sweeter than reflecting on how hard you had to work to get there, and Super Meat Boy delivers this better than any other game. Ever.

Scott Nichols

I spent more time playing Super Meat Boy than I did any other game released this year, with possibly the exception of FIFA 11. Super Meat Boy packed tons of content through a variety of levels, notable indie characters with their own traits, and one of the best soundtracks I have ever heard in a game (Props to Danny B). There is no doubt in my mind that Super Meat Boy is the Indie Game of the Year 2010. Team Meat’s self-conscious but unpretentious effort to spread the indie love became one of the best games of the year, including the mainstream. Way to deliver on your word, guys!

Arsen Nazaryan

I’m a bit surprised myself to have more than one platformer on my list, but the love child begot from two of the hardest working guys in the industry simply can not be ignored. Edmund and Tommy thought they had something good here when they started on the project and boy were they right. Where VVVVVV strikes the old school nostalgia chord, Super Meat Boy mashes and warps it to its own devices. The game has you laughing at nearly every cut scene and cursing on nearly every level. Plus it’s completionist heaven, the sheer amount of content they packed into (and are still providing for) the game doesn’t get acknowledged nearly as much as it should.

Erik Johnson

Big surprise huh? Super Meat Boy had so much going for it that I’m positive this game will be on most people’s “Best of” lists. It’s challenging, adorable, very fun, and, most of all, uses a protagonist that is a skinless boy. How awesome is that? I guess the cherry on top would be all the amazing little touches the developers have added in like including multiple other indie game characters or the free level packs coming to the XBLA version.

Geoff Gibson

Super Meat Boy grabbed me in a way I never quite expected this year. I’d played the game on three different occasions at various conferences before it released and knew the game was going to be fun. But once I had the expansive world at my fingertips and could take my time exploring its nooks and bloody crannies it took me by the throat and never let go. As of this writing I have collected 100 bandages in the Xbox version and am sitting on 94 in the PC version. I have no explanation of why I put myself through the whole frustratingly-amazing experience over again other than the game is simply fantastic and will be remembered for years to come. And like a true addict I’ll go ahead and admit that I’ll probably do it all over again once it hits Wii.

Peter Eykemans

I bought Super Mario All-Stars on Wii a couple of weeks ago, and after playing for half an hour, all I could think was “these controls are far too floaty.” And it’s all Super Meat Boy’s fault. So thanks for ruining my childhood, Team Meat.

Mike Rose

(Buy it on XBLA or Steam)

So that’s 2010 from DIYgamer! We’re looking forward to an exciting 2011 with all the site’s power under our control and more great games to sink our indie teeth into.

What were your favorite games of 2010? Let us know!


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Why Mainstream Video Game News Sites Piss Me Off [Rant]

IndieGamesHappy holidays! As you’ve no doubt noticed, I’ve been fairly quiet this last weekend. I was actually out of town visiting family and friends over the holiday weekend. Normally, I’d keep up with my normal writing duties, but internet where I was primarily inhabiting was spotty at best and non-existent at worst. Seriously, I’ve never been more frustrated with internet since the days of my 56k dial-up modem.

Anyway, given that I wasn’t writing as much, I took that time to get up to speed on all my video game news. Not just indie news either (like I usually do), but the mainstream news sites. There’s a lot of game development stuff that happens not relating to the indie world that are still very interesting to people like myself, so-called video game journalists. Not to say I am a game journalist, I would assume you’d have to write for a large website to claim such a title. I digress…

So, whilst enjoying the holiday festivites and catching up on my Google Reader feeds I found myself becoming more and more hostile towards the manner in which the mainstream news sites handle their content and how lopsided it seems to be for mainstream news.

Okay look, I get it, there’s a bunch of large video game companies constantly churning out news about the next greatest video game ever made in the history of time and space itself. I also understand that these sites were primarily made for this reason, particularly during a time in which independently developed video games were neither popular, nor being made in the amount they are today. But, come on guys…

Currently, as I see it today, there are three sites (with above average traffic) churning out consistent indie game news coverage: IndieGames.com/blog, TIGSource.com, and our own humble little website (a distant third). Between our three websites we churn out, maybe, ten articles on a good day. That’s roughly about a fourth of what a single mainstream website will churn out on any given day. You’re telling me, given all that content, there’s no room for indie games?

“But wait!” you say, “didn’t <insertgamewebsitenamehere> just write about Minecraft, Super Meat Boy, or other extremely popular indie game?” Yes, yes they did. And I salute them for it. Minecraft, Super Meat Boy, Joe Danger, Braid, Castle Crashers, etc. are all great games. Really. But come on, had those game developers not established huge communities unto themselves and essentially created their own news, would any site other than sites like us care? No, absolutely not. In order to get press coverage by the press gods that be a single developer needs to go to extensive lengths in order to build up a fanbase. Sometimes it works, sometimes it doesn’t.

Honestly, I don’t really know what I was expecting. I guess I just figured after 3+ consistent years of indie games really becoming a genre unto themselves and AAA indie titles being released on a consistent basis there would be more of an effort on behalf of the huge press companies to actually try and promote something that needs it, instead of telling us how many copies of “MEGA HUGE AWESOME GAME” was sold in 24 hours. Wouldn’t that writer’s time, talent, and content be better spent searching for, playing and writing about an amazing indie game nobody (not even us!) have heard about? Doesn’t that make more sense?

But then again where’s the traffic and money in that?

Thanks for putting up with my post-holiday rant. It’s probably mostly bullcrap, but sometimes you just need to vent and DIYGamer.com served as that outlet today. I should be back to my regular writing duties tomorrow in addition to a new writer joining the ranks. Should be exciting!

P.S. This is in no way a rant against why you shouldn’t read those sites. That would be hypocritical of me given my current Google Reader. Just an off hand rant is all.


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The Game-Maker Archive – Part 19: Presents and Protocol

TSANTAhere were three main ways that Game-Maker users communicated. Either they knew each other in person, which was nothing unusual but could lead to larger and more nuanced projects than an individual could tackle, they communicated through the post, which was slow but both mysterious and intimate, or there were the BBSes.

Before the Web caught on (or even existed), the big deal was local dial-up boards. Most of them were text-based, and most were fairly slow. You would connect, check your personal messages, see if anyone had posted any new discussion topics or responses, perhaps fiddle with a multiplayer door game or two — and then you would head to the file area.

Most boards had a ratio: you can download so many bytes for so many bytes you upload. A bad ratio was close to 1:1. Somewhere between a 2:1 and 4:1 ratio, the file area would come to life. Users would be just motivated enough to keep sharing material, yet wouldn’t feel pressed to dump just any junk on the community. This is the environment where shareware thrived; when the Web took over, the whole shareware model went into whack.

If you found the right board, BBSes were also the perfect environment to share and discuss Game-Maker games. Mark Janelle ran the Frontline BBS with RSD’s semi-official blessing. Other users ran their own boards or carved out corners of existing communities.

A problem with BBSes was their dial-up nature. Unless the board was very local, you were in immediate danger of old-school long distance phone charges. If the board was in the same state but not in the same county, you were particularly screwed. So despite Janelle’s and RSD’s efforts there was never a unified Game-Maker community. Rather, the community consisted of countless islands of independent development, that would occasionally cross paths and trade ideas.

Although it was located in the middle of nowhere — specifically Kennebunkport, Maine — which must have made a daunting long-distance charge for most users, the Frontline BBS was the most prominent place for these paths to cross. That makes sense; it was the only board referenced in the Game-Maker box. The board therefore carried some valuable artifacts of shared Game-Maker culture. Whether or not those artifacts are in themselves excellent is sort of beyond the point. What’s important is that they are formative and sort of iconic to the Game-Maker experience.

These four games, by two authors, are amongst the first Game-Maker games that many users will have played, aside from RSD’s demo games and those users’ own creations. Unfortunately not all of them still exist in precisely their original form, but one takes what one can get.

Viki: Escape from Videoland

Our first artist is a fellow from Singapore named Ronnie Toon. He’s still designing web games under the Ron Marie Services banner. It’s unclear just how many games he designed with Game-Maker, as most of his older work has succumbed to the elements — in his case heat and mold. The first of his two surviving games hints at a subsequent explosion of design.

Viki is a grab bag of design. Each level explores a completely different concept, and the documentation announces a follow-up game expanded from each individual level concept. The concepts range from an inscrutable rocket pack stage to a Penguin Pete style melt maze to odd action puzzle design that takes advantage of Game-Maker’s distinctive collision and clipping bugs.

Strange and odd are operative words here, as the design in Viki is often sort of bewildering. Viki was Ronnie’s first game, and for that it is a bold collection of experiments coherently wrapped together. Yet it also is interesting to see his raw instinct, without the distraction of careful analysis or experience. Why does the rocket pack level consist entirely of waiting around for a gate to open? Why does the only obvious solution to the third level require glitching out the game engine? What exactly is the main character, Viki, and how does this game represent a cross section of Videoland? Perhaps the channel-surfing level design explains the latter. Either way, there is much in this game that will likely remain a mystery.

The shareware version includes only four levels, and promises another two upon registration. If they ever existed, it’s unlikely that they do now. Going from the documentation, level five would have involved a place called Space City, and level six was set on Crazy Island. Ominous.

Kirk Voodia

From exotic Singapore we leap to exotic Pennsylvania, and a very young man named Kevin Vance. Now a coder of random and varied applications, Vance cut his teeth on Game-Maker in grade school. His first project, Kirk Voodia, is a similarly raw look at game design as creative expression. Yet whereas Viki is an example of flat-out weird design decisions cloaked in (for the time) a lush, professional presentation, Voodia hides a pretty solid sensibility behind one of the roughest presentations you’ll see.

Rough, yet also original and honest. Despite a character that continually changes proportions, and at best is a glorified stick figure, there’s something coherent about the game. The art looks like a grade schooler’s scratchings, and that’s what it is. The story is a grade schooler’s (apparently self-insertion) story about an ordinary kid with a lightning gun, swept up into a dangerous situation in a curiously decorated warehouse. The whole thing comes off like a fourth grade writing assignment, brought to life.

And curiously enough, it’s actually kind of playable. There’s a half decent, and essentially fair, level structure, complete with secret exits and bonus stages. The character’s movements are so dramatic — the jumps are so high, the squats are so low — that they feel rather fresh. There are several distinct weapons. Although they continually seek the character’s position, monsters move slowly enough to respond to. Honestly, for what it is, the game ain’t half bad. And it’s also totally genuine. If my kid had designed this, I would be proud of it.

Hi-Tech Demo

Although he busied himself with countless games, Vance’s only other known surviving Game-Maker project is a collection of background tiles, intended as a gift to the Frontline BBS community, bound together with a rough demonstration game. In their original form, most of the blocks consisted of simple shapes and flat colors. After downloading, I somehow felt compelled to spruce up both the game and the tiles, while retaining as much of their original personality as possible. I added shading and character animation, and I threw in a handful of monsters to spice up Vance’s levels. My reasoning was that the game was free, and meant to be stripped apart for use anyway, so it couldn’t hurt to improve on the game itself.

In retrospect perhaps this wasn’t the wisest plan; I failed to foresee that my altered version, enhanced strictly for my own amusement, might be the only surviving version of Vance’s game. Perhaps the editing is itself a notable artifact of the time; it’s not for me to say. Regardless, the game is still essentially Vance’s. Aside from the monsters, all of the changes are cosmetic and all are enhancements rather than straight-out replacements. The geometry and actual color choice always remains intact. And as with Kirk Voodia, the design is pretty okay. It’s challenging yet fair, and the levels are fairly enjoyable to hop around. Nothing sophisticated, but that’s the charm.

Santa is Back!

Ronnie’s only other known survivor is a Christmas gift from 1993 — a freeware single-screen platformer that lays bare the perilous and confusing journey that Saint Nick undertakes to collect his presents for Christmas morning.

As with Viki, Santa is Back! is an unusual game in several respects. The most obvious and important of those is the game’s format. Aside from John’s Archaeological Adventures, you don’t really see many single-screen platformers on RSD’s engine. There are probably many good reasons why not, as Santa is Back! shares many of the same problems as Ludlam’s game — bouncy and unreliable moving platforms, edge-of-screen weirdness, difficulty in effectively exploiting the screen real estate. The novelty does make up for many of the quirks, as at least the game is trying something different.

Typically when we think of single-screen platformers we think of arena or hop-’n-bop games like Bubble Bobble or Tumblepop. Instead, Santa is Back! calls to mind ancient and half-remembered DOS and Apple II games. The focus is less on jumping than on ladders and dodging. That, and simply on making sense of what’s going on from moment to moment. The difficulty in discerning enemies from decorations, the twitchiness of the controls and colission, the erratic level structure, and the downright weird way that levels are linked together, can make play feel almost arbitrary. Yet as with those ancient games, it feels like it should and must make sense, as cosmetically the game feels so well-assembled. The disparity creates a certain cognitive dissonance that makes the game creepier than probably intended, and all the more memorable for it.

As this is likely your first and only opportunity to play these games, you can download them here. Consider it a very eccentric and dusty Christmas gift from DIY Gamer to you. Boot up DOSBox and if you’ve got any fresh young eyes bobbing around your knees, try giving them a crack at the games. Get ‘em before they’re cynical, and just maybe they’ll strip away some of your own years.


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Is This Steam Sale Hurting Developers?

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After the initial rush of excitement from the literally thousands of games available for sale on Steam, a small idea popped into my head, one that doesn’t necessarily paint this sale in a good light. Could this sale actually be more harmful to developers, particularly indie developers, than we initially thought?

Let’s take a look at a more traditional Steam sale. As we all know, about every weekend Steam has an amazing sale that they highlight: “SUCH AND SUCH 50% OFF!” It’s become almost a ritual for PC gamers to check their Steam pages Friday/Saturday to get the goods on the cheap. These sales are usually coordinated well in advance and generally benefit both Steam and the developer. Just ask Introversion Software who was, quite literally, saved by a Steam sale. Had that not occurred their company might not exist today at all.

Fast forward to today and we have the mother load of all sales. Over 1000 total games, 150 of which are indie games are on sale throughout the holiday season, of which 12 each day are highlighted amongst the festivities, with typically 1-2 indies.

However, with so many games being made available at ridiculous prices what are the chances that the cost reduction will actually make up for it in the end with higher sales? My guess is that unless you’re one of those lucky 12 spotlight games you probably aren’t gaining much by this sale and could actually be devaluing your game to the few who do come across it.

Of course, I’m not suggesting that I’m not loving this sale. I’ve spent far too much money, particularly on indie games, than I’d care to admit heading into the holiday festivities. I just wonder if being a part of this sale is actually benefiting anybody other than Steam and the consumer.

Just something to think about.

[Steam]

UPDATE: I just want to thank all the great developers who sprang into action to give their take on it. I’m not a developer myself, so I have no direct involvement in the sales and working behind the scenes. Kudos guys.


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Why I Don’t Write About Minecraft Anymore

MinecraftDIY

Minecraft is a great game that I love. You need look no further than my Minecraft Diaries series to see how much time and effort I’ve put into the game. And make no mistake about it, Minecraft is an indie as they come, often times being more “indie” than other games I write about here, but I’m still moving on from writing about the game.

When I first started this website and began writing about indie games I was doing so with the impression of making a difference, one developer at a time. I love finding obscure games and writing about them. Giving a developer just the tiniest spotlight really brightens my day, even if it goes no further than this humble website.

To report on anything Minecraft, or anything Notch says nowadays is to repeat it. Minecraft is neither obscure nor small anymore. If Notch so much as udder’s a tiny update, it is picked up by Kotaku, Joystiq, IGN, PCGamer, RPS… and everybody in between.

So, instead of driving what minuscule traffic I can to Minecraft, I’ve decided to make a conscientious decision to focus instead on other games. I don’t have that much time to write these days and I honestly believe it would be better for everybody (you, me, indie developers) if I spent that time writing about new games, events, etc.

That said, of course, this doesn’t mean other writers here won’t chime in about Minecraft from time to time. This is strictly a personal note given my past tendencies to cover Minecraft every step of the way through its development cycle.


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Top 10 Indie Picks of the Steam Holiday Sale

steam-logoAlright, I’ve already spent over $80 on Steam games today. I’ve maxed out my limit, seriously. That said, however, I still have yet to even scratch the surface of the Steam Holiday sale. As such, I figured it would be fun to put together my top 10 indie games you should check out for this year’s holiday indie sale.

Keep in mind, these are of my personal opinion. I’m not basing these top 10 games off of score, pricing, or anything of that nature. Also this list is in no particular order.

Super Meat Boy – $3.75

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This game released, literally, a few weeks ago. It is quite possibly a game the year contender for both myself and DIYGamer and, really, should be an instant purchase for anybody who doesn’t yet own the game. Seriously, it’s amazing.

[Link]

Metal Drift – $4.99

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Released back in 2009, I”ve recently fallen back in love with this game’s unique multiplayer ‘splodey action. It’s a fast and furious gravity tank game that allows for a progressive leveling to assemble bigger and more bad ass weapons.

[Link]

The Misadventures of P.B. Winterbottom – $0.49

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Some people didn’t care for this game, I loved it. It’s whimsical and very charming in that early 1900s sort of way. Plus at less than what a candy bar costs at the local super market? Easy choice.

[Link]

Zero Gear – $4.99

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Zero Gear, in my opinion, was a better game than the newest Mario Kart. They have some fundamental differences, granted, but on a pure kart-game basis, I’d choose Zero Gear any day. It’s just plain ol’ fun.

[Link]

AI War: Fleet Command + expansions – $9.99+

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Probably the most expensive game on my list but oh so worth it. Seriously, this game offers an incredible amount of depth for a fraction opf what it would cost elsewhere. And now it costs even a fraction of that! Solid choice for strategy fans.

[Link]

Delve Deeper – $2.49

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Charming, hot seat action involving Dwarves mining for gold, fighting monsters/dragons and competing with other teams of Dwarves. Seriously, does it get any better than this? Not by much. A great strategy hot-seat game.

[Link]

Amnesia: The Dark Descent – $9.99

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Does the phrase “scary as shit” mean anything to you? Pardon my language, but that’s literally the best way to describe this very, very frightening game. People willing to subject themselves to horrors such as this should definitely enjoy the sale.

[Link]

VVVVVV – $2.49

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Another great action platformer in the same vein as Super Meat Boy, only this time your taking control of Captain Veridian as he attempts to save his ship mates from impending doom. It’s a challenging, but very satisfying game.

[Link]

Plain Sight – $4.99

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Another fantastic multiplayer game that features none other than robot ninjas. Combined with some amazing 3D action and a few unique game modes Plain Sight is a great catch for anybody who’s looking for a new multiplayer game.

[Link]

AaAaAA!!! A Reckless Disregard for Gravity – $4.99

Aaaaa!

Last, but certainly not least, who can certainly not enjoy a game about base jumping and flippng people off? While the game is getting a little older, this is certainly one of the best first person indie experiences available today.

[Link]

Solid list if I do say so myself. Of course, don’t let this stop you from trying other indie games. There are a lot of really, really good games for sale this holiday season and chances are, even if none of these sound appealing to you, there’s something on Steam that you’ll really enjoy.

Happy holidays.


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Is the Indie Games Winter Uprising Event a Failure? No.

Indie_Games_Uprising

Wow, so the event isn’t even over and yet we already have sites like Kotaku and Edge trying to poke at the seams of the collaborative marketing endeavor to see if it’s a failure or not. Sometimes I despise the mainstream press, I really do.

But first, let me tell you what Edge has uncovered. Basically, in a sit down chat with Robert Boyd, we’ve gone on to find out that of all the titles released thus far Epic Dungeon has done the best going on to sell over 6,000 copies. Not bad for a channel hardly anybody visits. The next one up is Break Limit with a scant 400 copies sold… ouch. Not the best news, I’ll give you that.

The article goes on to say that while the event was planned to have each game released within the first week of December, ultimately that never came to pass hinting that this might be a reason for the event’s “failure.” In truth, I believe spreading the event over a period of a month as opposed to a week would be better anyway given this particular time of year being so jam packed with so many games.

Of course, you can’t really blame Robert, or the developers, for having their games get delayed. The way the Xbox Live Indie Game system works is actually kind of stupid. Upon completion, you submit your game. It goes under peer review for a period of around 2 weeks. If approved your game will go live within 48 hours. You have no say in when it goes live. This means it’s incredibly difficult to market the game effectively in gearing up for a release. Additionally, should any random bug be found and the game not be approved then the entire submission process has to begin again further adding on to the time of the game’s release. It’s all incredibly frustrating, I can imagine.

Still, despite these hiccups and developmental speed bumps, does this paint the entire event as a failure? Absolutely not. In the history of the channel I have not seen as much press from around the internet speaking about either the channel or individual games not named “I MAED A GAM3 W1TH Z0MB1ES!!!1″

It’s hard to imagine what the month of December would have looked like without the Indie Games Winter Uprising event occurring, but I can guarantee you that not Kotaku, not Edge, not IGN, not Joystiq, not any of the mainstream video game press would have written a single word about the channel had it not existed, and certainly not as much as they have leading up to the event.

So, was the event as successful as maybe Robert had hoped? Probably not, but then things rarely ever go according to plan. But was it an outright failure? Absolutely not and don’t let anybody tell you otherwise.

[Indie Games Winter Uprising]