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

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Nokia is Dumb; Awards $250,000 to “Innovative” Clone and It’s Not Even Exclusive

So here’s a bit of funny news for you. Apparently Nokia, the bastion of good business sense in the mobile industry for the past 5 years (sarcasm!), has awarded its “Calling All Innovators” game prize of $250,000 to independent game company 10tons for creating mobile game Sparkle. Cool right? Except that Sparkle is not innovative at all.

As many of you should know by now, I’m not adverse to clones or copying features. It’s a natural step in the gaming evolutionary system. So I have no problem that 10tons created a Puzz Loop clone (probably more popularly known as Zuma) and released it under the name Sparkle. In fact the game has been cloned so many times at this point who cares? It’s a fun mobile game. That said, I do think it’s funny that Nokia thinks it’s innovative because it’s not. Not by a long, long shot.

My first thought was that there must have been some other game/developer who really strived to create something unique and innovative, at which point I was angry. But then I thought… it’s Nokia. The contest itself must have been pretty sparse in the first place. Perhaps Sparkle was simply the best they could have chosen.

Oh and the really, really funny part? Sparkle isn’t even exclusive to Nokia’s Symbian mobile OS. It’s available on damn near every OS: Windows, OSX, iOS (iPhone and iPad) Android, Bada (Samsung’s thing), WebOS (including the TouchPad). In fact, it appears that these versions even came FIRST. 10tons essentially just flushed a new version down the drain to Nokia and walked home with a quarter million dollars.

Oh Nokia… oh sweet, innocent Nokia. If you’re going to spend $250,000 on a clone, at least make sure it’s a clone that’s going to be exclusive to your platform.

[Nokia]


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Discussionware: Which Mobile OS is Best For Gamers? iOS, Android or WP7?

I got into a bit of an argument the other day with an indie gaming pal of mine. Essentially we debated the merits of mobile gaming (as many of you should know I’m not huge on it regardless) and which platform serves up better indie games more consistently: iOS or Android.

As somebody who owned an iPod Touch for a few years (and still owns an iPad) as well as an Android phone since October 2008 (I waited in line for a G1) and an Android tablet I felt like I had some authority in the matter. My friend has had experience with both as well.

Ultimately, we ended up disagreeing. He said that Apple’s iOS had the better, higher quality games which made them immediately more enjoyable for gamers of all types. It kind of makes sense. I think you’d have trouble arguing that there are at least more quality games on iOS than Andoird simply due to Apple’s stricter enforcement.

That said, I persisted in my belief that Android was actually better for indie gamers due to the act that many more games were available for free like Angry Birds and that since Google is less strict with their store, there will invariably be more choice. Along with that you have different sized devices (phones and tablets alike) with can cater to a gamer’s individual tastes. More choice has always, in my opinion, been better.

And of of course then you have Windows Phone 7, which we didn’t debate but I feel like should be brought into the equation as well. Despite not having nearly the massive amount of games and apps that iOS or Android has, WP7 strikes up a nice middle ground between the two in terms of design, choice, affordability, etc. That, of course, is combined with Xbox Live which brings with it a host of features gamers have come to know and love on their consoles.

So I leave it with you guys. Which mobile operating system caters to gamers best? If you had to convince somebody right now, what would you say to convince them?

NOTE: This is a hot topic for fanboys/girls. We here at DIYGamer do not condone rampant fanboyisms. Please discuss this politely and intelligently. Thanks you!

[Discussionware is a weekly feature aimed at promoting discussion with thought provoking topics. Each week we’ll be taking a look at a topic that influences indie gamers or developers and we’ll leave it open for discussion by our wonderful readers.]


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Transportable Viridian: Hands-On with VVVVVV 3DS [IndieCade 2011]

After waiting patiently for nearly two days, Terry Cavanagh was finally alone. A slight reprieve had finally occurred in the single-file onslaught of adoring fans, aspiring developers, and fascinated media (full disclosure: I am all three) that seemed to be perpetually conversing with the popular indie developer. I had a seam, and took it: “Hey Terry, I’m Erik Johnson from DIYGamer. We met basically one year ago. I heard there was going to be a preview build of VVVVVV on 3DS here.”

The energetic, yet soft-spoken Irishman recognized me after a moment, and produced a 3DS from his shirt pocket. I laughed at my presumptions of how the demo display of his port would be set-up, then focused-in to play one of my favorite (and most frustrating) PC titles on a handheld device.

Terry mentioned the build was close to finished, with just a few bugs to work out. I played for about 15 minutes, escaping out of the first puzzle area in the game to Captain Viridian’s ship. I then enjoyed a tour of the overworld, past a giant crying elephant, and eventually to another puzzle area. Everything looked and felt beautiful as far as I was concerned. The persistent map on the bottom screen is just a perfect match as well for exploring the world map area for teleporters and, of course, shiny things. Perhaps most important of all, the original soundtrack by Souleye is there in all of its glory.

Other than that, there’s really not much to say here. It’s all the greatness of PC/Mac/Linux VX6 right there on Nintendo’s latest handheld. It’s a spot-on port of the game from what I looked at, and once publisher Nicalis launches it on the 3DS eShop it’ll simply be a must have for anyone with access to the service. What of the post-launch content though?

That part appears a bit muddy at the moment. Terry was adamant that the 3DS version was entirely in Nicalis’ hands and out of his own, especially when it came to that topic when I pressed him about it. It looks like where it goes from release is anyone’s guess at this point it appears. We do know that the features list for the port includes “future content updates”, but what content that exactly will be is at the moment a mystery. One wonders if any of the player-created content content from the PC version could make it over the 3DS. Wait and see for now.

Here’s my thumbs running around old hunting grounds. The controls definitely feel just as tight as they are on the PC. (When I mess up, it’s definitely my fault):


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Eufloria PSN, Incredipede, Reflow at SOWN 2011

Welcome back for the third segment of Sense of Wonder 2011. These three games featured today all celebrate life in a special way. DIYGamer has covered them all in some form, however, it’s intriguing to see the games in motion and hear the developers’ thoughts behind them.

First up, Colin Northway of Northway Games works the Sense of Wonder Night with great enthusiasm when introducing Incredipede to the world for the first time. The developer speaks about his travels around the world and how Honduras inspired Incredipede with life teeming from every crack. The seemingly simple tools that are the building blocks of life are also the building blocks in the game. Players will traverse land and sea by constructing a Quozzle with limbs for swimming, climbing, tree swinging, crawling and more.

Goals seem to be to collect the fruit and reach the yellow goal, while avoiding pits and dangers. In the final version of Incredipede, players can send creatures as a sort of puzzle for others to figure out how to use them. Colin is confident in how Incredipede already exemplifies the “incredible variety in life” and “the sheer joy of life.”

For more Incredipede coverage, check out this extensive two-part interview with Colin.

Next up is the augmented reality puzzle game Reflow for iOS from xymatic. I took notice of Reflow back in July, and I am glad that the judges did, as well. The developers explain the solids from reality show up as white images (notice how hands are black in the video).

The object of the game remains the same: to re-flow the flow to its color-corresponding cup. In other puzzles, players have to change the color of the flow first so that it eventually matches the cup. Be sure to jump to the 6:00 mark to see how the guys draw on a piece of paper to solve a puzzle (including a single finger swipe which inverts the black and white in the image and a tilt of the device which controls gravity).

Omni SystemsEufloria has been covered for quite some time, but PSN users finally get to experience the magic thanks to this upcoming port. In fact, Eufloria arrives on PSN this week: October 4 and 5 in the US and EU, respectively.

In this space-bio-strategy or as developer Rudolf Kremers called it, an “intergalatic gardening” game, players must spread seeds to become new trees in other asteroids to expand their colony. The trees literally sprout new life, in this process called panspermia. As the colonies expand, players learn how to make new forms of life.
Players also face adversity from other lifeforms that threaten to infect their own colonies.

Alex May describes how the graphics in the game are created at run-time using procedural content generation. Alex also describes how the procedural art provides feedback to the players, showing them what’s happening with their colony and others’.

Check out the full explanation and some colorful gameplay in the Eufloria presentation before our review of the PSN version this month:

Make sure you’ve watched the earlier SOWN presentations and stay tuned for the final videos.


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The Voxel Agents’ Agent Tom Publishes Revealing Research on Mobile Marketplace

I just read an article yesterday that said Rovio Mobile is now worth $1.2 billion (“Angry Birds is Bigger than Mario?“). I don’t know what that implies for the rest of you, but when I first heard this statistic, my jaw dropped. Rovio is worth almost as much as my favorite football/soccer team, Arsenal FC (which has been around since 1896). So is the story of Rovio an overnight success that other developers can strive for?

Well, not exactly. What is true is that the market for games has changed drastically in the last few years. The iOS and Android being the biggest proponents of this change, of course, but not the only ones. The mobile platform has become huge. With talk of whether console gaming is dying and where the industry is headed, it’s always important to take a step back and analyze to the best of our abilities what we have seen unfold before our very eyes.

Thomas Killen, one of the minds behind renowned Australian devs The Voxel Agents, has published a very revealing research study into the mobile market. Granted, as the humble Tom will admit, he’s not exactly a market analyst and expert in the field, but given his experience with the Voxel Agents (and the fact he put in an effort to finding out as much information as possible about the topic at hand), it’s fair to take his rather unbiased approach respectably.

There are a number of interesting findings from Tom’s article, like the fact that “every day 500,000 Android phones are activated” and how if every developer received a piece of the mobile pie, they would only end up with around $8,500 each (take into account outliers like Chillingo and Rovio and you’ll understand how skewed this statistic is).

Indeed, Tom’s study answers some burning questions I myself had for the mobile marketplace, but it also important raises new ones. Where do we go from here? What have we learned? I’ll leave those judgments up to you, the reader, consumer, or aspiring developer, because the answers certainly involve all of us. Check out Tom’s research right here. And yes, there are graphs, plenty of them, so do yourself a favor and give it a looksee!

[The Voxel Agents]


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The Silent Age Ushering onto Android and iOS in 2012

Android and iOS users rejoice. Denmark’s House on Fire is developing point-and-click adventure game The Silent Age to cure those who want more than arcade touch screen experience.

The developers describe The Silent Age as a minimalist game, involving time travel to solve puzzles. The adventure takes you back and forth between present day 1971 and an unsettling future in 2012. Helpful items can be transported across time, and puzzle solving  involves using items from one point in time in the other.

The developers are aiming for a Q1 2012 release and have priced the game at $0.99. While they say The Silent Age is best viewed and played on a tablet, modern Android and iOS devices should be able to play the game. A non-gameplay trailer has been released, showing off the evolution of the art style since the team began work on The Silent Age in the beginning of 2011.

Linda Randazzo, Uni Dahl and Thomas Ryder of House on Fire are designing something pretty to look at for sure. Fingers crossed it will play as well as it looks. This is a little of track, but I poked around the team’s website and found one title pending approval on iOS and Android devices: a puzzle game called Neon Zone. I really like this team’s style!


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IGF China Finalists Announced; I Make Up New Genres

GDC China will play host to the 3rd annual IGF China awards (a smaller version of the Independent Games Festival that happens at GDC every March). This week the student and main competition finalists were announced. IGF China’s main competition covers Excellence in Audio, Technology, and Visual Arts, as well as the Best Mobile Game and Best Game awards. Winners will be announced November 12, 2011.

Today, we’ll look at the main competition finalists and spend time tomorrow looking at the student finalists.

Billy Makin Kid by SLAB Games looks like a tower defense game that I’ll go ahead and call an evolutionary defense game since it’s humans versus primates (and dinosaurs?). I can appreciate the art style and general silliness of the game; unfortunately the developer’s website doesn’t go into much detail about what separates this gameplay wise from the hordes of other tower defense games other than the item combinations.

Clay’s Reverie by Super Glue Studio looks like a charming platformer for iPhone where players don’t control the actual character directly. By controlling the platform itself (a platform platformer?), players avoid death and collect stars, typical of the genre.

One Tap Hero by Coconut Island Studio looks to be another gorgeous platformer where players collect stars. As the name seems to suggest, the mechanics are probably restricted to one button. The character moves automatically, but there are portals and arrows/walls that change the direction of the character.

Dual character action RPG Pocket Warriors by Wit One Games has possibly the most luscious of all the 2D art featured. Players can apparently upgrade both characters along their quest; only one is controlled at one time, while the A.I. controls the other. Pocket Warriors is available on the iTunes store, though it doesn’t seem to have caught on with users. It’s possible the game has changed or will change since people reviewed it.

Super Sheep Tap by aBit Games doesn’t look so baaaaaaaad (wooly humor). This is a multi-touch rhythm game, where different colored sheep help or hurt players. Super Sheep Tap is also available on iTunes. I am rhythm game addict, but I can’t quite hear the rhythm in this video, it’s possible I’m distracted by the tagging noise.

The Line HD by Ant Hive Games is certainly due for some praise; DIYGamer covered The Line HD on iPad a few times. This is an engaging puzzle game with stages that last longer than the typical touch game. Players can draw or erase lines between dots to create a safe path.

 

There are two other games, which I can’t get media of right now: FTL (Faster than Light), by Matthew Davis & Justin Ma, China [Website] (video and game build are only available for IGF judges presently) and Pixel May Cry, by Feng Li, China [apparent Video] (not easily accessible video. The developer has action game and Bayonetta as its tags, so one can imagine something stylish.)

We’ll look at the student finalists tomorrow. Good luck, everyone!

[Gamasutra]


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Meganoid Dev Continues Retro Platformer Crusade with Stardash

Orange Pixel’s Stardash is a challenging platformer available now on Android and iOS (universal app). These GameBoy inspired aesthetics are definitely for those who have missed (either in the nostalgic sense or the being born into gaming a little bit later than us old folk) good ole fashioned, knuckle-biting game design.

Stardash presently spans four worlds, with nine levels and one temple in every world. The game offers replay through earning multiple stars; players have to collect all the coins in a level and run through the level within the time limit to earn extra stars.

Don’t be turned off by the virtual control scheme shown in the header picture above. The Android version is playable with Touch, Hardware keyboard, GameGripper, Xperia-Play, or Wii-mote (how cool is that?!).  The iOS playable with Touch-screen, iCade / iControlPad, or the Joypad app.

Stardash is available now Android Free (with Advertising) version , $2.17 (weird price?!) Android Advertising-free (Paid), or via the all in-one $1.99 iOS version.

Interested in sprite-based fun? Follow the developer on Facebook/Twitter. For those that want a little more color in their platformer, try the dev’s highly lauded Meganoid.

[Orange Pixel]


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Maze Mover: iPad/PlayBook Treat from AlmostLogical Software

We don’t get to hear about PlayBook games often enough. Fortunately, I am 1 for 1 when it comes to stumbling across indie PlayBook games that deviate positively from the norm. AlmostLogical Software has released today a puzzle within a puzzle game called Maze Mover for both the PlayBook and the iPad.

For $1.99, players are treated to over 60 puzzles with challenges beyond solving the puzzle; there are rewards for both the fastest time and the fewest moves. Maze Mover has some interesting twists to help it stand out among other puzzle games: the puzzle itself can be manipulated by both the player and the environment.

As seen in the trailer, players can move the puzzle pieces to help the ball escape, or they can use markers on the environment such as the arrows to spin the pieces around. I wished the trailer showed a little more so I could tell people more about it, but at $2, the mechanics look fun enough for me!

Maze Mover was created by a team of three: the game by Devin Reimer, graphics by Calin Reimer, and music by Liam Berry. Devin seems rather pleased with using Adobe’s AIR to develop the game, and hopefully he will exapnd on his experience with that in the future.

Buy Maze Mover for $1.99 on BlackBerry’s PlayBook or Apple’s iPad today.


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IndieCade 2011 Finalists Revealed!

IndieCade is a fantastic event. I wish I could attend this year but the 1000-ish mile trip is just not in the ol’ budget right now (I blame the airline industry). But that doesn’t mean we won’t be talking about the event because, well, it’s pretty damn amazing! There’s not another single event that is this dedicated to indie games and developers.

Anyway, enough gushing about the event (you should go if you’re in LA by the way!) I’m sure you just want to see some games.

So here they are! IndieCade 2011’s chosen finalists:

Antichamber
(Demruth)

Antichamber is a surreal, exploration puzzle game, set within a non-Euclidean labyrinth of manipulable geometry. Explore a vibrant and deceptive world, where space can change, nothing is as it seems, and the puzzles abound with non-traditional mechanics. Antichamber, designed by Alexander Bruce, is packed to the brim with intelligent and unique puzzle designs that provide a metaphor for how we live our lives. An earlier version of the game, previously entitled Hazard: The Journey of Life, was presented at the IndieCade E3 Indie Games Showcase in 2010.

At a Distance
(Terry Cavanagh)

“At a distance” is a cooperative two player asymmetric puzzle game designed by Terry Cavanagh about solitude in shared experiences. One player is an explorer, the other a storyteller. “At a distance” was designed to be played with people coming and going throughout the game, and is a strong example of design focused on evoking emotion in interactive experience. Terry’s prior work, VVVVVV, was a finalist at IndieCade 2010.

BasketBelle
(Michael Mollinari)

BasketBelle is an adventure game that uses a basketball mechanic to interact with its narratives. Through flashbacks and memories of his life, the main character learns tricks from his all-star father (and recalls other significant events that help him deal with the challenges in his life. BasketBelle merges expressive, hand-drawn visuals and audio together to help tell story, to provide smooth and responsive controls during play, and to create a bond between player-character that’s just as meaningful as that found between the family members in the game. A work in progress, BaketBelle was chosen for the festival for its beautiful visual and auditory design elements and unique story-based gameplay.

Bistro Boulevard
(Fugazo Inc.)

In Bistro Boulevard, from Fugazo Inc., you will hire staff, pick the menu, and decorate your restaurant to turn one modest diner into a promenade of five-star restaurants. Inspired by the rising popularity of food-oriented games and television shows, Bistro Boulevard is a simple sim game that places the player in the role of general manager of a series of restaurants. Bistro Boulevard’s creative reworking of common cultural and game elements makes a compelling experience for a wide audience.

BIT.TRIP FLUX
(Gaijin Games)

The BIT.TRIP series, by Gaijin Games, comes full-circle with BIT.TRIP FLUX. Ride along with CommanderVideo for classic paddle-based gameplay as as he completes his mission and returns… home. BIT.TRIP FLUX explores what it means to return to “the source” after death, and integrates retro aesthetics with modern sensibilities to create compelling gameplay. Available on WiiWare. Some suggested text for this: BIT.TRIP FLUX brings the beloved BIT.TRIP series full circle (both literally and figuratively) to creative a sophisticated evolution of classic gaming. Imagine Pong evolving from a single-celled animal into a complex organism, in which the elegantly simple paddle mechanics yields a seemingly infinite array of emergennt gameplay in a beautifully abstract pixelated world. An indie success story, BIT.TRIP FLUX is now available on WiiWare.

Black Bottom Parade
(SCAD)

Black Bottom Parade, played on an interactive table, was created by a group of students from Hong Kong and Atlanta, at Savannah College of Art and Design. Building on the New Orleans tradition of the jazz funeral, players control a band of three musician grim reapers leading a group of deceased revellers across a 1920s New Orleans take on the River Styx. The revelers, unaware of their absinthe-soaked demise, continue to dance and party as the band accompanies them on trip through purgatory on a high flying unstable platform. Black Bottom Parade effectively leverages of the aesthetics of Mardi Gras to heighten the emotion and complexity of the interactive experience.

Deepak Fights Robots
(Tom Sennet)

Deepak Fights Robots is Bubble Bobble cross-bred with Pac-Man, art directed by Keith Haring, conducted by The Incredible Hulk, and performed by the P-Funk All Stars. Players take the role of Deepak, a regular guy thrown into a vividly colored and wildly imaginative puzzle platformer world to earn superhero powers and defeat robotic villains. Deepak Fights Robots is an adventure platformer that highlights the creativity of independent designers, with a beautiful and unique audio-visual style.

Desktop Dungeons
(QCF Designs)

Desktop Dungeons by QCF Designs is a quick-play puzzle roguelike that tasks players with completing a randomly generated, single screen dungeon as part of a larger unlock-heavy metagame. Uniquely, the game treats exploration as a resource: Revealing new areas of the dungeon regenerates health and manna, forcing players to consider their next moves carefully. Desktop Dungeons ingeniously leverages a niche, hard-core game style into an accessible casual game, earning it a devoted following of indie game fans.

FEZ
(Polytron Corp.)

Created by Phil Fish, FEZ started out as a simple gameplay mechanic: explore 3D worlds from 2D perspectives. From there, its development has changed several times, moving into cycles about the artistic and presentational style and forward into development focused on mood and emotion. The game plays as a traditional 2D platformer where you can freely rotate the world in 90 degree increments to explore and navigate 3D structures from 4 distinct 2D points of views. FEZ creates a calm, contemplative, lonely exploration/puzzle game. there are no enemies, no lives, no health, no penalty for death. FEZ is notabe for its interesting and resonant core mechanic, and its ‘microcosm of modern indie games’ development history.

Gamestar Mechanic
(E-Line Media)

Gamestar Mechanic, from E-Line Media, is a an adventure game in which you fix and make your own games to progress. Gamestar Mechanic began with a grant from the MacArthur Foundation to the University of Wisconsin Madison to research whether systems thinking could be taught *through* a game rather than “on top of” a game–a game where the core mechanic was game design itself. Independent designer Katie Salen helped develop the game, which is now part of the game-based curriculum of New York’s experimental Quest to Learn School, which Salen directs. Gamestar Mechanic engages players in the process of computer programming while joyously reflecting on modern game design.

Geobook
(levitylab)

Geobook, from Experimental Gameplay Workshop veteran Chaim Gingold, is a playful, child-like, beautifully designed reenvisioning of the book that introduces basic concepts of geology through text and interactive illustrations. What if your geology book’s illustrations were alive, and you could touch them? What if epic time and scale of geologic processes we reduced to a sandbox that a child could reach into and play with? Geobook’s non-traditional approaches to interactivity create engaging and open ended learning environments that as fun as they are educational.

Halcyon
(stfj)

Halcyon, a unique action puzzle game for iPad designed by Zach Gage, is named for the mythological bird of ancient Greece, said to charm the winds and seas into a calm during the Winter Solstice. Colored currents travel inexorably toward each other. Strum the strings to match the currents, creating both phonic and visual harmony. Part musical instrument, part toy, halcyon is a minimalistic artistic puzzle and a tool for creation through play that redefines the term “game.”

Hero Generations
(Heart Shaped Games)

With its goal of creating meaningful games, Heart Shaped Games’ Hero Generations is a unique strategy/artgame offspring of beloved games like Civilization, Passage, and The Legend of Zelda. Your goal is to build a multi-generation legacy one hero at a time. Gameplay revolves around a single question: given a limited lifespan, how should you spend your time? Hero Generations synthesizes multiple complimentary game mechanics to create a lightweight, simple experience that imbues the essence of the mood of those games with new insight and relevance.

Hohokum
(Honeyslug and Richard Hogg)

In the enchanting world of Hohokum, players control a colourful space worm, winding through a city under attack to rescue its innocent citizens on its back. This elegant mechanic yields rich emergent outcomes as you explore its affordances within a variety of simple yet deftly designed environments. A collaboration between indie developer Honeyslug and artist Richard Hogg, Hohokum tightly integrates gameplay and art style, allowing the game and puzzle designs to grow directly from the work between the artist and designers.

Improviso
(GAMBIT)


Improviso, a collaboration between GAMBIT and the MIT Media Lab, is a game about ACTING! Players are paired online as the Lead Actor and Director of a low-budget science fiction movie. Improviso explores how the user interface and framing of a game can lead ordinary players to engage in dramatic improv, even if they have no prior experience acting or storytelling. Improviso was chosen to highlight the inventive and exciting choice to create a multiplayer game that grows from rules and systems of improv, and encourages cooperative play in a totally different frame than a typical video game.

Johann Sebastian Joust
(Douglas Wilson and Friends)

Johann Sebastian Joust is a music-based physical jousting game by Douglas Wilson, designed for two to six players with motion controllers and smart phones. The goal is to jostle your opponents’ controllers while keeping your accelerometer sufficiently still. Inspired by playground and folk games, J.S. Joust is a performative game that encourages a range of expressive gameplay in a curated and designed space, within a set of minimal and elegantly designed rules.

Kiss Controller
(Georgia Tech)

Kiss Controller, designed by Georgia Tech Ph.D. student and media artist Hye Yoon Nam, is an experimental art project in which users control a bowling game by moving their tongues while kissing. Kiss Controller explores the notion of the “intimate interfaces” that engages users in the emotional experience of a kinetic act through intimate interaction. Inspired by technology developed for disabled computer-users, Kiss Controller contrasts with typical embodied game systems, such as the Wii and Kinect, by leveraging a novel interface to create a unique and subtle experience distinct from typical video gameplay.

Loop Raccord
(Nicolai Troshinsky)

Loop Raccord, designed by Nicolai Troshinsky, is a video editing game about synchronising a chain of video clips in order to create an illusion of continuous movement between them. Inspired by the work of Peter Greenaway and exploring traditional video editing techniques, “Loop Raccord” uses cinematographic language as gameplay. Players get into a flow as they gain mastery at this a simple, abstract task that is transformed into a compelling interactive experience. Loop Raccord harkens back to the era of “interactive cinema” while at the same time introducing a unique and original way to interact with the film medium.

Ordnungswissenschaftr
(Till Wittwer, Marek Plichta, Jakob Penca)

“Ordnungswissenschaft” is a physical game in which four players rearrange stacked boxes according to rigid instructions. The players are part of a narrow procedural system and thus become machine-like. “Ordnungswissenschaft” was developed by Till Wittwer, Marek Plichta and Jakob Penca during the Play 10 festival. The interactions of the central procedural machine (the players), become a reflexive and insightful look at interactions between human beings.

Papa Sangre
(Somethin’ Else)

Papa Sangre, from Somethin’ Else, is a video game with no graphics. Your own footsteps echo eerily in Papa Sangre’s palace: a Day of the Dead-themed hell-hole immersed in darkness. Using only sound to navigate, avoid the bad things, find the good things, rescue the soul of someone you love, do the right thing, escape. The first ever on-the-fly binaural audio game on a handheld device, Papa Sangre uses audio to create environments and challenges, leveraging the player’s imagination to evoke emotional responses.

Application Crunch (Pathfinder)
(Collegology Games, Game Innovation Lab)

Application Crunch, developed by Collegology Games at USC’s Game Innovation Lab working with CHEPA, is a card game about high school students aspiring to apply, get into, pay for, and do well in college. Manage your time in order to build competitive applications and submit them to colleges and scholarships before their deadlines pass. Pathfinder captures the spirit of applying to college, and rather than ‘gamifying’ it, finds the natural games students are playing, and uses its mechanics to make that system more understandable to the player.

PewPewPewPewPewPewPewPewPew
(Incredible Ape)

PewPewPewPewPewPewPewPewPew, from Incredible Ape, is a game where two people use microphones to cooperatively control a single space man and fight an onslaught of geometric shapes. PewPewPewPewPewPewPewPewPew is a humor game, but not a traditional humor game – it leverages a unique control scheme to turn a simple multiplayer mechanic an incredibly entertaining party game.

Kaleidoplay (Play Kalei)
(loadcomplete)

Kaleidoplay, from loadcomplete, offers up a uniquely fun and relaxing puzzle experience on your iPad. Building on the classic analogue experience of viewing the world through a kaleidoscope, the objective is simple yet absorbing: find the point on the photograph that matches the variegated kaleidoscope image. Kaleidoplay exploits a simple interaction based on a familiar folk toy to create a highly engaging interactive experience.

Proteus
(Ed Key)

Proteus, developed by Ed Key, depicts a musical wilderness environment in four seasons. It uses a bold visual style of shifting solid colors to paint mesmerizing scenes and dizzying altered states, and a reactive music system which allows the player to explore the environment as a piece of music. Proteus creates a true exploration space for the player, using basic audiovisual interactivity to create beautiful rewards driven by the player’s attention in the game.

Sissy’s Magical Ponycorn Adventure
(Untold Entertainment)

Sissy’s Magical Ponycorn Adventure was created by Cassie Creighton, age 5, with her father Ryan, age 33. Cassie illustrated and voiced the short but (incredibly) sweet point-and-click adventure game. Sissy loves ponycorns–pony/unicorn hybrids–and endeavours to collect them in a series of jars given to her by a mysterious benefactor named OrangeBoy. Sissy’s Magical Ponycorn Adventure exemplifies the collaborative nature of game design, and the imaginative opportunities to stretch the boundaries of games and interactivity.

Skulls of the Shogun
(Haunted Temple Studios)

A favorite of indie game fans everywhere, Skulls of the Shogun, from Haunted Temple studios, combines deep strategy with arcade speed, letting players take turns controlling their armies of phantom samurai in the lush & eerie samurai afterlife. Skulls of the Shogun streamlines its gameplay to increase accessibility and make for a fast paced, intensely fun, multiplayer experience.

Solar 2
(Murudai)

In some games you see stars in the background, you shoot asteroids or you live on planets. But in Solar 2 you ARE these objects! Solar 2, designed by Murudai, is an open-world, sandbox game set in an infinite abstract universe. You can play constructively and grow your system naturally, or destructively, crashing into other objects and causing chaos. Solar 2 literally and uniquely makes a game out of the physical laws of the universe.

StarDrone
(Beatshapers, Tastyplay)

StarDrone, from Beatshapers, is a high-speed action thriller with a mix of arcade action, pinball, breakout, physics and a collect-the-objects mechanic that is intelligently utilizes the Playstation Move controller. Cause your attackers to crash with rapid speed while collecting gems and power-up enhancements. StarDrone’s high-energy, classic, arcade gameplay integrates modern exploration sensibilities and gestural control schemes.

superHYPERCUBE
(Kokoromi)

superHYPERCUBE, from Kokoromi, is a game about holes, and the cubes that love them. It explores the vast, mostly unexplored TRON-like tundra of stereoscopy and head tracking in games. Originally produced for GAMMA 3D in Montreal, superHYPERCUBE is a public installation that literally takes the classic game Tetris into the third dimension as you try to rotate increasingly complex cube constellations to fit into a series of rectilinear holes. Presented as an art game, SuperHYPERCUBE’s well-designed 3D mechanics are leveraged to create unique and inventive puzzles on par with mainstream games in the genre..

Superbrothers: Sword & Sworcery EP
(Superbrothers, Capybara Games, Jim Guthrie)

Described by its creators as a “psycho-social audio visual experiment, a meandering mytho-poetic adventure…”, Superbrothers: Sword & Sworcery EP is an exploratory action adventure with an emphasis on audiovisual style. Traverse a mythic realm, use a sword to do battle and evoke sworcery to solve mystical musical mysteries. S:S&S EP is also an inhabitable music album designed for a broad, literate audience. The game’s beautiful aesthetic visual and audio design support one another and reinforce the mood and aesthetic of the gameplay.

The Bridge
(Case Western)

The Bridge is a 2.5-D puzzle platformer that forces players to reevaluate their preconceptions of physics and perspective. Manipulate gravity to redefine the ceiling as the floor, and venture through impossible architecture in this original approach to the puzzle platformer genre, a beautifully illustrated adventure hand-drawn and set in the style of a black-and-white lithograph. The Bridge’s individual puzzles are also meticulously crafted beautiful art objects in their own right.

The Depths to Which I Sink
(Bigpants)

Descend into tubes, pass through hoops, avoid moving walls and smash windows into pieces. In the Depths to Which I Sink, created by Bigpants, stereoscopic 3D is an integral part of the gameplay – not just graphics. It’s impossible to play without 3D glasses. Your screen becomes a cube, and you will feel like you’re floating inside of it. The goals and objectives force the player to think in Z – not just X and Y. The Depths to Which I Sink uses 3D to enrich gameplay and the player’s experience.

The Dream Machine
(Cockroach Ink.)

The Dream Machine, developed by Cockroach Ink, is a point & click adventure game in a world made of clay and cardboard. You play as Victor and Alicia, a couple who’ve just moved into a new apartment. While trying to get settled in, they soon discover that all is not as it seems in the quiet, unassuming apartment building. The Dream Machine aims return us to the sensibilities of childhood, a time when you did things purely for the joy of the doing. Its hand-crafted aesthetics support and enrich this very well-executed adventure game.

The Swapper
(Facepalm Games)

The Swapper is a space-themed ambient sidescrolling puzzle platformer set in a semi-open world. Created by Facepalm Games, the game’s main mechanics are set around creating clones and swapping consciousnesses using a special device. One of the original inspirations for The Swapper was P.C. Jersild’s novel “A Living Soul”, a story told from the perspective of a brain separated from a body, living in a aquarium in a research facility. The Swapper inventively leverages its central mechanic to both create puzzles but also to allow story to emerge.

The Witch
(Elizabeth Swensen)

The Witch, by Elizabeth Swensen, is a single-player narrative game for the iPad. The player takes the role of a young girl masquerading as a witch in order to navigate the physical and social space of her paper storybook. The girl can alter her disguise for different situations by playing into or against the rumors that other characters spread about her. These words change how she is seen and they change the way the story is told. In this way, the words themselves are witchcraft. The Witch’s inventive linguistic interaction leverages the social power of language to invest the game with meaning.

Way
(CoCo & Co)

WAY, an exploratory puzzle game designed by CoCo & Co, invites strangers around the world to collaborate in creating a shared gestural language online. By puppeteering their avatars (freely controlling limbs to wave, point, nod and more), two anonymous players must communicate nonverbally to solve puzzles. Way’s inventive multiplayer puzzles provoke players to cooperate and communicate in novel ways using the affordances of the virtual space.

Whew! That’s quite the list! Some of them are a bit odd, like the Kiss Controller and Application Crunch and a few are already pretty well known (Desktop Dungeons, FEZ, Solar 2, etc.) but overall I’d say it’s a great list. I can’t wait to play a bunch of these games.

Do you have a favorite? Is there a particular game here you’d love to play? Let us know in the comments!

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(All descriptions are from IndieCade.com)

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