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

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DIY Weekly Round Up: What’s This Edition

Welcome to our our newest weekly feature. It’s come to our attention that even though we produce awesome content every single day, it’s simply not possible for people to visit us everyday and, as such, they very well could miss out on some great content. So we’re introducing this new feature which will premiere every single Saturday and list each and every article we have produced for the week prior and you can simply scroll through and see which ones you want to explore.

Android

Meganoid Dev Continues Retro Platformer Crusade with Stardash

Industry

DIYGamer at Eurogamer! Also a New Writer! And Other Stuff!

Interview

The BIG FortressCraft Interview: Talking Sales, Money, PC Ports, and Future Updates

iOS

Finland’s Finest Indies in MindTrek 2011′s Indie Game Awards

Meganoid Dev Continues Retro Platformer Crusade with Stardash

Turn-Based Rougelike: Mysterious Castle for iOS and OSX

Sign Up for the Unstoppable Gorg Beta!

Maze Mover: iPad/PlayBook Treat from AlmostLogical Software

Help Fund This Retro-Inspired Metroidvania: Space Explorer 2D

Mac

Turn-Based Rougelike: Mysterious Castle for iOS and OSX

Mobile

Meganoid Dev Continues Retro Platformer Crusade with Stardash

Maze Mover: iPad/PlayBook Treat from AlmostLogical Software

PC

Finland’s Finest Indies in MindTrek 2011′s Indie Game Awards

A Classic SNES-styled JRPG Set During the American Revolution: Americana Dawn

Help Create Some Delve Deeper DLC

Joe Danger: The Movie: Eurogamer Expo Impressions

Size Five Games Digitally Enhances Ben There, Dan That: Special Edition

Canabalt’s Essence Squished into 16KB: C64anabalt

If Minecraft Was Based in Space: Blockade Runner

Terry Cavanagh’s At A Distance: Eurogamer Expo Impressions

Waves: Eurogamer Expo Impressions

Minecraft 1.9 Brings NPCs and Snowmen; Prerelease Version Available

Sense of Wonder Night 2011 in Video Part 1

Sign Up for the Unstoppable Gorg Beta!

If Canabalt Were a Noir Spy Adventure: Gunpoint

Steam Helps You Get Your Midweek Hump On

Taste The Rainbow… Xotic [Review]

Orcs Must Die! Release Dates Announced

More Great Zombie Grinder Screenshots

Japan Game Awards 2011 Announces Amateur Award, Finalists

All Out Race 2: Pi Appropriately Priced at 3.14

Help Fund This Retro-Inspired Metroidvania: Space Explorer 2D

Edmund McMillen’s Zelda-like, The Binding of Isaac Dated and Priced

The BIG FortressCraft Interview: Talking Sales, Money, PC Ports, and Future Updates

Strategy Fans Take Notice: Iron Cross Launches Public Beta

Playstation

Joe Danger: The Movie: Eurogamer Expo Impressions

Preview

Joe Danger: The Movie: Eurogamer Expo Impressions

Terry Cavanagh’s At A Distance: Eurogamer Expo Impressions

Waves: Eurogamer Expo Impressions

Hands-On: Fez [PAX Prime 2011]

Review

Taste The Rainbow… Xotic [Review]

Xbox 360

Help Create Some Delve Deeper DLC

Xbox Live Indie Picks: Change of Scenery Edition

Sign Up for the Unstoppable Gorg Beta!

Taste The Rainbow… Xotic [Review]

Orcs Must Die! Release Dates Announced

Angry Birds… er… Fish Lands on Xbox Live Indie Games

The BIG FortressCraft Interview: Talking Sales, Money, PC Ports, and Future Updates

We’ll be refining this process as we work out the kinks so please let us know what you like and what you don’t like in the comments!


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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!

Those of you interested in attending IndieCade can sign up via their website below. The annual conference is taking place from October 8th-9th this year.

(All descriptions are from IndieCade.com)

[IndieCade]


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A Quick Chat with Marc Ten Bosch [PAX Prime 2011]

Earlier in the month it was announced that the SpyParty booth would spread the love at PAX Prime by having a couple indie developers set-up their games for the first 60 minutes of the exhibition hours on Saturday and Sunday. Later on we found out one of the games would be IndieCade winner and IGF/Boston Indie Showcase finalist Miegakure, which made it official that we’d be making on time to one of the two weekend days.

As several attendees and our own correspondent Ken Ellis (preview and video footage soon!) attempted to wrap their heads around Marc Ten Bosch’s long in the works puzzle platformer/exploration into the fourth dimension, I was able to have an aside with the San Fran-based indie developer; and that was no small feat of courage from me as he is a man of very tall stature. After making sure I hadn’t mistook him for Chris Hecker (oops to those who apparently did!), Marc gave me an update on how the development of the highly anticipated title is coming along.

The game has made many leaps and bounds in development since our last proper preview some 18 months ago. It’s unclear how much content the final game will carry, but it appears there will be hours upon hours of exploration and puzzle solving to be had. Marc continues to push toward completion with PC, Mac, Linux and consoles in his plans for release through the various digital distribution channels. When will we finally get our hands (permanently) on this game? Hopefully soon, 2012 seems to be the best bet, with 2013 sounding very ugly to him–I seem to always find the perfectionists who only dabble in release dates if they absolutely have to.

With what’s being pulled off in the game, it more than makes sense. Wide eyes and active controllers from all the attendees and media who had a chance to play. With the use of an extra dimension to explore and use to your advantage, you begin to understand why the game claims you’ll feel like you’re pulling off miracles.

There are still plans for a demo when the game does arrive, and we can likely expect it to be on the heavy side as Marc has been encouraging 1-2 hour hands-on sessions at the conventions, expos, and other events it has appeared at.

[Marc Ten Bosch]


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Machinarium Could Arrive on iPad Next Month

Amanita Design’s Jakub Dvorský has passed on word that in addition to other upcoming console ports, his award winning adventure game Machinarium will see a release on iPad as well. Even better, that version could be out as soon as August. Why, that’s tomorrow!

Let’s not get ahead of ourselves though, August is also 30 days from now as well. Still, Dvorský sounds hopeful that the title could land on the App Store as long as the remaining (small) bugs are wrangled and it’s properly tested.

The WiiWare (Q3 2011) and PSN editions (August 2011) are presumably still in the works and on track for release; though they were not mentioned.

[via PocketGamer]


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Monaco Heading to Platforms Outside of 360/PC

Those playing on platforms outside of PC and Xbox 360 will be delighted to hear Andy Schatz’s co-op heist ‘em up Monaco is being ported to a multiplatform engine from the XNA framework–allowing the highly-anticipated title to reach a slew of new gamers. Perhaps this has been made possible through IndieFund’s support.

The game will be ported on the RapidFire Engine and worked on by Empty Clip Studios, co-developers of Monaco. Empty clip has previously ported several PlayFirst titles to the DS using this engine as well as handling the PS3-version of Cipher Prime’s Auditorium.

No gigantic announcements at the moment to report outside of that, though Schatz did mention that at the very least this mean’s the game will be available for Mac owners. Hopefully we all get to play this gem sometime very soon!


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Hands-On: Retro City Rampage [Comic-Con 2011]

[DIYGamer correspondent Ken Ellis gives us thoughts from his demo session with Retro City Rampage (new screens here.)]

I got my hands on a little Retro City Rampage action tonight during the Xbox Live showcase event at this year’s Comic-Con (video coming soon.) If you have ever played a game, ever, then you will probably like this one.

RCR follows the tale of a thug named “Player” living in Thieftropolis who answers an ad to work as a henchman. The game picks up in his third year of henching. The Jester is planning a heist and he needs your help on this one. Obviously the plan goes awry and adventure follows.

The best part of this game is that about every five seconds there is a reference to a classic video game from yester-year and a few movies too. While playing through the game for about 10 minutes, I was bombarded with tongue-in-check scenes from Mega Man and Duck Hunt and characters from Frogger, Bill and Ted, and Back to the Future (even DUCK TALES!) while going through familiar locales like the Teenage Mutant Ninja Turtle sewers and Bomberman areas. There was even a quick MK “Toasty!” that popped into view.

The game feels like a straight de-make of Grand Theft Auto, where you’re a random henchman who can beat up or run over anyone and get chased by the cops. It has clear way-points to guide you and simple controls that let start enjoying everything pretty quick, and I mean everything! In the first few scenes, I frantically ran through there were no less than five different styles of NES gameplay. I’m sure you get it by now, but RCR bleeds retro from a wound that surely can never be closed.

Anyone can and should play this game, but for the more experienced gamer there are plenty of wonderful and humorous gems to get you going back mentally to your early gaming days.

Retro City Rampage is coming out later this summer on Xbox Live and sometime in the fall for the WiiWare crowd. Definitely something to check out!


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XBLIG Antipole Heading to DSiWare, PC Version Not Forgotten

Saturnine Games has announced that their quite excellent gravity-manipulating platformer Antipole will soon be expanding beyond the confines of the Xbox Live Indie Games portal and onto DSiWare. The title boasts a difficult platforming adventure, complete with solid gameplay mechanics the likes of which we’re just not used to seeing on 360′s indie channel.

The handheld version of the game will add additional challenge levels and offer up a bonus mode for owners of Saturine’s other DSiWare title Cosmos X2. No specific release date for DSiWare as of yet except “the first half of 2010″, and as we’re rapidly heading toward the last part of that target window, we’re hopeful to see the portable arrive sooner than later.

The developer also mentions that a PC version (originally announced as a launch platform with the XBLIG version) is still being worked on alongside development of their next XBLIG title Turtle Tale. We’ll be keeping an eye on that one as well.

If you’re in possession of a 360, check out Antipole now for $3. If not, check out the original release trailer to give you an idea of the gameplay:

[Saturnine Games]


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Party Like It’s 199X – Streets Of Rage Remake V5 Released [Freeware]

Back once again with the renegade master!

Update: Looking for the game, now that Sega have backed out on their agreement to let the project live? Take a look here.

It’s been a long time coming. After a massive 8 years in development, one of the oldest, longest fan-projects in gaming history launched last night, quietly and with little fanfare. Bombergames’ Streets of Rage Remake. Technically, this is labelled as version 5, but considering that the previous build released was a fairly rough beta iteration in 2007, this may as well be considered V1.0 – the big one. The final release. Right now, just the Windows build is live, but Linux, Wii (homebrew) and even GP2X versions are coming soon.


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Nintendo Doesn’t Want “Garage” Developers, Who Don’t Need Nintendo

Everybody wins!

During this past GDC Nintendo of America President, Reggie Fils-Aime, told Gamasutra that the company wasn’t looking to “do business” with the garage developers of the world. Essentially, anybody who doesn’t consider themselves a full time game developer, either by choice or because they need another job to make money and support themselves.

For those of you unsure about just what a “garage” developer is, just take a look at Apple’s App Store, pick a game, and it was probably made by said type of developer. Essentially these are the kinds of people we love here at DIYGamer. Developers who make games in their spare time because they have the desire to create something.

When releasing this quote, many took Mr. Fils-Aime’s quote as a slight against indie developers. Perhaps Nintendo, in all their arrogance from being the market leaders in both the handheld and console space over the past few years had acquired a certain sort of hubris that left Sony humbled this console cycle. I honestly can’t comment on that. What I can say, however, is that as much as Nintendo doesn’t want garage developers, garage developers don’t need Nintendo.

Nintendo has never been indie friendly. It’s expensive (for an indie) to develop a game on their system and in order to even be allowed a dev kit for their systems you need to be a recognized business with an official office space (no “garages” indeed). But for all that, even if you do set out to be an indie Nintendo developer, of which there are some, Nintendo simply isn’t a great place to sell your game.

WiiWare, DSiWare, “3DSiWare.” Each of Nintendo’s downloadable distribution channels are notoriously bad for everybody but the most popular games and even then they pale in comparison to the likes of an XBLA or PSN title in sales volume. World of Goo, as an example, was a game that was simultaneously released onto Nintendo’s WiiWare and PC. It should come as no surprise that, even despite the game’s cutesy design (a must have for Nintendo success) the PC version still sold far better.  We won’t even begin to discuss the game’s recent success on the iPad because that would really make Nintendo look bad.

I’m not writing this because I’m angry at Nintendo for abandoning developers we know and love, nor am I trying to warn indie developers off from pursuing a relationship with Nintendo. All I’m saying is that despite what Nintendo wants or doesn’t want for their development platform, the fact remains that indie developers simply don’t need Nintendo. They offer nothing to the vast development community that isn’t better served elsewhere.

[via Wired]


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La-Mulana: Wii Edition due ‘Soon’. Bosses revealed.

One of the weird and wonderful main bosses from La-Mulana Wii.

One of the weird and wonderful main bosses from La-Mulana Wii.

Things were looking up late last year for the Wiiware port of Nigoro‘s classic PC platform/adventure/puzzle/exploration game La-Mulana, but things fell apart at the 11th hour as issues were discovered, and Nintendo rejected the submitted version. It’s been a few months, but the developers seem confident that they’ve got the kinks worked out. In a recent development blog post, they proudly proclaim ‘We will finish soon!’.