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

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And Yet It Moves to Wii (Soon)

05-inbetween-tentaclesAnd Yet It Moves is almost ready to make the flip into the WiiWare channel. And not at some distant juncture in the future, in just three weeks.

The game will hit WiiWare on August 23, 2010 for 1,000 Wii Points ($10).

The absolute best part of this new platform for the game is that you’ll be playing the game by physically tilting the Wii Remote to turn the world. “A tilt of the Wii Remote also tilts the world, turning walls into floors, slides into platforms, and stacks of rocks into dangerous hazards when flipped upside down.”

Apparently the Wii version is going to get “three incredibly hard bonus levels” as well, which should add a new level of fun-stration to the experience.

While I can’t quite picture how that will work alongside when you’re trying to move left or right with the directional button, I can only hope it will be cool. Looking forward to this one.

This teaser has been around for a while, but make sure you give it another look:


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Indie Links Round-Up: Blackjack

Cletus_Indie_LinksHappy hump day. A curious nickname, considering Wednesday statistically produces the lowest amount of sexual activity in the US out of all the days in the week. Friday night produces the highest, but it may surprise you Sunday afternoon is in the top five.*

Anyway, Indie Links!

How To Record And Edit Gameplay Videos (Pixel Prospector)
“Well, since I have already recorded a few hundred videos I thought it would be useful to know for many gamers and devs what recording and editing software is recommendable. On this page you will find 9 Screen Recorders and 7 Video Editors. I recorded a quick Trailer and short How To Videos for each of these programs since i think this is way more effective than writing lengthy descriptions. Moreover: At the bottom of this article you will also find a collection of Reviews for all of the programs on this page.”

Xbox Live Indie-Dome: July 19th – July 25th (Rob Rich/Crush! Frag! Destroy!)
“Hey kids! Other Rob is back in the hot seat with a host of new indie games for you to enjoy and/or lament. In keeping with our new format, each and every game will get a mention, but only the really good (or the really awful) will get a full mini-review.”

Cletus Clay – Interview with Tuna Team (DesignTaxi)
“What do aliens, hillbillies and stop-motion have in common? Nothing much, really, but game production company Tuna have combined the three in their soon-to-be released video game, Cletus Clay.”

Messhof, IGF Chairman Talk Indie Games At The Hand Eye Society (Eric Caoili/GameSetWatch)
“If you missed last May’s Hand Eye Society Social, a bimonthly get-together for Toronto’s indie game makers, rgbFilter has uploaded a great collection of highlights from the event, including bits from a talk delivered by Independent Games Festival chairman and Boing Boing contributing editor Brandon Boyer.”

We Get Into The New Game From The Behemoth – And The Possibility of Castle Crashers 2 (Dave Oshry/ripten)
“When Ripten finally had some free time during Comic Con 2010, we wandered over to The Behemoth booth to find out just what they’ve been up to since their smash XBL hit Castle Crashers. Even better, we got hands on with their new game, as well as Co-Founder Tom Fulp and lead artist Dan Paladin. They gave us the lowdown, and then some.”

Warm Gun Goes to CGDC (IndieDB)
“Warm Gun, with the help from publisher friends at ORiGO GAMES, was able to make an appearance at this year’s CGDC. Emotional Robot’s didn’t actually know that their product was going to be marketed until about 48 hours before the event. The team was contacted Wednesday evening by founder and owner of ORiGO games, Adam McClard, via Skype. The conversation went something like this…”

The Joystiq Indie Pitch: Retrofit: Overload (Justin McElroy/Joystiq)
“This week we talk with Will Storer of WAM! Games.”

The Harm Of Gaming: We Present The Facts (John Walker/RPS)
“”The perennial questions of the harm that games may be causing us and our children are extremely troubling. Every week seems to bring a new survey or study that demonstrates links between gaming and problematic behaviour, with renowned psychologists, sociologists and publicists explaining to us what it is we need to be scared of. Over the last fifteen years I have been studying this data and reading these papers, and I am now ready to publish my findings. Below is the result of a decade-and-a-half’s research, and I think will once and for all answer the questions every parent, teacher, child and teenager should be asking.”

Interview: ACE Team Spams Us With Python-Inspired Rock of Ages (Mike Rose/GameSetWatch)
“A Monty Python-inspired Tower Defense ball-rolling game? Chilean team Ace Team talks to GSW’s Michael Rose about their history, acclaimed IGF-nominated first-person action title Zeno Clash, and their unique new Python-y Atlus-published digital title, Rock Of Ages.”

Grand Heist – Update #4 (IndieDB)
“Hello, this is TheWanaB, lead designer on Grand Heist just here to give you an update on the games progress. We haven’t updated since March, so this media update is fairly significant, if only to prove we’re still working on the game. This update includes concept art of two playable classes, a video of our current level prototype, and some other various media.”

*Complete garbage I just made up.


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Super Meat Boy Alpha Build Nearly Done

Super_Meat_Boy_DevelopmentSuper Meat Boya game we’ve mentioned a time or two on here before–is making progress to that beautiful, amazing release we’re all sitting on pins and needles for. A development update from Team Meat updates us that the alpha build of the game is close to finished.

What does that mean for all of us? I’ll let them explain:

“…in about a week super meat boy will be ready to submit for testing and we can go into the last month of heavy development before we hopefully submit a final build and secure an official release date.”

Goodness gracious. My anticipation for this game can be compared to the color system of our nation’s Homeland Security Advisory System. It never has, and never will dip below the yellow/ELEVATED level. (Current excitement level: red/SEVERE)


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Indie Links Round-Up: Socially Aware

Indie_Links_NDAOur latest set of Indie Links gathered from far and wide consists primarily of conversations and connections between developers/enthusiasts and gaming journos/bloggers. There’s really nothing more easy going out there than those who work in the indie slice of the industry. Often, both sides reach out to one another often to form both a business and personal relationship and we all benefit for it. Check out today’s picks.

The Worth(lessness) of NDAs (IndieFund)
“It’s been almost two weeks since we opened up the submission process and the response has been fantastic, if somewhat overwhelming. We’ve gotten over 70 applications so far and we’re working through them as best we can. Please be patient with us… we will get back to you. One thing that has come up a couple of times is a request to sign an NDA, and that’s actually the focus of this post. We do not sign NDAs and would like to share the rationale behind this decision.”

Inteview: Andrew Goulding on Jolly Rover (Martin Mulrooney, Philip Jong/Adventure Classic Gaming)
“Jolly Rover is the debut adventure game from indie developer Andrew Goulding and his company Brawsome. Goulding is no stranger to the games industry, having worked for years as a game tester, programmer, and producer. Although comedy pirate adventures are certainly not unique to the genre, Jolly Rover seems to have taken on a new twist to an old theme by casting all of the game’s main characters as canines. Indeed, it is this unique design choice that makes Goulding’s game different from the competition.”

Unity Giveaway Contest Winners (Henley/IndieDB)
“Our Unity contest has come to a close, with over 50 entries and 10 amazing finalists, the quality of entries has been amazing. We asked for original concepts and we had an amazing response but in the end there can only be 2 winners.”

Interview: Dejobaan Games’ Lambe, Jaitley On Doing Things A Little Different (Mike Rose/GameSetWatch)
“Mike Rose sits down with two of the principals from super-quirky independent developer Dejobaan Games — creator of AaaaaAAaaaAAAaaAAAAaAAAAA!!! A Reckless Disregard for Gravity and The Wonderful End of the World – to reference upcoming title ooo! ooO! oOO! OOO! and their unique way of approaching game creation.”

Talking Shop: Carpe Fulgur On Recettear (Alec Meer/RPS)
“The demo of Recettear: An Item Shop’s Tale is one of the best things I’ve played in a while. A Japanese indie game pitching an RPG shopkeeper as the star… well, you can read all that in the last post. Given the slightly unusual nature of the project – it’s only available here thanks to a third-party translation company- I thought I’d chat to said translators about the why, how, who and what next. Interesting stuff – there’s this whole vein of (slick) indie gaming that we otherwise hear nothing about. Take it away, Carpe Fulgur’s Andrew Dice.”

LIMBO Review (Jeff Mattas/Shacknews)
“Playdead’s action-based, puzzle-platformer, LIMBO, [is] out for Xbox LIVE Arcade and to put it bluntly: prepare to die!”

Tom Jubert Talks Projects, Plots, Penumbra (Lewis Denby/RPS)
“At the Develop Conference in Brighton last week, I had the opportunity to sit down for a beer and a chat with Tom Jubert, perhaps most famous for writing the excellent horror adventure series Penumbra. They’re dark and sinister games whose writing, and the structure of their storytelling, were often their strongest asset. Read on for Tom’s thoughts on the writing process, tales of game design tribulations, and his involvement in a major new title.”

Alhóndiga Bilbao Announces International hó Play Competition (Eric Caoili/GameSetWatch)
“Spanish culture and leisure center Alhóndiga Bilbao has announced hó Play, a new project that aims to present and promote video games that “stand out for their originality, creativeness, and innovation.”"

The Joystiq Indie Pitch: Delve Deeper (Justin McElroy/Joystiq)
“This week we talk Lunar Giant Studio’s Adam Eidukas (Lead Developer) and Neil Wickman (Creative Director / Lead Artist) about how Adam FULLY beat Final Fantasy with just the thief. … Oh, also they made a game.”

Interview: Riot Games’ co-founder talks about Season One of League of Legends (John Callaham/Big Download)
“The game didn’t get a lot of attention from the mainstream game industry or the media when it launched last October but today it looks like League of Legends has been a huge success for its developer/publisher Riot Games. The company made the free-to-play multiplayer RTS-action game with some of the people behind the popular WarCraft III mod Defense of the Ancients.”


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Indie Links Round-Up: Grip it and Rip it

The_Witness_Indie_LinksI missed last week, so we’re twicing the standard dosage of Indie Links. That’s right, don’t make me bring the thricening! Anyway, making up words is fun, but not as much as exploring the greater indie horizon. Hello Games gets in a couple shots, and plenty of interviews, hands-on, reviews and more. Have a gander.

‘No monkeys?!’ Why publishers nixed Joe Danger (Develop Online)
“Hello Games took to the stage at the Develop Conference today to exact revenge on the publishers that turned down the Joe Danger project. Without naming any names, Murray went through a list of reasons why the game was turned down, quoting what he had heard from various publishers in meetings. Attendees at the Develop session broke into laughter.”

XBLA is a “slaughterhouse” for smaller developers (Games Industry — Registration Required)
“Hello Games chose to release Joe Danger via Sony’s PlayStation Network because the team regarded Microsoft’s Xbox Live Arcade as a “slaughterhouse” for small developers.”

The Witness: Location Development (The Witness Dev Blog)
“Much of the other work that I personally have been putting into the game is about the user interface for the puzzles. As I mentioned, gameplay is the utmost concern; this being a puzzle game, you spend a long time solving puzzles, so it’s important to make that feel good, even at this early stage.”

Rules For Games: Do & Don’t #2 (Rock, Paper, Shotgun)
“I’m in charge. This is firmly established (citation needed). So it’s important I continue to decree my rulings. All must obey, for I am as bad as BP and I burn in hell. Fear me.”

COLUMN: Design Diversions – Fate/Stay Night: Choices Beyond Good and Evil (GameSetWatch)
“‘Design Diversions’ is a biweekly GameSetWatch-exclusive column by Andrew Vanden Bossche. It looks at the unexpected moments when games take us behind the scenes, and the details of how game design engages us. How do we get over our fixation on good and evil as a gameplay element? Fate/Stay Night, a Japanese visual novel, may have the answer.”

Developer Interview: Soenke Seidel (IndieDB)
“Cap’n Frie here bringing ye landlubbers fresh booty! I blabbered wit’ one of me hearties: Cap’n Soenke! Nothin’ like swashbuckling wit’ this sea dog!”

Dog Fighter: Hands-on Impressions and Giveaway (Shacknews)
DogFighter, Dark Water Studios’ arena-based aerial combat game, took to the virtual skies via Steam about a month ago. I spent the past couple of weeks in its virtual cockpit to assess the fast-paced shooter.”

Review: Cut It (TIGSource)
“His first game about drawing, Crayon Physics Deluxe, won the IGF Grand Prize in 2008 and since then, Petri Purho has been developing experimental games on a monthly basis. Cut It is his most recent project and features similar concepts seen in Crayon Physics, but also introduces new ideas and offers a solid concept from which the crayon master can draw on.”

The Joystiq Indie Pitch: 0 A.D. (Joystiq)
“This week we talk with Aviv Sharon of Wildfire about the studio’s 0 A.D., an indie project nine years in the making.”

Depth Music Q&A: 4mat’s Decades (Indie Games)
“Independent game creator Matt Simmonds teased his upcoming PC shooter Depth back in December, which makes creative use of inexpensive red/cyan lens 3D glasses. Music for the title will draw on the Sussex, UK-based designer’s twenty-plus years’ experience in the game industry, featuring arrangements of previously released chiptunes.In this interview the musician relates how varied experiences as a sound designer, ranging from mainstream titles to indie games and the demoscene, are currently contributing to the shape of Depth.”


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Eye Catching: Pirates of New Horizons Officially on Our Radar

Pirates_Horizons_01The quad squad of Exit Strategy Entertainment seems to be cooking up something very nice in their upcoming unity-powered third-person action adventure platformer Pirates of New Horizons. In development for nearly two years, the game is grabbing some buzz on the heels of its recent announcement, debut screenshots and trailer (below) of a female space pirate and her awesome adventures.

Pirates_Horizons_03Exit Strategy is currently gauging interest for the title, stating that some prototypes of the game will make its way out for PC and Mac for sure, but they’re hoping it builds enough interest for the team to justify putting the time and money into making a full game; potentially aimed for digital distribution on consoles (PSN, Wiiware, XBLA.)

My smile lit up the room from what I saw of the gameplay. Several different mechanics have been brought together, many building on the enjoyable elements similar to what we’ve seen before in tried and true series such as Sonic and Zelda. Words can only sway so much, tell me after watching the trailer you wouldn’t want to play that.

Pirates_Horizons_02For the record: I muted the trailer volume, dodging the Dropkick Murphys track and opting instead to run a Radiohead song over it. It may not be the right decision for everyone, but it was the right decision for me. Read up on the game and its development over on Pirates of New Horizons IndieDB page.

Definitely on our grid and we’re eager to see more.


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IGF 2011 Opens Submissions, Merges Mobile and Adds Category Award

IGF_2011IGF organizers have announced that submissions are now open for the 2011 Independent Games Festival, set to be held once again at GDC 2011 in San Francisco next March.

The 13th annual festival (the longest running indie competition around) have revealed deadlines in the Main and Student Showcase categories to be October 18th and November 1st respectively, with finalists announced in January of next year.

All finalists will be available in playable form at the IGF Pavilion on the GDC show floor, gunning for around $50,000 in prizes, including the Nuovo Award, Excellence in Design, Art, Best Student Game, the Audience Award and the Seumas McNally Grand Prize which will earn the developer $20,000. Winners will be announced at the Independent Games Festival Awards on Wednesday, March 2, 2011, at the Moscone Center.

Additionally, in response to developer feedback, games made for Apple’s iPhone, Android, Nintendo DS/DSi, PlayStation Portable, and all handheld devices will compete in the same traditional IGF categories. Those titles will also be eligible for a new Best Mobile Game award, “honoring innovation, achievement and artistry in handheld gaming.”

The number of finalists for the IGF Nuovo Award, which honors “abstract, shortform, and otherwise esoteric art games”, will increase to eight games in total instead of five.

For a complete list of information on the 2011 Independent Games Festival, including submission specifics, FAQ’s and more check out IGF’s website.

Important IGF 2011 Dates:

June 28th, 2010 – Submissions are Open

October 18th, 2010 – Submission Deadline, Main Competition

November 1st, 2010 – Submission Deadline, Student Competition

January 3rd, 2011 – Finalists Announced, Main Competition

January 10, 2011 – Finalists Announced, Student Competition

February 28 – March 4, 2011 – Game Developers Conference 2011

February 28 – March 1, 2011 – Indie Games Summit @ GDC 2011

March 2 – March 4, 2011 – IGF Pavilion @ GDC 2011

March 2, 2011 – IGF Awards Ceremony (Winners Announced!)