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

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Jason Rohrer’s Inside a Star Filled Sky Now Available

Inside a Star Filled Sky 1Last Friday saw the release of Jason Rohrer’s new game Inside a Star Filled Sky. For a mere $1.75 plus an additional donation of whatever else you’d like to give, you can download a DRM-free, multi-platform copy of the new shooter.

Inside a Star Filled Sky is a single-player, top-down shooter where you work your way through the inside’s of various creatures. Each level has an up arrow which will send you into the next creature, unless you’re killed and you’re sent back down a level. Think of the progression as a series of Russian stacking dolls: a world inside a world inside a world inside a world – and so on.

Each level is procedurally generated so that you’ll never quite experience the same progression twice.

For more information check out the game’s official website.


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Name Your Price for Immortal Defense

Immortal_DefenseTaking a page out of Jason Rohrer’s book, story-driven tower defense title Immortal Defense is going  pay what you want effective immediately.

Originally running over $20 and still at $10 on Impulse, buyers can put down what they want for the game so long as they cover $1.75 for payment processing costs, much like Sleep is Death and its current pricing set-up.

Though at first look it would appear to be a sale, the offer isn’t time-limited and is more of a viability test. Creator Paul Eres explains:

“Note that this is not a sale and not time-limited, it is a test of using this model as a permanent price. We can always switch back some time in the future if it doesn’t work as well, but we do like this model and hope that it can work as the standard price for indie games, as it has with Jason Rohrer’s Sleep is Death.”

There’s a demo to check out as well for those penny-pinchers.

[Source: Email Announcement]


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Sleep is Death Pay What You Want Sale

Sleep_is_Death_pay_what_you_wantWell this should hopefully inject some life into the SiD controller situation I mentioned in our latest podcast. Jason Rohrer is offering his experimental co-op adventure game Sleep is Death for whatever you’d like to pay, as long as it meets the minimum of $1.75 for bandwidth and payment processing costs.

While this is a great offer and should be jumped on by any and all interested in trying out the effort (if you’re someone who gets into the game you’ll see how much more it’s worth then whatever you ended up paying), you can’t help but wonder if it comes a little early. Some early purchasers have expressed feelings that the sale cheapens the full price purchase they made for the game previous to or shortly after its release just around a month ago.

The reasoning that is being offered up for the sale is simply Rohrer is pleased with the sales the game has already made. As of April 30, The game has sold approx. 4,000 copies, with 2,600 being $9 preorders and the other 1,400 priced at $14 apiece, bringing in $43,000 thus far for the developer, which Rohrer receives 100% of. Another reason I’d like to hope is the aforementioned injection this gives the community of players, specifically on the Sleep is Death matchmaking and more site SidTube, which was sputtering at just a couple of games a day according to its counter earlier this week; as of right now some 120 games have been played in the last 24 hours. Much better.

No end date has been mentioned for the sale.


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Indie Links Round-Up: Tough Meat

Indie_LinksIndie Links Round-Up is king sized this week, we deal with the prospect of being difficult, get a closer look into some Xbox Live Indies and catch up on some indie reviews and interviews from across the web. So enough with the jibba-jabba, let’s cast a line and see what reels in.

My XBLIG game sales numbers (OccasionalGamer)
“I think its about time that I shared some of my game sales so far as well as some insights into the business of making games for xblig. Let’s start of with some numbers. As of April 9, 2010 I have these stats to share.”

IGS 2010: Abusing Your Players Just For Fun (TIG Source)
“IGF Nuovo Award winner and indie mastermind Cactus’ first talk this year, Abusing Your Players Just For Fun, was ostensibly about designing games with obfuscated interactions, bizarre themes, trippy visuals, a high level of difficulty— the kind of stuff Cactus is known for— but really, to me, seemed more about encouraging people who would otherwise not develop games to try, about the desire to see an even greater variety of creative output from the indie games sphere.”

Xbox Live Indie-Dome: March 21st-April 3rd, 2010 (CrushFragDestroy)
“Welcome once again to the wonderful world of “We Sift Through The Crap So You Don’t Have To!” There were some surprisingly strong contenders last time, as well as a few complete turds. So how will our combatants fare today?”

Found Footage From A 1982 Arcade Convention (GameSetWatch)
“Coin-op fans stumbled upon a rare collection of videos documenting an arcade and console game convention in Chicago around March 1982.”

Why am I so…hard? (Team Meat Blog)
“So I’m going to attempt to write about difficulty in game design then talk a bit about the Super Meat Boy design process, namely when it comes to how we approached dealing with difficulty.”

The Joystiq Indie Pitch: Olu (Joystiq)
“This week we talk with Red Button Games boss (and champion Omeganaut) Daniel Frandsen about his new Xbox Live Indie Game, Olu.”

The Joystick Indie Pitch: Plain Sight (Joystiq)
“This week we talk with Robin Lacey, the managing director of Beatnik Games, about his company’s brand new ninja robot multiplayer action game Plain Sight.”

Shannon Galvin’s Contributions to Sleep is Death (SleepisDeath)
“Shannon Galvin worked at Maxis starting back in 1994 and all the way up through Spore, where he did concept art and 3D modeling (remember the plants and the huts—that was him!). He’s currently working as lead 3D artist on Jonathan Blow’s upcoming game The Witness.”

GDC Video: Crashfaster @ GAMMA IV (IndieGames)
“On March 10, independent game designers and game-inspired musicians were brought together under one roof for the GAMMA IV one-button game festival at the San Francisco Mezzanine. Featuring music acts by chiptune artists and indie game creators, the GDC kick-off party was organized by Heather Kelley and the Kokoromi game collective.”

Reviews

Plain Sight Review (EuroGamer)
“You guys are lucky I’m a professional. Otherwise, I might give Plain Sight 12 out of 10 just on principle. I might even do that anyway. We’ll see.”

Wot I Think: Plain Sight (RockPaperShotgun)
“In short: Top Gun with Samurai Robots.”

Interviews

(Short) Interview: Revenge Of The Titans! (RockPaperShotgun)
“Unlikely-named Puppygames developer Caspian Prince has answered some of our questions about the splendid-looking forthcoming not-actually-a-tower-defence-game, Revenge Of The Titans. It looks proper brilliant, and you need to watch the videos I’ve posted below, as well as read the words. You need to. If you don’t then something will happen to your glands.”

GDC10: Owlboy Interview (Youtube)
“The Norwegian indie title Owlboy was one of the nominated titles in this year’s Independent Games Festival. Listen to what the team has to say about this beautiful 2D platformer…”

GDC10: Super Meat Boy Interview (Youtube)
“From the independant games festival booth, Super Meat Boy interview – vegans against animal testing?”

Spring Cleaning Contest!

Did you know we are running a kickass forum contest where you could win a copy of Machinarium, Shattered Horizon, or Aaaaa! A Reckless Disregard for Gravity?

Check it out!


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Sleep is Death v14 Released

SiD_TacoJason Rohrer has announced the release of v14 of his unique co-op adventure game/story builder Sleep is Death, now available for download. Those who own the game simply need to grab the download from the game’s official site by entering the key received with the owners product email.

Considered to be the official public release version, the update brings an overhauled and much improved music editor along with a list of bug fixes and other adjustments to the title. The full change log can be viewed below:

Changes in v14:

–Fixed memory allocation bug in unique IDs.

–Fixed code to be 64-bit clean.

–Fixed bug in adding resources to a picker stack when that stack is visible.

–Fixed crash when undoing back to default object in Object editor.

–Fixed flip book sizing and distortion issues when screen is not 640×480

–Overhauled music editor, making it much more powerful.

–Fixed bug in selection of previously colored but erased sprite areas.

–Improved transparency toggle tool tip in Object editor.

–Added Ctrl-W to close editors.

–Added Alt-Enter to leave fullscreen mode (as work-around for lack of working

alt-tab behavior on the Mac).

–Added an import directory to make upgrading easier.

–Made UPNP messages more clear.

–Cleared external address if going back to hosting a local game.

–Added per-layer additive blend mode (for glowing objects).

–Search results with same name are now shown in newest-first order.

–Intel-specific build on the Mac.

By the way, pictured is a screenshot for one of my play-throughs of the game. The DIY crew has been investing a good amount of time into this game, it’s heavily discussed in our latest podcast and were planning a set of articles, maybe even a running segment for the title, it’s just that abstract.


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New Podcast: Talkin’ Sleep is Death

podcast_rss_micIt’s that time of the week again, the DIYgamer staff gathered up to talk indie games, like we love to to do.

This time around Arsen, Erik, James and I blow through some news and then banter about Sleep is Death for the majority of the episode.

From the chaos of pre-tutorial attempts, to successfully executed experiences, the DIYgamer crew is enamored with the game. Give us a listen and I’ll let you know as soon as we have our full iTunes feed ready to go.

For now head over to our Podcast section to download or listen to episodes.


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Letter From the Editor: April 12, 2010

Sleep is Death 1It was a busy weekend over at DIYgamer, Erik’s post about Machinarium versus Microsoft really seemed to strike a nerve out there. We hope some of you who checked out the news stick around, as we have a lot to offer in the indie game arena when it comes to news, reviews, previews and interviews. And don’t forget our ongoing forum giveaways – we currently have two copies of Plain Sight we’re giving away at the end of the week.

My fiance and I have just begun the overwhelming process of packing up our apartment for our pending move to San Francisco. There is something extremely cleansing about throwing out and recycling junk you realize you’re never going to touch again. In the maelstrom of getting rid of things, I came across two things from GDC last month that I had forgotten about: papercrafts. I had two sitting in a stack of papers that I hadn’t yet touched. One for Warioware D.I.Y. which was all pre-perforated and snapped together within fifteen minutes, and one for Frobot, which I ended up spending more time on than I care to mention. But the end result was this dynamic, blocky duo:

Frobot and Wario

You can note the scraggly cuts and rips all over Frobot, and the shiny perfection of Wario. On that note, while Warioware D.I.Y. is not of itself an independent game, you can certainly create games that perfectly fit our whole philosophy. Has anyone gotten to play around with it yet? A buddy of mine who works for Nintendo swears by the game and was trying to tell me about a text adventure he was creating. Sooner or later I’m finally going to have to settle on a portable gaming device to invest in, because I’ve been without one for quite a while. My old cell phone runs Tower Blocks, but that’s about as “game anywhere” as I get. Warioware D.I.Y. certainly sounds like it has some potential for anyone to create something, so let us know what you’ve been working on.

My preorder for Sleep is Death rolled in on Friday, and around midnight I got a text from a friend asking if I wanted to take it for a spin. I agreed, assuming that maybe he had learned a thing or two about playing it (this was before the first two tutorial videos were released). He hadn’t, but suggested just “diving in” might be the best way. It wasn’t, but I will admit that the follies of trial and error on a thirty second counter can be hilarious.The first run through as I hosted consisted of elements appearing and disappearing, failing to get and dialogue text to come out correctly, and after a few screens of chaos, finding the “The End” icon and calling the game. The second run was a little better, as at least I got the characters to talk and managed to move the same characters from scene to scene. I even managed to do some sloppy pixel manipulation to change artistic elements. But all in, it was still chaos. We finally got to switch sides after some IP issues, and I was less overwhelmed by the player side. My controller reacted swiftly to my dialogue choices. I literally spit out my coffee after he took my reference of escaping from a “swarm” and filled the screen with video cameras, which look like bugs, all things considered. Anyone watching us would have called it a failure, but we sure learned a lot. Now to find some spare time and get creating again. The preorders are closed, but you can snag two copies this Friday for $14.

This should be a good week over at DIYgamer. I talked to Zack Johnson, the creator of Kingdom of Loathing, on Friday, all about the state of the game and their new project in the pipeline. That will be going up in the next day or two. James wrote up a good column about the game last week. The two of us have been playing it for a long time. Other than that we have some XBLIG reviews coming up and of course, up-to-date indie news.

Feel free to leave any thoughts of your own here in the comments or over on our forums.


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Indie Links Round-Up: Great Expectations, Profound Silences

foreverMore Indie Links for you blue bloods, cold-blooded individuals, red blooded patriots and so on. Lots of quality previews, interviews and video coverage to share from across the web this time around, let’s jump right in shall we?

Less Talk More Rock (BoingBoing)
“A project starts with an idea, a vision, something that is hard to define, something kind of magic and amazing. This is step 1. This is gold. This is beautiful.”

GDC Video: Alec Holowka on Holistic Game Design (IndieGames)
“Alec Holowka of Infinite Ammo presented together with Andy Schatz (MONACO) and Adam Saltsman (CANABALT) at the Independent Games Summit this year. Their talk “Savvy Indie Solutions to Difficult Development Problems” posited three unique approaches to game design.”

GameSetInterview: Space Lions? Neptune’s Pride Have a Word (GSW)
“Continuing a series of interviews with the indie developers who live on the edge of the cultural consciousness, Phill Cameron has a chat with one of the guys between the sloth of the PC browser based space-expansion RTS genre, Neptune’s Pride.”

Hands-on: Sleep Is Death (Joystiq)
“A lot of game critics you talk to will tell you that, after making a career of playing games, it takes a lot to impress them. But that’s not exactly the truth…All it really takes for a game to knock my socks off is that smallest yet boldest of features: A single great, new idea. I’m talking about an innovation that takes a single step back from the whole idea of what video games are and reapproaches it in a way that feels utterly fresh. Sleep Is Death is just such an idea.”

PAX East Interview: Towards a Paris & outpt Indie Game (IndieGames)
“Since their first collaboration at Blip Festival 08, Mary Ann Benedetto (outpt) and Paris Graphics have appeared onstage together at close to a hundred chip concerts. This past weekend, while joining Anamanaguchi at the PAX East Friday concert, the two offered us details on an experimental indie game they are developing together: an interactive environment in its initial phases of development.”

Coming Into View: Plain Sight Release Chat (RPS)
“We haven’t spoke about Plain Sight since its Open Beta early last year. Beatnik game retreated, got back to work and are finally ready to release. As in, as we speak. To celebrate the event we thought it time to talk to Beatnik’s Robin Lacey about the long road to Plain Sight’s release…”

LIMBO Preview: A Profound Silence (Shacknews)
“The first project out of independent developer PlayDead, LIMBO is a stylish black-and-white side-scroller that simply must be experienced.”

Crate Expectations Review and Interview (TIGSource)
“Crate Expectations is an Xbox Live Indie Games title released in October last year. It didn’t receive a lot of coverage at the time which is a real shame. XBLIG is a strange service with an eclectic mix of the great and the terrible and sadly real gems such as this can just sink into the depths of Xbox menus never to be seen again. The developer recently released a patch for the game and so now seems as good a time as ever to shed some light on this lovely game that may have passed you by.”

GDC Vault Adds Carmel’s IGS Indie Fund Talk, More (IndieGames)
“GDC organizers have released two new free lecture videos recorded at Game Developers Conference 2010, including 2D Boy’s Ron Carmel on funding independent games”

Interview: Intellectual Asado With Today I Die’s Dan Benmergui (GSW)
“In his latest interview for GameSetWatch, Patrick Dugan catches up with IGF Nuovo finalist and thought-provoking independent game creator Daniel Benmergui, quizzing him about his titles and his thoughts on game creation in today’s market.”


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One More Week to Preorder Sleep is Death

Sleep is Death 1Jason Rohrer’s next game Sleep is Death is heading towards release in just two weeks time.

If you’re a fan of his prior work, you may already be amped for this next game, which pits two players against each other in a creation / reaction versus match. One player weaves the story and the backgrounds while the other both acts and reacts to their surroundings. While it’s currently only going to work with local multiplayer, if you have any creative minded friends, it is sure to spawn some interesting combinations of stories.

Rohrer has made the game available for preorder for $5 off its launch price. So until April 9th, you can go ahead and order the title for just $9. Once the April 16th launch hits, the price rises to $14.

If you’re curious about what the fuss is about, Brandon Boyer wrote a great in-depth preview of the title over at Boing Boing.


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On One’s Own: The Innovation of Limitation

rohrer_sleep_deathOn One’s Own is a column about, you guessed it, independent gaming. The wayward wanderings of DIYGamer’s James Bishop might lead to probing art, gameplay, design, reception or a number of other aspects related to independent games. But you can rest assured that all things indie will be carefully considered on a weekly basis.

One thing that does not differentiate between your regular developers and the more independent developers is the limitation of resources. Regardless of the reasoning behind it, there will always be something that needs to be cut, refocused or rethought in order for a game to progress from idea to reality. Though it might seem like an entirely negative process, considering that it is by definition cutting back, it can lead to some interesting design decisions in order to compensate for lack of sufficient time, money or technology.

Many of the qualities that are often associated with indie games are simply remnants of a limited budget. Crude artwork, obscure music and simplistic control schemes have turned out to be qualifiers of indie games for just this reason. The lack of a big publisher or developer hinders the design process in the worst way: lack of available resources. Resources being broadly defined here as time, money and technology. To be fair, an indie developer consisting of, say, four students at Digipen have all the time in the world to make their game. Even so, they are still limited by the sheer amount of work ahead of them with such a small team.

Silent_HillIn a way, this limitation becomes the inspiration for innovative thought. As an anecdotal example, it’s often claimed that back during the development of Silent Hill, the developers at Konami had wanted an open game world. However, the hardware at that time just could not handle rendering such an expansive environment; the technology just wasn’t there to realize their vision, regardless of how big a developer they were. Instead of eliminating an open world, they added a layer of fog to the mix. And so the foggy environment of Silent Hill has since been dreary and bleak due to limitations imposed on the original. It’s pretty much a series trademark by now.

So how is it that indie games continue to be produced, even on their much lower budget of limited time, limited money and the ever-present limits of technology? One look at the amount of sheer garbage in any given indie games section offers a pretty good answer. But a better question might be, how do indie games of such quality continue to be produced under these conditions? Braid, at least the Xbox 360 version, is sitting pretty at around 92% at GameRankings while the WiiWare version of World of Goo has a whopping 94%. Apparently, it’s not as if these so-called limitations have actually hindered them critically. At least not all of them. But it doesn’t answer the question of how.

To put it simply, indie games aren’t actually designed to be fantastic games. Instead, the majority of them seem to be designed to provide a distinct and unique experience in order to make up for that fact. The game is just a vehicle for the experience. Much like films or books are intended to convey experiences, games are only a means to an end. Arguably, almost all games tend to work toward this outcome rather than rely entirely on visuals or gameplay. Developers tend to strive to be more like the Steven Spielberg, as opposed to the Michael Bay, of the game-developing world.

IcoDepending on what sphere of influence you are in, all of these limitations can either be a frustration or joy. Or a bit of both, as is the case for Fumito Ueda, the man behind Shadow of the Colossus and the cult-hit Ico. Speaking with Level, a games magazine, Ueda said, “If we don’t have any limit to work from, it becomes hard to make anything good out of an idea. But if we on the other hand have a very distinct technical limit it’s impossible to go beyond it. It will put the bar in a certain place without any way to raise it.”

On the flip side, many of those in the indie community see these sorts of limitations as more of a challenge or puzzle that needs solving in order to adequately and accurately convey whatever experience they intend. In an interview with Indiegames.com, Wan Hazmer, the guy behind Ballistic Wars and The Last Canopy, said, “The more limitations, the more creative one gets!” Designers are required to constantly rethink and rework things when they encounter an immovable limitation.

And it seems that many in the indie game community agree with him. A member of Kokoromi, what Wired refers to as a collective of experimental game designers, Damien Di Fede was quoted back in 2007 as stating that “[t]he hardest thing in the world is to decide what to do when someone says, ‘You can do anything.’” It’s the age-old problem of the blank page—where to start. Being given absolutes, as in you have to be finished in this amount of time or have to be able to fit it in 256 pixels, leads to creative design solutions. Don’t believe me? Just check out Jason Rohrer’s Passage.

PassagePassage is and was Rohrer’s entry to the competition called “Gamma 256″. It fits in 256 pixels, can be played with an Xbox 360 controller, and has a 5 minute span of playtime before the game is considered ‘over’ and completed. It’s simple. There are not a lot of visual accolades that can be crammed in with the limitations imposed. And yet, people still thought an awful lot about his game and Ian Bogost, a rather prominent name in the field, even praised it outright in an article of his own.

“But James,” you might say, “what does this have to do with the majority of indie games out there and why should I care?” Well, theoretical reader, here’s why: indie games will lead the way in terms of original ideas and innovation. And it’s because of, you guessed it, the limitations they handle. Lack of huge payrolls might mean that there’s no massive backing for any project, but it also frees a developer to create games that may never have seen the light of day otherwise.

Jason Rohrer’s newest project, titled Sleep Is Death, is a two-player story-telling game that involves using one player as the actual player and setting the other up as a “game master” of sorts where they respond to all the text-based shenanigans of the first player. In order to pre-order the game, you just need a measly $9 or $14 if you purchase past the release date. Clearly, it’s not marketed like a regular videogame, so that takes some of the expenditure off, but there are still resources tied up in it and it does represent an investment. Even so, if the game is absolutely horrid and nobody understands it or how to play, it is only a drop in the proverbial bucket overall.

Too_HumanThat is not to say that companies like Sony don’t have the capital to blow on these kinds of projects. They do and at times make the leap of faith to a place that isn’t a sure bet. (Heavy Rain, anyone?) But you have take into consideration the sheer amount of money spent on developing a AAA title in this day and age. Too Human, a AAA game that ended up being a massive disappointment in sales, cost over $60 million dollars to make. Part of the problem with Too Human was a lack of limitation. They even built their own engine after deciding that the Unreal Engine 3 was too confining for them.

Rohrer’s projects, on the other hand, are financed and developed on his own. The same goes for Wan Hazmer’s games. Being that their design team is composed of only a single person, themselves, they are allowed to set their own goals and only use as many resources as they care to expend. In a similar fashion, many iPhone applications have incredibly low production costs, sell for less than a dollar and finish it up by reaping major profits—even when they don’t sell all that well. This has also caused a massive influx of games that are, well, garbage. But that’s for another column.

Heavy_RainWhat it comes down to is that companies like Sony are more concerned with ensuring that they will make money off any given venture. They want a game that sells. In fact, more than simply wanting a game that sells, they need a game that sells. Their investors demand it. Rohrer and Hazmer want a game that people will play and enjoy. Sure, there’s money involved, but it’s not the ultimate goal of either of them.

In short, they design to design. They approach it as a puzzle and, like Gregory House, enjoy the thrill of it. Basically, they are the kind of people who think inside the box. In this way, they seek to change the way we fundamentally approach gaming. Somewhat ironically, that’s why indie developers will continue to be the ones to push the boundaries. Not because they have unlimited resources or because they have access to all the best tools, people and public relations but because they have limited resources and tools.