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		<title>‘Polarium’ A Brand New Abstract Puzzler That Has You Play With Cubes</title>
		<link>http://www.diygamer.com/2013/04/polarium-a-brand-new-abstract-puzzler-that-has-you-play-with-cubes/</link>
		<comments>http://www.diygamer.com/2013/04/polarium-a-brand-new-abstract-puzzler-that-has-you-play-with-cubes/#comments</comments>
		<pubDate>Tue, 02 Apr 2013 03:00:04 +0000</pubDate>
		<dc:creator>alex wilkinson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Game]]></category>
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		<category><![CDATA[puzzler]]></category>
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		<description><![CDATA[<div class="box pageBox" id="post-132324" webReader="47.1200917899"><div class="pageHeader singleHeader"><h1>‘Polarium’ A Brand New Abstract Puzzler That Has You Play With Cubes</h1><a href="http://www.indiegamemag.com/" title="Back" class="arrowMed">Back</a></div><div class="entry" webReader="39.0780669145"><p class="postPreviewMeta">April 1st, 2013 <span class="divider">&#124;</span> By <a href="http://www.indiegamemag.com/author/awilko/" title="Posts by Alex Wilkinson" rel="author">Alex Wilkinson</a></p><p class="postPreviewMeta">Tagged in: <a href="http://www.indiegamemag.com/tag/narrow-monolith/" rel="tag">narrow monolith</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/polarium/" rel="tag">Polarium</a></p><div class="theContent" webReader="46.397336293"><noscript>
<p><a href="http://d.adsbyisocket.com/ck.php?n=a4112a3c&#038;cb=INSERT_RANDOM_NUMBER_HERE" target="_blank"><img src="http://d.adsbyisocket.com/avw.php?zoneid=3283&#038;cb=INSERT_RANDOM_NUMBER_HERE&#038;n=a4112a3c" border="0" alt=""/></a></p>
</noscript><p><a href="http://www.indiegamemag.com/media/POLARIUM-2013-04-01-16-07-57-78.png"><img class="aligncenter size-large wp-image-132325" alt="POLARIUM 2013-04-01 16-07-57-78" src="http://www.indiegamemag.com/media/POLARIUM-2013-04-01-16-07-57-78-613x459.png" width="613" height="459"/></a></p><p>Puzzlers and indie games have been one in the same for quite some time now as the puzzle genre allows for great creativity and innovation on very reasonable budgets. <em>Narrow Monolith</em>, a small indie studio from the UK has taken a leap of faith into the puzzle genre with <strong>Polarium</strong> an abstract minimalistic puzzler.</p><p><strong>Polarium</strong> combines some rather intense and rapid gameplay mechanics with many of the classic mechanics of more cerebral puzzle games and from what I have played it works well. The game sets out the basic premise rather nicely and slowly begins to build on it adding new and interesting mechanics.</p><p>The difficulty curve seems in line with most puzzlers and although the mechanics to begin with seem rather basic. With some further development <strong>Polarium</strong> can indeed become a very interesting and unique puzzler.</p><p>Although the game is still in the early stages of development there is a great deal of potential here starting with a solid framework that holds some great ideas. <strong>Polarium</strong> is still in the early stages and because of this <em>Narrow Monolith</em> are looking to get further investment from the public to allow them to fully realise the potential of <strong>Polarium</strong>.</p><p><a href="http://www.indiegamemag.com/media/POLARIUM-2013-04-01-16-08-27-76.png"><img class="aligncenter size-large wp-image-132326" alt="POLARIUM 2013-04-01 16-08-27-76" src="http://www.indiegamemag.com/media/POLARIUM-2013-04-01-16-08-27-76-613x459.png" width="613" height="459"/></a></p><p><em>Narrow Monolith</em> started a <em>Kickstarter</em> just the other day in the hope of raising £30,000 in funds to finish the project. <strong>Polarium</strong> can be played as an alpha <a href="http://www.indiedb.com/games/polarium" target="_blank">via IndieDB</a> which should give you a better understanding of the project and really it does speak for itself.</p><p>Be sure to <a href="http://www.kickstarter.com/projects/narrowmonolith/polarium" target="_blank">check out the Kickstarter</a> for additional information.</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/media/POLARIUM-2013-04-01-16-07-57-78.png"><img class="aligncenter size-large wp-image-132325" alt="POLARIUM 2013-04-01 16-07-57-78" src="http://www.diygamer.com/wp-content/uploads/2013/04/483bPOLARIUM-2013-04-01-16-07-57-78-613x459.png" width="613" height="459" /></a></p>
<p>Puzzlers and indie games have been one in the same for quite some time now as the puzzle genre allows for great creativity and innovation on very reasonable budgets. <i>Narrow Monolith</i>, a small indie studio from the UK has taken a leap of faith into the puzzle genre with <b>Polarium</b> an abstract minimalistic puzzler.</p>
<p><b>Polarium</b> combines some rather intense and rapid gameplay mechanics with many of the classic mechanics of more cerebral puzzle games and from what I have played it works well. The game sets out the basic premise rather nicely and slowly begins to build on it adding new and interesting mechanics.</p>
<p>The difficulty curve seems in line with most puzzlers and although the mechanics to begin with seem rather basic. With some further development <b>Polarium</b> can indeed become a very interesting and unique puzzler.</p>
<p>Although the game is still in the early stages of development there is a great deal of potential here starting with a solid framework that holds some great ideas. <b>Polarium</b> is still in the early stages and because of this <i>Narrow Monolith</i> are looking to get further investment from the public to allow them to fully realise the potential of <b>Polarium</b>.</p>
<p><a href="http://www.indiegamemag.com/media/POLARIUM-2013-04-01-16-08-27-76.png"><img class="aligncenter size-large wp-image-132326" alt="POLARIUM 2013-04-01 16-08-27-76" src="http://www.diygamer.com/wp-content/uploads/2013/04/d254POLARIUM-2013-04-01-16-08-27-76-613x459.png" width="613" height="459" /></a></p>
<p><i>Narrow Monolith</i> started a <i>Kickstarter</i> just the other day in the hope of raising £30,000 in funds to finish the project. <b>Polarium</b> can be played as an alpha<a href="http://www.indiedb.com/games/polarium" target="_blank"> via IndieDB</a> which should give you a better understanding of the project and really it does speak for itself.</p>
<p>Be sure to <a href="http://www.kickstarter.com/projects/narrowmonolith/polarium" target="_blank">check out the Kickstarter</a> for additional information.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; ‘Polarium’ A Brand New Abstract Puzzler That Has You Play With Cubes </a></p>
]]></content:encoded>
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		<title>‘Fez’ Finally Makes The Leap To PC</title>
		<link>http://www.diygamer.com/2013/03/fez-finally-makes-the-leap-to-pc/</link>
		<comments>http://www.diygamer.com/2013/03/fez-finally-makes-the-leap-to-pc/#comments</comments>
		<pubDate>Wed, 27 Mar 2013 03:00:31 +0000</pubDate>
		<dc:creator>alex wilkinson</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[featured]]></category>
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		<category><![CDATA[king]]></category>
		<category><![CDATA[marketplace]]></category>
		<category><![CDATA[Steam]]></category>
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		<category><![CDATA[take-the-game]]></category>
		<category><![CDATA[visit-the-steam]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2013/03/fez-finally-makes-the-leap-to-pc/</guid>
		<description><![CDATA[<div class="theContent" webReader="63.9941669705"><noscript>
<p><a href="http://d.adsbyisocket.com/ck.php?n=a4112a3c&#038;cb=INSERT_RANDOM_NUMBER_HERE" target="_blank"><img src="http://d.adsbyisocket.com/avw.php?zoneid=3283&#038;cb=INSERT_RANDOM_NUMBER_HERE&#038;n=a4112a3c" border="0" alt=""/></a></p>
</noscript><p><a href="http://www.indiegamemag.com/media/fez-ss01.jpg"><img class="aligncenter size-large wp-image-130472" alt="fez ss01" src="http://www.indiegamemag.com/media/fez-ss01-613x344.jpg" width="613" height="344"/></a></p><p>One of the most talked about indie games ever is finally making its way to PC after spending one year on the <em>Xbox Live Marketplace</em>. <strong>Fez</strong> the genre defining smash is at long last going to make the leap to the PC which will no doubt put a smile on many PC gamers face.</p><p><strong>Fez</strong> is focused around the main character Gomez who appears to live in a two-dimensional world, this is the case until he comes across a mysterious artefact which grants him a magical fez allowing him to perceive a third dimension.</p><p><strong>Fez</strong> is a puzzle platformer in which you must use your new power to navigate around the world in ways previously unbeknown to Gomez in this beautifully created three-dimensional world. <strong>Fez</strong> has won many awards in its history both after release and prior, and quite rightly so considering just how bigger impact this game has had on the community at large.</p><p><a href="http://www.indiegamemag.com/media/fez-ss02.jpg"><img class="aligncenter size-large wp-image-130474" alt="fez ss02" src="http://www.indiegamemag.com/media/fez-ss02-613x344.jpg" width="613" height="344"/></a></p><p><strong>Fez</strong> will support controllers along with all the standard achievements for you all achievement hunters out there and will even include Steam cloud saving so you can take the game with you anywhere.</p><p><strong>Fez</strong> will be available from <em>Steam</em> from May 1<sup>st</sup> however the price point has not yet been announced. To find out more be sure to visit the <a href="http://store.steampowered.com/app/224760/?snr=1_7_15__13" target="_blank">Steam store</a> or <a href="http://polytroncorporation.com/61-2" target="_blank">the official site</a>.</p><p class="MsoNormal">One of the most talked about indie games ever is finally making its way to PC after spending one year on the Xbox Live Marketplace. Fez the genre defining smash is at long last going to make the leap to the PC which will no doubt put a smile on many PC gamers face.</p><p class="MsoNormal">Fez is focused around the main character Gomez who appears to live in a two-dimensional world, this is the case until he comes across a mysterious artefact which grants him a magical fez allowing him to perceive a third dimension.</p><p class="MsoNormal">Fez is a puzzle platformer in which you must use your new power to navigate around the world in ways previously unbeknown to Gomez in this beautifully created three-dimensional world. Fez has won many awards in its history both after release and prior, and quite rightly so considering just how bigger impact this game has had on the community at large.</p><p class="MsoNormal">Fez will support controllers along with all the standard achievements for you all achievement hunters out there and will even include Steam cloud saving so you can take the game with you anywhere.</p><p class="MsoNormal">Fez will be available from Steam from May 1<sup>st</sup> however the price point has not yet been announced. To find out more be sure to visit the Steam store or the official site.</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/media/fez-ss01.jpg"><img class="aligncenter size-large wp-image-130472" alt="fez ss01" src="http://www.diygamer.com/wp-content/uploads/2013/03/3f6bfez-ss01-613x344.jpg" width="613" height="344" /></a></p>
<p>One of the most talked about indie games ever is finally making its way to PC after spending one year on the<em> Xbox Live Marketplace</em>. <strong>Fez</strong> the genre defining smash is at long last going to make the leap to the PC which will no doubt put a smile on many PC gamers face.</p>
<p><strong>Fez</strong> is focused around the main character Gomez who appears to live in a two-dimensional world, this is the case until he comes across a mysterious artefact which grants him a magical fez allowing him to perceive a third dimension.</p>
<p><strong>Fez</strong> is a puzzle platformer in which you must use your new power to navigate around the world in ways previously unbeknown to Gomez in this beautifully created three-dimensional world. <strong>Fez</strong> has won many awards in its history both after release and prior, and quite rightly so considering just how bigger impact this game has had on the community at large.</p>
<p><a href="http://www.indiegamemag.com/media/fez-ss02.jpg"><img class="aligncenter size-large wp-image-130474" alt="fez ss02" src="http://www.diygamer.com/wp-content/uploads/2013/03/5022fez-ss02-613x344.jpg" width="613" height="344" /></a></p>
<p><strong>Fez</strong> will support controllers along with all the standard achievements for you all achievement hunters out there and will even include Steam cloud saving so you can take the game with you anywhere.</p>
<p><strong>Fez</strong> will be available from <em>Steam</em> from May 1<sup>st</sup> however the price point has not yet been announced. To find out more be sure to visit the <a href="http://store.steampowered.com/app/224760/?snr=1_7_15__13" target="_blank">Steam store</a> or<a href="http://polytroncorporation.com/61-2" target="_blank"> the official site</a>.</p>
<p class="MsoNormal">One of the most talked about indie games ever is finally making its way to PC after spending one year on the Xbox Live Marketplace. Fez the genre defining smash is at long last going to make the leap to the PC which will no doubt put a smile on many PC gamers face.</p>
<p class="MsoNormal">Fez is focused around the main character Gomez who appears to live in a two-dimensional world, this is the case until he comes across a mysterious artefact which grants him a magical fez allowing him to perceive a third dimension.</p>
<p class="MsoNormal">Fez is a puzzle platformer in which you must use your new power to navigate around the world in ways previously unbeknown to Gomez in this beautifully created three-dimensional world. Fez has won many awards in its history both after release and prior, and quite rightly so considering just how bigger impact this game has had on the community at large.</p>
<p class="MsoNormal">Fez will support controllers along with all the standard achievements for you all achievement hunters out there and will even include Steam cloud saving so you can take the game with you anywhere.</p>
<p class="MsoNormal">Fez will be available from Steam from May 1<sup>st</sup> however the price point has not yet been announced. To find out more be sure to visit the Steam store or the official site.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; ‘Fez’ Finally Makes The Leap To PC </a></p>
]]></content:encoded>
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		<title>Dev Links: Interest Groups</title>
		<link>http://www.diygamer.com/2013/03/dev-links-interest-groups/</link>
		<comments>http://www.diygamer.com/2013/03/dev-links-interest-groups/#comments</comments>
		<pubDate>Fri, 15 Mar 2013 00:20:12 +0000</pubDate>
		<dc:creator>Erik Johnson</dc:creator>
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</noscript><p><img class="aligncenter size-full wp-image-127601" alt="d3" src="http://www.indiegamemag.com/media/d3.jpg" width="600" height="450"/></p><p>Learn in today’s <a href="http://www.indiegamemag.com/tag/devlinks/">Developer Links</a> why to use the Lua scripting language, what kind of social media policy to decide on, and how a developer raised money from pirates.</p><p><a href="http://supermeatboy.com/140/Mew_Genics_Teaser_week_17__Cat_Fight_/">Mew-Genics Teaser Week 17, Cat Fight!</a> (Team Meat Blog)<br/>“As many of you might have guessed from the song “Cat Fight” in the Ridiculon video post, Cat fights are a large part of Mew-Genics. How will these fights go down?  How will the game actually play?  Why have i been using faked graphics for all the cats ive posted in the past 17 weeks of updates? find out next week! when we finally announce what this damn game is!”</p><p><a href="http://zeboyd.com/2013/02/15/the-video-game-kickstarter-report-week-of-feb-15/">The Video Game Kickstarter Report – Week of Feb 15</a> (Zeboyd Games)<br/>“Not much this week in terms of new kickstarters to look out for, but I did spot two that I thought sounded interesting. The first is <a href="http://www.kickstarter.com/projects/1544851629/throw-trucks-with-your-mind?ref=category">Throw Trucks With Your Mind</a> – a multiplayer FPS where ‘you’ll fight entirely through <a href="http://neurosky.com/Products/MindWave.aspx" target="_blank">NeuroSky’s MindWave</a> headset peripheral that reads the electrical activity of your brain.’ It’s up to $11k of its $40k goal with 26 days left to go. The second is <a href="http://www.kickstarter.com/projects/j2me/genocide-dolphins?ref=live">Genocide Dolphins</a>. I have no clue why it’s called that, but it’s a FPS with a really trippy visual style. It’s only at £417 raised of its £5k goal with 12 days left to go, but the goal is modest enough that I could see a last-minute recovery.”</p><p><a href="http://positech.co.uk/cliffsblog/2013/02/17/democracy-3-development-blog-video-1/">Democracy 3 Development Blog #1</a> (Cliffski.com)<br/>“A short video with me going through the new stuff in Democracy 3:”</p><p><a href="http://www.altdevblogaday.com/2013/02/19/why-lua/">Why Lua?</a> (AltDevBlogADay)<br/>“A question that I get asked regularly is why we have chosen <a href="http://www.lua.org/">Lua</a> as our engine scripting language. I guess as opposed to more well-known languages, such as JavaScript or C#. The short answer is that Lua is lighter and more elegant than both those languages. It is also faster than JavaScript and more dynamic than C#.”</p><p><a href="http://www.gamasutra.com/view/feature/186806/Drafting_a_Social_Media_Handbook_Policy_for_Developers.php">Drafting A Social Media Handbook Policy For Developers</a> (Gamasutra)<br/>“Big companies have recently gotten into hot water by trying to govern employee social media use — but the right way to do this is even more complicated than you might expect, so Gamaustra presents this article, written by an attorney, to help put you on the right track.”</p><p><a href="http://the-witness.net/news/2013/02/the-witness-audio-1000-subtle-layers/">The Witness Audio: 1000 Subtle Layers</a> (The Witness)<br/>“I didn’t think Witness was going to be an easy project by any stretch, but I certainly didn’t expect it to be one of our biggest creative challenges. I’ve worked on nearly 80 projects spanning feature film, games, ads and other sorts, and my job as sound designer had always been to broaden the experience in every possible way. The Witness inverts this notion.”</p><p><a href="http://www.develop-online.net/news/43325/Indie-dev-makes-12k-through-piracy-promotion">Indie Dev Makes $12k Through Piracy Promotion</a> (Develop)<br/>“An indie developer has made more than $12,000 after advertising its game through the Pirate Bay. In a <a href="http://seagaia.wordpress.com/2013/02/18/anodyne-pirate-bay-promo-post-mortem/" rel="nofollow">blog post</a>, Sean Hogan wrote a post-mortem of the experiment to advertise action-adventure RPG Anodyne through piracy channels, and noted a significant upturn in website hits, Steam Greenlight votes and sales.”</p><p><a href="http://www.indiebird.com/blog/?p=1278">Rocket Report #6</a> (Rocket Bear Games Blog)<br/>“Last week was quite exciting, development-wise. Guess what?  Those helicopters that I added to the game last time can now do airstrikes.”</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-127601" alt="d3" src="http://www.diygamer.com/wp-content/uploads/2013/03/dc58d3.jpg" width="600" height="450" /></p>
<p>Learn in today&#8217;s <a href="http://www.indiegamemag.com/tag/devlinks/">Developer Links</a> why to use the Lua scripting language, what kind of social media policy to decide on, and how a developer raised money from pirates.</p>
<p><a href="http://supermeatboy.com/140/Mew_Genics_Teaser_week_17__Cat_Fight_/">Mew-Genics Teaser Week 17, Cat Fight!</a> (Team Meat Blog)<br />
&#8220;As many of you might have guessed from the song &#8220;Cat Fight&#8221; in the Ridiculon video post, Cat fights are a large part of Mew-Genics. How will these fights go down?  How will the game actually play?  Why have i been using faked graphics for all the cats ive posted in the past 17 weeks of updates? find out next week! when we finally announce what this damn game is!&#8221;</p>
<p><a href="http://zeboyd.com/2013/02/15/the-video-game-kickstarter-report-week-of-feb-15/">The Video Game Kickstarter Report &#8211; Week of Feb 15</a> (Zeboyd Games)<br />
&#8220;Not much this week in terms of new kickstarters to look out for, but I did spot two that I thought sounded interesting. The first is <a href="http://www.kickstarter.com/projects/1544851629/throw-trucks-with-your-mind?ref=category">Throw Trucks With Your Mind</a> – a multiplayer FPS where &#8216;you’ll fight entirely through <a href="http://neurosky.com/Products/MindWave.aspx" target="_blank">NeuroSky’s MindWave</a> headset peripheral that reads the electrical activity of your brain.&#8217; It’s up to $11k of its $40k goal with 26 days left to go. The second is <a href="http://www.kickstarter.com/projects/j2me/genocide-dolphins?ref=live">Genocide Dolphins</a>. I have no clue why it’s called that, but it’s a FPS with a really trippy visual style. It’s only at £417 raised of its £5k goal with 12 days left to go, but the goal is modest enough that I could see a last-minute recovery.&#8221;</p>
<p><a href="http://positech.co.uk/cliffsblog/2013/02/17/democracy-3-development-blog-video-1/">Democracy 3 Development Blog #1</a> (Cliffski.com)<br />
&#8220;A short video with me going through the new stuff in Democracy 3:&#8221;</p>
<p><a href="http://www.altdevblogaday.com/2013/02/19/why-lua/">Why Lua?</a> (AltDevBlogADay)<br />
&#8220;A question that I get asked regularly is why we have chosen <a href="http://www.lua.org/">Lua</a> as our engine scripting language. I guess as opposed to more well-known languages, such as JavaScript or C#. The short answer is that Lua is lighter and more elegant than both those languages. It is also faster than JavaScript and more dynamic than C#.&#8221;</p>
<p><a href="http://www.gamasutra.com/view/feature/186806/Drafting_a_Social_Media_Handbook_Policy_for_Developers.php">Drafting A Social Media Handbook Policy For Developers</a> (Gamasutra)<br />
&#8220;Big companies have recently gotten into hot water by trying to govern employee social media use &#8212; but the right way to do this is even more complicated than you might expect, so Gamaustra presents this article, written by an attorney, to help put you on the right track.&#8221;</p>
<p><a href="http://the-witness.net/news/2013/02/the-witness-audio-1000-subtle-layers/">The Witness Audio: 1000 Subtle Layers</a> (The Witness)<br />
&#8220;I didn’t think Witness was going to be an easy project by any stretch, but I certainly didn’t expect it to be one of our biggest creative challenges. I’ve worked on nearly 80 projects spanning feature film, games, ads and other sorts, and my job as sound designer had always been to broaden the experience in every possible way. The Witness inverts this notion.&#8221;</p>
<p><a href="http://www.develop-online.net/news/43325/Indie-dev-makes-12k-through-piracy-promotion">Indie Dev Makes $12k Through Piracy Promotion</a> (Develop)<br />
&#8220;An indie developer has made more than $12,000 after advertising its game through the Pirate Bay. In a <a href="http://seagaia.wordpress.com/2013/02/18/anodyne-pirate-bay-promo-post-mortem/" rel="nofollow">blog post</a>, Sean Hogan wrote a post-mortem of the experiment to advertise action-adventure RPG Anodyne through piracy channels, and noted a significant upturn in website hits, Steam Greenlight votes and sales.&#8221;</p>
<p><a href="http://www.indiebird.com/blog/?p=1278">Rocket Report #6</a> (Rocket Bear Games Blog)<br />
&#8220;Last week was quite exciting, development-wise. Guess what?  Those helicopters that I added to the game last time can now do airstrikes.&#8221;</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; Dev Links: Interest Groups </a></p>
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		<title>Unknown Worlds Release Decoda IDE Open Source</title>
		<link>http://www.diygamer.com/2013/02/unknown-worlds-release-decoda-ide-open-source/</link>
		<comments>http://www.diygamer.com/2013/02/unknown-worlds-release-decoda-ide-open-source/#comments</comments>
		<pubDate>Tue, 19 Feb 2013 04:00:37 +0000</pubDate>
		<dc:creator>alex wilkinson</dc:creator>
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		<description><![CDATA[<div class="box pageBox" id="post-124507" webReader="44.061302682"><div class="pageHeader singleHeader"><h1>Unknown Worlds Release Decoda IDE Open Source</h1><a href="" title="Back" class="arrowMed">Back</a></div><div class="entry" webReader="35.8325969563"><p class="postPreviewMeta">February 18th, 2013 <span class="divider">&#124;</span> By <a href="http://www.indiegamemag.com/author/awilko/" title="Posts by Alex Wilkinson" rel="author">Alex Wilkinson</a></p><p class="postPreviewMeta">Tagged in: <a href="http://www.indiegamemag.com/tag/decoda/" rel="tag">Decoda</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/natural-selection-2/" rel="tag">natural selection 2</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/unknown-worlds/" rel="tag">unknown worlds</a></p><div class="theContent" webReader="42.0713916192"><noscript>
<p><a href="http://d.adsbyisocket.com/ck.php?n=a4112a3c&#038;cb=INSERT_RANDOM_NUMBER_HERE" target="_blank"><img src="http://d.adsbyisocket.com/avw.php?zoneid=3283&#038;cb=INSERT_RANDOM_NUMBER_HERE&#038;n=a4112a3c" border="0" alt=""/></a></p>
</noscript><p><a href="http://www.indiegamemag.com/media/ns2-2012-10-30-23-47-30-60.png"><img class="aligncenter size-large wp-image-75388" alt="ns2 2012-10-30 23-47-30-60" src="http://www.indiegamemag.com/media/ns2-2012-10-30-23-47-30-60-613x383.png" width="613" height="383"/></a></p><p>I hope by now everyone is fully aware of the fantastic FPS <strong>Natural Selection 2 (NS2)</strong>. Released last year by <em>Unknown Worlds</em> <strong>NS2</strong> was the long awaited sequel to the original mod and one of the best asymmetrical FPS of all time.</p><p><em>Unknown Worlds</em> have been working tirelessly over the past year to develop <strong>NS2</strong> continually post release along with fostering an e-sport community,  and considering it is an online only shooter this is vital. Amongst all of the new maps and updates that have come out over the past few months we now see the actual <em>Decoda</em> integrated development environment (IDE) being released to the public. <em>Decoda</em> was the IDE used to create <strong>NS2</strong> with, no doubt many developers have eagerly anticipated this day.</p><p><em>Unknown Worlds</em> co-founder Max McGurie stated the studio was now in a position to give something back to the community and felt <em>Decoda</em> would be a great open source asset for all. <em>Unknown Worlds</em> hope the community will now look to play around with <strong>NS2</strong> and their own games using this powerful development platform to create something awesome.</p><p><a href="http://www.indiegamemag.com/media/ns2-2012-10-31-00-55-53-26.png"><img class="aligncenter size-large wp-image-75396" alt="ns2 2012-10-31 00-55-53-26" src="http://www.indiegamemag.com/media/ns2-2012-10-31-00-55-53-26-613x383.png" width="613" height="383"/></a></p><p>This is great news for developers and modders looking to tinker with some of the tools in the IDE or to start developing their own projects using this powerful system. This should also encourage user mods for <strong>NS2</strong> and in time maybe a whole new genre defining game itself.</p><p>It’s really great to see <em>Unknown Worlds</em> opening their IDE to all, who knows what next. You can always find out more about <em>Decoda</em> on the <a href="http://unknownworlds.com/decoda/faq/" target="_blank">official Unknown Worlds site</a>.</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/media/ns2-2012-10-30-23-47-30-60.png"><img class="aligncenter size-large wp-image-75388" alt="ns2 2012-10-30 23-47-30-60" src="http://www.diygamer.com/wp-content/uploads/2013/02/f047ns2-2012-10-30-23-47-30-60-613x383.png" width="613" height="383" /></a></p>
<p>I hope by now everyone is fully aware of the fantastic FPS <strong>Natural Selection 2 (NS2)</strong>. Released last year by<em> Unknown Worlds</em> <strong>NS2</strong> was the long awaited sequel to the original mod and one of the best asymmetrical FPS of all time.</p>
<p><em>Unknown Worlds</em> have been working tirelessly over the past year to develop <strong>NS2</strong> continually post release along with fostering an e-sport community,  and considering it is an online only shooter this is vital. Amongst all of the new maps and updates that have come out over the past few months we now see the actual <em>Decoda</em> integrated development environment (IDE) being released to the public. <em>Decoda</em> was the IDE used to create <strong>NS2</strong> with, no doubt many developers have eagerly anticipated this day.</p>
<p><em>Unknown Worlds</em> co-founder Max McGurie stated the studio was now in a position to give something back to the community and felt <em>Decoda</em> would be a great open source asset for all. <em>Unknown Worlds</em> hope the community will now look to play around with <strong>NS2</strong> and their own games using this powerful development platform to create something awesome.</p>
<p><a href="http://www.indiegamemag.com/media/ns2-2012-10-31-00-55-53-26.png"><img class="aligncenter size-large wp-image-75396" alt="ns2 2012-10-31 00-55-53-26" src="http://www.diygamer.com/wp-content/uploads/2013/02/b0e8ns2-2012-10-31-00-55-53-26-613x383.png" width="613" height="383" /></a></p>
<p>This is great news for developers and modders looking to tinker with some of the tools in the IDE or to start developing their own projects using this powerful system. This should also encourage user mods for <strong>NS2</strong> and in time maybe a whole new genre defining game itself.</p>
<p>It’s really great to see <em>Unknown Worlds</em> opening their IDE to all, who knows what next. You can always find out more about <em>Decoda</em> on the<a href="http://unknownworlds.com/decoda/faq/" target="_blank"> official Unknown Worlds site</a>.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; Unknown Worlds Release Decoda IDE Open Source </a></p>
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		<title>Hands-On First Look At Horror Puzzle Game ‘Whispering Willows’</title>
		<link>http://www.diygamer.com/2013/02/hands-on-first-look-at-horror-puzzle-game-whispering-willows/</link>
		<comments>http://www.diygamer.com/2013/02/hands-on-first-look-at-horror-puzzle-game-whispering-willows/#comments</comments>
		<pubDate>Fri, 15 Feb 2013 06:09:14 +0000</pubDate>
		<dc:creator>Emerson Smith</dc:creator>
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<p><a href="http://d.adsbyisocket.com/ck.php?n=a4112a3c&#038;cb=INSERT_RANDOM_NUMBER_HERE" target="_blank"><img src="http://d.adsbyisocket.com/avw.php?zoneid=3283&#038;cb=INSERT_RANDOM_NUMBER_HERE&#038;n=a4112a3c" border="0" alt=""/></a></p>
</noscript><p class="c2"><a href="http://imgur.com/5uxGli4"><img class="aligncenter" alt="" src="http://i.imgur.com/5uxGli4.jpg" width="576" height="432"/></a></p><p>With the launch of the <a href="http://www.indiegamemag.com/ouya-beginnings-to-heat-up-as-the-development-consoles-arrive/"><em>Ouya</em></a><em>,</em> there will there be a launch of new titles. The developers at <em>Night Light Interactive</em> are working closely with the <em>Ouya </em>team to produce a game for their console that will also play cross-platform with Mac, Linux, and PC. <strong>Whispering Willows</strong> is a horror puzzle adventure game across five chapters that follow Elena on her journey to find her father through the haunted halls of the Willow mansion.</p><p class="c2"><a href="http://imgur.com/bRacZGy"><img class="aligncenter" alt="" src="http://i.imgur.com/bRacZGy.png" width="504" height="284"/></a></p><p>With what we were able to play in this very early alpha-build, <strong>Whispering Willows</strong> definitely looks promising. It’s very rough around the edges at this early state, but it was comforting to see that the developer’s  art was well implemented and the finished project should have a very cohesive art direction.</p><p>The gameplay in the demo provided teased at some elements that will have interesting repercussions when combined with more mechanics later in the game. For example, by using Elena’s astral projection ability, she can squeeze through cracks in the walls and unlock doors that are preventing her progress, although the presence of light creates an impassable barrier for her and the other spirits.</p><p class="c2"><a href="http://imgur.com/KmwkxKK"><img class="aligncenter" alt="" src="http://i.imgur.com/KmwkxKK.png" width="504" height="420"/></a></p><p>For one puzzle I needed to get a key in the attic. The ladder was too high, but I could use my astral projection to slip through a crack in the ceiling. However, even though I had made it to the attic I was unable to reach the key because my projection couldn’t go through the bright light streaming through the window. Instead of using that ability I had to move a chest under the ladder and climb up to reach it.</p><p class="c2"><a href="http://imgur.com/fge6WBM"><img class="aligncenter" alt="" src="http://i.imgur.com/fge6WBM.jpg" width="504" height="450"/></a></p><p>In the environments the player will be able to find messages and documents that flesh out the lives of the now dead inhabitants and reveal the darker secrets of Willow manor and direct the player toward the next puzzle that will move them through the game. The structure is not anything revolutionary, but the puzzles are embedded into the environment in clever ways, and I can’t wait to see what the team pulls together in the end.</p><p><em>Night Light Interactive</em> has just started their <em>Kickstarter </em>campaign, and you can help them make <strong>Whispering Willows</strong> into the complete experience it was meant to be. Visit the <a href="http://www.kickstarter.com/projects/daevo/whispering-willows-horror-puzzle-game-for-ouya-and">campaign page</a> or their <a href="http://nightlightinteractive.com/">official website</a> to learn more.</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
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</ol></div></div>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://imgur.com/5uxGli4"><img class="aligncenter" alt="" src="http://www.diygamer.com/wp-content/uploads/2013/02/8d385uxGli4.jpg" width="576" height="432" /></a></p>
<p>With the launch of the <a href="http://www.indiegamemag.com/ouya-beginnings-to-heat-up-as-the-development-consoles-arrive/"><em>Ouya</em></a><em>, </em>there will there be a launch of new titles. The developers at <em>Night Light Interactive</em> are working closely with the <em>Ouya </em>team to produce a game for their console that will also play cross-platform with Mac, Linux, and PC. <strong>Whispering Willows</strong> is a horror puzzle adventure game across five chapters that follow Elena on her journey to find her father through the haunted halls of the Willow mansion.</p>
<p style="text-align: center;"><a href="http://imgur.com/bRacZGy"><img class="aligncenter" alt="" src="http://www.diygamer.com/wp-content/uploads/2013/02/8ac1bRacZGy.png" width="504" height="284" /></a></p>
<p>With what we were able to play in this very early alpha-build, <strong>Whispering Willows</strong> definitely looks promising. It&#8217;s very rough around the edges at this early state, but it was comforting to see that the developer&#8217;s  art was well implemented and the finished project should have a very cohesive art direction.</p>
<p>The gameplay in the demo provided teased at some elements that will have interesting repercussions when combined with more mechanics later in the game. For example, by using Elena&#8217;s astral projection ability, she can squeeze through cracks in the walls and unlock doors that are preventing her progress, although the presence of light creates an impassable barrier for her and the other spirits.</p>
<p style="text-align: center;"><a href="http://imgur.com/KmwkxKK"><img class="aligncenter" alt="" src="http://www.diygamer.com/wp-content/uploads/2013/02/c098KmwkxKK.png" width="504" height="420" /></a></p>
<p>For one puzzle I needed to get a key in the attic. The ladder was too high, but I could use my astral projection to slip through a crack in the ceiling. However, even though I had made it to the attic I was unable to reach the key because my projection couldn&#8217;t go through the bright light streaming through the window. Instead of using that ability I had to move a chest under the ladder and climb up to reach it.</p>
<p style="text-align: center;"><a href="http://imgur.com/fge6WBM"><img class="aligncenter" alt="" src="http://www.diygamer.com/wp-content/uploads/2013/02/39c2fge6WBM.jpg" width="504" height="450" /></a></p>
<p>In the environments the player will be able to find messages and documents that flesh out the lives of the now dead inhabitants and reveal the darker secrets of Willow manor and direct the player toward the next puzzle that will move them through the game. The structure is not anything revolutionary, but the puzzles are embedded into the environment in clever ways, and I can&#8217;t wait to see what the team pulls together in the end.</p>
<p><em>Night Light Interactive</em> has just started their <em>Kickstarter </em>campaign, and you can help them make <strong>Whispering Willows</strong> into the complete experience it was meant to be. Visit the <a href="http://www.kickstarter.com/projects/daevo/whispering-willows-horror-puzzle-game-for-ouya-and">campaign page</a> or their <a href="http://nightlightinteractive.com/">official website</a> to learn more.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; Hands-On First Look At Horror Puzzle Game ‘Whispering Willows’ </a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>IGM Aus – Dev Diary Edition</title>
		<link>http://www.diygamer.com/2013/01/igm-aus-dev-diary-edition/</link>
		<comments>http://www.diygamer.com/2013/01/igm-aus-dev-diary-edition/#comments</comments>
		<pubDate>Sat, 26 Jan 2013 22:45:00 +0000</pubDate>
		<dc:creator>Mark Isaacson</dc:creator>
				<category><![CDATA[Editorial]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[aussie]]></category>
		<category><![CDATA[Australia]]></category>
		<category><![CDATA[blastpoints]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[electronic]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[product]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2013/01/igm-aus-dev-diary-edition/</guid>
		<description><![CDATA[<div class="theContent" webReader="86.9334377447"><noscript>
<p><a href="http://d.adsbyisocket.com/ck.php?n=a4112a3c&#038;cb=INSERT_RANDOM_NUMBER_HERE" target="_blank"><img src="http://d.adsbyisocket.com/avw.php?zoneid=3283&#038;cb=INSERT_RANDOM_NUMBER_HERE&#038;n=a4112a3c" border="0" alt=""/></a></p>
</noscript><p>The wonderful thing about modern technology is the ability to maintain a level of connectivity with your audience. The dev diary allows the chance for a creator to provide a unique perspective on a project before, during and sometimes after the product is out on store shelves. A while ago I featured a few blogs, but there’s so many out there I figured it was time to visit a few more and see what’s going on out there in the wide world of game development from those who devote their life to it.</p><p><a href="http://www.indiegamemag.com/grapple-knight-in-action/" rel="attachment wp-att-116997"><img class="alignleft wp-image-116997" alt="grapple knight in action" src="http://www.indiegamemag.com/media/grapple-knight-in-action-460x259.png" width="368" height="207"/></a>Let’s start with <a href="http://redknightgames.com/grapple-knight-post-eb-part-3-environment-art-overhaul/"><em>Red Knight Games</em></a>, a young studio who are currently developing the platform game <em>Grapple Knight</em>. The team has had been making many an alterations to how the game looks and plays over the last few months and their blogs are a perfect insight into how that development has shifted their focus.</p><p>Suddenly changing everything you know, especially on something you’ve put a lot of time into already, can be a difficult process. That’s especially the case if it means literally throwing out your existing results and starting over. But the latest blog by the team proves that some times change can be for the better, in this case shifting from a modern visual presentation to a more pixelated, retro art style. It makes for interesting reading, a chance to see things from another point of view from a developer who clearly loves what they do and isn’t afraid to put in the hard work or try something they haven’t done before in order to get it right.</p><p><a href="http://www.indiegamemag.com/blastpoints-android/" rel="attachment wp-att-116996"><img class="alignright wp-image-116996" alt="blastpoints android" src="http://www.indiegamemag.com/media/blastpoints-android-400x300.jpg" width="360" height="270"/></a>From working on an upcoming game to reflecting on how it all went. <a href="http://www.pubgames.net.au/blog/"><em>Pub Games</em></a> released their iOS and Android game <em>Blastpoints</em> recently but came across some interesting hurdles along the way, especially when developing the Android edition as their current blog update explains.</p><p>“There are well over 1500 unique Android devices, all with different hardware specifications, from different manufacturers and different video chips,” the team explains, going into great detail on the kinds of problems were brought up when developing <em>Blastpoints</em>. They went so far as to break things down into 9 different performance types based on what product the game is playing on at the time and creating an option for players to change that level within the game itself.</p><p>There’s the promise of more insight into the development process over the coming weeks, along with reactions and opinions by the team on Blastpoints success and issues post release. Again, it’s great to read such a candid and open opinion not just on how the game went, but what went wrong and how the team are devoted to fix the issues they came across.</p><p>Finally we come to the video blog, the opportunity for a dev to show more than just a few words or a screenshot or two. Now I realise that the Firemonkey’s team aren’t as indie (in name) as they used to be, being an Electronic Arts studio these days, but there’s still a great level of independent development in Real Racing’s blood. The below developer diary video is just one of a few the team has uploaded so far, detailing the work put into the newest race tracks within the game:</p><span class="embed-youtube c2"><iframe class="youtube-player" type="text/html" width="560" height="380" src="http://www.youtube.com/embed/CrntM6JKn5Y?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent" frameborder="0"/></span><p>So there you go, three slightly different but just as interesting blogs that are worth keeping an eye on. If you have an Aussie (or New Zealand) blog that you’d like to see up in lights, get in touch with me via email or twitter for the next IGM Aus Dev Diary in the near future.</p><p>A quick shout out to all Aussie devs working their way over the weekend for the Global Game Jam! Hope all goes well. I’ll cya next week folks. Oh, and happy Australia Day!</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/an-igm-aus-christmas/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/IGM-Ausxmas-187x103.png" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/an-igm-aus-christmas/" rel="bookmark">An IGM Aus Christmas + Win ‘BlastPoints’</a></div></div>
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</li>
</ol></div></div>]]></description>
			<content:encoded><![CDATA[<p>The wonderful thing about modern technology is the ability to maintain a level of connectivity with your audience. The dev diary allows the chance for a creator to provide a unique perspective on a project before, during and sometimes after the product is out on store shelves. A while ago I featured a few blogs, but there&#8217;s so many out there I figured it was time to visit a few more and see what&#8217;s going on out there in the wide world of game development from those who devote their life to it.</p>
<p><a href="http://www.indiegamemag.com/grapple-knight-in-action/" rel="attachment wp-att-116997"><img class="alignleft  wp-image-116997" alt="grapple knight in action" src="http://www.diygamer.com/wp-content/uploads/2013/01/71a9grapple-knight-in-action-460x259.png" width="368" height="207" /></a>Let&#8217;s start with <a href="http://redknightgames.com/grapple-knight-post-eb-part-3-environment-art-overhaul/"><em>Red Knight Games</em></a>, a young studio who are currently developing the platform game <em>Grapple Knight</em>. The team has had been making many an alterations to how the game looks and plays over the last few months and their blogs are a perfect insight into how that development has shifted their focus.</p>
<p>Suddenly changing everything you know, especially on something you&#8217;ve put a lot of time into already, can be a difficult process. That&#8217;s especially the case if it means literally throwing out your existing results and starting over. But the latest blog by the team proves that some times change can be for the better, in this case shifting from a modern visual presentation to a more pixelated, retro art style. It makes for interesting reading, a chance to see things from another point of view from a developer who clearly loves what they do and isn&#8217;t afraid to put in the hard work or try something they haven&#8217;t done before in order to get it right.</p>
<p><a href="http://www.indiegamemag.com/blastpoints-android/" rel="attachment wp-att-116996"><img class="alignright  wp-image-116996" alt="blastpoints android" src="http://www.diygamer.com/wp-content/uploads/2013/01/1c96blastpoints-android-400x300.jpg" width="360" height="270" /></a>From working on an upcoming game to reflecting on how it all went. <a href="http://www.pubgames.net.au/blog/"><em>Pub Games</em></a> released their iOS and Android game <em>Blastpoints</em> recently but came across some interesting hurdles along the way, especially when developing the Android edition as their current blog update explains.</p>
<p>&#8220;There are well over 1500 unique Android devices, all with different hardware specifications, from different manufacturers and different video chips,&#8221; the team explains, going into great detail on the kinds of problems were brought up when developing <em>Blastpoints</em>. They went so far as to break things down into 9 different performance types based on what product the game is playing on at the time and creating an option for players to change that level within the game itself.</p>
<p>There&#8217;s the promise of more insight into the development process over the coming weeks, along with reactions and opinions by the team on Blastpoints success and issues post release. Again, it&#8217;s great to read such a candid and open opinion not just on how the game went, but what went wrong and how the team are devoted to fix the issues they came across.</p>
<p>Finally we come to the video blog, the opportunity for a dev to show more than just a few words or a screenshot or two. Now I realise that the Firemonkey&#8217;s team aren&#8217;t as indie (in name) as they used to be, being an Electronic Arts studio these days, but there&#8217;s still a great level of independent development in Real Racing&#8217;s blood. The below developer diary video is just one of a few the team has uploaded so far, detailing the work put into the newest race tracks within the game:</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='560' height='380' src='http://www.youtube.com/embed/CrntM6JKn5Y?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
<p>
]]></content:encoded>
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		<title>‘Joe Danger Touch’ Prepped For Midnight Launch On iOS</title>
		<link>http://www.diygamer.com/2013/01/joe-danger-touch-prepped-for-midnight-launch-on-ios/</link>
		<comments>http://www.diygamer.com/2013/01/joe-danger-touch-prepped-for-midnight-launch-on-ios/#comments</comments>
		<pubDate>Thu, 10 Jan 2013 13:51:58 +0000</pubDate>
		<dc:creator>Erik Johnson</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[danger-touch]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[devices]]></category>
		<category><![CDATA[joe danger touch]]></category>
		<category><![CDATA[Launch]]></category>
		<category><![CDATA[midnight-launch]]></category>
		<category><![CDATA[pocket]]></category>
		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[touch]]></category>
		<category><![CDATA[][ Games]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2013/01/joe-danger-touch-prepped-for-midnight-launch-on-ios/</guid>
		<description><![CDATA[<div class="box pageBox" id="post-111919" webReader="38.5123089983"><div class="pageHeader singleHeader"><h1>‘Joe Danger Touch’ Prepped For Midnight Launch On iOS</h1><a href="" title="Back" class="arrowMed">Back</a></div><div class="entry" webReader="29.4618834081"><p class="postPreviewMeta">January 10th, 2013 <span class="divider">&#124;</span> By <a href="http://www.indiegamemag.com/author/cupogoodness/" title="Posts by Erik Johnson" rel="author">Erik Johnson</a></p><p class="postPreviewMeta">Tagged in: <a href="http://www.indiegamemag.com/tag/hello-games/" rel="tag">hello games</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/ios/" rel="tag">iOS</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/joe-danger/" rel="tag">joe danger</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/joe-danger-touch/" rel="tag">Joe Danger Touch</a></p><div class="theContent" webReader="33.7128712871"><p><img class="aligncenter size-full wp-image-111961" alt="Joe Danger Touch" src="http://www.indiegamemag.com/media/Joe-Danger-Touch.jpg" width="600" height="400"/></p><p>Joe Danger Touch will make the death-defying leap onto iOS in just a scant few hours. Hello Games revealed as much on their <a href="https://twitter.com/hellogames/status/289036247169630209" target="_blank">Twitter feed</a>, as well as on their <a href="http://www.hellogames.org/2013/01/joe-danger-touch-is-out-tonight/" target="_blank">development blog</a>.</p><p>The updated mobile edition of the downloadable console hit will offer new adventures, over 30 characters, and multiplayer compatible between all applicable apple phones, tablets, and other devices. Word is it’s also more challenging than the PSN/XBLA versions, have a look at the trailer:</p><p>The game is to arrive on Android devices at some point as well, but no official word from the team on when at this time – which may mean tonight, alongside the iOS version, but I wouldn’t really count on it.</p><div class="yarpp-related"><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-111961" alt="Joe Danger Touch" src="http://www.diygamer.com/wp-content/uploads/2013/01/d2a1Joe-Danger-Touch.jpg" width="600" height="400" /></p>
<p>Joe Danger Touch will make the death-defying leap onto iOS in just a scant few hours. Hello Games revealed as much on their <a href="https://twitter.com/hellogames/status/289036247169630209" target="_blank">Twitter feed</a>, as well as on their <a href="http://www.hellogames.org/2013/01/joe-danger-touch-is-out-tonight/" target="_blank">development blog</a>.</p>
<p>The updated mobile edition of the downloadable console hit will offer new adventures, over 30 characters, and multiplayer compatible between all applicable apple phones, tablets, and other devices. Word is it&#8217;s also more challenging than the PSN/XBLA versions, have a look at the trailer:</p>
<p style="text-align: center"><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='613' height='375' src='http://www.youtube.com/embed/SEodWwt5AAA?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
<p>The game is to arrive on Android devices at some point as well, but no official word from the team on when at this time – which may mean tonight, alongside the iOS version, but I wouldn&#8217;t really count on it.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; ‘Joe Danger Touch’ Prepped For Midnight Launch On iOS </a></p>
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		<title>‘Dr. Hex’ Preview – Tower Defense With A Twist</title>
		<link>http://www.diygamer.com/2012/08/dr-hex-preview-tower-defense-with-a-twist/</link>
		<comments>http://www.diygamer.com/2012/08/dr-hex-preview-tower-defense-with-a-twist/#comments</comments>
		<pubDate>Wed, 29 Aug 2012 09:10:00 +0000</pubDate>
		<dc:creator>Kyle Sloka-Frey</dc:creator>
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		<description><![CDATA[Gene Hunter Studios, an indie game company from Melbourne, Austrailia, has recently released their first prototype for Dr. Hex, a tower defense game with a tiny twist towards hex strategy games.  Instead of having the loose structure that typical tower defense games have, Dr. Hex adds a bit more puzzle and rigidity to the equation, [...]]]></description>
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<p><em>Gene Hunter Studios</em>, an indie game company from Melbourne, Austrailia, has recently released their first prototype for <strong>Dr. Hex</strong>, a tower defense game with a tiny twist towards hex strategy games.  Instead of having the loose structure that typical tower defense games have, <strong>Dr. Hex</strong> adds a bit more puzzle and rigidity to the equation, allowing you to change the attack range of each one of your towers based around its hex placement system.</p>
<p>By using this hex placement system, where you decide to put your towers becomes ever more important since you have such limited space to place your towers when you compare it to a majority of other tower defense games.  The strategy part of the hex system makes it so that any towers within one of the blocked off hex areas can only affect enemies that are moving along a path that connects to its area, making placement a key part of <strong>Dr. Hex</strong>&#8216;s gameplay.</p>
<p><a href="http://www.indiegamemag.com/dr-hex-preview-tower-defense-with-a-twist/drhexgameplay/" rel="attachment wp-att-48926"><img class="aligncenter" src="http://www.diygamer.com/wp-content/uploads/2012/08/7838DrHexGameplay.png" alt="Dr. Hex Screenshot" width="607" height="367" /></a></p>
<p><strong>Dr. Hex</strong> is only available as a prototype for now, so it doesn&#8217;t have the best graphics or any audio / music, but its gameplay is fairly solid already and it has plenty of room and time to grow and be refined.  If you want to try it out in its current state, you can check out the <a title="Dr. Hex Prototype" href="http://www.ghstudios.com.au/drhex/game">prototype</a> (but be gentle!  its the first prototype of their first game!).  If you want to keep up with the development of <strong>Dr. Hex</strong> as it happens, you can check out <em>Gene Hunter Studios&#8217;</em> <a title="Gene Hunters Studio Official Site" href="http://ghstudios.com.au/">official website</a>.</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; ‘Dr. Hex’ Preview – Tower Defense With A Twist </a></p>
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		<title>Fireworks: ‘Endless Space’ Landing 4th July</title>
		<link>http://www.diygamer.com/2012/06/fireworks-endless-space-landing-4th-july/</link>
		<comments>http://www.diygamer.com/2012/06/fireworks-endless-space-landing-4th-july/#comments</comments>
		<pubDate>Tue, 26 Jun 2012 23:45:53 +0000</pubDate>
		<dc:creator>Richard Glenn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/06/fireworks-endless-space-landing-4th-july/</guid>
		<description><![CDATA[<div class="theContent" webReader="55.9758374519"><div class="mceTemp mceIEcenter"><dl id="attachment_29901" class="wp-caption aligncenter c2"><dt class="wp-caption-dt"><a href="http://www.indiegamemag.com/endless-space-preview/ss_1037cc176b5042200f42867c7038146246cabb91/" rel="attachment wp-att-29901"><img class="size-large wp-image-29901" title="Endless Space" src="http://www.indiegamemag.com/media/ss_1037cc176b5042200f42867c7038146246cabb91-613x344.jpg" alt="" width="613" height="344"/></a></dt>
</dl></div><p>Space strategy nuts clamouring for an outlet through wish to unleash their inner Captain Kirk can rejoice in the news that the release of Amplitude Studios’ <strong>Endless Space</strong> has been brought forward to July 4th.</p><p>Originally slated for an August release, the game will be launching earlier than expected, thanks in no small part to a hugely successful Beta testing phase through Steam. According to the game’s official PR representative, over 20,000 fans joined the game’s community website in recent months, sparking huge waves of anticipation for the complex 4x strategy mammoth.</p><span class="embed-youtube c3"><iframe class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/lNydu64sFHw?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent" frameborder="0"/></span><p><strong>Endless Space</strong> will see players take charge of one of eight intergalactic races. There’ll be a strong emphasis on empirical micromanagement, with matters economic, military, diplomatic and scientific taking pride of place on the captain’s agenda. In earnest, it’s a tactical scrap for sociopolitical dominance in a galaxy rife with backstabbing, treachery and deceit, much like Europe today. Current affairs, ho!</p><p>The game also marks the first Amplitude entry into the newly-formed Games2Gether scheme, upon which players can keep track of the development team’s ongoing progress with the game, as well as providing them with access to a stream of new updates and challenges.</p><p>Look out for <strong>Endless Space</strong> to hit several digital distribution services, including Steam, for a price of $29.99. More information is available through both the game’s <a href="http://endless-space.amplitude-studios.com/">official site</a> and our <a href="http://www.indiegamemag.com/endless-space-more-races/">recent look</a> at its playable races.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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		<title>Back To The Start: ‘Super Retro Squad’ Kickstarter Campaign Launched</title>
		<link>http://www.diygamer.com/2012/06/back-to-the-start-super-retro-squad-kickstarter-campaign-launched/</link>
		<comments>http://www.diygamer.com/2012/06/back-to-the-start-super-retro-squad-kickstarter-campaign-launched/#comments</comments>
		<pubDate>Thu, 21 Jun 2012 21:24:19 +0000</pubDate>
		<dc:creator>Richard Glenn</dc:creator>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/06/back-to-the-start-super-retro-squad-kickstarter-campaign-launched/</guid>
		<description><![CDATA[<div class="theContent" webReader="54.0029880478"><p><a href="http://www.indiegamemag.com/?attachment_id=36625" rel="attachment wp-att-36625"><img class="aligncenter" title="Super Retro Squad" src="http://www.indiegamemag.com/media/Super-Retro-Squad-613x298.png" alt="" width="613" height="298"/></a></p><p>Here’s a question that, strangely enough, I rarely find myself asking. Why does one make a game? For money? For experience? As a labour of love?</p><p>In Exploding Rabbit’s case, it’s definitely the last of the three. Their conceptual 2D platformer, <strong>Super Retro Squad</strong>, seeks to harness the old-school charm of the 8-bit and 16-bit eras by replicated the simple, addictive formula that made what’s now considered retro gaming to be so endearing. The game will feature a crew of eight nostalgia-laden characters resembling the luminaries of the retro gaming scene, each of whom will offer their own unique gameplay mechanics spread across 40 different levels of platforming paradise.</p><span class="embed-youtube c2"><iframe class="youtube-player" type="text/html" width="640" height="390" src="http://www.youtube.com/embed/Dr9IL7wR9hs?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent" frameborder="0"/></span><p>With the game still in the early stages of development, Exploding Rabbit is looking to garner the support of the gaming community by setting up a Kickstarter campaign. With a goal of $10,000 having been established, financial backers will be welcomed until the scheme’s July 19th deadline, with a $15 donation securing customers a digital copy of the game and a dance video courtesy of Jay, the game’s lead designer. And given that he looks like a cross between Lars Ulrich and Ronnie James Dio, I’d imagine he busts a move or two.</p><p>This isn’t Exploding Rabbit’s first voyage into the retro platformer genre, having previously worked on <em>Super Mario Bros. Crossover</em>. They’re also pretty active on the <a href="http://www.youtube.com/user/TheExplodingRabbit">Youtube scene</a>, where they’ve produced a batch of light-hearted pieces of video entertainment for your viewing pleasure.</p><p>To make a financial contribution to <strong>Super Retro Squad</strong>‘s development, visit its <a href="http://www.kickstarter.com/projects/explodingrabbit/super-retro-squad">Kickstarter page</a> as soon as possible.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/?attachment_id=36625" rel="attachment wp-att-36625"><img class="aligncenter" title="Super Retro Squad" src="http://www.diygamer.com/wp-content/uploads/2012/06/7135Super-Retro-Squad-613x298.png" alt="" width="613" height="298" /></a></p>
<p>Here&#8217;s a question that, strangely enough, I rarely find myself asking. Why does one make a game? For money? For experience? As a labour of love?</p>
<p>In Exploding Rabbit&#8217;s case, it&#8217;s definitely the last of the three. Their conceptual 2D platformer, <strong>Super Retro Squad</strong>, seeks to harness the old-school charm of the 8-bit and 16-bit eras by replicated the simple, addictive formula that made what&#8217;s now considered retro gaming to be so endearing. The game will feature a crew of eight nostalgia-laden characters resembling the luminaries of the retro gaming scene, each of whom will offer their own unique gameplay mechanics spread across 40 different levels of platforming paradise.</p>
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