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

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Shaq-Fu is Getting a Remake

Shaq is back! Big Deez Productions is looking for crowd-funding to develop Shaq-Fu: A Legend Reborn. Shaq-Fu: A Legend Reborn is a remake of the original 1994 beat-em-up, Shaq-Fu, which is regarded as one of..

Source: The Indie Game Magazine – Shaq-Fu is Getting a Remake


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‘Second Chance Heroes’ Devs Shift Focus From PC To iPad

Screen shot 2013-11-13 at 3.40.59 PM

In a statement released earlier today, Second Chance Heroes developer, Rocket City Studios announced that the team has ultimately decided to shift the focus of the game to developing it for the Apple iPad.

Second Chance Heroes, which has been in closed beta for months, has consistently seen updates in the forms of patches and character updates. Earlier in the week, Rocket City Studios revealed that Genghis Kahn would be the final playable character within the game. Over the course of the closed beta, I was able to check the game out, and did a fine amount of monster-slaying as Abe Lincoln and Queen Elizabeth.

The shift in focus means that Second Chance Heroes will officially launch first on iPad, as a free-to-play title.

“A change in platform also means a change in business model,” Rocket City Studios said in the release. “It’s a different world on the App Store, and the approach we’ve taken is unlike any other free-to-play game on the market. We’ll have more details in the coming weeks, but we’re confident that it’ll both satisfy the needs of you as gamers as well as the realities of running a video game company.”

The release goes on to explain that the transition won’t simply be a straight port, but instead will be a complete overhaul that will take advantage of the iPad’s capabilities. Rocket City Studios will reveal more information in the coming weeks.

Rocket City Studios is still hopeful of success on the PC, but as of now they are focused on making the iPad version. Second Chance Heroes still remains on Steam Greenlight.

2ndchanceheroes.com

Source: The Indie Game Magazine – ‘Second Chance Heroes’ Devs Shift Focus From PC To iPad


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Indie Intermission – ‘I Can’t Find My Glasses’ Blind As A Bat

I Can't Find My Glasses s01

Welcome back to another week of searching far and wide for some awesome free indie games that you can play over your lunchtime. Today’s game is I Can’t Find My Glasses and it comes from ElijahT, it’s quite the evil exploration game.

The premise of I Can’t Find My Glasses is somewhat self explanatory as you go about systematically destroying your house trying to find the last place you ended up putting your glasses.

It’s a frustrating predicament for many people and although most people are not this visually impaired it makes for an interesting and highly frustrating concept. Although the house only has a few rooms and all the rooms are rather empty finding the pesky glasses is a troublesome business.

Although the game is simple and rather basic the idea behind the game is novel and rather interesting and with some extra thought could easily be incorporated into a much larger game.

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Average play time – 15 minutes

Even though I Can’t Find My Glasses started to give me a headache as I kept trying to squint at the screen the game is a novel exploration game with some rather interesting ideas.

If you want to see if you can locate these elusive glasses head over and try that now!

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Source: The Indie Game Magazine – Indie Intermission – ‘I Can’t Find My Glasses’ Blind As A Bat


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Indie Intermission – ‘Clockwork Cat’ A Well-Oiled Machine

Clockwork Cat ss01

Today I look at the game that managed to reach number 2 in the latest Ludum Dare and it is quite the cute little platformer. Today’s game is Clockwork Cat from Patrickgh3 which is a cute little platformer that has a constant ten second time constraint for you to move between checkpoints.

Clockwork Cat has been designed in a wonderful pixel art style that creates very appealing visuals throughout the game and helps by adding to the mood of this lazy night trek.

As you are a cat you want to prevent the clock striking midnight as all you want to do is sleep so you must take your trusty wrench and prevent the clock striking twelve so you can get a good nights sleep.

You only have ten seconds however to move between each checkpoint and winding back the clock will also effect objects on the level so there is always that to keep in mind as you try to solve some of this minor puzzles.

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Average play time – 5 minutes

Although the gameplay is not that difficult Clockwork Cat is a fun experience and a short one at that. The game contains some great concepts and beautiful art showcasing the great talent involved when creating the game.

If you would like to give Clockwork Cat ago you can find it online, if you would like to view the Ludum Dare page that can be done here.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Source: The Indie Game Magazine – Indie Intermission – ‘Clockwork Cat’ A Well-Oiled Machine


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Indie Intermission – ‘Mini Hero’ Be A Hero And Beat The Blocks

Mini Hero ss01

After looking through some of the One Game A Month entries for yesterday’s piece I thought it would be appropriate to feature another one here as this event has yielded many awesome little games.

Today’s pick is Mini Hero which is quite the mind bending puzzler from the creative minds of Sharbelfs and Stigmawall which is not only a great concept in itself the artwork is minimalistic but very nice in its own right.

In Mini Hero you are presented with a grid containing specificity coloured squares, each colour has a different attribute with some changing squares either side of it whilst others may changes squares in specific patterns adding to the confusion.

Although at first glance Mini Hero may not appear to be that difficult once you start trying to colour the board you realise there is a very specific order in which you must work with. This makes for a deeply frustrating game but one that is a great deal of fun also.

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Average play time – 15 minutes

Mini Hero is a fun little puzzle game that was created as part of the One Game A Month challenge, and considering the very short time frame Mini Hero feels like a very well thought-out puzzle game.

If you are a fan of puzzler be sure to play Mini Hero online now. If you would like to check out more awesome entries from the One Game A Month challenge be sure to check the site out.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Source: The Indie Game Magazine – Indie Intermission – ‘Mini Hero’ Be A Hero And Beat The Blocks


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Indie Intermission Sunday Round Up: Retro Revival

Indie-Intermission-retro-revival

Hello and welcome to Sunday and my round up of my top free picks for the week. This week has been yet another great week and with the amount of games online the difficult bit is often picking from the vast selection of awesome titles. This week I have picked some older games and some different games but they all have one thing in come, they are awesome.

As always if you want to link to the original article click the title, however if you would like to play the game click the image.

Monday: ’Boredom’ Are You Really That Bored?

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Boredom is a great little game that adopts this amazing minimalistic style and really runs away with it. Although the visuals are crisp and simple the gameplay is highly refined and allows for some great challenges in the unrelenting platformer.

Wednesday: ’This Is Not Sparta’ A Spartan Holiday

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This Is Not Sparta is a fun little title that is very cute and although it has no real story or depth is just a lot of fun. It’s basically an infinite runner but with some great graphics and interesting mechanics really make this a stand out time waster.

Thursday: ’Alphaland’ A Glitch In The System

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Alphaland brings in a lot of really neat ideas creating this pseudo broken game that makes up the majority of the mechanics. Alphaland really brings in many great ideas that I’ve not really seen used very much else where making this one stand out game.

Friday: ’House Of Dead Ninjas’ A New Style Of Kung Fu Fighting

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House Of Dead Ninjas is a game that has been around for sometime and has really generated quite the cult following over the years and it is easy to see why. The graphics style is spot on and goes hand in hand with all the sound choices making for one fun little title that brings back a lot of what we love about generations past.

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 I hope you have enjoyed my run down for the week and have enjoyed playing some if not all of the games I’ve selected this week. If you are looking for a new game to try be sure to come back tomorrow midday for an all new Indie Intermission.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Source: The Indie Game Magazine – Indie Intermission Sunday Round Up: Retro Revival


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‘Divekick’ Kickstarter Fully Funded! And… Cancelled?

Sometimes, you call an easy bet. It’s a sure thing! And then the die lands on one corner, balanced perfectly. I think that just happened here. We reported that the Kickstarter for parody two-button fighting game Divekick was almost certain to succeed not long ago, and it sailed past the $30,000 target without incident. And then they refunded everything.

Before all you Divekick fans go running out in the streets, wailing your lamentations, the game isn’t cancelled. It’s more on track than ever, apparently – the silly people behind the game have found themselves a publisher. Better still, they’re still honouring all the pledges, to a degree – rather than being pre-orders, you’re allowed to submit ‘helpful’ tips to appear between rounds, etching your sense of humour onto this massive, shared joke. You can read the full story on the Kickstarter page itself, but here’s the tip of the iceberg:

“One True Game Studios would like to thank everyone for their offer of support, but we have decided to close the Kickstarter despite reaching our funding goal. The reason for this is simple:  the spirit of Kickstarter is as a creative “last resort,” if there is no way to get your game funded, hit up Kickstarter to see if there’s enough community interest in funding it. Well, we are happy to inform you today that we’ve made a deal with a publisher to help us both finish and release Divekick to the masses! The finished game will be loaded with features and characters, and we are sure you’ll be pleased with the result. Keep your eye on OneTrueGame.com for updates. 

Though we will be canceling the Kickstarter, and thus will not be taking your money, we are going to make good on most of your offers to back us. Though we cannot honor game pre-orders or mail out T-shirts without taking money in, we do want each of the 800+ of you willing to back our game to be able to have some ownership in it. Check below to see your specific backer level and in what way we will honor it, and then check your Kickstarter Private Messages and reply to us to get us the details we request concerning your involvement with the project. “

Sounds like everyone wins. Divekick gets a commercial release, people get something for their pledges – now a show of loyalty, rather than an investment – and One True Game earn themselves a whole boatload of karma – you can fit a lot of karma onto a boat, y’know. Here’s wishing them the best of luck.

Source: The Indie Game Magazine – ‘Divekick’ Kickstarter Fully Funded! And… Cancelled?


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Overgrowth Part 1. The Colour Red

NOTE: This game is in Alpha and does not represent the final and finished product.

Ah, the colour red. The colour of blood, the colour of violence, even the colour of the shards in the mao. Also, the colour of love. The love of my trusty javelin, fists, legs and other things that kill hares and make them show their glistening bright red blood. (Disclaimer. You have just arrived at Mad Hatters Tea Party and this game is in alpha. That means that it crashes at awkward moments and is still being worked on.)

Welcome to my 2 part preview series of Overgrowth. In this post I cover the base game itself. Next time, I cover the great modding and map-making scene for this game.

I recommend that you watch the combat in this video to understand the rest of this post.

Overgrowth is a beat-em-up. By “beat,” I mean pummel and kick violently. By “em,” I mean other hares and occasionally wolves. Finally, by “up,” I mean kick their sorry and lifeless bodies into the air. The video above shows what I mean. However there is a lot more to this game. By “more” I mean awesome stuff that very nice people over at the forums have made.

The combat is extremely polished. For every situation all you need is WASD (move, duh), space bar (jump, AIII-EEEE), shift (crouch, roll), Q (throw) and both mouse buttons. Considering the wide range of options – that isn’t a lot. That, is down to the fantastic engine that does something different each time you charge into combat. The smoothness is outstanding during combat. When fighting is the main point of the game, it needs to be good. If you really want to see how well it is done, press tab. Suuupppperrr slllooowwww-mmmmoooo engaged. The rhythm and the interlocking punches are just beautiful. However I can’t wait for more weapon options. Crossbow please.

Overgrowth has been in development for four years by the team that brought you Lugaru – Wolfire. To sustain such a long development cycle as an indie team you need pre-orders, lots of them. To gain attention and the pre-orders that follow you need something to entice a community. Some of the best map-making tools ever certainly help with this. In the video above, I had to place the weapons and characters in. I can plonk them down somewhere in a matter of seconds. It would be like playing Battlefield and just deciding that the level was slightly boring, then adding tank and a terrorist with an RPG. Not possible. Though it is in Overgrowth.

Feeling more adventurous? Add in buildings or take to Blender to create new objects and character models. This game doesn’t have a lot to it. What’s there however is polished. Nowhere else have I seen such good animations and fighting mechanics. There is loads to this game. Sadly there is no story – yet. The lack of a proper time filling level is also notable. However that is where the community steps in. For my next post I will be taking a look at one or two of the best community maps.

PS. You could have an argument about whether Overgrowth is actually a game and not a tech demo or Hare fighting simulator. Though the ultimate objective in any game is to have fun. I take pleasure in being able to defeat a dagger wielding hare with my bare paws. Therefore this is a game. Disagree? State why in the comments below.

Source: The Indie Game Magazine – Overgrowth Part 1. The Colour Red


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‘Divekick’ Kickstarter On Track For Success, Diving And/Or Kicking

They said it couldn’t be done. No, wait, they said it shouldn’t be done, but they did it anyway. With a whole week left, the Kickstarter fund-raiser for parody fighting game Divekick has passed 93% of the required takings, racking up $28,000 of their needed $30,000 to make the two-button parody of tournament fighting games a retail reality. While this is maybe calling it a little early, it’s fairly safe to say that with 25% left on the clock, they’ll raise another 7% of the money.

Divekick is a joke, direct from the fighting game competitive community. A response to the abuse of dive-kicking characters in competitive tournament play, it distills the action of modern tournament combat into a two-button experience. The original version only had two effectively identical characters, but the upcoming Kickstarter-funded retail edition (set to be priced at $10) will offer a range of characters capable of diving and kicking at different angles and speeds. Thrilling!

More than anything, I suppose this highlights the importance of good marketing and the ability to ride the Zeitgeist when it comes to Kickstarter funding. If an extended in-joke can draw $30,000 in funding without too much effort, then you could theoretically get away with almost anything, assuming a strong enough pitch and a  following wind. It’s a strange new age that indie gaming is entering, and this suggests that we’ve seen nothing yet. Once Steam Greenlight goes live, all bets are off.

Source: The Indie Game Magazine – ‘Divekick’ Kickstarter On Track For Success, Diving And/Or Kicking


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‘Intrusion 2′ Preview – Cold Climate, Hot Lead

Intrusion 2

You know what classic gaming franchise rocks? Contra. It’s also been absent from the PC since the days of CGA monitors, and even then it was one of the worst ports in the history of videogames. Us PC gamers have – outside of emulation – been largely denied the joys of hell-for-leather dashes through biomechanoid chaos, enemy bullets raining down and spectacular bosses around every corner. Enter Intrusion 2 from Russian one-man band Vap Games, first seen in this early playable demo from August 2010, and now rapidly approaching a commercial release.

It would be unfair to describe Intrusion 2 as just a Contra clone. It’s DNA is a tangled nexus of the very best of platform shooting. There’s a strong bit of Abuse in there – lending it the mouse/keyboard control method – and a dash of Metal Slug, giving it a world of chunky, characterful sprites. Most surprisingly, there’s a strong element of Cortex Command at play, imbuing every segmented sprite, character and bullet with a real sense of physical presence. All this from a one-man project built on Flash of all things seems improbable, but this game is shaping up to be something rather special.

Yes, Flash. No, don’t go running for the hills – unlike The Binding Of Isaac, the game uses fixed-size sprites, rather than scaled vector art. The result is a far more CPU-friendly game, and on any halfway modern PC the action will hum along at a consistent 30fps (the framerate cap) with no noticable hiccups or stutters. It’s an impressive technical feat, and in the near-finished preview built that Vap Games have kindly shared with us, there’s even full gamepad support, should you want to plug in a 360 controller for twin-stick style action. No need for Joy2Key this time!

Right now, there’s not much in the way of plot to go on here – it seems deliberately omitted from the preview version. All I can tell for certain is that you’re a man in a snazzy extra-long red scarf (it billows dramatically in the wind!), fresh from the battle at the end of the original Intrusion and paradropped into a frozen wasteland full of masked soldiers, murderous robots and the occasional jumbo-sized rideable mutant megawolf. Naturally, you do what comes naturally to any red-blooded (or scarfed – ask Strider Hiryu) action hero would do: keep blasting until there’s nothing standing but you.

We’re not looking at the next War and Peace of gaming here (especially as there’s not much peace to go around here) – the game weighs in at 9 levels long, three of which are entirely devoted to massive multi-stage boss battles that put almost anything Konami have made recently to shame. Each level is fairly lengthy as far as platform shooters go, and the semi-regular checkpoints come in handy, especially on the unlockable Hard mode, which adds more enemies and traps to be aware of. Still, compared to any classic Contra game short of the recent Hard Corps: Uprising, it’s of respectable length.

The graphics are – as you can see in the trailer and screenshots – exceptionally impressive for a solo project. The sprite art is detailed and the animation is smooth. The humanoid ragdolls aren’t quite the most convincing thing ever, but it’s a small price to pay for an animation engine that can convincingly render a sword-tailed robo-chimera capable of fighting from any surface. Audio-wise, it’s pretty spartan at the moment. Satisfying enough retro-gaming gunfire and explosions, but nothing to write home about. Music is sounding much nicer, though, and outside of a couple of tracks that don’t yet loop correctly, it’s all good stuff courtesy of Russian metal outfit Android. Perhaps not quite as much manic guitar-shredding as I’d like… but I’m a strange one.

This one is definitely one to keep a close eye on. The final version isn’t due out for at least another month, and there’s still some tweaking and tuning to do on it before a definitive review can be scribbled down for your delectation. In the meantime, feel free to check out the original Intrusion over at Newgrounds. It’s a bit aged and not nearly as pretty as the sequel, but very solid for a free browser shooter, and it’s ending links directly into the start of the commercial sequel.

You can take your dribbling mouths from here over to the official Intrusion 2 website for more glorious information about the game.