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

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Indie Intermission – ‘Demonrift TD’ Not Your Standard Tower Defence

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Since I have been doing this daily column there is one genre that I have actually managed to avoid for the most part, even though it makes up a rather big percentage of online indie games. I am of course talking about the much loved tower defence genre and even though there is so much competition in this market I think I’ve found a very special one here.

Demonrift TD is a game that has been developed by Menara and offers a bit more than just a rather average tower defence game, by including a strong narrative and some interesting overarching resource management Demonrift TD is a very well designed tower defence game.

A key point in Demonrift TD is as you progress through the game world and take over towns you are able to collect resources from these places each turn. You must then spend these resources on various upgrades  that will determine just how well you do on the following levels.

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Average play time – Less than an hour

Demonrift TD features a great deal of content that fits together very well, it is easy to see just how much time has been put into the game. Demonrift TD offers much more than just a mediocre tower defence by giving you strategic resources to manage, spending them on upgrades that really adds another level to this game.

To play Demonrift TD head to Kongregate and see just why this tower defence shines above the rest.

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 – ‘Demonrift TD’ Not Your Standard Tower Defence


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‘McDroid’ Interview with Laurent Lavigne of Elefantopia

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IGM had a chance to chat with Laurent Lavigne of Elefantopia on his hectic tower defense game, McDroid. McDroid is a gorgeous cel-shaded tower defense and 3rd person action adventure game where you collect strawberries. The game is currently still in Beta and available for PC, Mac and Linux.

When did you start developing games? What got you into programming and designing?
I started when I was 10, made a few rooms in a first person adventure game on my TI 97, then at 15, I completed the graphics for a game that was inspired by RTYPE, horizontal shooter with wave gun and modular weapon system in the back that doubled as a shield. Sold it to Thalamus, the company went under before the game became anything more than one level on the Amiga but it was a really fun level.

What game inspired you to make games?
RTYPE but MULE and Gauntlet are close second, what am I saying, Marble Madness and Buck Rogers, The Pawn, Tass Time… they all build such a rich canvas of feelings.

What is your favorite indie game right now that you are playing? Why?
I am not playing any indie game at the moment, the free time I have I dedicate to McDROID and the real world. But I did spend hours on FTL and loved it, it was scratching that grinding itch and showed me some really tight gameplay and subtle bindings I’ll re-use.

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Source: The Indie Game Magazine – ‘McDroid’ Interview with Laurent Lavigne of Elefantopia


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Indie Intermission – ‘Bat Country’ Giant Mutant Bats Can Put A Damper On Your Day

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This week seem to of mostly focused on the rather simplistic pixelart arcade games and today fits into this idea rather nicely. Bat Country by Greg Sergeant is a point and click helicopter shooter that is almost entirely mouse controlled and contains a rather interesting running narrative and bats… lots and lots of bats.

In Bat Country you take control of a helicopter and must make it through the four levels whilst avoiding the rather large and sinister looking bats that keep flying at you in an attempt (I assume) to clog up your rotary blades with bat entrails.

The game follows some very basic pixelart style with rather standard simplistic backgrounds, but everything comes together rather nicely to give Bat Country a genuinely retro arcade feel that is just brilliant, showing that sometimes the best ideas are the simplest.

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Average play time – 20 minutes

Bat Country is an intensely challenging game that throws everything it can at you from start to finish. Unrelenting yes, but the game does contain a suitable amount of variety and story that you are compelled to play through the levels and exterminate all these massive bats.

Bat Country can be played online on Greg Segeant’s site.

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 – ‘Bat Country’ Giant Mutant Bats Can Put A Damper On Your Day


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Amidst Sucessful Kickstarter Campaign, ‘Battle Worlds: Kronos’ Pushes Momentum For Greenlight Approval

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With over twenty days left for the Kickstarter campaign, KING Art Games is sitting comfortably above the goal they initially set. The current count has Battle Worlds: Kronos sitting just above $165,000, which is $4,500 over their starting goal. Now, the developers are trying to keep their momentum going, by pushing for success on Steam Greenlight.

Earlier this week, Valve revealed they would announce the next batch of titles to be Greenlit on Steam on April 17th. KING Art Games undoubtedly would love to see Battle Worlds: Kronos included in that announcement, and seeing the success that they found with the Kickstarter Campaign (fully funded within seven days), being approved for Steam in twelve days doesn’t seem like such the impossible feat.

“We’re blown away by the support we’ve already received on the Greenlight campaign; it’s great to know we have so many committed people behind us on this,” Said Jan Theysen, Creative Director, KING Art Games. “We’re expecting to reach our first Kickstarter stretch-goal very soon, so that with the help of our loyal backers and community, we can bring an even more amazing experience to Steam.”

On Wednesday, KING Art Games posted a new update to the Battle Worlds: Kronos Kickstarter campaign page, featuring the Greenlight announcement, as well as the second video in their Battle Worlds Academy tutorial series.

The developers plan on providing Steam keys to Kickstarter backers, if the game becomes Greenlit, at some point in the future.

“We talked to some other developers with Kickstarter and Steam experience and it looks like we’ll be able to provide enough codes for every backer interested… if we get on Steam, so please vote,” KING Art Games said in the newest Kickstarter update.

Visit Battle Worlds: Kronos on Kickstarter, and visit the game’s new Greenlight campaign page. KING Art Games has setup a donation method through PayPal, if that is preferred, which can be found on the game’s official website.

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Source: The Indie Game Magazine – Amidst Sucessful Kickstarter Campaign, ‘Battle Worlds: Kronos’ Pushes Momentum For Greenlight Approval


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Indie Links Round-Up: Spin The Wheel

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Today’s Indie Links include six top ten lists, and nine top five lists. So… I guess you can pick your top five or ten top ten/five lists, if you really want to.

The Joystiq Indie Pitch: Ravaged (Joystiq)
“Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, 2 Dawn Games’ Carsten Boserup talks crowdfunding and indie publishing with his Steam game (now on sale!), Ravaged.”

Little Inferno (Indie Gamer Chick)
“Tis the season of gifts.  Or, if you want to be a killjoy, the season to burn toys in a fireplace.  That’s the idea behind Little Inferno, an independent game for the Wii U.  It’s by the guys behind World of Goo, which was probably the best digital-download game on the original Wii.  But World of Goo got by on being a quirky, addictive physics-puzzler.  Little Inferno, on the other hand, feels like the type of time-sink you would find on the iPhone market.  In fact, there are lots mechanical issues with Little Inferno that make me think it started life as a micro transaction-oriented mobile game, like Doodle God for arsonists.  Only such games typically cost $1 or less and make their money by nickle-and-diming you to speed up the gameplay.  Little Inferno charges you $15 upfront, and keeps the action nice-and-slow.”

Top 10 Best Indie Games of 2012, Honorable Mentions and IGR’s Most Anticipated Games of 2013 (Indie Game Reviewer)
“At IndieGameReviewer.com, we began compiling our Top Ten indie Games 2012 edition sometime around June. This is because we wanted to remember the impact of the games that came out in the first half of the year, and from that point forward, we looked at every game that crossed our path with the same consideration, regardless of its size…”

Music of the Spheres – Mathematical Beauty in Action (Independent Gaming)
“What kind of person are you, that you hunt angels?! Er, sorry. Music of the Spheres is certainly a simple concept at first glance, and is always interesting. But it gets more complicated. The theme certainly isn’t angel genocide, but something much more beautiful.”

Live Free, Play Hard: The Week’s Finest Free Indie Games (Rock, Paper, Shotgun)
“First off, lists are bullshit. But these are indie games, not some Triple A Shooter that everyone knows about already, so we threw together our top 5 in the following categories to entice you to take a second look at some of the best games of the year.”

Top 10 Indie Horror Games of 2012 (IndieGames)
“Horror, just like humor, is an ancient, fickle and hard to tame beast. Going beyond mere jump-scares and evoking the feeling of proper fear can be particularly tough, but more than a few indie developers seem ready to tackle such tasks. This particular roundup hopes to cover the best and, well, most scary horror releases of 2012 and is featuring both freeware and commercial titles for a variety of platforms.”

The Sequel To The Best Reverse-Tower-Defense Game Is Superb, If Barely A Sequel (Kotaku)
Anomaly Korea is actually very, very much like 2011′s Anomaly: Warzone Earth, the reverse tower-defense game. You still command a slow-rolling column of tanks and transports through a maze of evil enemy towers. You can still map out your route through the city streets using your fingers. You can still tap special power-ups into existence to briefly buff your vehicles or baffle your foes. You can still kill towers, collect money and upgrade your vehicles. You still need to get to a goal point with some vehicles. The game still checkpoints, makes you think, plan and re-plan, getting tough nice and quickly.”

Skulls of the Shogun Devs Interested in Cross-Platform Purchase Promotion, But Microsoft Can’t Yet Do It (Polygon)
“Buy one version of Skulls of the Shogun, get another for free? Developer 17-Bit would like to make that happen, but CEO Jake Kazdal told Polygon that the indie studio is hamstrung by Microsoft — the company doesn’t have anything like Sony’s PlayStation 3/PlayStation Vita Cross Buy promotion set up across Windows 8, Windows Phone, Windows RT or Xbox Live Arcade titles.”

Source: The Indie Game Magazine – Indie Links Round-Up: Spin The Wheel


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Kentucky Route Zero and Cardboard Computer featured in Issue 31 on SALE NOW

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The Indie Game Festival Awards are at the end of this month and in this issue we talk with Cardboard Computer about their grand prize nominated game, Kentucky Route Zero. There’s also a hands-on preview of Kentucky Route Zero Act I along with other previews such as Path of Exile. Read reviews of Skulls of the Shogun, Antichamber, Primal Carnage and Croizleur. Other feature articles include Comedy in indie games, and interview with Sakevisual about Yousei, Symmetry in Game Design, and an Editorial on the Land of Indie. Stay up to date with the indie game scene by grabbing this issue of the indie game magazine.

Here’s a quick walk through of all our purchase options.  So just answer these questions to find the right purchase link. If you are interested in subscriptions, please click the link here and check them out!

Do you want this Issue in Print or do you want a simple PDF download link?

If you answered Yes, Magcloud is where you want to place your order.  You can order a direct PDF download or a Print issue from Magcloud.  Ordering in print comes with a free PDF version of the issue as well so there’s no waiting!

Issue 31: March 2013

By Mike Gnade in Indie Game Magazine

30 pages, published 3/1/2013

The Indie Game Festival Awards are at the end of this month and in this issue we talk with Cardboard Computer about their grand prize nominated game, Kentucky Route Zero. There’s also a hands-on preview of Kentucky Route Zero Act I along with other previews such as Path of Exile. Read reviews of Skulls of the Shogun, Antichamber, Primal Carnage and Croizleur. Other feature articles include Comedy in indie games, and interview with Sakevisual…

Do you want to read the Magazine on your iPhone/iPad?

If you have an iPhone/iPad, you can grab our App for Free and download individual issues.  You can buy future issues or get a subscription from right within the App.  Plus the app allows us to embed some sweet indie game videos, trailers, and reviews – which is pretty cool.

Source: The Indie Game Magazine – Kentucky Route Zero and Cardboard Computer featured in Issue 31 on SALE NOW


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‘Double Eleven’ Announce Entrance Into Indie Publishing On PSN

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Friday Double Eleven, the studio behind the successful Little Big Planet PS Vita release issued a statement on their website stating they are going to venture into video game publishing.

In their statement they talk about how independent studios focus largely on the PC, iPhone and Android markets, however see very little presents on the PSN store. It is indeed true that the PSN has not seen a great deal of indie titles over the years and has somewhat lost that market to Microsoft, making this is a rather interesting move to say the least.

Double Eleven however are hoping to change this in the hope of bringing some of the best indie developers to the PSN. They state in their blog that indies are “…missing out on the huge 100 million strong PSN membership.” and claim they can greatly increase the audience size by bringing their titles to the PSN.

It’s very interesting to see Double Eleven looking to bring more indies over to PlayStation and begs the question; are they are working on behalf of Sony. It is of course no surprise to anyone that Sony have over the past year have been trying to improve their PSN service in an attempt to draw more people away from competition, and in my opinion it has been working well.

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With the amount of free game giveaways and goodies Sony already offer on the PSN is it really much of a surprise they are making a move on the indie market. This feels like a pre-emptive strike from the Sony camp in-line with the next generation of consoles, no doubt Sony has seen how lucrative the indie market is becoming and wants in.

This revelation from Double Eleven is an interesting one and does raise a whole host of new questions about this new publishing venture. For me the most prominent question is have Double Eleven struck up a deal with Sony to do this?

With 2013 promising to be another huge year for indie developers how will this move to bring indies on to the PSN effect the indie market? And can they compete with the likes of Microsoft and Valve for this heavily contested market? Be sure to leave your comments below.

to read the full post check out Double Eleven’s official site.

Source: The Indie Game Magazine – ‘Double Eleven’ Announce Entrance Into Indie Publishing On PSN


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‘Dynamite Jack’ Coming To iPhone Tomorrow – Buy On iOS, Get A PC Copy Free

Now here’s a surprisingly nice piece of news. Stealthy demolition game Dynamite Jack has already been a reasonable success on PC and iPads, but is now making the jump to Apple’s smaller, even more handheld device. It’s not going to be a separate release, but rather a Universal upgrade to the existing iPad edition. While that’s nice news in of itself, here’s something nicer: For 48 hours after the launch of the updated build (Happening tomorrow, 9th of August), any existing owners will get a copy of the PC version completely free, both in DRM-free and Steam formats. Here’s the official blurb, straight from the developer’s mouth:

Dynamite Jack is coming to the iPhone this Thursday!  I’ve made it a Universal update to the iPad version.  What this means:
 
- ALL features included: the main game, the map editor, and all the community maps
- Community maps now include 250+ new maps to play!
- Price $2.99
- Release: Thursday, Aug 9
- Universal update: all iPads, iPhone / iPod touch 3rd gen and newer
 
So here’s the special launch promotion: for 48 hours following the launch, I’m going to have a big link in the “Community Maps” section to a page where all iOS players can get a code to download Dynamite Jack DRM-Free for Win/Mac/Linux AND get a Steam code for Win/Mac.  I always get a handful of emails from people saying “I bought it on the iPad, can I get it on the PC free?”, so I figure, hey, this is a great way to sort that :)
As a bonus piece of good news, that Community Maps section apparently boasts over 250 fan-made levels. Nothing to be sniffed at. And here’s a trailer, just in case you’ve forgotten what the game looks like:

It’s great to see a developer embracing multi-platform development this much. It really does seem to be the big new thing, and the willingness to give away other-platform versions is heartening to say the least. You can read more on the official site here. Those with the iOS version, make sure not to miss out on that free deal starting tomorrow.

Source: The Indie Game Magazine – ‘Dynamite Jack’ Coming To iPhone Tomorrow – Buy On iOS, Get A PC Copy Free


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‘Pactap’ Launch Trailers Exorcised

To celebrate the release of Pactap: Capture the Ghosts for iOS devices, Codespot has released a launch trailer and several minutes of gameplay footage. Pactap is a touch screen game that brings Pacman and Xonix together as one. Players must cut off chunks of the screen in order to capture ghosts, and uncover coins and items. The trailer gives a quick taste of the game fundamentals and mechanics along with a look at some of the extra items that can be unlocked along the way. The gameplay video features a whirlwind tour through three minutes of the game. This covers 11 levels along with a glimpse of how the store and item systems work.

Pactap features a Classic and an Endless mode. The Classic mode features 20 levels in total. There are different ghost types with unique abilities, but the main challenge is that more of the horde is unleashed as players progress through the game. As you would expect from the name, the Endless mode features an unlimited number of challenges and tests for players. Along the way, players earn coins by vanquishing ghosts and can use these to purchase items to assist them along the way.

Pactap: Capture the Ghosts is now available on iTunes for $0.99, or $1.99 for the HD version. The game is compatible with iPhone, iPod Touch and iPad. Codespot can also be followed on Twitter for developments regarding upcoming games.

Source: The Indie Game Magazine – ‘Pactap’ Launch Trailers Exorcised


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Issue 23: July 2012 is Available Now

In this explosive issue of IGM, we interview the veteran game developers behind the upcoming RTS game, March of Oz, take a look at all the upcoming indie games for Nintendo’s Wii U, preview Intrusion 2, Cardinal Quest 2, and Steve Swink’s Scale and review a ton of awesome new independent games. Check out our reviews for Splice, Home, Ether Vapor, Velocity, Gratuitous Tank Battles, McPixel, Tiny and Big, Indie Game the Movie and more all in this colossal 46 page issue.

This is our first monthly issue and it shows off what we can do when we’re not bound by a page count to make print subscriptions financially feasible.