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

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The ‘Green Light Bundle’ Wants Your Votes

Well, this is a bit more like it. Another indie discount bundle steps up to bat, and this one has a cause behind it: Getting a better distribution deal. 8 games, most formerly iOS/Android releases, all bundled together with an eye to raising interest in them for when the Greenlight indie fast-tracking system launches on Steam later this month.

It’s a two-tier kinda deal here. Four games for $1 or more, another four if you pay $5 or higher. It’s a generally solid bunch, even if none particularly set my world on fire. In the $1-$4 bracket, we’ve got one-button puzzler Ichi, shamelessly Super Crate Box-ish Muffin Knight, cute time-attack platformer Dino Run SE and Syder Arcade, which is a pretty polished attempt to bring Amiga-style shooting back to PC.

The second-tier of games is all formerly-iOS releases, I believe. First is arcade hack n’ slasher Samurai 2: Vengeance, monochrome platformer Gunman Clive, rather more colourful 3D platformer Paper Monsters and twin-stick shooter Guerilla Bob. Solid games one and all. No timeless classics, but an enjoyable lineup.

All eight games are for both Windows & Mac PCs, and are all DRM-free. There’s no charity tie-in here – this bundle is entirely focused around increasing the profile of these games in order to help bump them up the public rankings once the Greenlight service launches. While there’s a great many digital distribution sources out there these days, it’s a sad fact that a lot of gamers have a ‘No Steam, No Purchase’ policy, so getting your on Valves ubiquitous storefront is a major boon to commerical viability.

The Green Light bundle is available now, and the Steam Greenlight service launches soon. Share your thoughts on the games below, and do make sure to vote for them once you can if you like them. Indie developers need to eat to make games, y’know.

Source: The Indie Game Magazine – The ‘Green Light Bundle’ Wants Your Votes


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‘StarLife’ Preview – A Promising Glimpse Of What’s To Come

StarLife is an upcoming 4X (a space empire type of game, standing for explore, expand, exploit, and exterminate), by Purple Orange Games.  We got our hands on the Alpha 0.4 version of this game, and it was pretty good.  The only dialogue in the game occurs between you and your computer / menu (who has a fairly good sense of humor), which you use in a DOS command prompt style to decide what to do.  There isn’t a ton to do at this point in the game, since it is only an early Alpha build, so you essentially just start your game and play through the two levels provided within StarLife.

The gameplay itself is a top-down, turn-based, hexagonal style of play, reminiscent of Warhammer (for those of you who have played the table top game 40K).  Currently the game isn’t great to play, but it has tons of room to pan out as its development continues.  You control your ship just as you might expect from a turn-based strategy game, first moving within your ship’s movement radius, then choosing an enemy within range to attack.  After completing all of your available moves, you then end your turn, and your enemies turn begins.  The graphics are solid (and in some cases, such as the main menu, exceptional), and the concept art that I’ve seen looks even better.

StarLife is definitely going to be a game to watch out for. While its current Alpha build may not be the greatest thing you’ve ever seen, if the game continues in the direction talked about in the dev blog and shown within the concept art, then prepare to lose hours of your life into its universe.  If you want to find out more about StarLife, make sure to check out their official website.

Source: The Indie Game Magazine – ‘StarLife’ Preview – A Promising Glimpse Of What’s To Come


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New Screens for ‘Super Puzzle Platformer Deluxe’

Perhaps some of you remember the announcement of Super Puzzle Platformer Deluxe back in December of 2011 or maybe you have forgotten about it by now. Either way, this is good news — and some good indie game eye candy — as Andrew Morrish has published some awesome new screenshots for the upcoming PC release and they look mighty fine. What exactly is Super Puzzle Platformer Deluxe? Well, it’s a game that seemingly combines several things we love: platforming, shooting, and Tetris-like match-3 gameplay mechanics.

Its first iteration, entitled Super Puzzle Platformer, is Flash-based and playable for free in your web browser (CAUTION: It might take you a few minutes or hours, because it can get uncomfortably addicting). I recommend that before you try it, you finish doing whatever else it is you have to do. That’s what I’m doing now: Super Puzzle Platformer Deluxe is a bigger, badder, and more wholesome version of the original Flash-based concoction, adding things such as multiplayer, new levels, obstacles, characters, guns, and more. Its pixelated and colorful art design bears resemblance to Super Crate Box, but that’s not to take away from its very own unique twist in the match-3 department.

Slated for a PC release, one must wonder where else the game will end up, because it deserves to be iOS and Steam-bound, at the very least. Its multiplayer components (and hopefully achievements and leaderboard support) should fit right at home with Steam and Game Center, but thus far Morrish has only confirmed the game for PC. Stay tuned on this one, it’s going to be a whole lot of fun. Here’s proof:

Source: The Indie Game Magazine – New Screens for ‘Super Puzzle Platformer Deluxe’


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‘Chronicles of a Dark Lord: Episode 1 Tides of Fate’ Goes Live This Month

Indie developer, Kisareth Studios, is getting ready to launch a revamp of their game, Chronicles of a Dark Lord: Episode 1 Tides of Fate.  On August 31st, 2012, this new updated version of the game will be available for Windows platforms.  Kisareth Studios assures that Chronicles of a Dark Lord: Episode 1 Tides of Fate, will have a ton of new changes.  Included is a complete overhaul of the game’s coding, the creation of brand new artwork for the game, fixes for several bugs, and the creation of a new theme song, titled “Day to Fall”, by singer-songwriter Marielle Thomas (part of the Pittsburgh-based Alt. Rock band, Runway).

Chronicles of a Dark Lord: Episode 1 Tides of Fate is a traditionally styled, turn based RPG, with 8-bit inspired graphics.  This game has a unique graphical style (as well as a good story), bringing a dark edge (in the style of Castlevania) to the world of 2D, tile-based RPGs.  The revamping of the first game in the Chronicles of a Dark Lord series looks to be what hopefully is a move towards the recreation of all three parts of the series.

If you like old school RPGs with a bit of a twisted edge, then make sure you check out this game when its released.  Chronicles of a Dark Lord: Episode 1 Tides of Fate will be available on August 31st from Gamersgate, Gamefly, Indievania, Indiecity, and Direct2Play, as well as being available for download from their website (where you can also download a free demo of the game).  A price has not yet been announced.

Source: The Indie Game Magazine – ‘Chronicles of a Dark Lord: Episode 1 Tides of Fate’ Goes Live This Month


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Spy Friction – Blendo Games’ ‘Thirty Flights Of Loving’ Released

It’s the little surprises that make indie gaming so fun to write about, and I don’t think there are many things more surprising than 2008′s first-person arthouse  spy adventure Gravity Bone getting a sequel. For those who haven’t played the original Gravity Bone, it’s probably a good idea that you rectify that right now. It was an experiment in first-person storytelling. A short spy story with a charmingly minimalist art style, fantastic music and some cleverly used cinematic techniques that don’t really get much use in videogames.

It also ran on a freeware, open-source variant of the Quake 2 engine. Recycling in action! It’s been a long time since Gravity Bone was released, and a sequel just seemed improbable now that Blendo Games have moved on to more commercial outings. Even more improbable is that the Idle Thumbs podcast (recently revived via Kickstarter) would offer to fund a Gravity Bone sequel as a stretch goal. But they did, and here we are. Here’s the trailer:

Thirty Flights of Loving is yet another piece of first-person, experimental arthouse gaming with a sense of humour befitting a Blendo production. A short story (maybe a quarter-hour long) about the events surrounding a grand heist, it’s difficult to say whether it’s worth the $5 asking price but there’s been no shortage of praise for it so far. Those who backed the Idle Thumbs kickstarter to the tune of $30 or more should have received their invitation back to the exotic the intriguing Neuvos Aires, but the rest of you can grab the sequel either direct via the official site or Steam.

Thirty Flights Of Loving is currently for Windows PCs only, and the combination blocky-headed characters and a Quake 2-derived engine should ensure that it runs on just about anything faster than a pocket calculator.

Source: The Indie Game Magazine – Spy Friction – Blendo Games’ ‘Thirty Flights Of Loving’ Released


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‘The Football Playbook’ – Innovative Sports Based Puzzler

Football Playbook  Title Screen

Self described as a “digital collection of tactical puzzles”, The Football Playbook is a clever mix of a point and click puzzler, with the theme of, well, a football playbook (since we have a large American audience, let me make sure to point out that when we talk about football here, we mean soccer).  Each puzzle begins as a snapshot of a possible football scenario.  The main objective in the game is to get the football from the onscreen goal keeper to the striker (represented in the style of a true football playbook).  Essentially, you direct a team of players from a top down perspective, coordinating them in order to achieve the end goal.  Everything that you can do is based out of football, including the use of passing, timing, movement, and positioning.

The Football Playbook is also extremely similar to how actual soccer is played, making it a great game for players who might want to get some tactical practice (and coaches as well).  This game isn’t just for lovers of Football though, with intensely interesting puzzles and a great user interface, fans of puzzle games in general will find entertainment.

Football Playbook Screenshot

The game currently includes over 40 increasingly difficult puzzles for the user to play through, and is only available for the PC currently.  It became available on August 13th, 2012, and you can get it for £4.99 on The Football Playback website directly from the developers.  There is also a fully playable demo (although with limited puzzles) available from the same site.  If you like Football and puzzles, then definitely check this game out.

Source: The Indie Game Magazine – ‘The Football Playbook’ – Innovative Sports Based Puzzler


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‘Hotline Miami’ Hands-On Preview

Seldom has the term ‘Videogame violence’ been so appropriate. Hotline Miami is a game about the kind of stylized neon hyper-aggression that you can only get in videogames. A clean and orderly building becomes a canvas, and in a frenzied burst of activity, you paint it with redder-than-red blood and slightly-too-purple brains layered over turquoise shirts and sharp white suits, all while flashing score indicators leap out of the bodies of your fallen foes, and a score multiplier creeps higher and higher with each brutal, successive murder.

Hotline Miami is the first commercial outing by prolific punk game developer Cactus. Teamed up with graphic artist Dennis Wedin and published under the surprisingly indie banner of Devolver Digital, it’s probably safest to describe the game as a tactical shooter after an all-night cocaine binge. We won’t spoil anything about the rather mysterious storyline, but you can look forward to stepping into the shoes of a very dangerous man with a collection of rubber animal masks, who travels around Miami by night, massacring whole buildings full of heavily armed thugs.

The controls are tight – mouse to aim, WSAD to move and the space bar is all you need – and the gameplay is laser-focused. The current preview build only contains about half the levels and presumably not all of the gameplay elements that’ll feature in the full game, but it’s plenty to get a handle on how it works. Your goal is to kill absolutely everything and everyone that moves across a series of buildings – many with multiple floors – using whatever weapons you can scrounge up on the premises. The big twist is that unlike most action games, you’re just as fragile as the enemies. One good hit and you’re dead, and the enemies are just as fast and twitchy as you are, too.

Your only two advantages are that the enemies move in predictable fashion (each of the handfull of enemy types – white-suited grunts, attack dogs, heavier soldiers, etc – sharing the same AI), and that you’ve got an omniscient overhead view of the level. You’re unarmed, and you know that behind that next door is a medium-sized room with two enemies in. One has a baseball bat, standing in the center of the room, and the other guy is patrolling with a shotgun. If that gun goes off, everyone in the area will hear it and – as there’s three guys with rifles just across the hall – almost certainly kill you, so you time your attack just right.

You wait for the perfect moment and kick the door open, smacking the shotgunner full in the face as he passes by. He falls over and drops his gun, but he’ll be up in a moment. The guy with the baseball bat pauses for a fraction of a second as you charge in, long enough for you to get in a punch. He falls too. You grab the bat, straddle him and smash his skull open. The shotgunner has picked himself up, though, and grabbed his gun. Not having the time to cover the distance, you throw the bat, knocking the shotgunner down again, slumped against the wall. This time, you finish him with a boot to the face.

That’s three seconds of gameplay, spanning just one, simple room, and you’ve got another six ahead of you on this stage alone. Any pause, mistake or hesitation would have meant instant death, and put you back at the start of that floor. It’s hard to be frustrated even when you can die so easily, though – the game drops you back into the action as fast as Super Meat Boy or Trials – and there’s fun to be had in experimenting with different approaches, different playstyles and different routes through each area. There’s very rarely just one ‘correct’ solution.

There’s a complex scoring system, unlockable masks (each with a small but useful character perk attached) for hitting certain point quotas, and some clever variety in the levels themselves. The whole thing is incredibly tightly designed, and held together by an aesthetic that not only works in the games’ favour, but accentuates each kill and death by depicting it in the most garish, lurid palette possible. The music is rather brilliant too, as you can hear from the gameplay trailers.

There’s been a lot of hype surrounding Hotline Miami, with it already winning ‘best of show’ and ‘audience favourite’ awards at trade-shows. Now that I’ve had a chance to play it, I can see why people are so excited. Keep your eye on IGM for a full review once we get our hands on the final build.

Source: The Indie Game Magazine – ‘Hotline Miami’ Hands-On Preview


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Interview with Ben Mallahan, Lead Designer of ‘NEStalgia’

With NEStalgia looking to succeed in Steam’s upcoming Green Light system (you can read about their campaign in our previous article), we took a moment to ask Ben Mallahan, the Lead Designer of NEStalgia, a few questions.

A lot of gamers are curious about how a developer’s lives change after releasing a successful game, Ben Mallahan had this to say when asked how his life has changed since the release of NEStalgia:

NEStalgia started as a hobby project in every sense of the word. My team and I are not game designers by trade; NEStalgia was just something we worked on for fun in our free time. I always hoped that the game would find an audience, but at the time my definition of “audience” was much smaller than what we ended up encountering on release day last year. Since that time NEStalgia has become a legitimate job for me. I’ve still had to do plenty of freelance work on the side in order to pay the bills (I’m a writer and film editor), but NEStalgia has been profitable enough to justify my efforts. I essentially swapped careers after NEStalgia’s release last year and have been focusing mostly on game development, and that switch has certainly taken some getting used to.”

A successful transition from hobby project to almost full-time paying job is pretty much the dream of most indie developers.  Gamers and other developers would want to know, what was your favorite part about working on a fairly successful game like NEStalgia?

“My favorite part is really just the process of designing and implementing new stuff. I love taking a system that I’ve outlined on paper and making it come to life in the game. I’d equate it to the feeling of building stuff with Legos as a kid – the process itself is just really fun. We recently added an entirely new “Companion” system to the game which allows solo players to recruit monsters to fight alongside them. I probably created 30 different iterations of mock ups for how to re-design certain menus in the game to accommodate the new companions. Although that sounds tedious, that’s exactly the type of thing that gets me excited about doing this. I really get a kick out of working through those types of design challenges until things are just right.”
The Steam Greenlight system is likely to be extremely cutthroat upon its initial release.  Do you think the community will help make your Greenlight campaign successful?
“We have a very dedicated and enthusiastic community of players. A good example of that is our artwork contributions board, which is a place for artists within the NEStalgia community to submit new sprites either on spec or for a specific job that we’ve requested. In the past year we’ve been able to do almost a complete graphical overhaul of the game with beautiful new artwork, and the kicker is that most of the artists would not accept monetary compensation for their work. Somehow simply being a part of the NEStalgia effort and having ownership over their own little corner of the the game was compensation enough. In other words, there is a real feeling within the community of “we’re all in this together”. That’s why I believe that if any community for an indie game is going to have success on Steam Greenlight, it’s going to be NEStalgia’s.”
Sounds like you’ve got a solid chance of success.  I’ve seen the community behind NEStalgia, and they are definitely very supportive.  What will you do if NEStalgia does get accepted for Steam?

“I’ll be absolutely thrilled if our campaign is successful, but there will still be a lot of work to do. I definitely won’t take anything for granted – simply having a game listed on Steam doesn’t automatically ensure success. If Steam does lead to a lot of new players (and new sales), the first item on my agenda will be hiring someone to help manage the customer service end of things full time.”

With a large community already, and an increase of players expected to come from Steam as well, its going to be tough to decide how things will run from here on out.  Are you planning on any changes (gameplay, subscribers, etc.) when moving to Steam?

“Yup. What will most likely happen is that NEStalgia will become a downloadable game that allows players to host their own private or public servers. Right now we maintain all of the game’s dedicated servers, but keeping up with demand could potentially become an issue. Although we’ll always maintain a cluster of official servers, allowing the player base to host their own games would eliminate most of our growing pains concerns. The great thing about NEStalgia is that it works really well both as an MMO played with lots of people or as a private co-op game with a friend or two. The solo game is actually pretty fun as well, but nothing compares to partying up with other players.”

If NEStalgia does succeed on Steam, there’s going to be many more players (and in turn resources) for you to work with.  What are your future goals for NEStalgia?
“I have a lot of cool stuff that I’d like to do with NEStalgia in terms of both gameplay and future content expansions. The problem that I face isn’t a lack of ideas, but a lack of time and resources to get them implemented. Therefore, my overriding goal is to make NEStalgia profitable enough for me to be able to focus on it full time with no distractions. Win, lose or draw with this Steam Greenlight campaign, my top priority for the game itself over the course of the next year is to release several content expansions and wrap up the game’s current story line. Players have been waiting way too long to for some resolution.”
Awesome, sounds like we should expect great things from NEStalgia in the future.  Is there anything else you want to talk about?
“I’d just like to mention that although I’m the creator of NEStalgia, there is a whole team of people behind the game who are integral to its success. My co-developer Scott Thompson has done a ton of work behind the scenes fixing bugs and coding some of our core systems, and our community manager Jared Reilly puts in a lot of hours keeping the servers in check. Last but not least, Tom Hehre and his team at BYOND worked back and forth with me for months developing the standalone version of NEStalgia that was released earlier this summer. Being able to distribute NEStalgia as a standalone project with no strings attached is a game changer for us, and I’m excited to see how far we can take it from here.”
NEStalgia is currently available, free-to-play, from Silk Game’s website.

Source: The Indie Game Magazine – Interview with Ben Mallahan, Lead Designer of ‘NEStalgia’


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A Look at ‘Sang-Froid: Tale of Werewolves’

I’m a sucker for tower defence games that let me both place traps and then let me beat some beasties into pulp with my own hands. Getting to place my traps and then get up close and personal with a bunch of nasties is just so much fun when done right; it’s the reason I enjoy Orcs Must Die! and Dungeon Defenders so much. Now though, I think I’m going to have another game to add to that list.

Sang-Froid: Tales of Werewolves is a tower defence game set in 1858 Lower Canada being developed by Artifice Studio. The game features a pair of lumberjack brothers attempting to protect their sick sister from the monsters of the forest and the devil attempting to take her away. Sang-Froid takes a bit of inspiration from the recent MMO The Secret World. This version of Canada is one where the native legends of the area are true, making you face off against hordes of creatures from native stories to defend your sister.

So far the game looks great. While not quite as visually pleasing of an art style as the big names in the genre, Sang-Froid’s more open maps and setting set it apart from the rest. I particularly like the emphasis on planning out your traps in advance and using them in creative ways to offset your character’s squishy humanness. My one question though is will the game feature a co-op mode? One of the main selling points for Dungeon Defenders and Orcs Must Die! 2 that made them big hits was their co-op play; I feel Sang-Froid would benefit just as much from it when used in conjunction with their large maps as the big names did.

Sang-Froid: Tales of Werewolves will be going on the Steam Greenlight program on August 31st for voting. If they are approved by the community they will be one step closer to being available for download on Steam.

Interested in talking more about Sang-Froid: Tales of Werewolves? Join me in the IGM Forums and discuss it. Anything else on your mind? Let us know!

Source: The Indie Game Magazine – A Look at ‘Sang-Froid: Tale of Werewolves’


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‘LogiGun’ Now Available Digitally

LogiGun is a highly addictive, 2D puzzle-platofrmer where you must use a wide array of guns to complete increasingly difficult, physics-based puzzles.  The game is now available on the digital game store, Desura, as well as the official LogiGun website.  If you can imagine Portal-esque graphics and settings, combined with the platforming difficulty of Super Meat Boy, then you have a good grasp on how fun (and in turn, infuriating) this game truly is.

You play as a girl named June who is climbing a tower, much to the dislike of an odd, female persona that provides dialogue to you between levels.  As you ascend this tower (which has 40 different levels), you continue to gather a variety of guns, each allowing you a new ability to help with your problem solving.  There isn’t just one or two guns though, there’s tons of them.  Each of them giving you a new way to bend physics or otherwise alter the environment around you.  Some of the guns I encountered included one that created small platforms, one that acted as a grappling hook (both pulling objects towards me, and pulling me towards objects), a flamethrower, and a few more.

Alfred Lam’s LogiGun is a fun, but remorseless, puzzle-platformer that you won’t want to put down (but might have to when your blood pressure skyrockets).  Its clean, futuristic graphics and easy to use controls make this game a must for indie puzzle game lovers.

LogiGun is now available through Desura or from its official website.

Source: The Indie Game Magazine – ‘LogiGun’ Now Available Digitally