A game creator known as LowResHero just released a title called TOMES: Layne’s Discovery. It’s a free point-and-click investigation game with horror and drama elements in old-school low-res graphics. Layne is a deeply-flawed investigator who..
Those susceptible to the wily charms of the nostalgia bug without any spare cash to burn, take note: It might be best if you hid your wallet for the duration of this article. 2D action..
Kickstarter exploded this afternoon in the aftermath of a genre-bending announcement for a new indie game in development by yet another group of ex-AAA alumni. In particular, Todd Alderman and Francesco Gigliotti are heading up..
A little over a year ago, we covered an up-and-coming indie game called Oberon’s Court. Originally designed as a tile based RTS, Oberon’s Court has evolved into more of a classic 3D RTS. Developed by Tomas Sala of Boof Games, the project has progressed significantly since we last saw screenshots and a teaser of the game in action. In fact, Sala is preparing to take the game into the public beta testing stages in early 2014. For now, our latest taste of the stylized Oberon’s Court will have to come from the first official trailer:
Oberon’s Court features fully voiced characters, upgradeable units, the ability to capture and repurpose defeated souls on the battlefield, and three distinct locations packed into the first release. Oberon’s Court will launch with a campaign called Shadow Chains, said to include several hours of gameplay. Additionally, campaign progress is non-linear, so players have the option to backtrack and progress through the map however they choose. The game is targeting a release on both iOS and Android, currently looking to sport a price tag of $4.99, with hopes of pursuing a Steam Greenlight campaign when production is further along. For details on when to expect the public beta, check out the Oberon’s Court Facebook page.
With only six days left in the Kickstarter campaign, Super World Karts Grand Prix is trying to earn a spot on the podium. Featuring classic 16-bit style retro kart racing, unlockable characters, and full 1080p resolution, Super World Karts GP is looking to provide a mix of authentic SNES-era spirit with modern day amenities. Currently, the project has only earned just under $7,200 of the proposed $16,000 goal. With over 240 backers already contributing to the game, developer Paul Hamilton is hoping some fresh announcements will give new backers the incentive to help him finish strong.
Among those new announcements comes a few surprise guest Karters. Aside from the 8 unique characters already available, players will have the opportunity to unlock four additional cameo characters by completing various Cup tournaments. These characters include Mutt from Lobodestroyo, Turing from Read Only Memories, and the just-announced inclusion of Tim Burr from Fist of Awesome. If all goes well, Super World Karts GP is on track for a June 2014 release. The game is targeting a release on PC, Mac, Linux, iOS, Android, and Ouya, with a release on Wii U to be determined pending the stretch goal is met.
A key thing to any jam game (at least in my opinion) is to try to introduce mechanics or gameplay elements which are not commonly seen elsewhere. Jams give developers a chance to experiment and see how they can twist and change the theme to fit their imagination and I feel Midnight Stroll from Frank Ferro does this admirably.
Although the game feels void and often-times lacking in many areas of gameplay what makes this game different is the use of fourth wall breaking mechanics throughout.
The game plays out from the perspective of a video camera and very much like The Blair Witch Project you are lost deep inside a forest. Ok, so I admit this part is not that inspired but the way the game jumps from scene to scene is nice as the scene skips help add a feeling of authenticity to this video cameras recovery, along with adding to the eerie overtone of the game.
I feel without a doubt this idea is the games strongest point as much of the gameplay is akin to Slender and not all to exciting. I would like to see more varied environments, more skips, and maybe a way to playback your story after you complete it.
Average play time – 10 minutes
Midnight Stroll utilises the use of a video camera fantastically to help create an interesting experience that I could see being used in a bigger game. Although the gameplay is somewhat uninspired for a jam game I feel this hits the mark as a great prototype to something amazing.
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 email@example.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!
Krillbite Studio’s Among The Sleep has been attracting attention since it first started development back in 2011, when it was announced as the winner of both the Norwegian Game Awards Hype and the Hamar Game Challenge. Currently under development for the PC and Mac (with Oculus Rift support in the works), the game will be Krillbite’s second official release following the freeware experimental game The Plan, which was completed and published back in February.
Put simply, Among the Sleep is a first-person horror adventure game in which you explore a world somewhere between reality and dreaming as a two-year-old. Going deeper (because, with dreams, you always have to go deeper), it’s a game about vulnerability, perspective, imagination, and the things that go bump in the night. Simple tasks like opening doors or navigating through clutter become difficult obstacles, and ordinary, everyday objects and hallways are transformed into strange, otherworldly landscapes full of terrifying unknowns. Self-defense, of course, is out of the question; hiding, or crawling/tottering away quickly, are your only options should something scary find you.
The game begins with a lullaby, your mother’s sweet voice singing you to sleep as you struggle to keep your eyes open. But as the melody fades, it becomes increasingly clear that something is not right. Teddy bears, for instance, do not simply slide up and out of cribs and across the floor by themselves like something out of Paranormal Activity. Gameplay begins when the crib is tipped onto its side and you find yourself rudely tossed out of slumber-land and back into your room, which doesn’t seem so welcoming in the middle of – you guessed it – a dark and stormy night. The door creaks open, threatening and yet inviting at the same time, tempting you to face your fears and discover what’s lurking beyond the threshold.
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. Narrow Monolith, a small indie studio from the UK has taken a leap of faith into the puzzle genre with Polarium an abstract minimalistic puzzler.
Polarium 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.
The difficulty curve seems in line with most puzzlers and although the mechanics to begin with seem rather basic. With some further development Polarium can indeed become a very interesting and unique puzzler.
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. Polarium is still in the early stages and because of this Narrow Monolith are looking to get further investment from the public to allow them to fully realise the potential of Polarium.
Narrow Monolith started a Kickstarter just the other day in the hope of raising £30,000 in funds to finish the project. Polarium can be played as an alpha via IndieDB which should give you a better understanding of the project and really it does speak for itself.
Be sure to check out the Kickstarter for additional information.
Together, the games discussed in today’s Indie Links include more than sixteen million levels! Okay, that’s largely because one of the games discussed in today’s Indie Links has more than sixteen million levels by itself, but the other games may have much to recommend them as well.
Austin Wintory’s Journey to the 2013 Grammys (Joystiq)
“On the day Grammy nominations were scheduled to be announced, Austin Wintory didn’t get much work done. As the composer for Journey, Wintory had an inkling that he might be nominated in Best Score Soundtrack for Visual Media, and he was distracted all day, constantly refreshing the Grammy page, scanning for his name. By evening the list still wasn’t posted and he gave up on trying to focus. He got in his car, determined to go home, make dinner and then check the page again.”
Top Indie Games of 2012: Dev Redux Part 1 (IndieGames)
“The developers from our Top 10 Indie Games of 2012 (+2!) list have agreed to share their must-play games of 2012. Today’s list features the picks of Jonas Kyratzes, Anna Anthropy, Vince Twelve, Jim Crawford, Justin Ma, and Matthew Davis.”
Project Gert: Recon (Indie Gamer Chick)
“There’s exactly one good thing I can say about Project Gert: Recon. The paintings featured in the game’s cutscenes are beautiful. So at least one person involved in this project has an amazing talent. Seriously, watch the trailer below. The actual in-game graphics are spoiled by awful animation and piss-poor collision detection, but the paintings are spectacular. I would totally commission this guy to do a portrait. But that’s where any complements end. Project Gert is yet another December entrant to the ‘potential worst game of the year’ category.”
Review: Teleglitch – A Fast-Paced Arcade-Style Roguelike. Yes, It Is. (Indie Game Reviewer)
“Sometimes roguelikes are not always turn-based. Sometimes shooters are not always First Person. Three years in the making, Teleglitch is both and neither. It is at once a fast-paced arcade-style action game inspired by DOOM, and a randomly generated, single-life, intense roguelike.”
The Game With Sixteen and a Half Million Levels – The Review (Independent Gaming)
“This game has 16,777,216 levels. I didn’t beat the game before I wrote this, just warning you. This is a totally new concept to me, and I like it, if only the execution was better. The Game with Sixteen and a Half Million Levels is an game made in Engine 001 by tower07.”
What AAA Can Learn From Indies — According To Indies (Gamasutra)
“Yesterday we asked some leading indie game developers about the lessons they had learned in the past year. Today, we ask what — if anything — big triple-A publishers could have learned from the indie game community in the last 12 months.”
A Common Thread: Renaud Bédard (Quote Unquote)
“My name is Renaud Bédard. I’m a 27 years old tall, skinny guy from Montréal, Québec, now living in Toronto. I’m mainly a C# programmer but will use other languages if forced to do so. I’ve been working with XNA a lot in the past few years, but FEZ, the project I’m known for, was my first project using XNA. Before that I was using an engine called TrueVision3D, and now I’m into Unity when doing game jams and personal projects.
“Scoregasm is one of the best arena shooters I have ever played (and I have played a lot of them). The game was over 2 years in development and it really shows: Smooth controls, super fun gameplay, colorful graphics, a great variety of levels and well thought out bullet patterns.”
For anyone who has followed IGM for sometime may actually remember me covering Cello Fortress way back in September of last year. Back in September Joost Van Dongen was getting the tech ready for the Indigo exhibition in the Netherlands.
Since the early unveiling of this rather inspired project Dongen has worked even more on this project, and has recently just released a new trailer for the technology. Needless to say the trailer has really gotten the internet buzzing with anticipation for the full project.
The idea behind Cello Fortress however should not be confused with other conventional music games like Guitar Hero. In Cello Fortress you are actually commanding a real Cello. The game operates does also operate as a twin stick shooter, with up to four players work together to take down as many turrets as possible.
The turrets are of course not controlled by the computer but rather by the Cellist and this is where the magic happens. The game works by processing differnt chords differently and as follows; dissonant chords will turn on flame-throwers, aggressive notes will activate the burst-cannons, and an ominous melody charges a bombardment. This creates a novel fusion of a classic musical instrument with the modern day video game market. It’s an interesting fusion and one that would be very interesting to see more of in the not to distant future.
Although the current build of Cello Fortress is still in the early beta stages it already looks a marvel to watch and play, really creating a unique experience for everyone. Even with a working prototype in existence there is still much work for Dongen to do as he tries to prefect the game and create the most engrossing experience possible.
Expect to see Cello Fortress touring more over the course of the year and maybe you will even be lucky enough to get to see this wonderful piece of technology live in action.
Be sure to follow the future developments at the official Cello Fortress website.