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		<title>Indie Intermission – ‘This Is How Bees Work’ Not Exactly, But A Highly Atmospheric Game Nonetheless</title>
		<link>http://www.diygamer.com/2013/01/indie-intermission-this-is-how-bees-work-not-exactly-but-a-highly-atmospheric-game-nonetheless/</link>
		<comments>http://www.diygamer.com/2013/01/indie-intermission-this-is-how-bees-work-not-exactly-but-a-highly-atmospheric-game-nonetheless/#comments</comments>
		<pubDate>Thu, 10 Jan 2013 01:00:42 +0000</pubDate>
		<dc:creator>alex wilkinson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[garden]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[pollen]]></category>
		<category><![CDATA[private]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Sandbox]]></category>
		<category><![CDATA[silent-night]]></category>
		<category><![CDATA[super]]></category>
		<category><![CDATA[Super Flat Games]]></category>
		<category><![CDATA[][ Games]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2013/01/indie-intermission-this-is-how-bees-work-not-exactly-but-a-highly-atmospheric-game-nonetheless/</guid>
		<description><![CDATA[<div class="theContent" webReader="58.2439862543"><p><a href="http://www.indiegamemag.com/media/This-Is-How-Bees-Work-v0-99-2013-01-07-21-25-37-59.png"><img class="aligncenter size-large wp-image-111248" alt="This Is How Bees Work v0-99 2013-01-07 21-25-37-59" src="http://www.indiegamemag.com/media/This-Is-How-Bees-Work-v0-99-2013-01-07-21-25-37-59-613x459.png" width="613" height="459"/></a></p><p>Today is a rather different gaming experience to what I generally do here, but that said it is still a great game and gives the player a fantastic and rather unique experience. <strong>This Is How Bees Work</strong> may not be biologically accurate in its portrayal of bees, it does however create a rather great gaming experience that you are not going to want to miss.</p><p><strong>This Is How Bees Work</strong> has been created by <em>Super Flat Games</em> and is much more of an interactive experience then an actual game. You play the role of a cloud in a empty and barren landscape, it is your job to water the fertile ground to sprout new flowers for the bees to pollinate.</p><p>As you create more and more flowers the bees in return allow more flora to develop and slowly you begin to create your very own Garden Of Eden. <strong>This Is How Bees Work</strong> has been lovingly created using a vibrant and highly vivid colour scheme that really makes for fantastic visual that go hand in hand with the lovingly created pixel art style chosen.</p><p>You can really just get lost in this game and while away time just admiring your creation as you create. Its a rather simple idea and one I have not quite seen executed in this particular way before, but it is rather Zen.</p><p><a href="http://www.indiegamemag.com/media/This-Is-How-Bees-Work-v0-99-2013-01-07-21-28-18-67.png"><img class="aligncenter size-large wp-image-111249" alt="This Is How Bees Work v0-99 2013-01-07 21-28-18-67" src="http://www.indiegamemag.com/media/This-Is-How-Bees-Work-v0-99-2013-01-07-21-28-18-67-613x459.png" width="613" height="459"/></a></p><p><span class="c1">Average play time – 5 minutes</span></p><p>Somedays you just need to break away from the monotony of life and become absorbed into something altogether more vibrant and engaging. <strong>This Is How Bees Work</strong> is a fantastic way to escape from the dull winter world and be transported into something altogether wonderful.</p><p><strong>This Is How Bees Work</strong> can be downloaded from the <a href="http://forums.tigsource.com/index.php?topic=10560.0" target="_blank">TIGForums</a>, and be sure to check out <em>Super Flat Games</em> <a href="http://www.superflatgames.com/" target="_blank">official website</a> for other interesting and inspiring games.</p><p><em>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!</em></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/indie-intermission-unlimited-attraction-just-a-days-work-for-a-fish/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/unlimited-attraction-187x103.jpg" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/indie-intermission-unlimited-attraction-just-a-days-work-for-a-fish/" rel="bookmark">Indie Intermission – ‘Unlimited Attraction’ Just A Days Work For A Fish</a></div></div>
</li>
<li>
<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/indie-intermission-week-6-sunday-round-up/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/indie-intermission-temp-image-week-6-187x103.png" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/indie-intermission-week-6-sunday-round-up/" rel="bookmark">Indie Intermission Week 6 – Sunday Round Up</a></div></div>
</li>
<li>
<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/sticky-bees-review-all-our-pollen-belongs-to-them/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/IMG_0041-187x103.png" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/sticky-bees-review-all-our-pollen-belongs-to-them/" rel="bookmark">‘Sticky Bees’ Review – All Our Pollen Belongs to Them!</a></div></div>
</li>
<li>
<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/indie-intermission-zaboodles/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/Zaboodles-Final-2012-11-05-20-44-16-80-187x103.png" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/indie-intermission-zaboodles/" rel="bookmark">Indie Intermission – ‘Zaboodles’ One Small Jump For Man</a></div></div>
</li>
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<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/indie-intermission-silent-night/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/LudumDare25-2012-12-27-20-31-53-96-187x103.png" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/indie-intermission-silent-night/" rel="bookmark">Indie Intermission – ‘Silent Night’ Stealth Action Grinching</a></div></div>
</li>
</ol></div></div>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/media/This-Is-How-Bees-Work-v0-99-2013-01-07-21-25-37-59.png"><img class="aligncenter size-large wp-image-111248" alt="This Is How Bees Work v0-99 2013-01-07 21-25-37-59" src="http://www.diygamer.com/wp-content/uploads/2013/01/3b0aBees-Work-v0-99-2013-01-07-21-25-37-59-613x459.png" width="613" height="459" /></a></p>
<p>Today is a rather different gaming experience to what I generally do here, but that said it is still a great game and gives the player a fantastic and rather unique experience. <strong>This Is How Bees Work</strong> may not be biologically accurate in its portrayal of bees, it does however create a rather great gaming experience that you are not going to want to miss.</p>
<p><strong>This Is How Bees Work</strong> has been created by <em>Super Flat Games</em> and is much more of an interactive experience then an actual game. You play the role of a cloud in a empty and barren landscape, it is your job to water the fertile ground to sprout new flowers for the bees to pollinate.</p>
<p>As you create more and more flowers the bees in return allow more flora to develop and slowly you begin to create your very own Garden Of Eden.<strong> This Is How Bees Work</strong> has been lovingly created using a vibrant and highly vivid colour scheme that really makes for fantastic visual that go hand in hand with the lovingly created pixel art style chosen.</p>
<p>You can really just get lost in this game and while away time just admiring your creation as you create. Its a rather simple idea and one I have not quite seen executed in this particular way before, but it is rather Zen.</p>
<p><a href="http://www.indiegamemag.com/media/This-Is-How-Bees-Work-v0-99-2013-01-07-21-28-18-67.png"><img class="aligncenter size-large wp-image-111249" alt="This Is How Bees Work v0-99 2013-01-07 21-28-18-67" src="http://www.diygamer.com/wp-content/uploads/2013/01/46ceBees-Work-v0-99-2013-01-07-21-28-18-67-613x459.png" width="613" height="459" /></a></p>
<p><span style="color: #008000;">Average play time &#8211; 5 minutes</span></p>
<p>Somedays you just need to break away from the monotony of life and become absorbed into something altogether more vibrant and engaging.<strong> This Is How Bees Work</strong> is a fantastic way to escape from the dull winter world and be transported into something altogether wonderful.</p>
<p><strong>This Is How Bees Work</strong> can be downloaded from the <a href="http://forums.tigsource.com/index.php?topic=10560.0" target="_blank">TIGForums</a>, and be sure to check out <em>Super Flat Games</em><a href="http://www.superflatgames.com/" target="_blank"> official website</a> for other interesting and inspiring games.</p>
<p><em>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!</em></p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; Indie Intermission – ‘This Is How Bees Work’ Not Exactly, But A Highly Atmospheric Game Nonetheless </a></p>
]]></content:encoded>
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		<title>Indie Links Round-Up: Purple Run</title>
		<link>http://www.diygamer.com/2012/09/indie-links-round-up-purple-run/</link>
		<comments>http://www.diygamer.com/2012/09/indie-links-round-up-purple-run/#comments</comments>
		<pubDate>Sat, 29 Sep 2012 22:17:00 +0000</pubDate>
		<dc:creator>Erik Johnson</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[count]]></category>
		<category><![CDATA[Free]]></category>
		<category><![CDATA[house]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[northern]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[subfeature]]></category>
		<category><![CDATA[super]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/09/indie-links-round-up-purple-run/</guid>
		<description><![CDATA[<div><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title></title></head><body id="webReaderBody" webReader="68">
<p><p><a href="http://www.indiegamemag.com/?attachment_id=56398" rel="attachment wp-att-56398"><img class="aligncenter size-full wp-image-56398" src="http://www.indiegamemag.com/media/image_31.jpg" alt="" width="460" height="400" /></a></p> <p>Today&#8217;s <a href="http://www.diygamer.com/tag/Indie-Links/">Indie Links</a> talk about the indie fund, violence in video games, and what goes into making a co-op puzzle game.</p> <p><a href="http://truepcgaming.com/2012/08/30/basketbelle-review/">Basketbelle Review</a> (TruePCGaming)<br /> &#8220;Half game, half art piece.Â More art piece than game, really.Â Â <a href="http://www.onemrbean.com/?p=218">Basketbelle</a>Â is probably not the kind of thing that die-hard gamers will want to play. Those who are interested in a sweet tale of brotherly love, however, would do well to throw a few dollars atÂ <a href="http://www.onemrbean.com/">Michael MolinariÂ </a>because this is an experience worth having.&#8221;</p> <p><a href="http://www.rockpapershotgun.com/2012/09/10/war-on-geometry-super-hexagon/">War On Geometry: Super Hexagon Coming To PC</a> (Rock, Paper, Shotgun)<br /> &#8220;With his new iOS game,Â <a href="http://superhexagon.com/">Super Hexagon</a>, Iâ��ve just realised thatÂ <a href="http://distractionware.com/blog/">Terry â��VVVVVVâ�� Cavanagh</a>Â has a plan, and itâ��s to achieve immortality through drinking the tears of broken souls, bent over electronic torture devices screaming his name in fear and fury. I hate him. I hate him. I hate him. Super Hexagon will be coming out on PC. You will hate him too. Hate. Thereâ��s a trailer after the jump. Hate.&#8221;</p> <p><a title="Permalink to The Lawless Online â�� Funding campaign for a FREE multiplayer role-playing strategy game" href="http://i-luv-games.com/?p=1335" rel="bookmark">The Lawless Online â�� Funding Campaign For A FREE Multiplayer Role-Playing Strategy Game</a>Â (I-Luv-Games)<br /> &#8220;With all of the funding campaigns going on these days for indie games, and video games in general, itâ��s hard to know where to start looking or which games to start funding&#8230;Â You probably want to support a game that youâ��d like to see finished with the kind of spit and polish that attracts gamers based on how much fun they could actually be.Â When it comes to this type of campaign, with proper funding and public support, these games can become a reality.Â <a title="The Lawless Online website" href="http://www.thelawlessonline.com/" target="_blank">The Lawless Online</a>Â is one such game that deserves some attention. &#8221;</p> <p><a href="http://www.indiegamereviewer.com/dust-an-elysian-tail-for-xbla-an-indie-game-review/">Dust: An Elysian Tail For XBLA â�� An Indie Game Review</a> (Indie Game Reviewer)<br /> &#8220;Dust. Not to be confused withÂ <a title="From Dust - a review" href="http://www.indiegamereviewer.com/indie-game-review-from-dust-drm-aside/">From Dust</a>Â orÂ <strong>Dust 512</strong>, butÂ <strong>Dust: An Elysian Tale</strong>, an indie â��Metroidvaniaâ�� action platformer from the work of one man â�� Dean Dodrill, a pro cel animator who worked on the game for almost as long as Phil Fish did on<a title="Fez - a review" href="http://www.indiegamereviewer.com/review-fez/">Fez</a>Â (four years in this case), minus all the press hullabaloo and troll-baiting Fish endured (though DAET did win the Dream.Build.Play competition in 2009). That is, if you donâ��t also count the voice actors and Northern Ireland based music team,<a title="HyperDuck Soundworks" href="http://hyperduck.co.uk/" rel="nofollow" target="_blank">HyperDuck Soundworks</a>, who are also quite ingrained in the indie gaming scene these daysÂ <a title="A.R.E.S. Extinction Agenda - review" href="http://www.indiegamereviewer.com/indie-game-review-a-r-e-s-extinction-agenda/#axzz24MZBjREd">(A.R.E.S: Extinction Agenda</a>,Â <a title="Mama and Son Clean House review" href="http://www.xbox-360-community-games-reviews.com/mama-son-clean-house-an-xbox-indie-game-review/" target="_blank">Mama &#038; Son: Clean House</a>Â and many others).&#8221;</p> <p><a href="http://epicbrew.net/2012/08/22/wooden-sensey-review/">Wooden Sen&#8217;SeY Review</a> (Epic Brew)<br /> &#8220;Upperbyteâ��sÂ <em>Wooden Senâ��SeY</em>Â is set to launch tomorrow. I got my hands on a preview copy ofÂ <em>Wooden Senâ��SeY</em>Â and spent some time playing through the game. For this review, I played through five of the nine levels.&#8221;</p> <p><a href="http://www.whatgamesare.com/2012/08/on-ultraviolence-in-games-and-learning-the-lessons-of-porn.html">On Ultraviolence In Games And The Lessons Of Porn</a> (What Games Are)<br /> &#8220;The gaming sphere (myself included) debated about whether E3 had gone too far and had the ultraviolent kinds of game on show were representative of games any more. Many a journalist reflected on their personal feelings of depression in the wake of the show, thinking that for all the high talk games had not really moved on. All fair points,Â but studios go to the extreme like that for a reason.&#8221;</p> <p><a href="http://www.co-optimus.com/editorial/1109/page/1/indie-ana-co-op-and-the-dev-stories-you-have-to-learn-to-work-together.html">Indie-Ana Co-Op and the Dev Stories &#8211; You Have to Learn to Work Together</a> (Co-Optimus)<br /> &#8220;Puzzles arenâ��t cooperative. That&#8217;s what I was told. You don&#8217;t see teams of people solving Rubikâ��s cubes, and you don&#8217;t see a cooperative mode inÂ <em>Braid</em>Â (this was also beforeÂ <a href="http://www.co-optimus.com/related-news/portal-2"><strong>Portal 2</strong></a>). Cooperation was for killing terrorists, aliens, and zombies. Solving a complex puzzle is a solitary thing which requires concentration. Cooperation would just be annoying, adding a hindrance. I was also told puzzle games don&#8217;t need stories. I decided mine was going to have both, because it&#8217;s my damn game, and that&#8217;s pretty much the beauty of being an indie dev.&#8221;</p> <p><a href="http://extra-credits.net/news/other-news/extra-credits-indie-fund-thoughts/">Extra Credits Indie Fund Thoughts</a> (Extra Credits)<br /> &#8220;This has been weighing on me for some time, Iâ��ve wanted to update you guys more frequently about the indie fund; I just have been barely staying on the bull that is my life.Â Between EC, teaching, my business, trying to get out to every conference I can in order to talk about education and trying to get out to every college that wants me Iâ��ve just been wearing a little thin, but here it goes.&#8221;</p></p>
</body></div>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/?attachment_id=56398" rel="attachment wp-att-56398"><img class="aligncenter size-full wp-image-56398" src="http://www.diygamer.com/wp-content/uploads/2012/09/03eaimage_31.jpg" alt="" width="460" height="400" /></a></p>
<p>Today&#8217;s <a href="http://www.diygamer.com/tag/Indie-Links/">Indie Links</a> talk about the indie fund, violence in video games, and what goes into making a co-op puzzle game.</p>
<p><a href="http://truepcgaming.com/2012/08/30/basketbelle-review/">Basketbelle Review</a> (TruePCGaming)<br />
&#8220;Half game, half art piece.  More art piece than game, really.  <a href="http://www.onemrbean.com/?p=218">Basketbelle</a> is probably not the kind of thing that die-hard gamers will want to play. Those who are interested in a sweet tale of brotherly love, however, would do well to throw a few dollars at <a href="http://www.onemrbean.com/">Michael Molinari </a>because this is an experience worth having.&#8221;</p>
<p><a href="http://www.rockpapershotgun.com/2012/09/10/war-on-geometry-super-hexagon/">War On Geometry: Super Hexagon Coming To PC</a> (Rock, Paper, Shotgun)<br />
&#8220;With his new iOS game, <a href="http://superhexagon.com/">Super Hexagon</a>, I’ve just realised that <a href="http://distractionware.com/blog/">Terry “VVVVVV” Cavanagh</a> has a plan, and it’s to achieve immortality through drinking the tears of broken souls, bent over electronic torture devices screaming his name in fear and fury. I hate him. I hate him. I hate him. Super Hexagon will be coming out on PC. You will hate him too. Hate. There’s a trailer after the jump. Hate.&#8221;</p>
<p><a title="Permalink to The Lawless Online – Funding campaign for a FREE multiplayer role-playing strategy game" href="http://i-luv-games.com/?p=1335" rel="bookmark">The Lawless Online – Funding Campaign For A FREE Multiplayer Role-Playing Strategy Game</a> (I-Luv-Games)<br />
&#8220;With all of the funding campaigns going on these days for indie games, and video games in general, it’s hard to know where to start looking or which games to start funding&#8230;  You probably want to support a game that you’d like to see finished with the kind of spit and polish that attracts gamers based on how much fun they could actually be.  When it comes to this type of campaign, with proper funding and public support, these games can become a reality. <a title="The Lawless Online website" href="http://www.thelawlessonline.com/" target="_blank">The Lawless Online</a> is one such game that deserves some attention. &#8221;</p>
<p><a href="http://www.indiegamereviewer.com/dust-an-elysian-tail-for-xbla-an-indie-game-review/">Dust: An Elysian Tail For XBLA – An Indie Game Review</a> (Indie Game Reviewer)<br />
&#8220;Dust. Not to be confused with <a title="From Dust - a review" href="http://www.indiegamereviewer.com/indie-game-review-from-dust-drm-aside/">From Dust</a> or <strong>Dust 512</strong>, but <strong>Dust: An Elysian Tale</strong>, an indie ‘Metroidvania’ action platformer from the work of one man – Dean Dodrill, a pro cel animator who worked on the game for almost as long as Phil Fish did on<a title="Fez - a review" href="http://www.indiegamereviewer.com/review-fez/">Fez</a> (four years in this case), minus all the press hullabaloo and troll-baiting Fish endured (though DAET did win the Dream.Build.Play competition in 2009). That is, if you don’t also count the voice actors and Northern Ireland based music team,<a title="HyperDuck Soundworks" href="http://hyperduck.co.uk/" rel="nofollow" target="_blank">HyperDuck Soundworks</a>, who are also quite ingrained in the indie gaming scene these days <a title="A.R.E.S. Extinction Agenda - review" href="http://www.indiegamereviewer.com/indie-game-review-a-r-e-s-extinction-agenda/#axzz24MZBjREd">(A.R.E.S: Extinction Agenda</a>, <a title="Mama and Son Clean House review" href="http://www.xbox-360-community-games-reviews.com/mama-son-clean-house-an-xbox-indie-game-review/" target="_blank">Mama &amp; Son: Clean House</a> and many others).&#8221;</p>
<p><a href="http://epicbrew.net/2012/08/22/wooden-sensey-review/">Wooden Sen&#8217;SeY Review</a> (Epic Brew)<br />
&#8220;Upperbyte’s <em>Wooden Sen’SeY</em> is set to launch tomorrow. I got my hands on a preview copy of <em>Wooden Sen’SeY</em> and spent some time playing through the game. For this review, I played through five of the nine levels.&#8221;</p>
<p><a href="http://www.whatgamesare.com/2012/08/on-ultraviolence-in-games-and-learning-the-lessons-of-porn.html">On Ultraviolence In Games And The Lessons Of Porn</a> (What Games Are)<br />
&#8220;The gaming sphere (myself included) debated about whether E3 had gone too far and had the ultraviolent kinds of game on show were representative of games any more. Many a journalist reflected on their personal feelings of depression in the wake of the show, thinking that for all the high talk games had not really moved on. All fair points, but studios go to the extreme like that for a reason.&#8221;</p>
<p><a href="http://www.co-optimus.com/editorial/1109/page/1/indie-ana-co-op-and-the-dev-stories-you-have-to-learn-to-work-together.html">Indie-Ana Co-Op and the Dev Stories &#8211; You Have to Learn to Work Together</a> (Co-Optimus)<br />
&#8220;Puzzles aren’t cooperative. That&#8217;s what I was told. You don&#8217;t see teams of people solving Rubik’s cubes, and you don&#8217;t see a cooperative mode in <em>Braid</em> (this was also before <a href="http://www.co-optimus.com/related-news/portal-2"><strong>Portal 2</strong></a>). Cooperation was for killing terrorists, aliens, and zombies. Solving a complex puzzle is a solitary thing which requires concentration. Cooperation would just be annoying, adding a hindrance. I was also told puzzle games don&#8217;t need stories. I decided mine was going to have both, because it&#8217;s my damn game, and that&#8217;s pretty much the beauty of being an indie dev.&#8221;</p>
<p><a href="http://extra-credits.net/news/other-news/extra-credits-indie-fund-thoughts/">Extra Credits Indie Fund Thoughts</a> (Extra Credits)<br />
&#8220;This has been weighing on me for some time, I’ve wanted to update you guys more frequently about the indie fund; I just have been barely staying on the bull that is my life.  Between EC, teaching, my business, trying to get out to every conference I can in order to talk about education and trying to get out to every college that wants me I’ve just been wearing a little thin, but here it goes.&#8221;</p>
<p>Source: <a href="http://www.indiegamemag.com">The Indie Game Magazine &#8211; Indie Links Round-Up: Purple Run </a></p>
]]></content:encoded>
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		<title>Humble Indie Rumble – Indie Games In Development To Be Featured At Evo 2K12</title>
		<link>http://www.diygamer.com/2012/06/humble-indie-rumble-indie-games-in-development-to-be-featured-at-evo-2k12/</link>
		<comments>http://www.diygamer.com/2012/06/humble-indie-rumble-indie-games-in-development-to-be-featured-at-evo-2k12/#comments</comments>
		<pubDate>Wed, 27 Jun 2012 01:16:29 +0000</pubDate>
		<dc:creator>Dominic Tarason</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[aztez]]></category>
		<category><![CDATA[barabariball]]></category>
		<category><![CDATA[divekick]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[psychology]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[SpyParty]]></category>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/06/humble-indie-rumble-indie-games-in-development-to-be-featured-at-evo-2k12/</guid>
		<description><![CDATA[<div class="theContent" webReader="109.820295524"><p><a href="http://www.indiegamemag.com/indies-at-evo2k12/evo-logo/" rel="attachment wp-att-37212"><img class="aligncenter size-full wp-image-37212" title="Evo" src="http://www.indiegamemag.com/media/evo-logo.jpg" alt="" width="570" height="463" /></a></p><p>Even the most humble of dabbling fighting game players has heard of <a href="http://evo.shoryuken.com/">Evo</a>, the worlds largest fighting game tournament, and sponsored by countless corporate entities. Many bad dudes enter, a scant few bad dudes leave with fabulous cash prizes and <em>immense</em> bragging rights. There’s a new aspect to it this year, though – a range of indie games (some fighting, some less so, as listed in <a href="http://evo.shoryuken.com/2012/06/25/announcing-the-evo-2012-indie-showcase-titles/">this Shoryuken forum thread</a>) are going to be showcased at the event. I’m already jealous of those who get to play them, as it’s a rather exciting bunch of competitive and arcadey concepts.</p><p>Continuing its long tour of places where I can’t play it yet, Messhof’s <a href="http://messhof.com/nidhogg/">Nidhogg</a> makes another appearance. By all accounts, it’s a very finely tuned piece of low-fi arcade swordfighting, with the battle swashbuckling it’s way across several arenas, and culminating in the victor being devoured by a giant flying worm-monster. As you do. This’ll be it’s toughest workout yet – fighting game fans are a notoriously critical lot, and if there’s even the slightest hint of lag to the controls or imbalance to the gameplay, they’ll tear it apart.</p><p>For laughs, they’re also going to be letting people play <a href="http://wiki.mizuumi.net/w/Divekick">Divekick</a>, a brutal parody of fighting games in general. There is diving, and kicking and even dive-kicking! It’s thrilling stuff, worthy of the most challenging of all challenges at the tournament of tourneys. Either this’ll help players decompress after losing to a continually dive-kicking opponent in the main tourneys, or it’ll send them into full PTSD shock. Either way, <em>somebody</em> wins!</p><p>Capy’s time-looping Contra-esque <a href="http://www.capybaragames.com/2012/03/super-time-force-pax-east-screens-too/">Super Time Force</a> will also be playable. Not exactly competitive, but it looks like a ridiculous amount of fun. The gimmick being that each time you die, you go back in time and play alongside your previous life. If you manage to save yourself from whatever killed you last time, your now-rescued self becomes a checkpoint, allowing you to push further in. Simple and low-fi, but a great idea.</p><p><a href="http://www.aztezgame.com/">Aztez</a> is also going to be on show. An interestingly minimalist-looking open-plan brawler/fighting game with a cool Mesoamerican theme and a cool tri-color (black, white &#038; red) palette. The developer – as heard in the slightly profane gameplay video below – seems quite enthusiastic about testing the game to death and picking apart his own mistakes, so it might well be a good fit for the toughened Evo crowds. Perhaps this outing could be considered extreme playtesting?</p><p>The deliciously retro <a href="http://bbb.strangeflavor.net/">Barabariball</a> will be there, too. Looking like a bizarre lovechild of Super Smash Bros, Volleyball and something from the Atari 2600, it really does look like a fun competitive party game, and there’s something strangely charming about the mix of modern ‘casual’ brawler mechanics and super-retro aesthetics. Can’t wait to try a more public build of the game.</p><p>A bit more of a solo brawler, <a href="http://www.interabangent.com/ourgames.html">Super Comboman</a> looks like it has some talented artists behind it, if nothing else. It’ll be nice to hear how the game is shaping up – the last time we saw anything really concrete of it was the gameplay trailer below, which was released over a year ago now. Everything could have changed since then, or nothing. Either way, punching stuff + collapsing physics-driven worlds is a winning combination in my book, so it has my interest if nothing else.</p><p>And lastly, the everpresent <a href="http://www.spyparty.com/">SpyParty</a> – a game always lurking in the shadows of indie news lately. It’s definitely a competitive game, but not as we know it. One player controls an almost Sims-esque character, tasked with infiltrating a party for the rich and famous and completing various objectives. The other player controls a sniper, watching in through the window for the slightest hint as to who is the spy. It’s a game of psychology and learning, as one player is trying to act as much like an NPC as possible, and the other one is searching for human-like actions that don’t match the AI code. For a game set in a single room, there’s a lot of potential depth here.</p><p>It’s a strange lineup, but I’m already incredibly jealous of those folks travelling to Vegas to take part in the festivities. The tournament of tournaments and the indie showcase will be happening from July 6th to July 8th, and only the strong will survive.</p><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/slam-dunk-barabariball-trailer/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/bara-187x103.png" class="attachment-150x100 wp-post-image" alt="" title="" /></a></div><div class="related-title"><a href="http://www.indiegamemag.com/slam-dunk-barabariball-trailer/" rel="bookmark">Slam Dunk: ‘Barabariball’ Trailer</a></div></div>
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<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/fantastic-fest-announces-20-indie-games-to-be-featured/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/Fantastic-Fest-Announces-Fantastic-Arcade-2011-187x103.jpg" class="attachment-150x100 wp-post-image" alt="" title="" /></a></div><div class="related-title"><a href="http://www.indiegamemag.com/fantastic-fest-announces-20-indie-games-to-be-featured/" rel="bookmark">Fantastic Fest Announces 20+ Indie Games To Be Featured</a></div></div>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/indies-at-evo2k12/evo-logo/" rel="attachment wp-att-37212"><img class="aligncenter size-full wp-image-37212" title="Evo" src="http://www.diygamer.com/wp-content/uploads/2012/06/3435evo-logo.jpg" alt="" width="570" height="463" /></a></p>
<p>Even the most humble of dabbling fighting game players has heard of <a href="http://evo.shoryuken.com/">Evo</a>, the worlds largest fighting game tournament, and sponsored by countless corporate entities. Many bad dudes enter, a scant few bad dudes leave with fabulous cash prizes and <em>immense</em> bragging rights. There&#8217;s a new aspect to it this year, though &#8211; a range of indie games (some fighting, some less so, as listed in <a href="http://evo.shoryuken.com/2012/06/25/announcing-the-evo-2012-indie-showcase-titles/">this Shoryuken forum thread</a>) are going to be showcased at the event. I&#8217;m already jealous of those who get to play them, as it&#8217;s a rather exciting bunch of competitive and arcadey concepts.</p>
<p>Continuing its long tour of places where I can&#8217;t play it yet, Messhof&#8217;s <a href="http://messhof.com/nidhogg/">Nidhogg</a> makes another appearance. By all accounts, it&#8217;s a very finely tuned piece of low-fi arcade swordfighting, with the battle swashbuckling it&#8217;s way across several arenas, and culminating in the victor being devoured by a giant flying worm-monster. As you do. This&#8217;ll be it&#8217;s toughest workout yet &#8211; fighting game fans are a notoriously critical lot, and if there&#8217;s even the slightest hint of lag to the controls or imbalance to the gameplay, they&#8217;ll tear it apart.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/VxPvFFagQD0?rel=0" frameborder="0" width="600" height="450"></iframe></p>
<p>For laughs, they&#8217;re also going to be letting people play <a href="http://wiki.mizuumi.net/w/Divekick">Divekick</a>, a brutal parody of fighting games in general. There is diving, and kicking and even dive-kicking! It&#8217;s thrilling stuff, worthy of the most challenging of all challenges at the tournament of tourneys. Either this&#8217;ll help players decompress after losing to a continually dive-kicking opponent in the main tourneys, or it&#8217;ll send them into full PTSD shock. Either way, <em>somebody</em> wins!</p>
<p style="text-align: center;"><iframe style="text-align: center;" src="http://www.youtube.com/embed/heenWdYYhg0?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p>Capy&#8217;s time-looping Contra-esque <a href="http://www.capybaragames.com/2012/03/super-time-force-pax-east-screens-too/">Super Time Force</a> will also be playable. Not exactly competitive, but it looks like a ridiculous amount of fun. The gimmick being that each time you die, you go back in time and play alongside your previous life. If you manage to save yourself from whatever killed you last time, your now-rescued self becomes a checkpoint, allowing you to push further in. Simple and low-fi, but a great idea.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/9q3qfv3_ffU?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p><a href="http://www.aztezgame.com/">Aztez</a> is also going to be on show. An interestingly minimalist-looking open-plan brawler/fighting game with a cool Mesoamerican theme and a cool tri-color (black, white &#038; red) palette. The developer &#8211; as heard in the slightly profane gameplay video below &#8211; seems quite enthusiastic about testing the game to death and picking apart his own mistakes, so it might well be a good fit for the toughened Evo crowds. Perhaps this outing could be considered extreme playtesting?</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/BmBVejpl7oE?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p>The deliciously retro <a href="http://bbb.strangeflavor.net/">Barabariball</a> will be there, too. Looking like a bizarre lovechild of Super Smash Bros, Volleyball and something from the Atari 2600, it really does look like a fun competitive party game, and there&#8217;s something strangely charming about the mix of modern &#8216;casual&#8217; brawler mechanics and super-retro aesthetics. Can&#8217;t wait to try a more public build of the game.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/2Q57ibdLj_U?rel=0" frameborder="0" width="600" height="338"></iframe></p>
<p>A bit more of a solo brawler, <a href="http://www.interabangent.com/ourgames.html">Super Comboman</a> looks like it has some talented artists behind it, if nothing else. It&#8217;ll be nice to hear how the game is shaping up &#8211; the last time we saw anything really concrete of it was the gameplay trailer below, which was released over a year ago now. Everything could have changed since then, or nothing. Either way, punching stuff + collapsing physics-driven worlds is a winning combination in my book, so it has my interest if nothing else.</p>
<p style="text-align: center;"><iframe src="http://www.youtube.com/embed/56ZS-N41Nas?rel=0" frameborder="0" width="600" height="450"></iframe></p>
<p>And lastly, the everpresent <a href="http://www.spyparty.com/">SpyParty</a> &#8211; a game always lurking in the shadows of indie news lately. It&#8217;s definitely a competitive game, but not as we know it. One player controls an almost Sims-esque character, tasked with infiltrating a party for the rich and famous and completing various objectives. The other player controls a sniper, watching in through the window for the slightest hint as to who is the spy. It&#8217;s a game of psychology and learning, as one player is trying to act as much like an NPC as possible, and the other one is searching for human-like actions that don&#8217;t match the AI code. For a game set in a single room, there&#8217;s a lot of potential depth here.</p>
<p style="text-align: center;"><iframe width="600" height="338" src="http://www.youtube.com/embed/B-7tgWQKJh8?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>It&#8217;s a strange lineup, but I&#8217;m already incredibly jealous of those folks travelling to Vegas to take part in the festivities. The tournament of tournaments and the indie showcase will be happening from July 6th to July 8th, and only the strong will survive.</p>
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		<title>‘Super Tank Warfare: ADVENTIA’ Demo Is A Bit Good</title>
		<link>http://www.diygamer.com/2012/05/super-tank-warfare-adventia-demo-is-a-bit-good/</link>
		<comments>http://www.diygamer.com/2012/05/super-tank-warfare-adventia-demo-is-a-bit-good/#comments</comments>
		<pubDate>Mon, 28 May 2012 01:14:53 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Astro Port]]></category>
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		<category><![CDATA[Preview]]></category>
		<category><![CDATA[Released]]></category>
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		<category><![CDATA[super]]></category>
		<category><![CDATA[super-tank]]></category>
		<category><![CDATA[Trailers]]></category>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/05/super-tank-warfare-adventia-demo-is-a-bit-good/</guid>
		<description><![CDATA[<div class="theContent" webReader="55.3861955629"><p><a href="http://www.indiegamemag.com/super-tank-warfare-adventia-demo-is-a-bit-good/super-tank/" rel="attachment wp-att-33049"><img src="http://www.indiegamemag.com/media/super-tank-613x413.png" alt="Super Tank Warfare: ADVENTIA" title="Super Tank Warfare: ADVENTIA" width="613" height="413" class="aligncenter size-large wp-image-33049" /></a></p><p>The developers of <a href="http://nyu-media.com/products/satazius/">Satazius</a>, <a href="http://www.interq.or.jp/saturn/takuhama/dhc.html">Astro Port</a>, have released their top-down tank shmup <strong>Super Tank Warfare: ADVENTIA</strong> to Japanese players; for everyone else there’s the demo and it’s definitely worth playing!</p><p>We’re not sure of the exact details of the storyline for <strong>Super Tank Warfare</strong>, but it’s set just shortly after World War II when a secret military base is set-up and develops devastating technology in a ploy to take over the world – that kind of thing. You’ll be playing as a squadron of chirpy ladies who are clearly out to stop them. There are five of them altogether and each of them correspond to a different gun for your tank, you can select up to three. There’s some great variation between each of the guns too, from the standard one-shot to a spread shot and even huge balls of electric which can be used while you hide behind cover.</p><p><a href="http://www.indiegamemag.com/super-tank-warfare-adventia-demo-is-a-bit-good/tank/" rel="attachment wp-att-33050"><img src="http://www.indiegamemag.com/media/tank-613x459.png" alt="Super Tank Warfare: ADVENTIA" title="Super Tank Warfare: ADVENTIA" width="613" height="459" class="aligncenter size-large wp-image-33050" /></a></p><p><strong>Super Tank Warfare</strong> is of course an arcade game through and through so the levels are fairly short but they make up with that with huge explosions to complement the meaty shooting. The tank isn’t the most maneuverable of vehicles of course, so anticipating the enemies fire is quite essential. Most of them don’t fire that often but the bigger ones will take quite the pounding in order to distract you while the smaller ones attempt a flanking maneuver. Later into the demo you’ll also have mines to dodge and turrets to deal with, or even turn against your opponents.</p><p>Then of course you have your big boss tanks to deal with. There’s only two of them in the demo and both are pretty easy to take down as their attacks are very easy to dodge. Still very fun though. After each level you can use the experience gained to upgrade each of your guns, movement speed and armor. Your health will also be replenished a little, which does mean that you won’t start off every level with full health.</p><p>Download the demo for <strong>Super Tank Warfare</strong> yourself, we highly recommend it – just click on <a href="http://www.vector.co.jp/download/file/winnt/game/fh578910.html">this link</a> and it’s all yours.</p><p>You can find out more information about <strong>Super Tank Warfare: ADVENTIA</strong> over on the game’s <a href="http://www.interq.or.jp/saturn/takuhama/adventia.html">official website</a>.</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/super-tank-warfare-adventia-demo-is-a-bit-good/super-tank/" rel="attachment wp-att-33049"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/1f65super-tank-613x413.png" alt="Super Tank Warfare: ADVENTIA" title="Super Tank Warfare: ADVENTIA" width="613" height="413" class="aligncenter size-large wp-image-33049" /></a></p>
<p>The developers of <a href="http://nyu-media.com/products/satazius" />Satazius</a>, <a href="http://www.interq.or.jp/saturn/takuhama/dhc.html">Astro Port</a>, have released their top-down tank shmup <strong>Super Tank Warfare: ADVENTIA</strong> to Japanese players; for everyone else there&#8217;s the demo and it&#8217;s definitely worth playing!</p>
<p>We&#8217;re not sure of the exact details of the storyline for <strong>Super Tank Warfare</strong>, but it&#8217;s set just shortly after World War II when a secret military base is set-up and develops devastating technology in a ploy to take over the world &#8211; that kind of thing. You&#8217;ll be playing as a squadron of chirpy ladies who are clearly out to stop them. There are five of them altogether and each of them correspond to a different gun for your tank, you can select up to three. There&#8217;s some great variation between each of the guns too, from the standard one-shot to a spread shot and even huge balls of electric which can be used while you hide behind cover. </p>
<p><a href="http://www.indiegamemag.com/super-tank-warfare-adventia-demo-is-a-bit-good/tank/" rel="attachment wp-att-33050"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/31b0tank-613x459.png" alt="Super Tank Warfare: ADVENTIA" title="Super Tank Warfare: ADVENTIA" width="613" height="459" class="aligncenter size-large wp-image-33050" /></a></p>
<p><strong>Super Tank Warfare</strong> is of course an arcade game through and through so the levels are fairly short but they make up with that with huge explosions to complement the meaty shooting. The tank isn&#8217;t the most maneuverable of vehicles of course, so anticipating the enemies fire is quite essential. Most of them don&#8217;t fire that often but the bigger ones will take quite the pounding in order to distract you while the smaller ones attempt a flanking maneuver. Later into the demo you&#8217;ll also have mines to dodge and turrets to deal with, or even turn against your opponents.</p>
<p>Then of course you have your big boss tanks to deal with. There&#8217;s only two of them in the demo and both are pretty easy to take down as their attacks are very easy to dodge. Still very fun though. After each level you can use the experience gained to upgrade each of your guns, movement speed and armor. Your health will also be replenished a little, which does mean that you won&#8217;t start off every level with full health.</p>
<p>Download the demo for <strong>Super Tank Warfare</strong> yourself, we highly recommend it &#8211; just click on <a href="http://www.vector.co.jp/download/file/winnt/game/fh578910.html">this link</a> and it&#8217;s all yours.</p>
<p><center><iframe width="560" height="340" src="http://www.youtube.com/embed/y313wfaCPxY" frameborder="0" allowfullscreen></iframe></center></p>
<p>You can find out more information about <strong>Super Tank Warfare: ADVENTIA</strong> over on the game&#8217;s <a href="http://www.interq.or.jp/saturn/takuhama/adventia.html">official website</a>.</p>
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		<title>Anti-Sale Mentality Ignites As ‘Because We May’ Discounts Launch</title>
		<link>http://www.diygamer.com/2012/05/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/</link>
		<comments>http://www.diygamer.com/2012/05/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/#comments</comments>
		<pubDate>Thu, 24 May 2012 20:17:26 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[anti sale mentality]]></category>
		<category><![CDATA[because we may]]></category>
		<category><![CDATA[freedom]]></category>
		<category><![CDATA[jon brodsky]]></category>
		<category><![CDATA[price]]></category>
		<category><![CDATA[super]]></category>
		<category><![CDATA[][ Games]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/05/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/</guid>
		<description><![CDATA[<div class="theContent" webReader="145.709074327"><p><a href="http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/bwm/" rel="attachment wp-att-32610"><img src="http://www.indiegamemag.com/media/bwm.png" alt="Because We May" title="Because We May" width="571" height="360" class="aligncenter size-full wp-image-32610" /></a></p><p>“We believe that developers should have the freedom to price their games how they like” is how the prose begins over on the <a href="http://www.becausewemay.com/">Because We May</a> website. This is an effort started by Ron Carmel as a means to celebrate the digital stores that grant indie developers the freedom to set their own prices; primarily the App Store, Google Play and Steam but IndieCity, Indievania and Desura are certainly stores that fit the criteria.</p><p>Celebration takes the form of encouraging indie game developers to discount their games on the site during the last week of May, and it seems to have proven very popular with about 180 developers signing up to endorse the site’s message (that of freedom of pricing on those stores). The discounts rolled out today with, we imagine, many eager wallets springing open and gobbling up the many quality indie games available at such low prices.</p><p><a href="http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/sos-2/" rel="attachment wp-att-32620"><img src="http://www.indiegamemag.com/media/sos1.png" alt="Because We May Discounts" title="Because We May Discounts" width="604" height="373" class="aligncenter size-full wp-image-32620" /></a></p><p>Take a look at that image above just one more time. Do you see it? Sos Sosowski’s <a href="http://superofficestress.com/"><em>Super Office Stress</em></a> is set at $99.99. Hardly the low price discount that every other developer has sided with for their game in accordance with the encouragement by Carmel and the other organizers. So what’s going on here?</p><p>A few developers have taken a different approach to being able to set their prices as they see fit, and as we’ve <a href="http://www.indiegamemag.com/the-indie-game-lottery-ido-yehieli-speaks-out-against-bundles-and-sales/">heard previously</a> it’s one that disagrees with the “race to the bottom” that discounts, bundles and sales arguably encourage.</p><p>Earlier today Michael Brough (aka smestorp) wrote up a <a href="http://mightyvision.blogspot.pt/2012/05/pricing.html">blog post</a> about indie game pricing in reaction to the <strong>Because We May</strong> discounts. He recounts that upon first hearing about the organized sale that he thought it irrelevant to himself, saying that he had never had a problem with being able to set his prices as he sees fit and therefore it coming across as a weird thing to celebrate.</p><p>“But thinking about it some more, maybe I am indirectly affected”, Michael writes. “I’m affected by expectations of what the costs of games should be, for what a game of a particular cost should look like. I’m not entirely free to set prices how I like, if I need anyone to buy them.”</p><p>Michael’s most prominent point is that most indie games are attractive to only a small audience so they aren’t likely to sell in big numbers. Therefore you are going to want to put a high enough price on them if you wish to cover your costs without losing too many sales. He argues that he has to set the price higher per unit than another developer who is pushing many thousands of sales.</p><p>“So while I kind of get the point of this sale, I feel like it’s going about things backwards. Dropping prices – well hey, they might be too low already, the thing to celebrate is being able to set them higher. Get out of this race to the bottom.”</p><p>Michael has adopted what we’re calling an ‘anti-sale mentality’ by selling <em>Vertex Dispenser</em> at $15.01, “antidiscounted” from $9.99, and <em>Glitch Tank</em> and <em>Zaga-33</em> have both been priced to $6.99, anti-discounted from $1.99 and $0.99 respectively.</p><p><a href="http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/pnu8d/" rel="attachment wp-att-32626"><img src="http://www.indiegamemag.com/media/PnU8d-613x383.jpg" alt="Vertex Dispenser" title="Vertex Dispenser" width="613" height="383" class="aligncenter size-large wp-image-32626" /></a></p><p>This is what Sos Sosowski has partaken in by setting <em>Super Office Stress</em> at $99.99; as a means to fight against this “race to the bottom” that has been ongoing due to the abundance of bundles and sales that offer indie games at very low prices. The result of this could be that players learn to wait for these regular sales in order to spend their money on indie games, therefore devaluing them and often being called out for being priced too high in places, when in fact they may not be.</p><p>We spoke to Sos to find out his reasoning behind putting the price of his game up so high in the <strong>Because We May</strong> discounts:</p><p>“Actually I wanted to set the price this high just for a day for some time. Then I heard about <strong>Because We May</strong> and thought it was great and wanted to join in! Then I realised I am unable to discount [<em>Super Office Stress</em>] since the price is determined by <a href="http://superofficestress.com/dice.swf">dice roll</a> anyway, so I thought it was a good opportunity to pull this off. I think that since we celebrate being able to set the price whatever we want, why not put it this high?!”</p><p>“I think it proves a valid point. It seems a bit ironic that indie developers, who are probably kind of poor already, celebrate setting the prices even lower and I hope to display that you can actually do what you want and you will never know how it goes unless you try!”</p><p>“Thus I think that anti-discounts nail the point of <strong>Because We May</strong> and provide a fair balance.”</p><p>Someone else who has read the post by Michael Brough is Jon Brodsky, who has developed his own games as a solo developer but currently works at <a href="http://luckyframe.co.uk/">Lucky Frame</a>, producing catchy iOS titles. He has set-up of more an experiment with the pricing during these discounts – selling his solo title, <a href="http://itunes.apple.com/us/app/wiresq/id399289681?mt=8"><em>Wiresq</em></a> at the anti-discounted price of $6.99 on the App Store and has revealed his reasoning for doing so:</p><p>“With digital goods, the relationship between the price and the production cost is really hard to determine. <em>Wiresq</em> has been out for over a year, and while I think it is an interesting product, it is extremely niche”, he told us.</p><p>“I also have the historical perspective to see that I earned well below minimum wage for the time that I worked on it, discounting any intangible gains I made. [Lucky Frame] is participating in the <strong>Because We May</strong> sale as well, with <a href="http://itunes.apple.com/app/pugs-luv-beats/id488112663/"><em>Pugs Luv Beats</em></a>, so it will be interesting to see if discounting makes us more money than raising the price.”</p><p>Jon’s two price point experiment reflects, at least in part, the efforts of Sophie Houlden’s <a href="http://www.sophiehoulden.com/results-of-the-swiftstitch-pay-when-you-want-sale/">“pay-when-you-want” sale</a>, which Michael brought up in his seminal blog post. The point being made here by these developers is that the discounts encouraged by the <strong>Because We May</strong> sales are slightly hypocritical, and that seems to be a valid point.</p><p>This could, for some, feed directly into this “race to the bottom” which sees players being taught to buy indie games only when they are on sale or as part of a bundle, which might have the effect of devaluing them too. This causes a problem when indie game developers need to set their prices slightly higher to cover their costs, but players perceive normal pricing as too steep and would prefer to skip the purchase and hope to see the game in a sale at some point.</p><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/because-we-may-announced-huge-discounts-from-may-24th-to-june-1st/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/bem-187x103.png" class="attachment-150x100 wp-post-image" alt="" title="" /></a></div><div class="related-title"><a href="http://www.indiegamemag.com/because-we-may-announced-huge-discounts-from-may-24th-to-june-1st/" rel="bookmark">‘Because We May’ Announced, Huge Discounts From May 24th To June 1st</a></div></div>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/bwm/" rel="attachment wp-att-32610"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/a86ebwm.png" alt="Because We May" title="Because We May" width="571" height="360" class="aligncenter size-full wp-image-32610" /></a></p>
<p>&#8220;We believe that developers should have the freedom to price their games how they like&#8221; is how the prose begins over on the <a href="http://www.becausewemay.com" />Because We May</a> website. This is an effort started by Ron Carmel as a means to celebrate the digital stores that grant indie developers the freedom to set their own prices; primarily the App Store, Google Play and Steam but IndieCity, Indievania and Desura are certainly stores that fit the criteria.</p>
<p>Celebration takes the form of encouraging indie game developers to discount their games on the site during the last week of May, and it seems to have proven very popular with about 180 developers signing up to endorse the site&#8217;s message (that of freedom of pricing on those stores). The discounts rolled out today with, we imagine, many eager wallets springing open and gobbling up the many quality indie games available at such low prices.</p>
<p><a href="http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/sos-2/" rel="attachment wp-att-32620"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/4a28sos1.png" alt="Because We May Discounts" title="Because We May Discounts" width="604" height="373" class="aligncenter size-full wp-image-32620" /></a></p>
<p>Take a look at that image above just one more time. Do you see it? Sos Sosowski&#8217;s <a href="http://superofficestress.com" /><em>Super Office Stress</em></a> is set at $99.99. Hardly the low price discount that every other developer has sided with for their game in accordance with the encouragement by Carmel and the other organizers. So what&#8217;s going on here?</p>
<p>A few developers have taken a different approach to being able to set their prices as they see fit, and as we&#8217;ve <a href="http://www.indiegamemag.com/the-indie-game-lottery-ido-yehieli-speaks-out-against-bundles-and-sales" />heard previously</a> it&#8217;s one that disagrees with the &#8220;race to the bottom&#8221; that discounts, bundles and sales arguably encourage.</p>
<p>Earlier today Michael Brough (aka smestorp) wrote up a <a href="http://mightyvision.blogspot.pt/2012/05/pricing.html">blog post</a> about indie game pricing in reaction to the <strong>Because We May</strong> discounts. He recounts that upon first hearing about the organized sale that he thought it irrelevant to himself, saying that he had never had a problem with being able to set his prices as he sees fit and therefore it coming across as a weird thing to celebrate.</p>
<p>&#8220;But thinking about it some more, maybe I am indirectly affected&#8221;, Michael writes. &#8220;I&#8217;m affected by expectations of what the costs of games should be, for what a game of a particular cost should look like. I&#8217;m not entirely free to set prices how I like, if I need anyone to buy them.&#8221;</p>
<p>Michael&#8217;s most prominent point is that most indie games are attractive to only a small audience so they aren&#8217;t likely to sell in big numbers. Therefore you are going to want to put a high enough price on them if you wish to cover your costs without losing too many sales. He argues that he has to set the price higher per unit than another developer who is pushing many thousands of sales.</p>
<p>&#8220;So while I kind of get the point of this sale, I feel like it&#8217;s going about things backwards. Dropping prices &#8211; well hey, they might be too low already, the thing to celebrate is being able to set them higher. Get out of this race to the bottom.&#8221;</p>
<p>Michael has adopted what we&#8217;re calling an &#8216;anti-sale mentality&#8217; by selling <em>Vertex Dispenser</em> at $15.01, &#8220;antidiscounted&#8221; from $9.99, and <em>Glitch Tank</em> and <em>Zaga-33</em> have both been priced to $6.99, anti-discounted from $1.99 and $0.99 respectively. </p>
<p><a href="http://www.indiegamemag.com/anti-sale-mentality-ignites-as-because-we-may-discounts-launch/pnu8d/" rel="attachment wp-att-32626"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/d029PnU8d-613x383.jpg" alt="Vertex Dispenser" title="Vertex Dispenser" width="613" height="383" class="aligncenter size-large wp-image-32626" /></a></p>
<p>This is what Sos Sosowski has partaken in by setting <em>Super Office Stress</em> at $99.99; as a means to fight against this &#8220;race to the bottom&#8221; that has been ongoing due to the abundance of bundles and sales that offer indie games at very low prices. The result of this could be that players learn to wait for these regular sales in order to spend their money on indie games, therefore devaluing them and often being called out for being priced too high in places, when in fact they may not be.</p>
<p>We spoke to Sos to find out his reasoning behind putting the price of his game up so high in the <strong>Because We May</strong> discounts:</p>
<p>&#8220;Actually I wanted to set the price this high just for a day for some time. Then I heard about <strong>Because We May</strong> and thought it was great and wanted to join in! Then I realised I am unable to discount [<em>Super Office Stress</em>] since the price is determined by <a href="http://superofficestress.com/dice.swf">dice roll</a> anyway, so I thought it was a good opportunity to pull this off. I think that since we celebrate being able to set the price whatever we want, why not put it this high?!&#8221;</p>
<p>&#8220;I think it proves a valid point. It seems a bit ironic that indie developers, who are probably kind of poor already, celebrate setting the prices even lower and I hope to display that you can actually do what you want and you will never know how it goes unless you try!&#8221;</p>
<p>&#8220;Thus I think that anti-discounts nail the point of <strong>Because We May</strong> and provide a fair balance.&#8221;</p>
<p><center><iframe width="600" height="340" src="http://www.youtube.com/embed/1hoa0dUYm9c?feature=player_embedded" frameborder="0" allowfullscreen></iframe></center></p>
<p>Someone else who has read the post by Michael Brough is Jon Brodsky, who has developed his own games as a solo developer but currently works at <a href="http://luckyframe.co.uk" />Lucky Frame</a>, producing catchy iOS titles. He has set-up of more an experiment with the pricing during these discounts &#8211; selling his solo title, <a href="http://itunes.apple.com/us/app/wiresq/id399289681?mt=8"><em>Wiresq</em></a> at the anti-discounted price of $6.99 on the App Store and has revealed his reasoning for doing so:</p>
<p>&#8220;With digital goods, the relationship between the price and the production cost is really hard to determine. <em>Wiresq</em> has been out for over a year, and while I think it is an interesting product, it is extremely niche&#8221;, he told us. </p>
<p>&#8220;I also have the historical perspective to see that I earned well below minimum wage for the time that I worked on it, discounting any intangible gains I made. [Lucky Frame] is participating in the <strong>Because We May</strong> sale as well, with <a href="http://itunes.apple.com/app/pugs-luv-beats/id488112663" /><em>Pugs Luv Beats</em></a>, so it will be interesting to see if discounting makes us more money than raising the price.&#8221;</p>
<p>Jon&#8217;s two price point experiment reflects, at least in part, the efforts of Sophie Houlden&#8217;s <a href="http://www.sophiehoulden.com/results-of-the-swiftstitch-pay-when-you-want-sale" />&#8220;pay-when-you-want&#8221; sale</a>, which Michael brought up in his seminal blog post. The point being made here by these developers is that the discounts encouraged by the <strong>Because We May</strong> sales are slightly hypocritical, and that seems to be a valid point.</p>
<p>This could, for some, feed directly into this &#8220;race to the bottom&#8221; which sees players being taught to buy indie games only when they are on sale or as part of a bundle, which might have the effect of devaluing them too. This causes a problem when indie game developers need to set their prices slightly higher to cover their costs, but players perceive normal pricing as too steep and would prefer to skip the purchase and hope to see the game in a sale at some point.</p>
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		<title>A New Dimension: ‘First Person Mario’ Beta Released For Free</title>
		<link>http://www.diygamer.com/2012/05/a-new-dimension-first-person-mario-beta-released-for-free/</link>
		<comments>http://www.diygamer.com/2012/05/a-new-dimension-first-person-mario-beta-released-for-free/#comments</comments>
		<pubDate>Mon, 14 May 2012 20:44:41 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Browser]]></category>
		<category><![CDATA[First Person]]></category>
		<category><![CDATA[first person mario]]></category>
		<category><![CDATA[pc game]]></category>
		<category><![CDATA[Platformer]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[super]]></category>

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		<description><![CDATA[<div class="box pageBox" id="post-31020" webReader="43.6367313916"><div class="pageHeader singleHeader"><h1>A New Dimension: ‘First Person Mario’ Beta Released For Free</h1><a href="" title="Back" class="arrowMed">Back</a></div><div class="entry" webReader="35.7048766816"><p class="postPreviewMeta">May 14th, 2012 <span class="divider">&#124;</span> By <a href="http://www.indiegamemag.com/author/priest/" title="Posts by Chris Priestman" rel="author">Chris Priestman</a></p><p class="postPreviewMeta">Tagged in: <a href="http://www.indiegamemag.com/tag/beta/" rel="tag">beta</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/first-person/" rel="tag">first person</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/first-person-mario/" rel="tag">first person mario</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/pc-game/" rel="tag">PC Game</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/platformer/" rel="tag">Platformer</a> <span class="divider">&#124;</span> <a href="http://www.indiegamemag.com/tag/sohcahtoa-studios/" rel="tag">sohcahtoa studios</a></p><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><div class="theContent" webReader="40.4971910112"><p><a href="http://www.indiegamemag.com/a-new-dimension-first-person-mario-beta-released-for-free/screenshot_2/" rel="attachment wp-att-31021"><img src="http://www.indiegamemag.com/media/screenshot_2-613x459.png" alt="First Person Mario" title="First Person Mario" width="613" height="459" class="aligncenter size-large wp-image-31021" /></a></p><p>You may remember that a couple of months ago a <a href="http://www.youtube.com/watch?v=KBb9wFP7uZM#!">video</a> of how Mario would play out if it were first person hit the internet pretty hard, well, now we’re telling you that you can play it.</p><p>While you may not believe them, <a href="http://www.sohcahtoastudios.com">Sohcahtoa Studios</a> were making <strong>First Person Mario</strong> a whole month before the video hit the internet. Three months after they started on the project, the small team of five have now released a beta version for people to play. There’s not much that needs to be explained about the game really – it’s Super Mario Bros levels played from a first person perspective.</p><p>The game is made in Unity as you might have expected, and makes good use of the mouse to let the player look around while travelling along the one brick wide platform – don’t worry, you can’t fall of the sides. Jumping on top of the heads of Goombas proves unsurprisingly tricky and has been the main reason why we have lost many of lives just on the first level. You can sort of get used to it after a while, but it is tricky.</p><p><a href="http://www.indiegamemag.com/a-new-dimension-first-person-mario-beta-released-for-free/screenshot_4/" rel="attachment wp-att-31025"><img src="http://www.indiegamemag.com/media/screenshot_4-613x459.png" alt="First Person Mario" title="First Person Mario" width="613" height="459" class="aligncenter size-large wp-image-31025" /></a></p><p>You can play the beta version of <strong>First Person Mario</strong> in your browser by following <a href="http://www.sohcahtoastudios.com/projects.html">this link</a>.</p><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/ld23-a-super-mario-summary/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/sms-187x103.png" class="attachment-150x100 wp-post-image" alt="" title="" /></a></div><div class="related-title"><a href="http://www.indiegamemag.com/ld23-a-super-mario-summary/" rel="bookmark">LD23 – ‘A Super Mario Summary’</a></div></div>
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</ol></div><div class="box paternBox indieGamesApp" webReader="6.42105263158"><h2 class="titleIndieGames">The Indie Game Magazine</h2><p>You can now enjoy Inde Game Magazine in the palm of your hand! Our awesome new iPhone/iPad app allows you to download and read the magazine wherever you are! <a onclick="pageTracker._trackPageview('/outgoing/iPhoneApp');" href="http://bit.ly/igmappns" title="View The Indie Game Magazine iPhone/iPad App in the App Store">Check it out!</a></p><a onclick="pageTracker._trackPageview('/outgoing/iPhoneApp');" href="http://bit.ly/igmappns" title="View The Indie Game Magazine iPhone App in the App Store" class="iPhoneApp">Get it Free now in the App store</a></div><div class="box paternBox newsLetter clearfix"><h2 class="titleNewsletter"></h2></div></div></div>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/a-new-dimension-first-person-mario-beta-released-for-free/screenshot_2/" rel="attachment wp-att-31021"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/0c51screenshot_2-613x459.png" alt="First Person Mario" title="First Person Mario" width="613" height="459" class="aligncenter size-large wp-image-31021" /></a></p>
<p>You may remember that a couple of months ago a <a href="http://www.youtube.com/watch?v=KBb9wFP7uZM#!">video</a> of how Mario would play out if it were first person hit the internet pretty hard, well, now we&#8217;re telling you that you can play it.</p>
<p>While you may not believe them, <a href="http://www.sohcahtoastudios.com">Sohcahtoa Studios</a> were making <strong>First Person Mario</strong> a whole month before the video hit the internet. Three months after they started on the project, the small team of five have now released a beta version for people to play. There&#8217;s not much that needs to be explained about the game really &#8211; it&#8217;s Super Mario Bros levels played from a first person perspective.</p>
<p>The game is made in Unity as you might have expected, and makes good use of the mouse to let the player look around while travelling along the one brick wide platform &#8211; don&#8217;t worry, you can&#8217;t fall of the sides. Jumping on top of the heads of Goombas proves unsurprisingly tricky and has been the main reason why we have lost many of lives just on the first level. You can sort of get used to it after a while, but it is tricky.</p>
<p><a href="http://www.indiegamemag.com/a-new-dimension-first-person-mario-beta-released-for-free/screenshot_4/" rel="attachment wp-att-31025"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/de96screenshot_4-613x459.png" alt="First Person Mario" title="First Person Mario" width="613" height="459" class="aligncenter size-large wp-image-31025" /></a></p>
<p>You can play the beta version of <strong>First Person Mario</strong> in your browser by following <a href="http://www.sohcahtoastudios.com/projects.html">this link</a>.</p>
]]></content:encoded>
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		<title>Vlambeer, Ronimo, Tale Of Tales Talking At ‘Indievelopment 2012′ On May 16th</title>
		<link>http://www.diygamer.com/2012/05/vlambeer-ronimo-tale-of-tales-talking-at-indievelopment-2012%e2%80%b2-on-may-16th/</link>
		<comments>http://www.diygamer.com/2012/05/vlambeer-ronimo-tale-of-tales-talking-at-indievelopment-2012%e2%80%b2-on-may-16th/#comments</comments>
		<pubDate>Tue, 08 May 2012 22:42:53 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[indievelopment]]></category>
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		<category><![CDATA[Official]]></category>
		<category><![CDATA[Ronimo Games]]></category>
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		<category><![CDATA[Vlambeer]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/05/vlambeer-ronimo-tale-of-tales-talking-at-indievelopment-2012%e2%80%b2-on-may-16th/</guid>
		<description><![CDATA[<div class="theContent" webReader="45.7676098736"><p><a href="http://www.indiegamemag.com/vlambeer-ronimo-tale-of-tales-talking-at-indievelopment-2012-on-may-16th/indiede/" rel="attachment wp-att-30258"><img src="http://www.indiegamemag.com/media/indiede-613x307.png" alt="Indievelopment 2012" title="Indievelopment 2012" width="613" height="307" class="aligncenter size-large wp-image-30258" /></a></p><p>Dutch indie developers are amongst some of the exciting out there and <strong>Indievelopment 2012</strong> has invited some of the very best to conduct talks on May 16th in Utrecht, Netherlands. How they have managed to grab such a good roster of studios together we don’t know (we suspect offerings of drinks), but it’s definitely not an event to miss if you are able to attend.</p><p>The day will kick off with <a href="http://www.ronimo-games.com/">Ronimo Games</a> giving a talk, they of course being the developers behind the recently released Awesomenauts. Then <a href="http://www.taleoftales.com/">Tale of Tales</a> and <a href="http://www.gameovenstudios.com/">Game Oven Studios</a> will take to the stage, The Graveyard and Fingle being their most famous games respectively. Of course, Tale of Tales are Belgian – getting there before we’re called out on that.</p><p>After lunch, <a href="http://goosegogs.de/">Goosegogs</a> (German) and <a href="http://www.stolencouchgames.com/">Stolen Couch Games</a> will deliver talks about their experiences in game development with their releases Goosegogs and Kids vs. Goblins respectively.</p><p>The big talk to finish off the day comes from the marvellous <a href="http://www.vlambeer.com/">Vlambeer</a> of Super Crate Box fame. Coincidentally, we attended a talk given by Vlambeer not so long ago which you can read a summation of <a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/">here</a>.</p><p>A very good lineup if we do say so ourselves. The day-long event will take place in <a href="http://www.indievelopment.nl/locatie.php">‘t Zand Maarssen</a> and a ticket can be bought for €7,50 through this <a href="http://www.indievelopment.nl/koop-tickets.php">payment form</a>.</p><p>More information on <strong>Indievelopment 2012</strong> can be found over on the <a href="http://www.indievelopment.nl">official website</a>.</p><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/learn-at-the-free-2-play-conference/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/f2p-logo-187x103.jpg" class="attachment-150x100 wp-post-image" alt="" title="" /></a></div><div class="related-title"><a href="http://www.indiegamemag.com/learn-at-the-free-2-play-conference/" rel="bookmark">Learn At The Free 2 Play Conference</a></div></div>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/vlambeer-ronimo-tale-of-tales-talking-at-indievelopment-2012-on-may-16th/indiede/" rel="attachment wp-att-30258"><img src="http://www.diygamer.com/wp-content/uploads/2012/05/a413indiede-613x307.png" alt="Indievelopment 2012" title="Indievelopment 2012" width="613" height="307" class="aligncenter size-large wp-image-30258" /></a></p>
<p>Dutch indie developers are amongst some of the exciting out there and <strong>Indievelopment 2012</strong> has invited some of the very best to conduct talks on May 16th in Utrecht, Netherlands. How they have managed to grab such a good roster of studios together we don&#8217;t know (we suspect offerings of drinks), but it&#8217;s definitely not an event to miss if you are able to attend.</p>
<p>The day will kick off with <a href="http://www.ronimo-games.com" />Ronimo Games</a> giving a talk, they of course being the developers behind the recently released Awesomenauts. Then <a href="http://www.taleoftales.com" />Tale of Tales</a> and <a href="http://www.gameovenstudios.com" />Game Oven Studios</a> will take to the stage, The Graveyard and Fingle being their most famous games respectively. Of course, Tale of Tales are Belgian &#8211; getting there before we&#8217;re called out on that. </p>
<p>After lunch, <a href="http://goosegogs.de" />Goosegogs</a> (German) and <a href="http://www.stolencouchgames.com" />Stolen Couch Games</a> will deliver talks about their experiences in game development with their releases Goosegogs and Kids vs. Goblins respectively.</p>
<p><center><iframe width="560" height="315" src="http://www.youtube.com/embed/SnPD5S1WNHM" frameborder="0" allowfullscreen></iframe></center></p>
<p>The big talk to finish off the day comes from the marvellous <a href="http://www.vlambeer.com" />Vlambeer</a> of Super Crate Box fame. Coincidentally, we attended a talk given by Vlambeer not so long ago which you can read a summation of <a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense" />here</a>.</p>
<p>A very good lineup if we do say so ourselves. The day-long event will take place in <a href="http://www.indievelopment.nl/locatie.php">&#8216;t Zand Maarssen</a> and a ticket can be bought for €7,50 through this <a href="http://www.indievelopment.nl/koop-tickets.php">payment form</a>.</p>
<p>More information on <strong>Indievelopment 2012</strong> can be found over on the <a href="http://www.indievelopment.nl">official website</a>.</p>
]]></content:encoded>
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		<title>Executive Promotion: ‘Super Office Stress’ Updated</title>
		<link>http://www.diygamer.com/2012/05/executive-promotion-super-office-stress-updated/</link>
		<comments>http://www.diygamer.com/2012/05/executive-promotion-super-office-stress-updated/#comments</comments>
		<pubDate>Tue, 08 May 2012 21:07:08 +0000</pubDate>
		<dc:creator>Richard Glenn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blackberry]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[itchy-trigger]]></category>
		<category><![CDATA[officially]]></category>
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		<category><![CDATA[Released]]></category>
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		<category><![CDATA[Shooter]]></category>
		<category><![CDATA[sos sosowski]]></category>
		<category><![CDATA[stress]]></category>
		<category><![CDATA[super]]></category>
		<category><![CDATA[Super Crossfire]]></category>

		<guid isPermaLink="false">http://www.diygamer.com/2012/05/executive-promotion-super-office-stress-updated/</guid>
		<description><![CDATA[<div class="theContent" webReader="45.14922049"><p><a href="http://www.indiegamemag.com/executive-promotion-super-office-stress-updated/shot1-3/" rel="attachment wp-att-30262"><img src="http://www.indiegamemag.com/media/shot11-613x383.png" alt="Super Office Stress" title="Super Office Stress" width="613" height="383" class="aligncenter size-large wp-image-30262"/></a></p><p>Look, we’re not trying to insinuate anything about your working conditions, nor are we inclined to advocate brutal physical assault, but have you ever felt, for just a <em>second</em> at least, that you’re verging ever closer to inciting an office-based rampage? Haven’t you been just the slightest bit tempted to respond to your line manager’s request to print off an extra hundred quarterly reports by jamming the photocopier into his rectal canal and and stapling a pack of post-it notes to his urinary tract?</p><p><strong>Official disclaimer</strong>: We certainly haven’t. That would be illegal. And blood stains take ages to wash out your jacket.</p><p><a href="http://superofficestress.com/"><strong>Super Office Stress</strong></a>, a third-person action roguelike produced by Sos Sosowski for the recent Indie Buskers 48 hour game jam and aims to scratch that masochistic itch by allowing players to unleash gut-busting hell in a multi-story office environment. We’re being quite literal here – as you make your way up this roguelike’s many levels, you’ll be ripping colleagues to shreds in order to reach a goal within the allotted time limit.</p><p>Sos has been working on the game after the Buskers event and now has it ready in a state at which he is happy to let people purchase once again. Super Office Stress will be released today in its updated state and to accompany it is a brand new trailer from which you can soak up the quirky madness.</p><span class="embed-youtube c2"><iframe class="youtube-player" type="text/html" width="560" height="315" src="http://www.youtube.com/embed/x3zFsiCiJtU?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>More information on <strong>Super Office Stress</strong> can be found on the <a href="http://superofficestress.com/">official website</a>.</p><h2>You may be interested in:</h2><ol class="related-posts"><li>
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<div class="related-post"><div class="related-thumb"><a href="http://www.indiegamemag.com/unity-bring-super-crossfire-to-blackberry-playbook-dev-takes-it-easy/" rel="bookmark"><img width="150" height="82" src="http://www.indiegamemag.com/media/super_crossfire_web-187x103.jpg" class="attachment-150x100 wp-post-image" alt="" title=""/></a></div><div class="related-title"><a href="http://www.indiegamemag.com/unity-bring-super-crossfire-to-blackberry-playbook-dev-takes-it-easy/" rel="bookmark">Unity Bring ‘Super Crossfire’ To Blackberry Playbook, Dev Takes It Easy</a></div></div>
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			<content:encoded><![CDATA[<p><a href="http://www.indiegamemag.com/executive-promotion-super-office-stress-updated/super-office-stress/" rel="attachment wp-att-30237"><img class="aligncenter size-large wp-image-30237" src="http://www.diygamer.com/wp-content/uploads/2012/05/5314Super-Office-Stress-613x459.png" alt="" width="613" height="459" /></a></p>
<p>Look, we&#8217;re not trying to insinuate anything about your working conditions, nor are we inclined to advocate brutal physical assault, but have you ever felt, for just a <em>second</em> at least, that you&#8217;re verging ever closer to inciting an office-based rampage? Haven&#8217;t you been just the slightest bit tempted to respond to your line manager&#8217;s request to print off an extra hundred quarterly reports by jamming the photocopier into his rectal canal and and stapling a pack of post-it notes to his urinary tract?</p>
<p><strong>Official disclaimer</strong>: We certainly haven&#8217;t. That would be illegal. And blood stains take ages to wash out your jacket.</p>
<p><strong>Super Office Stress</strong>, a third-person action RPG produced by Sos Sosowski for the recent Indie Buskers 48 hour game jam, aims to scratch that masochistic itch by allowing players to unleash gut-busting hell in a multi-story office environment. Featuring 50 levels, the game is a fairy stringent time-based affair in which players must manipulate the physics of time and gravity, as well as ripping their colleagues to shreds, in order to reach a goal within the allotted time limit. Just have a look at the brand new trailer below to soak up the quirky madness.</p>
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		<title>‘Nuclear Unicorn Force’ Riding Onto PC and Xbox 360 Soon</title>
		<link>http://www.diygamer.com/2012/05/nuclear-unicorn-force-riding-onto-pc-and-xbox-360-soon/</link>
		<comments>http://www.diygamer.com/2012/05/nuclear-unicorn-force-riding-onto-pc-and-xbox-360-soon/#comments</comments>
		<pubDate>Mon, 07 May 2012 00:20:26 +0000</pubDate>
		<dc:creator>Richard Glenn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arcade]]></category>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/05/nuclear-unicorn-force-riding-onto-pc-and-xbox-360-soon/</guid>
		<description><![CDATA[<div class="theContent" webReader="66.949742778"><p><a href="http://www.indiegamemag.com/nuclear-unicorn-force-riding-onto-pc-and-xbox-360-soon/nuclear-unicorn-force/" rel="attachment wp-att-29916"><img class="aligncenter size-full wp-image-29916" src="http://www.indiegamemag.com/media/Nuclear-Unicorn-Force.png" alt="" width="300" height="338"/></a></p><p>If unicorns, vampires and scantily clad females in animé form are to today’s cultural landscape what Storm Trooper outfits were to youngsters growing up in the 70s, In Excelsis Studios really have gone for broke with this one. Targeting an imminent release on both the PC and Xbox 360 platforms, they’re bringing all three aforementioned phenomena together in one tight package with <strong>Nuclear Unicorn Force</strong>.</p><p>The game stars so-called vampire princess Lillia Fang, whose chic, castle-dwelling lifestyle has been turned on its nouveau-riche head following a nuclear strike on her home. Aside from leaving a trail of destruction, and perhaps a few lost souls bedecked in a glowing, greenish hue, in its wake, the nuclear disaster has also unleashed the menacing Nuclear Unicorn Force on Lillia’s beleaguered allies. What ensues is a full-scale war between radioactive unicorns and blood-sucking vampires, and there’s even a hint of a sinister behind-the-scenes conspiracy. Oh dear.</p><p>Apparently, though, guns are more potent weapons than vampire fans, which is why <strong>Nuclear Unicorn Force</strong> is a bona fide shoot-em-up. As you’ll see in the trailer below, its gameplay centres predominantly around the bombastic arcade gameplay we all know so very well, pitting the player in gunslinging showdowns with angels, anthorpomorphic stars and what appears to be a fish wearing a crown. And alongside the bizarre is the downright cheesy, with the game’s 25+ levels littered with animé-style cutscenes and full voice acting.</p><span class="embed-youtube c2"><iframe class="youtube-player" type="text/html" width="560" height="315" src="http://www.youtube.com/embed/VszUgQ3FV3o?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>One of <strong>Nuclear Unicorn Force</strong>‘s key selling points is its supposedly unrelenting difficulty or, as In Excelsis Studios more bluntly put it, its “hard as balls” gameplay. However, players looking for a lighter, more forgiving experience can also play through its ‘Easy Mode’, whilst those with a thirst for stressful self-punishment can engage in its merciless ‘Nuclear Mode’. Decisions, decisions…</p><p><strong>Nuclear Unicorn Force</strong> is currently undergoing a public funding campaign through its <a href="http://www.kickstarter.com/projects/1559623789/nuclear-unicorn-force-vampire-vs-nuclear-unicorns">Kickstarter page</a>, where you can also find out more details about the project. Additional footage from the game can be perused at its <a href="http://inexcelsis-studios.com/nuclear-unicorn-force/">official website</a>.</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/nuclear-unicorn-force-riding-onto-pc-and-xbox-360-soon/nuclear-unicorn-force/" rel="attachment wp-att-29916"><img class="aligncenter size-full wp-image-29916" src="http://www.diygamer.com/wp-content/uploads/2012/05/d56fNuclear-Unicorn-Force.png" alt="" width="300" height="338" /></a></p>
<p>If unicorns, vampires and scantily clad females in animé form are to today&#8217;s cultural landscape what Storm Trooper outfits were to youngsters growing up in the 70s, In Excelsis Studios really have gone for broke with this one. Targeting an imminent release on both the PC and Xbox 360 platforms, they&#8217;re bringing all three aforementioned phenomena together in one tight package with <strong>Nuclear Unicorn Force</strong>.</p>
<p>The game stars so-called vampire princess Lillia Fang, whose chic, castle-dwelling lifestyle has been turned on its nouveau-riche head following a nuclear strike on her home. Aside from leaving a trail of destruction, and perhaps a few lost souls bedecked in a glowing, greenish hue, in its wake, the nuclear disaster has also unleashed the menacing Nuclear Unicorn Force on Lillia&#8217;s beleaguered allies. What ensues is a full-scale war between radioactive unicorns and blood-sucking vampires, and there&#8217;s even a hint of a sinister behind-the-scenes conspiracy. Oh dear.</p>
<p>Apparently, though, guns are more potent weapons than vampire fans, which is why <strong>Nuclear Unicorn Force</strong> is a bona fide shoot-em-up. As you&#8217;ll see in the trailer below, its gameplay centres predominantly around the bombastic arcade gameplay we all know so very well, pitting the player in gunslinging showdowns with angels, anthorpomorphic stars and what appears to be a fish wearing a crown. And alongside the bizarre is the downright cheesy, with the game&#8217;s 25+ levels littered with animé-style cutscenes and full voice acting.</p>
<p>
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		<title>Indie Connect: Vlambeer On Practising “Sensible Nonsense”</title>
		<link>http://www.diygamer.com/2012/04/indie-connect-vlambeer-on-practising-sensible-nonsense/</link>
		<comments>http://www.diygamer.com/2012/04/indie-connect-vlambeer-on-practising-sensible-nonsense/#comments</comments>
		<pubDate>Tue, 01 May 2012 01:57:26 +0000</pubDate>
		<dc:creator>Chris Priestman</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<guid isPermaLink="false">http://www.diygamer.com/2012/04/indie-connect-vlambeer-on-practising-sensible-nonsense/</guid>
		<description><![CDATA[<div class="theContent" webReader="148.682736156"><p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/vlam/" rel="attachment wp-att-29023"><img src="http://www.indiegamemag.com/media/vlam-613x343.png" alt="Vlambeer" title="Vlambeer" width="613" height="343" class="aligncenter size-large wp-image-29023" /></a></p><p>As the seats promptly filled in the auditorium, you could sense the anticipation for the development couple best known as <a href="http://www.vlambeer.com">Vlambeer</a> to begin their talk on “Sensible Nonsense”. Rami Ismail and Jan Willem Nijman have brought many of us simple hyperactive pleasures most famously in <a href="http://www.bored.com/game/play/150995/Radical_Fishing.html">Radical Fishing</a> and <a href="http://www.supercratebox.com/">Super Crate Box</a>, so to get a behind-the-scenes insight to their design practice was thrilling. Plus, they both knew how to engage an audience as showcased in their games, but in this case, upon a stage with a projector and a microphone each. This was going to be fun.</p><p>Once the unnecessary introduction was done with (of course we know who Vlambeer are!), the two developers moved on to highlighting a few games which they say use subtlety and implication to entice the player into its world. By this they meant that the game may not tell the player the back story directly, or reveal all of its secrets at first – the game designer lets the player soak it in subconsciously so that they may “feel” the game world.</p><p>There are different ways of doing this in a game as the examples showed. <em>Metroid</em> for example, uses its environment to indicate things to the player, but not with massive neon arrows but through subtle patterns, they also tell of the alien surroundings in a way that cutscenes or voice overs could not. The much more recent and prominent example of this technique is <em>Fez</em> – a game which designer Phil Fish, ached over for years to embed secrets and clues about its deeper meaning and story without shouting it via the megaphone which many other games resort to. The effect of such meticulous but hidden design is that new players won’t know the meaning contained in certain elements of the screenshot below:</p><p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/fez5638/" rel="attachment wp-att-29024"><img src="http://www.indiegamemag.com/media/fez5638-613x344.jpg" alt="Fez" title="Fez" width="613" height="344" class="aligncenter size-large wp-image-29024" /></a></p><p>The other example that Vlambeer gave is perhaps a more well-known one, or maybe it isn’t. <em>Team Fortress 2</em> – on the surface a fun and highly popular multiplayer FPS. What many (or some?) people aren’t aware of is that it actually has a highly detailed back story. Each character and location has actual meaning behind it and feeds into the game’s overarching narrative, even the silly quips and banter between the characters all relates, either humorously and/or ironically, back to the game’s fiction. However, at no point is this ever explicitly revealed, told or otherwise shown to the player – only in Valve HQ, subtle hints and probably some fansites does this official narrative actually exist.</p><p>So what does this have to do with Vlambeer? Well, it’s something they’ve only recently discovered in themselves, but each of their games actually has a full fiction drawn up before the game even enters the development stage. They say they didn’t consciously set out to do this with all of their games, it’s just something that they inevitably end up doing and they now realise they they do they say it’s what shapes many of their games. People often refer to a “typical Vlambeer game” and they had no idea what this meant beforehand. Now they’re thinking that the one component that is common in all of their games is this idea of a ‘sensible nonsense’ – a fiction or narrative which they conjure up and base all of the game’s design and existence around. This ensures that their games are not completely random, though they may look like that to those not in the know, each game in fact has a very detailed backstory that Vlambeer argue and discuss a lot before and during development.</p><p>They feel that a game would just feel random and chucked together if that’s all it was, which is why they make a commitment to their ridiculous settings and stories, never veering off the canon they construct. <strong>Super Crate Box</strong> for example – where’s this so-called fiction in the game? Well, the game has three levels and in the background of each (as pointed out by Jan) there are some very loose connections. The construction level actually has a rocket silo in the background which you then actually use to reach the next level, the moon base. From there you then progress into the temple which is outlined in the background of the second level, and in the temple a statue rises up in the middle of the screen slowly but never actually does anything. It is this statue, this figure, that has caused all of these hostile critters to come at you – this thing is the mastermind behind the conflict in the game and why you are shooting the enemies. You’d never guess this though and Vlambeer don’t really want anyone to know because it doesn’t add anything to this “simple arcade game”; it all exists to benefit the game’s consistency during design.</p><p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/ridiculousfishing_titlecard_1020_large_verge_super_wide/" rel="attachment wp-att-29027"><img src="http://www.indiegamemag.com/media/ridiculousfishing_titlecard_1020_large_verge_super_wide-613x306.png" alt="Ridiculous Fishing" title="Ridiculous Fishing" width="613" height="306" class="aligncenter size-large wp-image-29027" /></a></p><p>While we’re at it, let’s take a look at <strong>Radical Fishing</strong> and it’s upcoming follow up – <a href="http://www.vlambeer.com/index.php?tag=ridiculousfishing"><strong>Ridiculous Fishing</strong></a>. The first game Vlambeer ever made (yes, they’ve been making up unknown fictions forever!), <strong>Radical Fishing</strong> has you blasting away fish in an over-the-top realisation of ‘redneck fishing’, complete with fish flinging followed by fish guts spewing everywhere as you shoot them in mid-air. Now, in the game, if you highlight the pistol it says “you stole this from your wife, afraid of the day she would kill you”. This is related to the narrative in which Billy ran away from home and is scared to go back in case his wife actually does murder him – he’s sat there fishing in his boat to pass the time.</p><p>There’s a little more to it than that but the more interesting side of this is how it affects <strong>Ridiculous Fishing</strong>. Rami sat down with us after the talk and showed us the menu for <strong>Ridiculous Fishing</strong> – it’s a cellphone. However, it isn’t as it’s actually a piece of wood and you can see that behind its screen. What has happened is that Billy has been out in that boat, in the sun, fearing his wife for so long, that he has begun to hallucinate. While the average player might think “why is this phone actually a plank of wood”, the informed (as you are now) actually knows why behind this otherwise random element. Taking this further, the player can communicate with other people via this in-game phone and Rami told us that they present this as Billy talking to real people (why would you question it?) but they’re all imaginary people being contacted through his imaginary phone.</p><p>Vlambeer, as insane as their games are, actually invest a lot of thought and time into their fictions and are very serious about them. There were no tongues pressed against cheeks or faint smiles as they recounted these ridiculous narratives and their characters, they were deadpan (sort of) and very serious about their creations. The reason for this, they said on the stage at Indie Connect, is that it’s all too easy to get lost in randomness. So, having something solid to refer back to will make your game more engaging and, even though they aren’t aware of it, players will “feel” the cohesion of a committed-to canon.</p><p>Upon learning this information I realise that I have indeed felt the Vlambeer touch elsewhere, as they have talked about their development process before and encouraged others to use it. I received an email from Rami a few weeks back after <a href="http://www.indiegamemag.com/not-the-face-high-vaultage-competition-this-weekend/">writing about Ostrich Bandito’s High Vaultage</a> and mentioning that it had a Vlambeer vibe:</p><p>“[I]ts funny you mentioned that Ostrich Banditos reminds you of us! Ostrich Banditos is the result of a optional seminar about running a game studio we gave a month or two ago at our old school. The only way to pass the class was to create &#038; sell a game in three weeks. They were the only ones that made it”.</p><p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/gungodzpress3/" rel="attachment wp-att-29028"><img src="http://www.indiegamemag.com/media/gungodzpress3-613x383.png" alt="Gun Godz" title="Gun Godz" width="613" height="383" class="aligncenter size-large wp-image-29028" /></a></p><p>There’s clearly something in this “sensible nonsense”. Vlambeer’s latest two games, <a href="http://www.vlambeer.com/index.php?tag=luftrauser"><strong>Luftrauser</strong></a> and <a href="http://www.vlambeer.com/index.php?tag=gungodz"><strong>Gun Godz</strong></a>, also follows the rules they’ve laid down for themselves, as you would expect. They wanted to go mental with the WWII dogfighting world in <strong>Luftrauser</strong> but knew better to stick to what they had drawn up and remain to the more sensible backdrop they outlined for the game. The same could be said of <strong>Gun Godz</strong> which they made for <a href="http://www.venuspatrol.com/">Venus Patrol</a> and has been released only to those who funded it. This is an old school FPS which has you blasting to a gangsta rap soundtrack while you ascend a hotel on Venus. Yes it’s crazy but still has a ‘serious’ backstory and the game’s end, which they showed during the talk, even caused Jan to admit that it was one of the most beautiful things he had made in a computer game, merely because of the story behind it which is only implied in places and never told to the player in any extended form.</p><p>For fear of even more repetition we’ll come to a close but now you have made it this far you can consider yourself in-the-know as to how Vlambeer work. They’re crazy as always, on the surface, but behind all of that is a very serious development philosophy that somehow ensures that all of that random, hyperactive goodness remains consistent and is true to at least itself through and through.</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/indie-connect-vlambeer-on-practising-sensible-nonsense/vlam/" rel="attachment wp-att-29023"><img src="http://www.diygamer.com/wp-content/uploads/2012/04/0281vlam-613x343.png" alt="Vlambeer" title="Vlambeer" width="613" height="343" class="aligncenter size-large wp-image-29023" /></a></p>
<p>As the seats promptly filled in the auditorium, you could sense the anticipation for the development couple best known as <a href="http://www.vlambeer.com">Vlambeer</a> to begin their talk on &#8220;Sensible Nonsense&#8221;. Rami Ismail and Jan Willem Nijman have brought many of us simple hyperactive pleasures most famously in <a href="http://www.bored.com/game/play/150995/Radical_Fishing.html">Radical Fishing</a> and <a href="http://www.supercratebox.com" />Super Crate Box</a>, so to get a behind-the-scenes insight to their design practice was thrilling. Plus, they both knew how to engage an audience as showcased in their games, but in this case, upon a stage with a projector and a microphone each. This was going to be fun.</p>
<p>Once the unnecessary introduction was done with (of course we know who Vlambeer are!), the two developers moved on to highlighting a few games which they say use subtlety and implication to entice the player into its world. By this they meant that the game may not tell the player the back story directly, or reveal all of its secrets at first &#8211; the game designer lets the player soak it in subconsciously so that they may &#8220;feel&#8221; the game world. </p>
<p>There are different ways of doing this in a game as the examples showed. <em>Metroid</em> for example, uses its environment to indicate things to the player, but not with massive neon arrows but through subtle patterns, they also tell of the alien surroundings in a way that cutscenes or voice overs could not. The much more recent and prominent example of this technique is <em>Fez</em> &#8211; a game which designer Phil Fish, ached over for years to embed secrets and clues about its deeper meaning and story without shouting it via the megaphone which many other games resort to. The effect of such meticulous but hidden design is that new players won&#8217;t know the meaning contained in certain elements of the screenshot below:</p>
<p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/fez5638/" rel="attachment wp-att-29024"><img src="http://www.diygamer.com/wp-content/uploads/2012/04/ca80fez5638-613x344.jpg" alt="Fez" title="Fez" width="613" height="344" class="aligncenter size-large wp-image-29024" /></a></p>
<p>The other example that Vlambeer gave is perhaps a more well-known one, or maybe it isn&#8217;t. <em>Team Fortress 2</em> &#8211; on the surface a fun and highly popular multiplayer FPS. What many (or some?) people aren&#8217;t aware of is that it actually has a highly detailed back story. Each character and location has actual meaning behind it and feeds into the game&#8217;s overarching narrative, even the silly quips and banter between the characters all relates, either humorously and/or ironically, back to the game&#8217;s fiction. However, at no point is this ever explicitly revealed, told or otherwise shown to the player &#8211; only in Valve HQ, subtle hints and probably some fansites does this official narrative actually exist.</p>
<p>So what does this have to do with Vlambeer? Well, it&#8217;s something they&#8217;ve only recently discovered in themselves, but each of their games actually has a full fiction drawn up before the game even enters the development stage. They say they didn&#8217;t consciously set out to do this with all of their games, it&#8217;s just something that they inevitably end up doing and they now realise they they do they say it&#8217;s what shapes many of their games. People often refer to a &#8220;typical Vlambeer game&#8221; and they had no idea what this meant beforehand. Now they&#8217;re thinking that the one component that is common in all of their games is this idea of a &#8216;sensible nonsense&#8217; &#8211; a fiction or narrative which they conjure up and base all of the game&#8217;s design and existence around. This ensures that their games are not completely random, though they may look like that to those not in the know, each game in fact has a very detailed backstory that Vlambeer argue and discuss a lot before and during development.</p>
<p>They feel that a game would just feel random and chucked together if that&#8217;s all it was, which is why they make a commitment to their ridiculous settings and stories, never veering off the canon they construct. <strong>Super Crate Box</strong> for example &#8211; where&#8217;s this so-called fiction in the game? Well, the game has three levels and in the background of each (as pointed out by Jan) there are some very loose connections. The construction level actually has a rocket silo in the background which you then actually use to reach the next level, the moon base. From there you then progress into the temple which is outlined in the background of the second level, and in the temple a statue rises up in the middle of the screen slowly but never actually does anything. It is this statue, this figure, that has caused all of these hostile critters to come at you &#8211; this thing is the mastermind behind the conflict in the game and why you are shooting the enemies. You&#8217;d never guess this though and Vlambeer don&#8217;t really want anyone to know because it doesn&#8217;t add anything to this &#8220;simple arcade game&#8221;; it all exists to benefit the game&#8217;s consistency during design.</p>
<p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/ridiculousfishing_titlecard_1020_large_verge_super_wide/" rel="attachment wp-att-29027"><img src="http://www.diygamer.com/wp-content/uploads/2012/04/e0b8titlecard_1020_large_verge_super_wide-613x306.png" alt="Ridiculous Fishing" title="Ridiculous Fishing" width="613" height="306" class="aligncenter size-large wp-image-29027" /></a></p>
<p>While we&#8217;re at it, let&#8217;s take a look at <strong>Radical Fishing</strong> and it&#8217;s upcoming follow up &#8211; <a href="http://www.vlambeer.com/index.php?tag=ridiculousfishing"><strong>Ridiculous Fishing</strong></a>. The first game Vlambeer ever made (yes, they&#8217;ve been making up unknown fictions forever!), <strong>Radical Fishing</strong> has you blasting away fish in an over-the-top realisation of &#8216;redneck fishing&#8217;, complete with fish flinging followed by fish guts spewing everywhere as you shoot them in mid-air. Now, in the game, if you highlight the pistol it says &#8220;you stole this from your wife, afraid of the day she would kill you&#8221;. This is related to the narrative in which Billy ran away from home and is scared to go back in case his wife actually does murder him &#8211; he&#8217;s sat there fishing in his boat to pass the time. </p>
<p>There&#8217;s a little more to it than that but the more interesting side of this is how it affects <strong>Ridiculous Fishing</strong>. Rami sat down with us after the talk and showed us the menu for <strong>Ridiculous Fishing</strong> &#8211; it&#8217;s a cellphone. However, it isn&#8217;t as it&#8217;s actually a piece of wood and you can see that behind its screen. What has happened is that Billy has been out in that boat, in the sun, fearing his wife for so long, that he has begun to hallucinate. While the average player might think &#8220;why is this phone actually a plank of wood&#8221;, the informed (as you are now) actually knows why behind this otherwise random element. Taking this further, the player can communicate with other people via this in-game phone and Rami told us that they present this as Billy talking to real people (why would you question it?) but they&#8217;re all imaginary people being contacted through his imaginary phone.</p>
<p>Vlambeer, as insane as their games are, actually invest a lot of thought and time into their fictions and are very serious about them. There were no tongues pressed against cheeks or faint smiles as they recounted these ridiculous narratives and their characters, they were deadpan (sort of) and very serious about their creations. The reason for this, they said on the stage at Indie Connect, is that it&#8217;s all too easy to get lost in randomness. So, having something solid to refer back to will make your game more engaging and, even though they aren&#8217;t aware of it, players will &#8220;feel&#8221; the cohesion of a committed-to canon. </p>
<p>Upon learning this information I realise that I have indeed felt the Vlambeer touch elsewhere, as they have talked about their development process before and encouraged others to use it. I received an email from Rami a few weeks back after <a href="http://www.indiegamemag.com/not-the-face-high-vaultage-competition-this-weekend" />writing about Ostrich Bandito&#8217;s High Vaultage</a> and mentioning that it had a Vlambeer vibe: </p>
<p>&#8220;[I]ts funny you mentioned that Ostrich Banditos reminds you of us! Ostrich Banditos is the result of a optional seminar about running a game studio we gave a month or two ago at our old school. The only way to pass the class was to create &#038; sell a game in three weeks. They were the only ones that made it&#8221;.</p>
<p><a href="http://www.indiegamemag.com/indie-connect-vlambeer-on-practising-sensible-nonsense/gungodzpress3/" rel="attachment wp-att-29028"><img src="http://www.diygamer.com/wp-content/uploads/2012/04/7f68gungodzpress3-613x383.png" alt="Gun Godz" title="Gun Godz" width="613" height="383" class="aligncenter size-large wp-image-29028" /></a></p>
<p>There&#8217;s clearly something in this &#8220;sensible nonsense&#8221;. Vlambeer&#8217;s latest two games, <a href="http://www.vlambeer.com/index.php?tag=luftrauser"><strong>Luftrauser</strong></a> and <a href="http://www.vlambeer.com/index.php?tag=gungodz"><strong>Gun Godz</strong></a>, also follows the rules they&#8217;ve laid down for themselves, as you would expect. They wanted to go mental with the WWII dogfighting world in <strong>Luftrauser</strong> but knew better to stick to what they had drawn up and remain to the more sensible backdrop they outlined for the game. The same could be said of <strong>Gun Godz</strong> which they made for <a href="http://www.venuspatrol.com" />Venus Patrol</a> and has been released only to those who funded it. This is an old school FPS which has you blasting to a gangsta rap soundtrack while you ascend a hotel on Venus. Yes it&#8217;s crazy but still has a &#8216;serious&#8217; backstory and the game&#8217;s end, which they showed during the talk, even caused Jan to admit that it was one of the most beautiful things he had made in a computer game, merely because of the story behind it which is only implied in places and never told to the player in any extended form.</p>
<p>For fear of even more repetition we&#8217;ll come to a close but now you have made it this far you can consider yourself in-the-know as to how Vlambeer work. They&#8217;re crazy as always, on the surface, but behind all of that is a very serious development philosophy that somehow ensures that all of that random, hyperactive goodness remains consistent and is true to at least itself through and through.</p>
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