indie games

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Bundle In A Box: Adventure Bundle

We will exclusively debut the whimsical The Sea Will Claim Everything by Jonas Kyratzes and offer six more games: Gemini Rue, Metal Dead, The Shivah, Ben There, Dan That!, Time Gentlemen, Please! and –for the first time ever – the downloadable version of 1893: A World’s Fair Mystery text-adventure (previously only available as a physical product). Yes, we are indeed hoping to further fuel the current Adventure Game Renaissance!

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Interviews

The Interview: Tortured Hearts

Tortured Hearts™: Or, How I Saved the Universe. Again. is an epicly epic, satirical RPG, dedicated to the proposition that most RPGs take themselves far too seriously. Since almost every imaginable plot scenario and character has already been used and overused to the point that cliches are unavoidable, Tortured Hearts™ instead revels in pointing out that the life of adventurers is one endless heroic cliche, some sort of existential trap created by the gods of RPG worlds. Tortured Hearts™ is set in the unique custom world of Eupherea, where things are different. For example, the gnome race hasn’t yet been written out of the Big Picture. Celestial bureaucracy, which functions much like ordinary mortal bureaucracy, has a hidden hand in the affairs of things and especially in the lives of adventurers.

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Indie Games

Aquaria

Not every game can win an IGF Grand Prize (actually only one game per year can, and that’s ..uh.. not many games and definitely not every; yes) and only one game ever managed to grab the 2007 version of said illustrious prize. It was none other than Aquaria and happily this indie masterpiece is avaiable, meaning you too, and yes that does indeed mean you, can grab a fairly priced copy here or download the incredibly hefty demo there. Now, before going off downloading and/or wisely buying stuff, before even enjoying the sheer beauty of Aquaria’s video teaser, better read a bit of the official word:

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Indie Games

Fish Fish Bang Bang

Important thing is Fish Fish Bang Bang is -unexpectedly- almost here and you’ll very soon be able to play its demo and (very soon after that) the complete version in all its indie glory. As for me, I did try the rather impressive early preview build of the thing and can confirm that, yes, this is a single-key arena shooter with surreal melt-o-vision graphics, outrageous sounds, addictive gameplay, unique mechanics and an almost fanatical devotion to the Pope. It also is fantastic little game, that can even play itself.

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Indie Games

Tidalis

Tidalis is a block-based puzzle game with casual appeal, hardcore depth, and an addictive new “streams” mechanic. The game is brimming over with riffs and variants on that core mechanic with 20 game modes, dozens of special blocks and items, and 115 levels in the adventure mode alone.

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Indie Games

Indie Game Gems: Mr. Gravity

The graphics for a game like this don’t need to be complex yet don’t need to be too simple, and Mr. Gravity nails this aspect to. The fairly simple graphics are given a color vector look and glow, reminiscent of classics such as Tempest and more modern hits such as Geometry Wars. Both characters in the game change facial expressions based on what is going on in the level with a simple yet fun charm. The background music is excellent, especially for an indie game, and adds a great extra element for the player while attempting difficult moves.

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Editorials

Distorted Poetry: The creation of an Indie Gaming Company

The interesting thing was about two or three months after we put our musical project “Impulses” on hold. We read about a game from Cipher Prime called Pulse. Not only did it have a very similar name, its gameplay and visual style was somewhat identical to our prototype. I guess some people would call it a coincidence, but for me I didn’t look at it like that. For all the ideas and creative people out there it’s inevitable that multiple people can think of the same idea. All you can really do is try and develop the idea and get it out as fast as you can!

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Editorials

The beauty of their dreams

Independent marketing schemes such as those created by Innovatty on twitter, involving all of the indie developers retweeting about each other’s ideas were also invaluable as well as the forums on sites such as TouchArcade. The challenge was intimidating, attempting to do battle with companies such as EA, in an arena that they were swiftly trying to dominate. Adverts such as the one above, were circulated across the globe in an attempt to build up a buzz before the game was released. Finally, towards the end of August, we gained permission from Apple for the game to go live and after hours spent blogging, tweeting, face booking and you-tubing, all we could do was hope.

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Editorials

There is no magic in making games

It takes 10,000 hours to become really good at anything. If you only spend one hour a day on something, it will take you approximately 27 years to become really good at it. It’s a lot of repetition, and a lot of trying to achieve higher and more interesting goals. You keep starting over and over with a clean slate, hoping to nail it down perfectly this time around, but each time it’s like making an ice sculpture in a desert. Everything starts to melt, you lose details and focus, and eventually you decide to scrap it and start anew. There is really no getting around it, everyone has to go through it. But one day…

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Editorials

Chronicles of an Indie Game Developer

I spent months learning more about game development and improving my programming knowledge before applying for a couple of jobs at local game developers. For my first interview I was told to download a GameBoy emulator, learn Z80 assembly language and produce a simple demo for the GameBoy in a weekend! I was so enthusiastic that I spent all weekend making the best demo I could. I got offered the job but amazingly I also had a job offer from the other company to work on a top selling PlayStation game, which I accepted immediately.

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Indie Games

VVVVVV

Well, VVVVVV is an indie platform game with C64 style graphics, a proper chiptune soundtrack and a rather unique lack of a traditional jump button. It also is quite brilliant. Actually make that the best platform game released since Manic Miner, meaning that I actually do consider it a way better game than any Mario offering you’d care to mention, all Sonic the Hedgehogs ever, Castlevania and, indeed, Jet Set Willy. It’s that good, it is.

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Editorials

The process of Design: Spice Road

I find it useful to understand games in terms of different game mechanics and how long the player spends working with each mechanic. This seems to cut through the cover-story and gloss and give a clear description of the game. For some games the majority of time is spend moving or waiting, with only a small fraction on making meaningful decisions. For a strategy game the big choice I found was how much micro-management to place on the player – how much time would be spent making interesting decisions as opposed to time spend implementing or maintaining those decisions.

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Interviews

Ten Questions: Ben Chandler

I am a 2d developer in an increasingly 3d world. I am aware that this limits me, however if I could turn this into something that I can do for a living, I’d be absolutely delighted! The answer is, to a degree, “most definitely”, but my reason for creating commercial games would really be simply to allow myself to spend more time making games. I have no grand dreams – I just want to make more games.

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Interviews

Ninja Loves Pirate Interview

I wasn’t involved in the demo design, as I am part of the development of the full version taken up by Muskedunder Interactive. As far as game play tuning for the demo though, I think it’s safe to say there wasn’t much tuning. The demo was made under a lot of time pressure and I think the main goal was to make it playable but not excellent. My work with the full development will make sure the ninja and the pirate are a lot more interesting to play, especially in co-op. I’ve emphazied their unique features to make them asymmetrical, both in fighting and in other abilities. The enemies and the fights in general will be a lot more fun, with smarter and tougher enemies

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Computer Games

Empires and Dungeons

Empires and Dungeons is basically a quasi turn-based dungeon hack with a simple, albeit purely turn-based, strategy game bolted on top of it. It plays surprisingly well, for it manages to be as simple and intuitive as Diablo, almost as rightly paced as rogue and as one-more-turn-syndrome evoking as HOMM or even Civ. More than that, the graphics are way better than ascii @s and Xs, and the Deutsch-English language used throughout the game, is not as badly translated as one would expect.

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EditorialsIndie Games

Indie Game Reviews: x3

When Grid Runner first appeared on the VIC-20 it was nothing more than a great but a simple and quite unassuming little budget game. Now, over 20 years later, Jeff Minter, the game’s original creator, has evolved it into the absolute shmup extravaganza, complete with tons of levels, fluffy sheepies, amazing pyrotechnics, eye-melting visuals, an ear-melting soundtrack, many extras and that quirky Llamasoft humour. Oh, and some finely tuned shmup gameplay with some brilliant touches, that even manages to subtly innovate. Losing a life, for a example, can be mitigated by picking up a nice sheep, whereas each life is represented by a different ship (not sheep, mind) with unique features..

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