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		<title>indiePub News</title>
		<link>http://www.indiepubgames.com</link>
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		<description>RSS feed of our featured news entries.</description>
		<language>en-us</language>
		<copyright>Copyright (C) 2010 indiePub</copyright>
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		<title>Fireburst available now on Steam, enter to win a free code</title>
		<pubDate>Wed, 25 Apr 2012 15:41:01 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/fireburst-available-on-steam-enter-to-win-steam-code</link>
		<guid>http://www.indiepubgames.com/news/fireburst-available-on-steam-enter-to-win-steam-code</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
After what seems like years of production, indiePub today (April 5, 2012) released its arcade style combat racing game <a href="http://store.steampowered.com/app/207190/" target="external" alt="Fireburst on Steam">Fireburst via Steam</a>.<br />
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The retail price of the game is already a bargain at $9.99 but, if you purchase the game by May 2, 2012, you'll get a 20% discount, making the game $7.99. <br />
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indiePub is also giving away a few Steam codes to a few lucky Facebook followers so be certain to check out the <a href="http://www.facebook.com/fireburstgame/" target="exernal" alt=''Fireburst Facebook page">Fireburst page on Facebook</a>.<br />
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Fireburst takes the flames that people paint on their vehicles and turns them into fiery attacks to blast opponents off the tracks. Each vehicle has its own unique Fierboost ability which can be powered up to overheat vehicles that get too close. It does require a bit of strategy as Fireboosting not only helps you progress but, use it too long, and it can cause you to overheat. You can pass through water or knock over water-filled barrels to help cool off so your Fireboost lasts longer.<br />
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Here's the game's features list straight from the press release:<br />
<ul><li>Twelve single-player and five multi-player maps including docks, airfields, oil rigs, sewers and warehouses packed with shortcuts, obstacles and cool-down zones (to help extend your Fireboost).</li><br />
<li>Sixteen cars in four categories: Buggies, Muscle Cars, Trucks and Offroaders/4x4s. </li><br />
<li>Unique Fireboost abilities that turn each vehicle into a deadly hod rod: Fireball, Fire wheels, Firewall and Fireblast. </li><br />
<li>More than 250 car skins and 16 eccentric characters to help customize your ride. </li><br />
<li>Single-player mode, four-player local split screen mode and online multiplayer modes that can include up to eight drivers. </li><br />
<li>Twelve unique Steam Achievements for a sense of true accomplishment. </li><br />
<li>Hawthorne Heights hit single, "Drive." </li><br />
<li>Menus in English, French, Italian, German and Spanish. </li></ul><br />
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<div class="centeredMedia">~ ~ ~</div><br />
<b>Purchase:</b> <a href="http://store.steampowered.com/app/207190/" target="external" alt="Fireburst on Steam">Fireburst via Steam</a><br />
<b>Site</b>:  <a href="http://fireburstthegame.com" target="external" alt="Fireburst official web site and Facebook page">Fireburst @ Facebook</a>]]></description>
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		<title>indiePub announces winners of the 2012 Independent Propeller Awards</title>
		<pubDate>Wed, 18 Apr 2012 08:45:10 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/2012-independent-propeller-awards-winners</link>
		<guid>http://www.indiepubgames.com/news/2012-independent-propeller-awards-winners</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
indiePub today (April 18, 2012) announced the winners of its 2012 Independent Propeller Awards.<br />
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The winners of the 2012 Independent Propeller Awards are:<br />
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<ul><li><b>Grand Prize:</b> Deity by DigiPen's Double++ (Ryan Chew, Caroline Sugianto, Michael Travaglione, Christopher Mingus, Ying Liu, Matt Frederick, Aariel Hall and Ryan Hickman)</li><br />
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<li><b>Best Art:</b> The Bridge by Ty Taylor and Mario Castaneda</li><br />
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<li><b>Best Audio:</b> The Red Solstice by IronWard (Hrvoje Horvatek, Daniel Mandić, Marko Pintera, Vjeko Koščević, Danijel Ribić and Marko Kovačić with audio by Andy Mack, Cory Richards, Žarko Dragojević and Dominik Zorić)</li><br />
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<li><b>Best Design:</b> FYI by Digital Dreams (Geert Nellen, Thijmen Bink and Roy van de Mortel) </li><br />
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<li><b>Technical Excellence:</b> Nitronic Rush by DigiPen's Team Nitronic (Kyle Holdwick, Andy Kibler, Chris Barrett, Andrew "Angrew" Nollan, Jason Nollan, Laura Borgen, Eddie Peters, Ariel Gitomer, Nathan Aldrich, Jordan Hemenway and M.J. "The Quiggles" Quigley) </li><br />
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<li><b>Mobile Game:</b> CreaVures by MuseGames (Howard Tsao and Conrad Kreyling) </li></ul><br />
indiePub received close to 100 entries and <a href=" http://www.indiepubgames.com/news/2012-independent-propeller-awards-finalists-announced" target="external" alt="indiePub 2012 Independent Propeller Awards Finalists">finalists and honorable mentions were announced on April 4, 2012 (click through for the complete list)</a>.<br />
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The Grand Prize winner will receive $25,000 and of each category winner will receive $5,000. All winners also have the possibility of being published by indiePub.<br />
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Watch indiePub for interviews with all the finalists and to learn more about their games.<br />
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<div class="centeredMedia">~ ~ ~</div><br />
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<b>Also Read</b>:  <a href=" http://www.indiepubgames.com/news/2012-independent-propeller-awards-finalists-announced" target="external" alt="indiePub 2012 Independent Propeller Awards Finalists"> Finalists @ indiePub</a>]]></description>
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		<title>indiePub's 2012 Independent Propeller Awards finalists (and honorable mentions) announced</title>
		<pubDate>Wed, 04 Apr 2012 05:55:05 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/2012-independent-propeller-awards-finalists-announced</link>
		<guid>http://www.indiepubgames.com/news/2012-independent-propeller-awards-finalists-announced</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
indiePub today (April 4, 2012) announced the finalists for its 2012 Independent Propeller Awards.<br />
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indiePub received about 100 entries from indie developers and will be awarding $50,000 in prizes: $25,000 to a Grand Prize winner and $5,000 to the winner of each individual category.<br />
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Here is the complete list of finalists (and honorable mentions) for indiePub's 2012 Independent Propeller Awards:<br />
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<b>Mobile Game</b><br />
<ul><li>CreaVures by MuseGames</li><br />
<li>Drive Them Back by WeDontKnow Games</li><br />
<li>Hero Mages by D20 Studios</li></ul><br />
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<b>Technical Excellence</b><br />
<ul><li>Backworlds by Juha Kangas and Anders Saint Ekermo</li><br />
<li>Burning Thirst by Ninja Monkeys Team</li><br />
<li>Leshy by Team Radioactive Dodos (DigiPen)</li><br />
<li>Nitronic Rush by TeamNitronic (DigiPen)</li><br />
<li>The Red Solstice by IronWard</li></ul><br />
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<b>Best Design</b><br />
<ul><li>Backworlds by Juha Kangas and Anders Saint Ekermo</li><br />
<li>Coloropus by Pigsels Media</li><br />
<li>FYI by Digital Dreams</li><br />
<li>Leshy by Team Radioactive Dodos (DigiPen)</li><br />
<li>Waveform by Eden Industries</li></ul><br />
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<b>Best Audio</b><br />
<ul><li>A Walk in the Dark by Flying Turtle Software</li><br />
<li>Krautscape by Mario von Rickenbach, Michael Burdorfer and Phil McCammon</li><br />
<li>Leshy by Team Radioactive Dodos (DigiPen)</li><br />
<li>Nitronic Rush by TeamNitronic (DigiPen)</li><br />
<li>The Red Solstice by IronWard</li></ul><br />
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<b>Best Art</b><br />
<ul><li>Backworlds by Juha Kangas and Anders Saint Ekermo</li><br />
<li>OIO: The Game by Uncanny Games</li><br />
<li>The Bridge by Ty Taylor and Mario Castaneda</li><br />
<li>The Red Solstice by IronWard</li><br />
<li>Toren by Swordtales</li></ul><br />
<br />
<b>Grand Prize</b><br />
<ul><li>Deity by Double++ (DigiPen)</li><br />
<li>Nitronic Rush by TeamNitronic (DigiPen)</li><br />
<li>OIO: The Game by Uncanny Games</li><br />
<li>The Bridge by Ty Taylor and Mario Castaneda</li><br />
<li>The Swapper by Facepalm Games</li></ul><br />
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<b>Honorable Mentions</b><br />
<ul><li>Aces Wild by Eternal Rivals Studio</li><br />
<li>Bad Bots by PointFiveProjects</li><br />
<li>Dark Scavenger by Psydra Games</li><br />
<li>Gear: Full Circle by Team 3 (DigiPen)</li><br />
<li>Infection by RainForest Artificial Life</li><br />
<li>Solstice by Disco Tank (DigiPen)</li><br />
<li>The Fourth Wall by Team Pig Trigger (DigiPen)</li></li></ul><br />
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<div class="centeredMedia">~ ~ ~</div><br />
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<b>Also Read:<b> <a href="http://www.zoogamesinc.com/press/indiepub-announces-finalists-for-its-2012-independent-propeller-awards/" alt="indiePub announces finalists for its 2012 Independent Propeller Awards" target="external">Press Release</a>]]></description>
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		<title>Indie Pleas: Indie game crowd funding roundup for March 22, 2012</title>
		<pubDate>Mon, 26 Mar 2012 09:37:34 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indie-game-crowdfunding-crowd-funding-weekly-update-march-22-2012</link>
		<guid>http://www.indiepubgames.com/news/indie-game-crowdfunding-crowd-funding-weekly-update-march-22-2012</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
<i>indiePub's 'Indie Pleas' is our way to highlight indie game developers who are looking to crowd fund their game. While we do not endorse any specific game or crowd funding site, we want to help by offering this weekly look at the indie developers who are looking to pay the bills so they can finish their amazing games. Remember, most of these pleas last until they meet their goal so please, check the links below and help feed a dev today.</i><br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
Looks like games aplenty are getting funding on Kickstarter these days. There's indie game <a href="http://www.kickstarter.com/projects/64409699/ftl-faster-than-light?ref=spotlight" target="external" text="FTL: Faster Than Light">FTL: Faster Than Light</a> which was asking for only $10,000 and has $129,000 with 9 days to go and <a href="http://www.kickstarter.com/projects/inxile/wasteland-2?ref=spotlight" target="external" title="Wasteland 2">Wasteland 2</a>, looking for $900,000, is really close to $1.5 million.<br />
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This week's Indie Pleas includes role-playing app Aeranos, aptly named Emergency: The Paramedic Simulation, a geolocation game engine called SteamKeg, a Bluetooth game controller, cartoony RPG Tortured Hearts - Or How I Saved The Universe, Again, crowd dev tool CraftStudio, 2D pixel-graphics pro-nostalgia retro-style strategy game Seculus, role-playing game Malevolence: The Sword of Ahkranox, '80s retroplosion RamBros, low-res RPG  Instafight and racing game Formula Force. <br />
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And one guy wants only $100 to get the software to finish his game, The City: Nobles. Most humble request ever.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Aeranos by Gamer's Cortex promises to be an app to use while you play the role-playing game. That's so meta.</div><br />
<b>Devs:</b> <a href="http://gamerscortex.blogspot.com/" target="external" title="Gamers Cortex official web site">Gamer's Cortex</a><br />
<b>Game:</b> <a href="http://gamerscortex.blogspot.com/" target="external" title="Aeranos official web site">Aeranos - Smart RPG "App Based Roleplaying"</a><br />
<b>Goal:</b> $7500 via <a href="http://www.kickstarter.com/projects/327427213/aeranos-smart-rpg-app-based-roleplaying?ref=recently_launched" target="external" title="Aeranos - Smart RPG App Based Roleplaying">Kickstarter</a><br />
<b>Plea:</b> <blockquote>Most of the RPG itself has been not only designed, but play-tested for several years. What the project money will be going toward is the app development and process of turning this pen and paper RPG into a fully functional, awesomely quick, loaded with fun features game, ready for the mobile device of your choice. If we don’t reach our goal within 45 days, though, no one will be charged anything; you'll pay only if the project is successful. Funds above and beyond our goal will go toward three things. First: Making sure that the initial app gets as many of the cool bells and whistles as we fantasize about putting into it. Second: Maintaining an efficient and fun Aeranos website where you can get the latest news and downloads for the game, as well as advertisement and expenses associated with presenting our product at game conventions across the country. Third: Future modules and add-ons, including any bells and whistles that didn't make it into the original due to time constraints, along with adventures and new digital downloads.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Be the paramedic in Emergency: The Paramedic Simulation by T-Ray Productions.</div><br />
<b>Devs:</b> T-Ray Productions<br />
<b>Game:</b> Emergency: The Paramedic Simulation<br />
<b>Goal:</b> $33,075  via <a href="http://www.kickstarter.com/projects/1766862683/emergency-the-paramedic-simulation?ref=recently_launched" target="external" title="Emergency: The Paramedic Simulation on Kickstarter">Kickstarter</a><br />
<b>Plea:</b> <blockquote>I am a licensed paramedic in the State of California and have been working in the 911 service for the last 8 years. Before that I was an EMT for two years, so I have over 10 years of experience to share in this game. But before all of this, I was, and still am, a video gamer. I still remember the first atari 2600, original nintendo, sega genesis, sega dreamcast, ps1, ps2 and now ps3! I also help teach future EMTs and paramedics, so I wanted to incorporate a fun way to promote practicing without making it boring. All these skills will help me create a game that is entertaining, educational, and interactive. Thanks for your time.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
<b>Devs:</b> <a href="http://steamkeg.com/" target="external" title="Steamkeg official web site">Techgames LLC</a><br />
<b>Game:</b> <a href="" target="external" title="SteamKeg - Real-Time Geolocation Gaming official web site">SteamKeg - Real-Time Geolocation Gaming</a><br />
<b>Goal:</b> $25,000 via <a href="http://www.kickstarter.com/projects/techgames/steamkeg-real-time-geolocation-gaming" target="external" title="Steamkeg">Kickstarter</a><br />
<b>Plea:</b> <blockquote>We are SteamKeg, and we are the future in outdoor real-time racing games. We’ll be launching our first two games (with more to come) in May 2012 in three versions: Free, Power-up, and Commercial Power-up Games. Our goal from the beginning (Josh Whitford and Harvey Schaapman) was to take our love of gaming and combine it with present day geolocation technology. ... Kickstarter funds will be used to put the finishing touches to our web site and the iPhone app (both are 95+% Complete). With your enthusiastic help we'll be able to include an Android app, server time, administrative costs, and allow us to start working on our next really exciting games. Wait until you see what we have planned!</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Get in early on this open source Bluetooth controller by Evolution Controllers.</div><br />
<b>Devs:</b> <a href="http://www.evolutioncontrollers.com/" target="external" title="Evolution Controllers official web site">Evolution Controllers</a><br />
<b>Game Device:</b> <a href="http://www.evolutioncontrollers.com/" target="external" title="Smart Controllers official web site">Smart Controllers</a><br />
<b>Goal:</b> $60,000 via <a href="http://www.kickstarter.com/projects/evolutioncontrollers/smart-controllers?ref=recently_launched" target="external" title="Smart Controllers Kickstarter page">Kickstarter</a><br />
<b>Plea:</b> <blockquote>We have designed an innovative product to bridge the gap between the classic game controller and the current touch-screen devices. It's an Open Source, Bluetooth, portable game controller for Smartphones and Tablets. You can now play all your favorite emulators using a real controller. Our controller is open source so you can upload your own code to modify the characteristics of the controller. This is all done on the Arduino platform that millions around the world are already familiar with...We have spent a lot of time designing and building a working prototype to prove the concept will work, now that we know what we need to build it’s time to do it!  Our plan is to manufacture controllers in high volume so that we can keep the price as low as possible, The DRONE™ needs to be durable for portability and high quality. To accomplish this we need injection molded parts and quality electronic components.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Game Psych, LLC's Tortured Hearts - Or How I Saved The Universe, Again is vying for the longest game title ever.</div><br />
<b>Devs:</b> <a href="http://www.gamepsych.info/" target="external" title=">Game Psych, LLC official web site">Game Psych, LLC</a><br />
<b>Game:</b> <a href="http://torturedhearts.com/" target="external" title="Tortured Hearts - Or How I Saved The Universe, Again official web site">Tortured Hearts - Or How I Saved The Universe, Again</a><br />
<b>Goal:</b> $300,000 via <a href="http://www.kickstarter.com/projects/1424869054/tortured-hearts-or-how-i-saved-the-universe-again?ref=recently_launched" target="external" title="Tortured Hearts - Or How I Saved The Universe Again Kickstarter">Kickstarter</a><br />
<b>Plea:</b> <blockquote>Tortured Hearts: Or, How I Saved the Universe, Again (TM) is yet another epicly epic RPG, dedicated to the proposition that most RPGs, quasi RPGs, so-called RPGs, pseudo RPGs, one-role hackfests, and games with absolutely no relationship to roles at all, take themselves far too seriously. The authors only take role development and enjoyable gameplay seriously. Since almost every imaginable plot scenario and character has already been used and overused to the point that cliches are unavoidable, TH 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. In other word, it has everything every other RPG game ever had, and introspective humor too... This is where the pledgers come into the picture; we need the moola to finish the graphics, music and sound effects, voice-overs, and combat system, and hand a bug-free product over to you.<br />
</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Get yer co-op voxel build on with CraftStudio by Sparklin' Labs.</div><br />
<b>Devs:</b> <a href="http://www.sparklinlabs.com/" target="external" title="Sparklin Labs official web site">Sparklin' Labs</a><br />
<b>Game:</b> CraftStudio<br />
<b>Goal:</b> $16,000 via <a href="http://www.indiegogo.com/CraftStudio" target="external" title="CraftStudio indieGoGo page">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>My name's Elisée Maurer, I'm a 22-years-old game developer from Strasbourg, France. I picked up programming when I was 8 and have worked on countless games & apps ever since, learning along the way. I spent 3 years as a programmer at Creative Patterns working on several titles including QuadSmash.Making games and movies is awesome and I want people to do it and have fun. Having someone play something you made with your little hands is an amazing feeling. You shouldn't be held back because the tools suck, and that's why I'm building better tools!The funds will go towards: Keeping me working full-time on CraftStudio for the coming months, so I can fulfill my original vision and integrate your feedback! Paying server, bandwidth, hardware & other day-to-day costs. Right now the costs are pretty low but they will increase as more people start using CraftStudio. Also porting to MacOS X might require that I buy a Mac. Funding the development of the first CraftStudio game, codename "Project Waffle". If the fundraising goal is reached, 2D / 3D artist Thomas Frick will join me to create a dungeon crawler with CraftStudio. Making this game will allow me to improve the editing tools along the way, benefiting the entire community.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">It's sciece versus religion ion Seculus by Gyozabot.</div><br />
<b>Devs:</b> <a href="http://gyozabot.com/" target="external" title="Gyozabot official web site">Gyozabot</a><br />
<b>Game:</b> <a href="http://gyozabot.com/seculus/" target="external" title="Seculus official web site">Seculus</a><br />
<b>Goal:</b> $6000 (actually $4500) via <a href="http://www.indiegogo.com/Seculus" target="external" title="Seculus page at indieGoGo">IndieGogo</a><br />
<b>Plea:</b> <blockquote>A 2D, Pixel-Graphics, Pro-Nostalgia, Retro styled strategy game. It uses an awesome combination of real-time and turn-based mechanics, and is infused heavily with RPG elements. A class-based system of character progression and a huge class tree to go with it. Player choice is also a key feature of the game, with many different ways of building the same classes and characters, equipment customization, 3 intertwined non-linear campaigns and player driven party system...In order to completely flesh out the game with everything we've designed, we'd need $10,435, but we understand that this is a HUGE request, so we've edited and trimmed the designs to the point where we could ship the game, maintaining its ambitious goals, for $8500. At least to us, its still a huge amount of money to ask for. Because the minimum shippable game we've designed can ship for $5500, we've decided to set our campaign goal to $6000 so we can afford to send out gifts and thanks. The money would go towards commissioning the rest of the animations and sprites for the game. We've invested a great deal of time searching for low-cost solutions and we have found many (Like the fantastic NoSoapRadio and their free video game music), but animation is the one thing that we cannot work around if we want our game to be taken seriously.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
<b>Devs:</b> Alex Norton and Visual Outbreak<br />
<b>Game:</b> <a href="http://www.msoa-game.com/" target="external" title="Malevolence: The Sword of Ahkranox official web site">Malevolence: The Sword of Ahkranox</a><br />
<b>Goal:</b> $8,000 via <a href="http://www.indiegogo.com/Malevolence" target="external" title="Malevolence page on indieGoGo">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>Malevolence: The Sword of Ahkranox is a fantasy RPG for the PC set in a literally infinite persistent world. Infinite cities, dungeons, items, quests and more... All of the technology driving the game is working, we're just pushing through all of the asset creation (3D models, textures, sounds, etc) to make it all as pretty as possible, and for that we need to pay for a lot of stuff to be created. We're hoping to have a fully playable demo by around July/August of this year, and to release the full version of the game for sale on December 21, 2012. The day the world ends!</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Kick some pixellated butts in RamBros by Paul "FarmerGnome" Greasley</div><br />
<b>Devs:</b> <a href="http://www.farmergnome.blogspot.com/" target="external" title="official web site">Paul "FarmerGnome" Greasley</a><br />
<b>Game:</b> <a href="http://www.farmergnome.blogspot.com/" target="external" title="RamBros Indie Game official web site">RamBros Indie Game</a><br />
<b>Goal:</b> $8,000 via <a href="http://www.indiegogo.com/RamBros-Indie-Game" target="external" title="RamBros Indie Game page at indieGoGo">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>Hi guys my name is Paul Greasley, also known as Farmergnome, and I'm looking to go to full time indie game developer and work on RamBros,this will be my 8th indie game Ive finished to date with your help! I'm trying to get funding for RamBros so I can quit my real job, and work on this more, the money will help stick more content in this game, more levels, more awesome sauce!  And allow for nice additions such as a custom soundtrack... RamBros is a 1 or 2 player pixel shooter with light story elements about kicking ass in the name of FREEDOM and the greatest country in the universe the USA YEEE HAW!!  Enforce freedom and stabilize foreign governments at gunpoint, with bullets.  Best thing since the Second Amendment.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Pixelated role-playing combat game Instafight.</div><br />
<b>Devs:</b> <a href="http://hamstudios.net/" target="external" title="HamStudios official web site">Hamstudios</a><br />
<b>Game:</b> <a href="http://www.instafight.net/main/" target="external" title="Instafight official web site">Instafight</a><br />
<b>Goal:</b> $2,500 via <a href="http://8bitfunding.com/project_details.php?p_id=323" target="external" title="Instafight page at 8BitFunding">8BitFunding</a><br />
<b>Plea:</b> <blockquote>Instafight is an adventure roleplaying game created by the people behind the indie game company Hamstudios ( Alexander Hllenius & Oscar K. Landmark)... We would like to finish our game, and many people wanted us to add a massive multiplayer online function in the game. That will cost a lot of time and money to create such a thing. Besides that if we want to finish this game and to create a big succes, we would have to hire a few people for Hamstudios. We appriciate all the people that fund our project, this is our big dream and we love doing this - we use all our freetime on this project and we have always hoped that people would like to support us. We wish that one day Instafight will be finished, we almost cant describe how much this will mean to us.</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">This highschooler is just looking to buy the game engine to make a game called The City: Nobles.</div><br />
<b>Devs:</b> Korten10<br />
<b>Game:</b> The City: Nobles<br />
<b>Goal:</b> $100 via <a href="http://www.rockethub.com/projects/6667-expanse-the-city-nobles-an-rpg-maker-rpg" target="external" title="The City: Nobles RocketHub page">RocketHub</a><br />
<b>Plea:</b> <blockquote>Expanse: The City: Nobles is a RPG made in the RPG Maker VX Ace engine, and is quite robust. At the current moment, I have no funds to get the engine for full, and I believe would allow me to sell the game commercially. So I have started this funding to get enough money to get the engine... I am a Highschooler in Henreitta, in New York State, I am a Senior (or 12th Grader) who is planning on going to college this year after I graduate where I will learn how to develop video games.</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
<b>Devs:</b> <a href="http://www.thepixelbullies.com/" target="external" title="The Pixel Bullies official web site">The Pixel Bullies</a><br />
<b>Game:</b> Formula Force - Racing<br />
<b>Goal:</b> $20,000 via <a href="http://www.rockethub.com/projects/5695-formula-force-racing-just-got-real" target="external" title="Formula Force - Racing RocketHub page">RocketHub</a><br />
<b>Plea:</b> <blockquote>Our new racing game is designed to be played on the new generation of tablets and PC's. It's innovative track design and exciting gameplay will be a must for race fans - this is Formula 1 of the future...We are looking for funding to help us to complete the prototype for the game - we have small team working on this right now, but to complete the prototype and playeable version of the game we are looking for game fans, race fans and visionaries to fund the hiring of specialis skills.Once the prototype is complete we will use it to demo to publishers and developers to secure funding or talent to complete the project.</blockquote><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i>If you are an independent game developer or indie game studio looking to crowdfund your game, send an email to <a href="mailto:pj@indiepub.com">pj (AT) indiepub (DOT) com</a> so we can consider adding you to the next installment of "Indie Pleas." You can even write your own "Plea" but, please, keep it concise.</i> ]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending March 23, 2012</title>
		<pubDate>Fri, 23 Mar 2012 09:39:58 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-23-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-23-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Another two weeks, a bunch more indie games on Xbox Live. This'll be a long one, folks.<br />
<br />
Best bets this round appear to include Miner4Ever, cartoon car washing game Car Washer Summer of the Ninja, blocky Fortress Wars, explosive cat platformer (or catformer?) Cataboom, first-person shooter Avatar Deathmatch, under water twin stick shooter Robofish, retro arcade adventure game called (get this) Retro Arcade Adventure, oil management game Oil Magnate, low-bit platformer Super Ninja Warrior Extreme, 3D action RPG Ogre's Phantasm Sword Quest, tower defense game Sploids, music game Music Island, retro pixel-y 20-game compilation 20 Games, anime style sneaking-up-on-pretty-girls game The Houchi Play, dino shooter Raptor Resort, airplan racer Racing Wings and ASCII graphics game Bit-Hacker.<br />
<br />
<i>Below is a list of games released between March 10 through March 23, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).</i><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">It's not Minecraft, it's Miner4Ever by Running Pixel.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Miner4Ever/66acd000-77fe-1000-9115-d80258550ab2" target="external" title="Miner4Ever">Miner4Ever</a><br />
(80 MP, 03/10/2012, Running Pixel)<br />
Welcome miner, start building your empire! Mine resources in a limitless world, dig and build structure to increase you production. Miner4Ever will update your resources production even when you're offline! Miner4Ever is a minecraft inspired game where the classic mining game meets the strategy and all the appeal of the most popular browser games. Dig your mine miner, build your empire miner! M4E<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Escape-Hell-Prison/66acd000-77fe-1000-9115-d80258550ab3" target="external" title="Escape Hell Prison">Escape Hell Prison</a><br />
(80 MP, 03/10/2012, Guillaumesoft)<br />
You have been sent to hell by a demon and you must get out.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Car-Washer-Summer-of-the-Ninja/66acd000-77fe-1000-9115-d80258550ab5" target="external" title="Car Washer Summer of the Ninja">Car Washer Summer of the Ninja</a><br />
(400 MP, 03/10/2012, Pen and Sword Games)<br />
You’ve started a car wash to earn money over summer break. Unfortunately, Ninja Car Washing Corp. doesn’t appreciate the competition! Wash cars quickly but beware! Those pesky ninja will do everything they can to run you out of business. You’ll need to use your wits, reflexes, and collection of basic car washing tools to defend against their attacks while keeping your customers happy.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Fortress-Wars/66acd000-77fe-1000-9115-d80258550ab6" target="external" title="Fortress Wars">Fortress Wars</a><br />
(80 MP, 03/10/2012, Stegersaurus Games)<br />
This isn't an expedition to mine or craft! We're here to battle! Take your avatar online for a showdown in a fully destructible and customizable world! Tag other players and avoid getting knocked out as you shoot to be the best!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/IC4/66acd000-77fe-1000-9115-d80258550ab7" target="external" title="IC4">IC4</a><br />
(80 MP, 03/10/2012, Nathan Davis)<br />
"Welcome to Iron Core 4 (IC4). Your space fleet is launching an all out attack against the enemy.Now play with up to 4 players locally. Your mission is to be the diversion. This is a suicide mission, last as long as you can to give your fleet the distraction needed to launch a surprise attack." Updated graphics and sounds! Overhauled and Evolved!!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/CyberDeck/66acd000-77fe-1000-9115-d80258550ab8" target="external" title="CyberDeck">CyberDeck</a><br />
(80 MP, 03/11/2012, LoneWolf Studios)<br />
Tired of zombies? Try cyberpunk instead. Enter a world run by corporations that hire cyberrunners known as Deckers to hack systems. The matrix, however, is filled with intrusion countermeasures (ICE) that can kill if you aren't careful. This game is brought to you by LoneWolf Studios.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">What is your birth order? I bet it wouldn't matter much if all your siblings could shoot friggin' laser beams.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Birth-Order/66acd000-77fe-1000-9115-d80258550ab9" target="external" title="Birth Order">Birth Order</a><br />
(80 MP, 03/11/2012, Mikael Tillander)<br />
Birth Order is a horizontal scrolling shoot'em up with a few twists. Twelve different stage types could be on your path to the final fight. You can pick up cards, that can be played out between the stages, to give you even more power or help out in other ways. Each enemy is controlled by a color coded letter, the only way to destroy it is to press the corresponding button on the game pad.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cataboom/66acd000-77fe-1000-9115-d80258550aba" target="external" title="Cataboom">Cataboom</a><br />
(240 MP, 03/12/2012, Tridemia)<br />
Help the Cat-professor to fight his way back to our dimension, defeating angry monsters and treacherous bosses using his explosive powers and feline agility.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Deathmatch/66acd000-77fe-1000-9115-d80258550abb" target="external" title="Avatar Deathmatch">Avatar Deathmatch</a><br />
(240 MP, 03/12/2012, Lighthouse Games Studio)<br />
The ultimate First Person Shooter with Avatars, take your friends down on the battlefield!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lemmy-Lizard-vs-The-Mecha-Eggs/66acd000-77fe-1000-9115-d80258550abc" target="external" title="Lemmy Lizard vs The Mecha-Eggs">Lemmy Lizard vs The Mecha-Eggs</a><br />
(80 MP, 03/13/2012, Wytchlight)<br />
An epic old school platform adventure in which Lemmy battles the Mecha-Eggs with his toxic spit, ninja kick and inventory full of consumable treats. Under the guidance of his Uncle Lenny he must venture across grassy plains and explore underground caverns to grab the buglets and save the egglets on his way to his ultimate challenge: the Citadel!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dark-Forest/66acd000-77fe-1000-9115-d80258550abd" target="external" title="Dark Forest">Dark Forest</a><br />
(240 MP, 03/13/2012, studio meow games)<br />
Dark Forest is a strategy game where the player must build up their magical kingdom to lure in various types of creatures and drive the opposition out of the forest. Dark Forest contains 11 different types of creature, 11 campaign missions and 14 skirmish missions.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Match-with-Wally/66acd000-77fe-1000-9115-d80258550abe" target="external" title="Match with Wally">Match with Wally</a><br />
(240 MP, 03/13/2012, Water Bear Interactive)<br />
Water Bear Interactive LLC presents Match with Wally for the X-Box 360. Match with Wally allows the child to match Upper and Lower case letters, Star blocks with Number Blocks, Shapes and colors with their name block. The software uses randomization to reduce patterns and encourage learning. Match with Wally is part of the Alexander Learning Series.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Robofish/66acd000-77fe-1000-9115-d80258550abf" target="external" title="Robofish">Robofish</a><br />
(80 MP, 03/14/2012, Venesectrix)<br />
Set in a colorful underwater environment, Robofish is a dual-stick shoot ‘em up for all ages. With over a dozen ways to customize a weapon and even more upgrades available, players can create billions of possible weapons! Robofish’s campaign mode contains sixteen levels, and for even more destruction, players can test their custom weapons against an unending onslaught of enemies in survival mode!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">It's retro. It's arcade-y/ It's an adventure. It's Retro Arcade Adventure by SIACTRO.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Retro-Arcade-Adventure/66acd000-77fe-1000-9115-d80258550ac0" target="external" title="Retro Arcade Adventure">Retro Arcade Adventure</a><br />
(80 MP, 03/14/2012, SIACTRO)<br />
Retro Arcade Adventure is an arcade styled game with retro graphics. It is reminiscent of a "one against many" game with fantasy game typical influences like swords, dragons and potions. During his battle the Player can use the magical powers of orbs in order to strengthen his sword, to heal himself, or to even turn into a fire-breathing dragon.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Oil-Magnate/66acd000-77fe-1000-9115-d80258550ac1" target="external" title="Oil Magnate">Oil Magnate</a><br />
(240 MP, 03/16/2012, Swissplayers Game Studios)<br />
Do you have what it takes to be an Oil Magnate? Buy and drill wells, extinguish burning oilfields, assist pipeline workers, engage terrorists and manage your contracts. Do whatever necessary to keep the oil flow running.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dream-Divers/66acd000-77fe-1000-9115-d80258550ac2" target="external" title="Dream Divers">Dream Divers</a><br />
(80 MP, 03/16/2012, Team Shuriken)<br />
Guide sexy divers as they explore the seas to find hidden stars, but beware of creatures trying to ruin your day !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Freeze-Everything/66acd000-77fe-1000-9115-d80258550ac3" target="external" title="Freeze Everything">Freeze Everything</a><br />
(80 MP, 03/17/2012, DeCCCC)<br />
"Esko the Eskimo" must save his town from The "Baddie Bads" and their Master "King Baddie."<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/My-Cat-vs-Zombies-Ep-I/66acd000-77fe-1000-9115-d80258550ac4" target="external" title="My Cat vs Zombies Ep I">My Cat vs Zombies Ep I</a><br />
(80 MP, 03/17/2012, thelostone)<br />
The zombie hordes of living dead monsters are hungry, and cat is on the menu. Rascal the cat must use all her nine lives to survive this nightmare. Kill zombies, build alliances, loot stashes and level up as you fight for survival in a world where cats have inherited human civilization.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/ZombieRun/66acd000-77fe-1000-9115-d80258550ac5" target="external" title="ZombieRun">ZombieRun</a><br />
(80 MP, 03/18/2012, Teddy Jordan)<br />
This is a deck building card game where you and your friends are fighting for survival. Zombie have come to your town and are out to get you. Use your luck to buy action cards like guns and duct tape, or buy survival cards like food and water. At the end of the game the player with the most survival points wins.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Super-Ninja-Warrior-Extreme/66acd000-77fe-1000-9115-d80258550ac6" target="external" title="Super Ninja Warrior Extreme">Super Ninja Warrior Extreme</a><br />
(80 MP, 03/18/2012, Ho-Hum Games)<br />
Summon your power and put your strength on the test in this, ninja game!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Plenty of 3D sword smashing with Ogre's Phantasm Sword Quest by Divider Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Ogres-Phantasm-Sword-Quest/66acd000-77fe-1000-9115-d80258550ac7" target="external" title="Ogre's Phantasm Sword Quest">Ogre's Phantasm Sword Quest</a><br />
(240 MP, 03/18/2012, Divider Games)<br />
3D Action RPG. Attack large ogres with your sword! Break the helmets! This game contains 9 stages and 5 swords!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Red-Hot-Poker/66acd000-77fe-1000-9115-d80258550ac8" target="external" title="Red Hot Poker">Red Hot Poker</a><br />
(80 MP, 03/18/2012, SmoothMoov Games)<br />
In Red Hot Poker, you use the cards that are given to create poker hands within the grid. Your score is based on the poker hands that you create. So, better poker hands give a bigger score. You can create a hand both vertically or horizontally and the cards don't have to be in order to create a hand.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Picture-Puzzle/66acd000-77fe-1000-9115-d80258550ac9" target="external" title="Picture Puzzle">Picture Puzzle</a><br />
(80 MP, 03/19/2012, DTR Logic Software)<br />
A fun and relaxing sliding picture puzzle game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Spoids/66acd000-77fe-1000-9115-d80258550aca" target="external" title="Spoids">Spoids</a><br />
(240 MP, 03/19/2012, AirWave Games LLC)<br />
The Spoids have invaded the planetary spectrum. We have received distress calls from the surrounding planets in our galaxy. Control the defense systems as you lead the front against an endless swarm of Spoids. In this epic and unique defense game, travel from planet to planet, fending off the Spoids as long as you can.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Music-Island/66acd000-77fe-1000-9115-d80258550acb" target="external" title="Music Island">Music Island</a><br />
(240 MP, 03/19/2012, Thunderfish Entertainment)<br />
Music Island is a rhythm game where you make your own music as you play. Take the role of a man trapped on an island and use the beat to defeat waves of incoming sea creatures. Features a full story mode and an infinite mode with global leaderboards.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Hearts-of-Men-ToD/66acd000-77fe-1000-9115-d80258550acc" target="external" title="The Hearts of Men: ToD">The Hearts of Men: ToD</a><br />
(80 MP, 03/19/2012, COLTRAN Studios)<br />
Experience the final chapter of "The Hearts of Men: Throne of Deceit". Featuring all new gameplay ranging from upgradeable weapons, armor and magic, to an all new control scheme, new AI and pathfinding, new game modes including multiplayer, and a 28 full page comic for story mode, the final release is a great time for any gamer.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">You'll get 20- games if you buy 20 Games by IndieSkies.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/20-Games/66acd000-77fe-1000-9115-d80258550acd" target="external" title="20 Games">20 Games</a><br />
(80 MP, 03/20/2012, IndieSkies)<br />
20 Games is a collection of games made for you and your mates. From zombie slaying to turn based strategy there are a great variety of games for local multiplayer and singleplayer.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hungry-Snake/66acd000-77fe-1000-9115-d80258550ace" target="external" title="Hungry Snake">Hungry Snake</a><br />
(80 MP, 03/20/2012, Destiny Games)<br />
Guide the snake around the board eating food. Just to spice things up a little, different foods have different effects on your snake.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Houchi-Play-%E6%94%BE%E7%BD%AE%E3%83%97%E3%83%AC%E3%82%A4/66acd000-77fe-1000-9115-d80258550acf" target="external" title="The Houchi Play 放置プレイ">The Houchi Play 放置プレイ</a><br />
(80 MP, 03/20/2012, Kohei)<br />
The aim of this game is to maneuver Taro Heibon and get close to the cos-play girls without being noticed. It's the right time to get close to them when they are facing away, so try to move closer before they face round. After passing all the stages, you can register the girls in your Gallery. Find the girls you like and make a move.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Spectrangle360/66acd000-77fe-1000-9115-d80258550ad1" target="external" title="Spectrangle360">Spectrangle360</a><br />
(80 MP, 03/22/2012, ironreavergames)<br />
Spectrangle360 is the fast-paced game of skill and numbers. Strategically place your game pieces ("trangs") where they'll earn you the most points…while making it harder for your opponents to place their pieces. The more sides you match, the more points you score. Take the offense or the defense, but score the most points to win the game. Play against CPU opponents or with friends online.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Raptor-Resort/66acd000-77fe-1000-9115-d80258550ad2" target="external" title="Raptor Resort">Raptor Resort</a><br />
(80 MP, 03/22/2012, DennisMac)<br />
Defend yourself from the escaped prehistoric park attractions.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Racing-Wings/66acd000-77fe-1000-9115-d80258550ad3" target="external" title="Racing Wings">Racing Wings</a><br />
(80 MP, 03/23/2012, pncil)<br />
Download Racing Wings and join the international competition where the most experienced pilots combine speed and spectacular stunts in a extreme race for the number one. Test your reflexes and precision to overcome obstacles, unlock the tracks and improve your plane to get your golden wings. Are you ready?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bit-Hacker/66acd000-77fe-1000-9115-d80258550ad4" target="external" title="Bit-Hacker">Bit-Hacker</a><br />
(80 MP, 03/23/2012, K7-Games)<br />
Take on the role of a professional hacker who has finally released him/herself into the internet after many years of studying hacking. Fight your way through, avoiding viruses and worms - or even other hackers - along with breaking firewalls to reach your destination.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending March 9, 2012</title>
		<pubDate>Fri, 09 Mar 2012 12:52:20 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-09-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-09-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>I went a week with out an update so this update will be a bit longer than usual. Or maybe not as there were not a ton of game being released prior to GDC.<br />
<br />
Best bets this week appear to be tower defense zombie game Zombie Crossing, space shooter Startfighter 2-9, ambient experience Astral, sketchy role-playing game Paper RPG, block placing game Bit Digger and paper tank game sequel Attanck!3.<br />
<br />
<i>Below is a list of games released between February 24 and March 09, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).</i><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption"><br />
That's right zombies, you'd better run. It's Zombie Crossing by TNT.</div><a href="http://marketplace.xbox.com/en-US/Product/zombie-crossing/66acd000-77fe-1000-9115-d80258550aa3" target="external" title="zombie crossing">zombie crossing</a><br />
(80 MP, 02/27/2012, TNT)<br />
Tower defence with zombies and sniping first person.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/SOLAR-ANNIHILATION/66acd000-77fe-1000-9115-d80258550aa4" target="external" title="SOLAR ANNIHILATION">SOLAR ANNIHILATION</a><br />
(80 MP, 02/2/2012, reddeathgames)<br />
SOLAR ANNIHILATION by reddeathgames. Explore a dynamic 2d solar system while completing missions ranging from seek and destroy to stealth and resource gathering. Sandbox elements allow player to go anywhere at anytime. Full game contains 18 mission campaign, instant action mode, and cheat options.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Rectangle-Battle/66acd000-77fe-1000-9115-d80258550aa5" target="external" title="Rectangle Battle">Rectangle Battle</a><br />
(80 MP, 02/29/2012, 2D Retroperspectives)<br />
Rectangle Battle is an oldschool space-shooter with a 2 player vs. mode. You can have fun by aiming at high scores in 1 player survival mode or enjoy a quick match with a friend. Beware the evil triangles ;)!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Jigsaw-Jumble/66acd000-77fe-1000-9115-d80258550aa6" target="external" title="Jigsaw Jumble">Jigsaw Jumble</a><br />
(240 MP, 03/01/2012, Lost World Creations)<br />
Jigsaw Jumble is a game for one or two players. With over 20 different jigsaws to play each with 3 difficulty levels and the ability to load and resume games, there is plenty of gameplay for all the family.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Transgression/66acd000-77fe-1000-9115-d80258550aa7" target="external" title="Transgression">Transgression</a><br />
(80 MP, 03/01/2012, Unit-E)<br />
Transgression is a classic arcade-style game with cyberpunk flair. The player assumes the role of a hacker who illegally enters a series of computer systems, battling with security drones and system administrators to steal data, collect cash, and wreak havoc.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Flycatcher/66acd000-77fe-1000-9115-d80258550aa8" target="external" title="Flycatcher">Flycatcher</a><br />
(80 MP, 03/03/2012, Stockton)<br />
Web swinging spider fun. Swing through the trees to catch flies, beetles and more. Avoid dangers such as gas attacks and hornets. Includes local leaderboards.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">This is probably not the last starfighter gamed we'll see. It's Startfighter 2-9 by ZeeZee.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Startfighter-2-9/66acd000-77fe-1000-9115-d80258550aa9" target="external" title="Startfighter 2-9">Startfighter 2-9</a><br />
(80 MP, 03/04/2012, ZeeZee)<br />
Fight your way through waves on enemy ships as you do your best to survive as long as you can.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Argh-Aliens/66acd000-77fe-1000-9115-d80258550aaa" target="external" title="Argh Aliens">Argh Aliens</a><br />
(80 MP, 03/05/2012, Sysdia Games)<br />
Guide your UFO, using your limited fuel to abduct as many peeps as you can.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Astral/66acd000-77fe-1000-9115-d80258550aab" target="external" title="Astral">Astral</a><br />
(80 MP, 03/06/2012, FFT Studios)<br />
Astral is a conquer-all strategy casual and ambient game. Enter this atmospheric journey through time and space. Trial version lets you play the first five levels.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Brittle/66acd000-77fe-1000-9115-d80258550aac" target="external" title="Brittle">Brittle</a><br />
(80 MP, 03/07/2012, silentwolf)<br />
Brittle is a puzzle game about gaining points by moving across a map while avoiding dangers. 1-hit-kill enemies and a crumbling level stands between you and finishing each map.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Craftimals-Build-to-the-Sun/66acd000-77fe-1000-9115-d80258550aad" target="external" title="Craftimals: Build to the Sun">Craftimals: Build to the Sun</a><br />
(80 MP, 03/07/2012, Roppy Chop)<br />
One part crafting game and one part 2D platformer, Craftimals lets you build your own way to the top! Play single-player or local co-op and help the animals reach the sun. Checkpoints along the way give you new powers and hats. Find out what happens when you touch the sun, or simply have fun building!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Paper-RPG/66acd000-77fe-1000-9115-d80258550aae" target="external" title="Paper RPG">Paper RPG</a><br />
(80 MP, 03/07/2012, Team Shuriken)<br />
Explore the comical hand drawn world of Paper RPG !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bit-Digger/66acd000-77fe-1000-9115-d80258550aaf" target="external" title="Bit Digger">Bit Digger</a><br />
(80 MP, 03/07/2012, Ali Rawashdeh)<br />
Play as Dougal McTaggart, an intrepid adventurer caught up in a magical world of cubes! Place over 50 block types including TNT, Ladders, Water, Lava and Sheep! Take in-game photos and show them off to your friends in the gallery, and let your imagination take over in this ultimate block-building game!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Play with tanks and an ASCII army on old school dot matrix continually feed printer paper in Attanck!3 by Daisy Maze Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Attanck-3/66acd000-77fe-1000-9115-d80258550ab0" target="external" title="Attanck!3">Attanck!3</a><br />
(80 MP, 03/08/2012, Daisy Maze Games)<br />
Go retro in this arcade action title with unique gameplay and visual style. The 80s super computer is printing an ASCII army and it's up to you to pilot the ASCII assault vehicle to put an end to the mayhem. Updated enemies, levels, and modes await you in this challenging game with retro controls and ASCII kicking style.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>2012 IGF award winners announced</title>
		<pubDate>Thu, 08 Mar 2012 09:14:50 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/2012-igf-award-winners-announced</link>
		<guid>http://www.indiepubgames.com/news/2012-igf-award-winners-announced</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Last night (March 7, 2012), the Independent Games Festival (IFG) announced the winners of its 14th annual awards.<br />
<br />
The grand prize winner is Fez by polytron. The game features a 2D creature in a 3D world. You are able to change you perspective to approach areas from multiple directions. It had preivously won several awards including the Official Section Award at the 2011 Penny Arcade Expo and won IndieCade's 2011 Grand Jury Prize.<br />
<br />
The complete list of winners includes:<br />
<ul><li><b>Excellence In Visual Art - Dear Esther (thechineseroom)</li><br />
<li><b>Technical Excellence - Antichamber (Demruth)</li><br />
<li><b>Excellence In Design - Spelunky (Mossmouth)</li><br />
<li><b>Excellence In Audio - Botanicula (Amanita Design)</li><br />
<li><b>Best Mobile Game - Beat Sneak Bandit (Simogo)</li><br />
<li><b>Nuovo Award - Storyteller (Daniel Benmergui)</li><br />
<li><b>Seumas McNally Grand Prize - Fez (Polytron)</li></ul><br />
<br />
IGF has not yet updated its site (likely too busy after-ceremony partying) but I'm sure it will have more details soon.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://igf.com/" target="external" title="IGF official web site">IGF</a><br />
SITE: <a href="http://polytroncorporation.com/61-2" target="external" title="polytron official web site">polytron</a></b><br />
]]></description>
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		<title>Vessel available now on Steam</title>
		<pubDate>Thu, 01 Mar 2012 09:59:47 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/vessel-available-through-steam-march-2012</link>
		<guid>http://www.indiepubgames.com/news/vessel-available-through-steam-march-2012</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
Strange Loop Games has announced that Vessel is available today (March 1, 2012) via Steam</a>. You can also purchase a DRM-free version through the Strange Loop web site (which also gets you a Steam key). It is being offered for the discounted price of $13.49 (full price is $14.99) for the first week.<br />
<br />
Vessel is a puzzle game where you control various types of living liquid called Fluros that exist in several forms including water, lava, chemicals and goo. The unique properties of each Fluros are important for solving puzzles and progressing through the game.<br />
<br />
The game's soundtrack features music by Jon Hopkins ("Monster") and a custom music engine that dynamically mixes the tracks.<br />
<br />
From the press release:<blockquote>"Built on a groundbreaking liquid-physics engine, Vessel allows players to solve puzzles by bringing to life physically-simulated liquid - water, lava, glowing goo, chemicals and more - by animating them into living machines called Fluros that retain all the properties of the liquid they contain. Combining the properties of different kinds of fluids with the behaviors of the Fluros, players will be able solve puzzles and progress in this fantastic mechanical world."</blockquote><br />
Vessel will also be released 2012 on Xbox Live and PlayStation Network.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.strangeloopgames.com/" target="external" title="Strange Loop Games">Strange Loop Games</a><br />
PURCHASE: <a href="http://store.steampowered.com/app/108500/" target="external" title="Vessel on Steam">Vessel @ Steam</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending February 24, 2012</title>
		<pubDate>Fri, 24 Feb 2012 06:47:56 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-24-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-24-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Seems that <a href="http://www.technologytell.com/gaming/89246/indie-games-gain-prominence-in-xbox-live-dashboard-update/" target="external" title="Indie games gain prominence in Xbox Live dashboard update">Microsoft has decided to give indie games a little more love, giving it higher placement in the Xbox Live dashboard</a>. Let's hope that translates into more sales.<br />
<br />
Best bets this week include Space Invaders and Missile Command mashup called Space Command, kart racer Cro-Mag Rally® Extreme! (also one of the few games with a Registered Trademark symbol in the name), text adventure The Impossible Dungeon, tower defense action-strategy game UberZombie USA, zombie first-person shooter Zombie Invasion and air combat game Fighter Mission.<br />
<br />
<i>Below is a list of games released between February 18 and 24, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).</i><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">What would happen if the aliens from Space Invaders attacked the cities of Missile Command? Space Command by Jason Keiderling, of course.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Space-Command/66acd000-77fe-1000-9115-d80258550a93" target="external" title="Space Command">Space Command</a><br />
(80 MP, 02/18/2012, Jason Keiderling)<br />
Experience a classic 80's game that never existed, but should have! Space Command explores what would happen if the enemy type from one classic game genre attacked the heroes from another genre.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Living-Dead-Upgraded/66acd000-77fe-1000-9115-d80258550a94" target="external" title="Living Dead - Upgraded">Living Dead - Upgraded</a><br />
(80 MP, 02/18/2012, Whisper Games)<br />
Love to slaughter endless waves of zombies? Then this is the game for you! This is the original Living Dead, previously featured on the marketplace, with upgraded soundtracks!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Gravitas/66acd000-77fe-1000-9115-d80258550a95" target="external" title="Gravitas">Gravitas</a><br />
(80 MP, 02/19/2012, Oliver Brown)<br />
Challenge the AI and up to three of your friends in a game of galactic artillery. Whom will gravity defeat?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Evan-Quest/66acd000-77fe-1000-9115-d80258550a96" target="external" title="Evan Quest">Evan Quest</a><br />
(80 MP, 02/19/2012, ECHS BACHS)<br />
Evan Quest - An interactive story book for young readers. GAMES.ARCHOR.COM<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/PerturBirds/66acd000-77fe-1000-9115-d80258550a97" target="external" title="PerturBirds">PerturBirds</a><br />
(80 MP, 02/20/2012, ECHS BACHS)<br />
PerturBirds - These Birds aren't just Angry, They are Perturbed. GAMES.ARCHOR.COM<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Little Strategy by Andreil Game.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Little-Strategy/66acd000-77fe-1000-9115-d80258550a98" target="external" title="Little Strategy">Little Strategy</a><br />
(80 MP, 02/20/2012, Andreil Game)<br />
Play as Lady Strategy, a young lady heir of a dying country. A 4x for everybody: Explore the world, expand your empire, extract the resources and exterminate the enemies. Contain : a campaign, a map generator, a map editor, real time and turn base, 4 players.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/PigMan/66acd000-77fe-1000-9115-d80258550a99" target="external" title="PigMan">PigMan</a><br />
(240 MP, 02/20/2012, GDKonsult)<br />
Your aim is to collect precious gold and emeralds buried deep in subterranean levels of an old abandoned mine. With your Pigman running, you tunnel out new shafts, scoop up emeralds and race ahead while dodging falling bags of gold and avoiding wide-eyed Trolls hot on your trail.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Denizens-Den/66acd000-77fe-1000-9115-d80258550a9a" target="external" title="Denizen's Den">Denizen's Den</a><br />
(400 MP, 02/20/2012, Flattened Pixel)<br />
A top down dungeon adventure that is randomly generated so every game is a new experience. Over 25 weapon types, including projectiles, will be at your hero's disposal. Scrolls, Wands, Rings and potions will help tip the scales in the favor of your valiant adventurer, but beware, these dungeons will house traps, darkness like no other, secret doors and more.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cro-Mag-Rally-Extreme/66acd000-77fe-1000-9115-d80258550a9b" target="external" title="Cro-Mag Rally Extreme">Cro-Mag Rally® Extreme!</a><br />
(80 MP, 02/21/2012, citizen12 studio)<br />
The Extreme! edition of the popular Kart-racing title brings an all-new UI and tons of multiplayer fun. Capture-the-Flag, Tag, and vs racing across Xbox LIVE, System Link, or even split screen! Includes 8 all-new multiplayer battle arenas. All for a special introductory price of just 80 points!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Go back to the glory days of graphics-free games with Impossible dungeon by Team Shuriken.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Impossible-Dungeon/66acd000-77fe-1000-9115-d80258550a9c" target="external" title="The Impossible Dungeon">The Impossible Dungeon</a><br />
(80 MP, 02/21/2012, Team Shuriken)<br />
Explore a Brutally dangerous dungeon in this funny text-based adventure.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Octogenarian-VIP/66acd000-77fe-1000-9115-d80258550a9d" target="external" title="Octogenarian VIP">Octogenarian VIP</a><br />
(80 MP, 02/22/2012, Enraged Ginger)<br />
Escort the ever elusive Octogenarian VIP through multiple levels and defend her from waves of ninja monkey assassins and hungry, hungry, gators.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/UBERZOMBIE-USA/66acd000-77fe-1000-9115-d80258550a9e" target="external" title="UBERZOMBIE USA">UBERZOMBIE USA</a><br />
(240 MP, 02/22/2012, superameise)<br />
UBERZOMBIE USA is a Tower Defense Action-Strategy Game where you must protect your house every night from hordes of zombies! Choose your hero from ten different characters, every character has a unique special attack to punish the waves of enemies. During the day phase you can build landmines, fences, fortifications, plants, baits and more to support you in the action-packed combat!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Boxed-In/66acd000-77fe-1000-9115-d80258550a9f" target="external" title="Boxed In">Boxed In</a><br />
(80 MP, 02/22/2012, GGGamers)<br />
Play in 3D! Travel through distinct environments fighting intense bosses and mobs. Learn unique and creative skills to help you in your quest to save an endangered village. You can go in alone or team up with friends in up to 4 player cooperative play!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Invasion/66acd000-77fe-1000-9115-d80258550aa0" target="external" title="Zombie Invasion">Zombie Invasion</a><br />
(80 MP, 02/22/2012, Dwarf Biter)<br />
You are man's last hope in a total zombie invasion. See if you have what it takes. How many seconds can you last? Good luck, mankind is counting on you.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Take down some planes in Fighter Mission by levliv.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Fighter-Mission/66acd000-77fe-1000-9115-d80258550aa1" target="external" title="Fighter Mission">Fighter Mission</a><br />
(80 MP, 02/22/2012, levliv)<br />
Fighter Mission: Air Superiority straps you into the seat of modern jetfighter. Dodge missiles, engage in dogfights against enemy jetfighters, strike at enemy ships or ground installations. Fighter Mission: Air Superiority is a fun and fast top-down-shooter with a unique tactical approach. Get it now! HD ready display required.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Red-Tie-Miner-Zombie/66acd000-77fe-1000-9115-d80258550aa2" target="external" title="Red Tie Miner Zombie">Red Tie Miner Zombie</a><br />
(80 MP, 02/23/2012, Maximinus)<br />
Red Tie ... check. Pickaxe ... check. Red Tie Miner : now avalaible with Zombies!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Indie Pleas: Indie game crowd funding roundup for February 23, 2012</title>
		<pubDate>Thu, 23 Feb 2012 07:15:23 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/indie-game-crowdfunding-crowd-funding-weekly-update-february-23-2012</link>
		<guid>http://www.indiepubgames.com/news/indie-game-crowdfunding-crowd-funding-weekly-update-february-23-2012</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
<i>indiePub's 'Indie Pleas' is our way to highlight indie game developers who are looking to crowd fund their game. While we do not endorse any specific game or crowd funding site, we want to help by offering this look at the indie developers who are looking to pay the bills so they can finish their amazing games. Remember, most of these pleas last until they meet their goal so please, check the links below and help feed a dev today.</i><br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
Well that whole Double Fine Kickstarter thing has worked out pretty well so far. With 19 days to go the campaign has brought in $2.07 million, five times more than it's $400,000 goal. So, see, it works. OK, maybe not so well for everyone but you gotta try, right?<br />
<br />
This week's Indie Pleas includes grass mowing game Lawmower Challenge, zombie horde shooter Viral Dawn, 3D fantasy adventure game Feeble's Fable: The Legend of Runes, battle baord game Vanuatu,  story-based adventure game The Story of Dakara, Wisps of the Redeeming, puzzler Not Without You (from indiePub friend David Sushil), costume adventure game Costumverse Kitsune World and trading card game Massilia.<br />
<br />
We're still waiting for an update - and launch - of the promised indies-only crowd funding site, <a href="http://www.indiepubgames.com/news/gambitious-video-game-crowdfunding-site-service-launching-march-2012" target="external" title="Gambitious official web site">Gambitious</a>.<br />
<br />
And, now, on to the latest indie game makers looking for some crown fundin' love...<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A few mini clips of Lawnmower Challenge by Lunar Enigma.</div><br />
<b>Devs:</b> <a href="http://blog.lunarenigma.com/" target="external" title="Lunar Enigma official web site">Lunar Enigma</a> (Ashburn, VA)<br />
<b>Game:</b> <a href="http://lawnmowerchallenge.com/" target="external" title="Lawnmower Challenge on Kickstarter" >Lawnmower Challenge</a><br />
<b>Goal:</b> $5,000 by 11:00 p.m. (EST), Friday, February 24, 2012, via <a href="http://www.kickstarter.com/projects/1266604315/lawnmower-challenge-brilliant-indie-ios-puzzle-gam?ref=category" target="external" title="Lawnmower Challenge on Kickstarter">Kickstarter</a>.<br />
<b>Plea:</b><blockquote>"Lawnmower Challenge is a modernized and updated homage to the classic "Chip's Revenge" and "Sokuban". Your goal in the game is to mow all the grass in each level with as few moves as possible. This may seem like child's play (and its totally suitable for gamers of all ages), but the levels become increasingly complex with the gradual introduction of new tile types... We don't have a source of income or outside funding. All the operating costs of this project have been out of pocket so far. We really want to make a fun, accessible, and polished game and that takes more than pocket change. Here is a breakdown of where the money will go....Lunar Enigma is a small group of developers and hobbyists who gather in our free time to create games. We are made up of artistic people from several different creative fields from different parts of the world. We base our design decisions based on what feels fun rather than what we think is fun...Although this is our first commercial game, we plan to form a studio and continue developing other exciting games in the future. Help us accomplish our goals of delivering fun games to players by supporting our current project."</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Start screen for freebie zombie horde shooter Viral Dawn by HallsOfVallhalla.</div><br />
<b>Devs:</b> HallsOfVallhalla (Mobile, AL)<br />
<b>Game:</b> <a href="http://viraldawn.com/Shooter/index.html" target="external" title="Viral Dawn official web site">Viral Dawn</a><br />
<b>Goal:</b>  $9,000 by 10:29 a.m. (EDT) by Saturday, March 24, 2012, via <a href="http://www.kickstarter.com/projects/703486821/viral-dawn?ref=recently_launched" target="external" title="Viral Dawn Kickstarter page">Kickstarter</a><br />
<b>Plea:</b> <blockquote>"Viral Dawn is a Top down Web Based Zombie Shooter. In it's current state it is a unfinished but playable fast action shooter...We want to bring it to the next level. A multi-player  persistent browser based game both playable on all OS's and phones. (Windows, Mac, Linux, Iphone, Android, Windows Phone... Get in on the ground floor and play the game one month before release with a beta pass only given to those who pledge here at Kickstarter. Get ahead of all your friends, get the awesome gear, buy the best vehicle, then pawn all your wimpy friends! The game will always be free to play."</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Concept art for Feeble's Fable: The Legend of Runes by Atomic Chimp Games.</div><br />
<b>Devs:</b> <a href="http://AtomicChimp.com" target="external" title="official web site Atomic Chimp Games">Atomic Chimp Games</a><br />
<b>Game:</b> Feeble's Fable: The Legend of Runes<br />
<b>Goal:</b> $38,500 by 2:59 a.m., Sunday, April 1, 2012 via <a href="http://www.kickstarter.com/projects/atomicchimp/feebles-fable?ref=recently_launched" target="external" title="Feebles Fable campaign on Kickstarter">Kickstarter</a><br />
<b>Plea:</b> <blockquote>"Feeble's Fable is a whimsical 3D fantasy adventure game filled with intriguing puzzles which are integrated into its storyline, for a totally immersive playing experience... While we have already begun working on this game project and will complete it (because we are that determined and passionate about it!), the requested funding will help ensure that we can afford the high quality music, animation and other talent required to do justice to the magical world that Michael and Justin are creating. It is also our goal to raise the bar on the quality of art and story that the public will come to expect from mobile game developers."</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A sceren shot from the video on IndieGoGo showing how Vanuatu is played.</div><br />
<b>Devs:</b> Alain Epron and  Cédrick Le Bihan (La Genevraye, France)<br />
<b>Game:</b> <a href="http://www.kroknikdouil.fr/fiche.php?jeu=4" target="external" title="official web site">Vanuatu</a><br />
<b>Goal:</b> $5,000 by 11:59 p.m. (PT), Saturday, March 31, 2012, via <a href="http://www.indiegogo.com/Vanuatu" target="external" title="Vanuatu campaign at IndieGoGo">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>"In "Vanuatu", you are a Vanuatuan who wants to prosper during the eight turns of the game. In order to prosper, you have to manage with natural resources, rare items, vatus (local currency) and tourists. To earn money or prosperity points, you may also draw on the sand, carry tourists all over Vanuatu islands or trade cargo with foreign countries... For this, I need about 4000 € (5000 $) for paid a part of the production. The rest of the cost will be paid by some distributor partner for some countries (german, italy, us and quebec). All the money raised, will help me to produce more game boxes for countries where I have no distributor, or partners."</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Concept art for a big baddie in Story Of Dakara.</div><br />
<b>Devs:</b> Erik Padamans, George Vjalkin and Levin Sergey (Riga, Latvia)<br />
<b>Game:</b> The Story Of Dakara<br />
<b>Goal:</b> $1,750 by 11:59 p.m. (PT), Monday, April 2, 2012, via <a href="http://www.indiegogo.com/The-Story-Of-Dakara" target="external" title="The Story Of Dakara on indieGoGo">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>"Dive into the feelings of a young girl and help her to avenge her loved ones. Solve various puzzles, learn new abilities and fight with the fiercest enemies. The Story Of Dakara offers you incredible, full of thrilling adventures 5 hour storyline. The game will be accompanied by cinematic videos, professional dubbing and amazing effects. The project will become even better with your help!.. With your money and help we can afford full-time work on our game. Also we can hire new talented specialists!  We very want to finish this project and make it as best , as possible.</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of the early progress of Game About Wisps by Jungle Troll Entertainment</div><br />
<b>Devs:</b> <a href="http://www.jungle-troll.com/" target="external" title="Jungle Troll Entertainment official web site">Jungle Troll Entertainment</a><br />
<b>Game:</b> <a href="http://www.indiegogo.com/A-Game-About-Wisps" target="external" title="Wisps: The Redeeming official web site">Wisps: The Redeeming</a><br />
<b>Goal:</b> $700 by 11:59 p.m. (PT), Friday, March 23, 2012, via <a href="http://www.indiegogo.com/A-Game-About-Wisps" target="external" title="Wisps: The Redeeming at IndieGoGo">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>"I've been spending all my spare time during the last year on bringing this project to life by painting, drawing, modelling and programming everything that goes into it. Every day I work on it and make progresses. I do all I can to make sure when it will be released it will have the best possible quality and reach as many gamers as possible, however I am a bit helpless, as this goal requires some funds I do not have. Currently I'm searching for funds to outsource the music and sound effects of Wisps the Redeeming (as I cannot do this myself), and eventually to get more paid Unity 3D licenses to improve the graphics (Unity Pro) and made the game available on a broader range of platforms (especially iOS devices) to enable people to play it on the go, as I cannot do that with the free version of Unity. By contributing to this project, not only you ensure you will have access to it on your favorite device, but ultimately you will give me moral support and the power to continue dedicating all my time to it."</blockquote><br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
<b>Devs:</b> <a href="http://www.davidjsushil.com/" target="external" title="David Sushil official web site">David Sushil</a> (Orlando, FL)<br />
<b>Game:</b> <a href="" target="external" title="official web site">Not Without You</a><br />
<b>Goal:</b>$2,300 by 11:59 p.m. (PT), Tuesday, May 1, 2012, via <a href="http://www.indiegogo.com/notwithoutyou" target="external" title="Not Without You on IndieGoGo">IndieGoGo</a><br />
<b>Plea:</b> <blockquote>"An innovative puzzle game about fluffy blue cryptids that move in unison. It's adorable. Help us finish!... Hesperides Pilcrus, a curious diurnal species. Small groups, or concerts, reportedly dwell in the more accessible woodlands of the Pacific Northwest. Of note to the interested crypto-naturalist is the way in which all Pilcri behave in unison. What an individual does, the whole group will do. Working collectively, a concert	of Pilcri are rumored to have escaped the well-secured laboratory of one Dr. F. W. Nervoso. Of course, Hesperides Pilcrus being an imaginary species, no evidence of this event actually exists. Except, as you might have guessed, for this game."</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen progress of Costumverse Kitsune World in mid development (grabbed from the video on the site) by Catprog. Youc an bet there will be cat costumes.</div><br />
<b>Devs:</b> Catprog<br />
<b>Game:</b> Costumverse Kitsune World<br />
<b>Goal:</b> $1000 in 6 days via <a href="http://8bitfunding.com/project_details.php?p_id=283" target="external" title="">8-Bit Funding</a><br />
<b>Plea:</b> <blockquote>"After wearing a costume and being transformed you find yourself in a new world. Waking up you find everyone in your village has gone. Exploring you find a strange shop with a costume in. Putting it on you become a kitsune and have to  defeat another costumed person."</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Some cards used in the trading card game Massilia.</div><br />
<b>Devs:</b> Kork Nik Douil Edition (Seine et Marne, France)<br />
<b>Game:</b> Massilia<br />
<b>Goal:</b> € 1,170 in 68 days via <a href="http://www.ulule.com/massilia/" target="external" title="Massilia via Ulule">Ulule</a><br />
<b>Plea:</b> <blockquote>"Massilia is a trading game where each player plays a dealer who will seek to prosper in order to obtain the best reputation of the city at the end of the day. To achieve your goals, you will have to implement new stalls on the market of Old Port, buy at the best prices of goods at the port to feed your stalls and bring customers to sell your goods at the best time. To help you in your task, you will be able to request the help of gods and goddesses making offerings. Finally, if all this is not enough, you'll also be able to buy your reputation. And yes, everything can be bought in this world even the reputation. (Translated from French) Like many small company, KND must face the problem of cash needed to start production of new games. Therefore, while waiting to operate on its own, as much, she is forced to find solutions for the type Ulule péréniser power development. Funding will be used to pay the deposit of manufacture. Depending on the level of funding received, the first draw will, more or less important (minimum 1000) and some wood element can be improved by including specific forms.</blockquote><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i>If you are an independent game developer or indie game studio looking to crowdfund your game, send an email to <a href="mailto:pj@indiepub.com">pj (AT) indiepub (DOT) com</a> so we can consider adding you to the next installment of "Indie Pleas." You can even write your own "Plea" but, please, keep it concise.</i> ]]></description>
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		<title>New Xbox Live Indie Games for week ending February 17, 2012</title>
		<pubDate>Fri, 17 Feb 2012 06:27:31 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-17-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-17-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Apparently indies still embrace first-person shooters as evidenced by the appropriately named PS Trainer "game" on the indie channel this week. A few standards are available this week including a space shooter (Space Battles) and zombie horde shooter (Super Zombie Smash), albeit a platformer. The most indie-experiment entry may be Nuage where you chill out with mellow music as you collect cloud, make rain and grow stuff.<br />
<br />
Best bets include platformer Oozi: Earth Adventure Ep. 3, the previously mentioned stress-free weather game Nuage, two-player racer Toy Stunt Bike 2 and an underwater clone of Angry Birds called Angry Fish: Deep Sea.<br />
<br />
<i>Below is a list of games released between February 11 and , 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).</i><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Skimmer-Patrol/66acd000-77fe-1000-9115-d80258550a87" target="external" title="Skimmer Patrol">Skimmer Patrol</a><br />
(80 MP, 02/11/2012, Richard Mould)<br />
Patrol the notorious Fog-Swamps using a military grade Skimmer through increasingly hazardous terrain. Chase down illegal skimmers attempting to escape with the narcotic ingredient – Black Shade Mushroom. Advance through the ranks of the patrolman earning medals for outstanding performance. Modify your skimmers’s capabilities to your preference and for the difficulty of the patrol.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">More colorful jumpy action in Oozi: Earth Adventure Ep. 3 by AwesomeGamesStudio.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Oozi-Earth-Adventure-Ep-3/66acd000-77fe-1000-9115-d80258550a88" target="external" title="Oozi: Earth Adventure Ep. 3">Oozi: Earth Adventure Ep. 3</a><br />
(80 MP, 02/11/2012, AwesomeGamesStudio)<br />
Oozi: Earth Adventure is where classic platforming fun meets modern visuals and hand-drawn art. Lots of special abilities, dozens of enemies, extra difficult challenge mode and time limited arcade mode specially for hardcore gamers. All that for only 80 MSP, a must have for all platformer fans!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/FatSheep/66acd000-77fe-1000-9115-d80258550a89" target="external" title="FatSheep">FatSheep</a><br />
(80 MP, 02/12/2012, David Fuller II)<br />
Play as the shepherd who has been chosen to rescue the sheep. Call to lost sheep and get them to follow you, but they will follow you right into danger! So, be mindful of where you are leading them. Swing a staff to fend off wolves.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Alexander-Learning-Series-360/66acd000-77fe-1000-9115-d80258550a8a" target="external" title="Alexander Learning Series 360">Alexander Learning Series 360</a><br />
(240 MP, 02/12/2012, Water Bear Interactive)<br />
Water Bear Interactive LLC Presents the Alexander Learning Series for X-Box 360. This release includes flash card sets: Colors, Shapes, Numbers, Upper case letters, Lower case letters, Upper and Lower case letters together. Includes two themes, randomization and optional auto play sound.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Super-Zombie-Smash/66acd000-77fe-1000-9115-d80258550a8b" target="external" title="Super Zombie Smash">Super Zombie Smash</a><br />
(80 MP, 02/12/2012, Daydalus)<br />
Battle the zombie horde with up to 4 players. Use 9 weapons on 5 unique stages to destroy thousands of zombies and accumulate the highest score! Super Zombie Smash!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/WineHead/66acd000-77fe-1000-9115-d80258550a8c" target="external" title="WineHead">WineHead</a><br />
(80 MP, 02/12/2012, Bee In The Car Games)<br />
What happens when a cat becomes president and bans wine? Outrage! Rebellion! There's only one solution, and that's using birds to ferment wine. Does that sound absurd? Well it is, but someone has to save America from its sober slumber!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Like, man it rain, man, with Nuage. Then stuff grows. Nice.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Nuage/66acd000-77fe-1000-9115-d80258550a8d" target="external" title="Nuage">Nuage</a><br />
(80 MP, 02/12/2012, Six String Games)<br />
Enter a state of calm relaxation with Nuage, a no stress game where you collect clouds and rain drops to rain on the environment and bring it to life, all while listening to the well known unsigned relaxation musician, Paul Collier. Play with headphones for an even better experience.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/FPS-Trainer/66acd000-77fe-1000-9115-d80258550a8e" target="external" title="FPS Trainer">FPS Trainer</a><br />
(80 MP, 02/13/2012, Becker Games LLC)<br />
Dominate in your favorite first-person shooters! Increase your thumbstick accuracy! View a graph of how much you're improving. Try and get into the High Scores! Practice in the Training Grounds mode and completely customize your training sessions. Impress your friends with your pure speed! Check out the free trial today on your Xbox 360 and visit BeckerGames.com for more awesome games and apps!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Toy-Stunt-Bike-2/66acd000-77fe-1000-9115-d80258550a8f" target="external" title="Toy Stunt Bike 2">Toy Stunt Bike 2</a><br />
(80 MP, 02/14/2012, Raoghard)<br />
The micro sized motorbike game returns will all new tracks and locations, two player split screen racing and the opportunity to build, race and share your own tracks with the easy-to-use track editor. Play and rate hundreds of tracks made by other players.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Space-Battles/66acd000-77fe-1000-9115-d80258550a90" target="external" title="Space Battles">Space Battles</a><br />
(80 MP, 02/16/2012, Adan Software Systems LLC)<br />
Shoot your way through 6 levels of non-stop, fast pace space battles.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Cranky underwater creatures hurl themselves at furry creatures (cats?) in Angry Fish: Deep Sea by Frozen Software.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Angry-Fish-Deep-Sea/66acd000-77fe-1000-9115-d80258550a92" target="external" title="Angry Fish: Deep Sea">Angry Fish: Deep Sea</a><br />
(80 MP, 02/17/2012, Frozen Software)<br />
A family tragedy leads to an epic tale of intrigue and revenge. This time around the Angry Fish are leaving the sky to the birds and the fight is diving to new depths in the deep sea. Return to the battlefield with 63 uniquely puzzling levels.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Gambitious game-centric crowdfunding site launching March 2012</title>
		<pubDate>Tue, 14 Feb 2012 06:08:15 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/gambitious-video-game-crowdfunding-site-service-launching-march-2012</link>
		<guid>http://www.indiepubgames.com/news/gambitious-video-game-crowdfunding-site-service-launching-march-2012</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
Netherlands-based Symbid today (February 14, 2012) announced that it is launching Gambitious, a new "equity-based crowdfunding platforms for the games industry."<br />
<br />
The company's press release proclaims the new site "the first of its kind," allowing anyone to invest and get an equity stake in a video game project. Other crowdfunding sites including Kickstarter, IndieGoGo and 8-Bit Funding, offer copies of games, posters and other incentives instead of equity in exchange for monetary pledges.<br />
<br />
Symbid plans to allow pledges ranging from €20 to €2,500,000 and promises that developers will have "full control" over their campaign. This is similar to the service Symbid currently offers through its <a href="http://symbid.com/" target="external" title="Symbid official web site">web site</a> to other startups, including games.<br />
<br />
In it press release, Symbid does mention both Double Fine's incredibly successful Kickstarter campaign (now up to $1.75 million) and the fact that most indies that try to crowdfund their projects don't have the fan base to be that successful.<br />
<br />
Here's a quote taken from he press release from Symbid's Paul Hanraets.<br />
<blockquote>"The traditional publishers have seen their role dramatically change, and have grown hesitant if not reluctant in investing in new game franchises. Unfortunately there are few alternatives to this traditional funding model. There is a strong need for new and innovative structures to back indie game projects financially; now more than ever. And we believe Gambitious provides that structure. We have already signed with a strong whitelabel partner for our platform, and have received exciting projects from various developers. The developers have embraced our plans from the start, and according to them, Gambitious really is an exciting new way to obtain funds, and still uphold creative control over their IP."</blockquote><br />
Gambitious is expected to launch March 2012. The site is still under construction and mention was not given concerning fees, the percentage Gambitious earns from this service or the application process.<br />
<br />
The current Symbid site costs €250 for each entrepreneur to join, 5% success fee plus tax. Users pay a minimum of €20 to join plus a transaction fee. Symbid has not indicated whether or not Gambitious will use the same process or incur the same fees.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://gambitious.com" target="external" title="Gambitious official web site">Gambitious</a><br />
SITE: <a href="http://symbid.com" target="external" title="Symbid official web site">Symbid</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending February 10, 2012</title>
		<pubDate>Mon, 13 Feb 2012 08:49:29 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-10-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-10-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>I've been noticing that more book-like titles sneaking on to Xbox Live's indie channel lately. This week, for example, there's Space Pirates Adventures which uses black-and-white style comics to tell a story - or jokes - and it's presented as an adventure game. It sure looks like indie artists trying to find ways to get published. Indies getting their work published? indiePub? Hmmm...<br />
<br />
Anyway, best bets this week look to be 3D block smasher Avatar Block War, chessy-y strategy game Kingdom, puzzle game Picbox, dynamic voxel-based Cell: Emergence, platformer Grey Infection and card game Pedro.<br />
<br />
<i>Below is a list of games released between February 4 and 10, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).</i><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of block destroying game Avatar Block War by - what may be some default name - A name not yet taken AB.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Block-War/66acd000-77fe-1000-9115-d80258550a79" target="external" title="Avatar Block War">Avatar Block War</a><br />
(240 MP, 02/04/2012,  A name not yet taken AB)<br />
Play as a native or a settler in a world of blocks to conquer the whole world for your own people. You can create block maps, play in single player and online multiplayer.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/a-Voxel-Action/66acd000-77fe-1000-9115-d80258550a7a" target="external" title="a Voxel Action">a Voxel Action</a><br />
(80 MP, 02/04/2012, NeoBlogKossy)<br />
A Voxel Action Built on old nostalgia voxels are simply jumping action game. If the world is all connected in a seamless, stretch play from start to finish. Get the skills you a variety of items, please play with super features! Mode is also available after clearing the fun! A variety of tricks, please to enjoy! © 2012 NeoBlogKossy all rights reserved. <br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Space-Pirates-Adventures/66acd000-77fe-1000-9115-d80258550a7b" target="external" title="Space Pirates Adventures">Space Pirates Adventures</a><br />
(80 MP, 02/04/2012, Team Shuriken)<br />
Can you save the space pirates from doom in this funny comic book adventure ?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Kingdom/66acd000-77fe-1000-9115-d80258550a7c" target="external" title="Kingdom">Kingdom</a><br />
(80 MP, 02/04/2012, Utopioneer Games)<br />
Kingdom is a strategy game about earning gold, building soldiers and controlling land.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Marathon-Monk/66acd000-77fe-1000-9115-d80258550a7d" target="external" title="Marathon Monk">Marathon Monk</a><br />
(80 MP, 02/04/2012, Jesse Crafts Finch)<br />
Marathon Monk is a classic running platformer - run for your health, run for fun, run because THEY ARE AFTER YOU!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Picbox/66acd000-77fe-1000-9115-d80258550a7e" target="external" title="Picbox">Picbox</a><br />
(80 MP, 02/04/2012, Stinky Badger Games)<br />
Create pixelated pictures from the number clues in this addictive puzzle game! Featuring 100 puzzles, 28 awardments, a tutorial video to get you started, and many hours of puzzling fun!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of lots of voxels in Cell: emergence by alloplastic.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cell-emergence/66acd000-77fe-1000-9115-d80258550a80" target="external" title="Cell: emergence">Cell: emergence</a><br />
(400 MP, 02/09/2012, alloplastic)<br />
Against the "smart germs" of tomorrow's biowarfare, nanites will be our drone soldiers, but for how long? Enter the fluid living world of Cell (built from "dynamic voxels") to witness the emergence of new life: YOU, a nanobot who shoots deadly colloids, builds defenses and supercharged weapons, deciphers enemy nanotech -- and learns.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Grey-Infection/66acd000-77fe-1000-9115-d80258550a81" target="external" title="Grey Infection">Grey Infection</a><br />
(80 MP, 02/09/2012, Undead Code Studios)<br />
Grey Infection is an addictive platform game: the environment changes with each action! Shoot at particles, destroy them all! But be careful, each particle has got its own behaviour! Do you like the challenges? Do you like hard games? Do you want to save the planet, on a futurist world? Grey Infection is for you!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Union-of-Armstrong/66acd000-77fe-1000-9115-d80258550a82" target="external" title="Union of Armstrong">Union of Armstrong</a><br />
(80 MP, 02/09/2012, Domain of the Infinite)<br />
You are the president of a Moon colony defending the historic Apollo 11 site from a corporate mining company. Command your forces during the final battle with Luna Corporation. Play over forty levels in this tower defense game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Atom/66acd000-77fe-1000-9115-d80258550a83" target="external" title="Atom">Atom</a><br />
(80 MP, 02/09/2012, Impera Software)<br />
the new atomic twin stick shooter for xbox!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Balloon-Guard/66acd000-77fe-1000-9115-d80258550a84" target="external" title="Balloon Guard">Balloon Guard</a><br />
(240 MP, 02/10/2012, Matthew Kiep)<br />
As a member of the Royal Balloon Guard, you must guide your character and the Balloon Princess through four chapters full of various of challanges. This game requires strategy, platforming skills, and a fondness of balloons.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Never-Ending-Game-2/66acd000-77fe-1000-9115-d80258550a85" target="external" title="The Never Ending Game 2">The Never Ending Game 2</a><br />
(80 MP, 02/10/2012, RicolaVG)<br />
he sequal to the Never Ending Game. The Never Ending Game 2 is a ball drop game with power ups, high scores, and more. Try out the all new customization menu. Customize your wheel which affects different aspects of your ball.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Pedro is apparently an international card name with a zesty name. This is Rocket Can's version.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Pedro/66acd000-77fe-1000-9115-d80258550a86" target="external" title="Pedro">Pedro</a><br />
(80 MP, 02/10/2012, Rocket Can)<br />
Pedro is a trick taking card game that is played around the world with various rules. The game is played by two teams of two players. The object of the game is to win a predetermined number of points through a series of hands. Incorporating elements of other team games like Bridge and Spades, Pedro is a fun, fast-paced game everyone can enjoy.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Indie Pleas: Indie game crowd funding roundup for February 9, 2012</title>
		<pubDate>Thu, 09 Feb 2012 06:12:23 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/indie-game-crowdfunding-crowd-funding-weekly-update-february-09-2012</link>
		<guid>http://www.indiepubgames.com/news/indie-game-crowdfunding-crowd-funding-weekly-update-february-09-2012</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
<i>indiePub's 'Indie Pleas' is our way to highlight indie game developers who are looking to crowd fund their game. While we do not endorse any specific game or crowd funding site, we want to help by offering this weekly look at the indie developers who are looking to pay the bills so they can finish their amazing games. Remember, most of these pleas last until they meet their goal so, please, check the links below and help feed a dev today.</i><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
As this is the first installment, I'll be going back a little longer than a week. The format might also change but the idea will remain the same. <br />
<br />
This week's Indie Pleas includes maze game Islands of Diamonds by Happymonitor Games Studio, Geek Fight: The Card Game by Diving Dragon Games, role-playing game Eternal Grace by Enthrean Guardian, Adventure remake Aventura by VR Studios and creepy adventure game Space Diary by Klay. Check out each one below including descriptions from each plea.<br />
<br />
BTW: I was already finished with this initial article when <a href="http://www.kickstarter.com/projects/66710809/double-fine-adventure" target="external" title="Double Fines Kickstarter campaign">Double Fine Productions' Kickstarter campaign began for its yet-to-be game (Double Fine Adventure)</a> but it's already made 200% of its goal so I think we can skip over that one.<br />
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<div class="centeredMedia">~ ~ ~</div><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Islands of Diamonds by Happymonitor Games Studio.</div><br />
<b>DEV(S):</b> Happymonitor Games Studio (New York, NY)<br />
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<b>GAME:</b> <a href="http://www.islandsofdiamonds.com/" target="external" title="Islands of Diamonds official web site">Islands of Diamonds</a><blockquote>"It's not easy being the only perfectly round coconut on the shore, so Seamus O'Nut has set off in search of fame and fortune. Shipwrecked, Seamus washes up on the shore of a mysterious island. Treasures are there for the taking but they'll take a steady hand to plunder. Navigate 30 devilishly unique islands of puzzles, traps, and physics mayhem to locate the cunningly hidden diamonds before the ever-ticking clock runs out."</blockquote><b>GOAL:</b> $3500 by 7:39 a.m., March 2, 2012. via <a href="http://www.kickstarter.com/projects/2025503943/islands-of-diamonds-bring-the-rolling-to-android" target="external" title="Islands of Diamonds on Kickstarter">Kickstarter</a><br />
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<b>PLEA:</b> <blockquote>"In 2011 we finally bit the bullet to make a lifelong dream a reality: to start an independent videogame development studio based in New York City. Hey, we're only two, but we're hoping to grow. Our debut title "Islands Of Diamonds" represents six months of evenings, weekends, and cold dinners – the hard work that's necessary to start all dreams rolling, and a hard-and-fast start to our marriage. All concept art, game-play mechanics, graphics, and audio assets have been developed so you can rest assured that this is a game that will see the light of day. The game is currently in the closing weeks of level design,play-testing and QA. The game has been developed using Unity Technologies Unity 3D Game Development Environment and is scheduled for its initial release as a universal app for the iPhone, iPod touch, and iPad through the Apple App Store in late February, early March."</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">A look at some of the cards you can get in Geek Fight: The Card Game by Diving Dragon Games.</div><br />
<b>DEV(S):</b> Diving Dragon Games (Bolingbroo, IL)<br />
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<b>GAME:</b> <a href="http://www.divingdragongames.org/geekfight.html" target="external" title="">Geek Fight: The Card Game</a><blockquote>"Geek Fight is a card game that takes a closer look at real life geek fights, those little "discussions" we all have about which sci-fi franchise is better or which superhero would win in a fight. While in the real world we generally have to show some form of self control (no matter how right we know we are), in the back of your mind you are checking out your collection of perfect anime weapon replicas trying to figure out which one would do the most damage. In Geek Fight you take your favorite geeky archetypes, put them in the arena armed with overpriced collectibles (some of which are NRFB!), and have them earn their geek cred the hard way!"</blockquote><br />
<b>GOAL:</b> $10,000 by 2:31 a.m. (EST), March 7, 2012 via <a href="http://www.kickstarter.com/projects/divingdragongames/geek-fight-the-card-game" target="external" title="Geek Fight card game via kickstarter">Kickstarter</a><br />
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<b>PLEA:</b> <blockquote>"WAIT! DON"T GO! I know you are probably starting to think of this as another CCG/TCG  money pit, but it isn't. You will not be hunting for that one rare card that is only included in 1 in every 1337.42 packs. Like I said before, we don't use random packaging, and our cost per card is one of the lowest on the market... We want to have a little extra capital to work on more sets and maybe get some card sleeves made for Geek Fight (not cheap). Thank you for not saying TL:DR, and for supporting our little project. By backing this project you are not only helping us make more new sets, you are also helping grow the player base. Isn't it fun to have a few more n00bs to pwn?"</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">A display art image from Eternal Grace: Episode 1 by Enthrean Guardian.</div><br />
<b>DEV(S):</b> Enthrean Guardian<br />
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<b>GAME:</b> <a href="http://www.eternal-grace.com/" target="external" title="">Eternal Grace</a><blockquote>"An RPG with action battle system, filled with emotional element of inter-character relationship, sets in the world that almost being destroyed. This Classic RPG can bring you into unique experience in gaming... Eternal Grace is an Action RPG that has features such as stylish encounter based action battle system, stunning artworks, immersive story, unique characters, and also nice to be listened musics. This game also has many side quests, collectible card mini game, weapon enhancement system and sympathy systems that strengthen the relationship between main characters. You will be offered by unique feel and experience when playing this game."</blockquote><br />
<b>GOAL:</b> $4000 by March 24, 2012 via <a href="http://8bitfunding.com/project_details.php?p_id=273" target="external" title="via crowdfunding site">8-Bit Funding</a><br />
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<b>PLEA:</b> <blockquote>"We are developing episode 2 of Eternal Grace now, and we plan to release it in the middle of 2012, but we have funding problems since the funding father leave us alone. We are trying to continue with our own fund, but it didnt work. This game has been watched and commented to have a good potential by Ian Livingstone (Ubisoft) and Takashi Tokita (Square Enix), but still, they tell us to raise our own funds. We need huge development cost to widen the game database and make many new features and also to integrate it together with Episode 1, now, we need the fund to fulfill the development cost. We plan to release the game in PC and Mobile. But we prior in PC platform. By donating, you're not only helping us fulfilling the development cost, but especially giving us the moral support we need to continue. Thank you very much."</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of a the title screen (old prototype) of Aventura by VR Studios.</div><br />
<b>DEV(S):</b> VR Studios<br />
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<b>GAME:</b> <a href="http://www.vrs.com.ve/" target="external" title="VR Studios official web site">Aventura </a><blockquote>"Aventura takes place in a south america jungle, is a Third Person Adventure/Action game with twelve levels where you need to find in each one a treasure to gain the privilege to let the spirits of the jungle know that you are a brave warrior and they will agree to let you go in peace."</blockquote><br />
<b>GOAL:</b> $4000 by August 31, 2012, via <a href="http://8bitfunding.com/project_details.php?p_id=268" target="external" title="via crowdfunding site">8-Bit Funding</a><br />
<br />
<b>PLEA:</b> <blockquote>"I think Aventura can be a awesome game for PC and IOS devices, is very fun and good to play. Basically, were looking to raise enough capital to pay artists to provide us with good characters, animations and assets for the levels, because at the moment the game is almost on alpha state, it has a build but it has free models taken from free galleries from the web, we want characters and asset that can be customized for our game."</blockquote><br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of by Klay.</div><br />
<b>DEV(S):</b> Klay (Porto Alegre, Brazil)<br />
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<b>GAME:</b> <a href="" target="external" title="">Space Diary</a><blockquote>Space Diary tells of the adventures of an unnamed astronaut trapped inside the belly of a lovecratian space monster. There it he experiences a journey through strange structures built in times long forgotten, works of a civilization that is no more. Within a hidden room near a hole in the ground, there is an aquarium and, inside it, the key to the craziest adventure ever conceived. You'll explore twisted landscapes, exotic architecture, solve bizarre puzzles, meet surreal characters and face your biggest fears on this highly artistic, deep adventure made from classic adventure games die-hard fans. The game will be designer to disturb and amaze you, presenting a unique trip beyond the realms of logic. Help the Astronaut find the pieces to fix his ship and escape the huge monter's belly before it's too late!"</blockquote><br />
<b>GOAL:</b> $3,500 by 11:50 p.m. (PT), April 2, 2012, via <a href="http://www.indiegogo.com/Jules-Space-Diary" target="external" title="via crowdfunding site">IndieGoGo</a><br />
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<b>PLEA:</b> <blockquote>"Our dream is to release our first professional game and debut on the indie gaming circuit as a team, maybe someday live off making games and YOU can help us achieve that."</blockquote><br />
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<div class="centeredMedia">~ ~ ~</div><br />
<i>If you are an independednt game developer or indie game studio looking to crowd fund your game, send an email to <a href="mailto:pj@indiepub.com">pj (AT) indiepub (DOT) com</a> so we can add you to next week's list.</i>]]></description>
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		<title>Get in on Indie Gala 2</title>
		<pubDate>Tue, 07 Feb 2012 07:40:44 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/get-indie-gala-2</link>
		<guid>http://www.indiepubgames.com/news/get-indie-gala-2</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
The Indie Gala 2 offer is under way with three different bundles based on the amount you pay.<br />
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The difference with Indie Gala is that there are three tiers so, if you pay within a certain range, you get more games (and music). Also, the Indie Gala bundle is selling only 50,000 bundles instead of ending the offer on a specific date.<br />
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If you pay between $1 and $5.61 you'll get the Carebear Bundle which includes three games and three albums. The Big Saver Bundle (pay between 5.62 and $9.82) includes five games and six albums and the Epic Gala Bundle ($$9.83 or more) includes 11 games and seven albums which is essentially the Big Saver Bundle with the addition of all the games and albums from the first Indie Gala.<br />
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The five Gala 2 games are Roboblitz, Greed Corp, Bunch of Heroes, Critical Mass and Fortix 2. The new Gala 2 albums are Comfort, Beautiful EP, Skitter EP, Thank You, Fit the Paradigm and Robot Science Square.<br />
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When deciding how much to pay you choose how to split your payment between the developers, charities (Child's Play and Save the Children) and Indie Gala (a.k.a. "Gala Tip"). You'll get a Steam code for the Gala Bundle you buy and you can also request a gift URL.<br />
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So far (as of 10 a.m. ET, February 7, 2012), almost 14,000 have been sold with more than $77,600 paid.<br />
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If you have a deeper pocket you can obviously pay more than the asking ranges and get your user ID on the Top Contributors' list. Payments can be made via PayPal or Google Checkout.<br />
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<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.indiegala.com" target="external" title="Indie Gala 2">Indie Gala 2</a><br />
ALSO READ: <a href="http://www.technologytell.com/gaming/88458/the-indie-gala-2-bundle-is-still-available/" target="external" title="">Gamertell</a></b>]]></description>
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		<title>Kona's Crate featured as OpenFeint's Free Game of the Day</title>
		<pubDate>Mon, 06 Feb 2012 05:56:45 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/konas_crate_ios_android_openfeint_free_game_of_the_day</link>
		<guid>http://www.indiepubgames.com/news/konas_crate_ios_android_openfeint_free_game_of_the_day</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div>indiePub announced earlier today (February 6, 2012) that Kona's Crate is available free for iOS and Android devices through OpenFeint's Free Game of the Day.<br />
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Kona's Crate, which was originally released mid-2011 for iOS, is now available for multiple platforms including Android, Android tablets and PC (Windows and Mac).<br />
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The iOS and Android versions of the game were also recently <a href="http://www.indiepubgames.com/news/konas_crate_ios_android_update_3.2.0" title="Konas Crate update adds Arid Wasteland campaign, 25 levels, novice mode">updated to version 3.2.0</a> to include more levels (bringing the total to 110) and a new novice mode.<br />
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Here's a description of the game from the press release:<br />
<blockquote>Created by independent developers, Darkwind Media, Kona’s Crate takes place in a mystical world where players must carefully deliver a crate of stars to Chief Kona. Players must skillfully navigate a crate sitting on a jet-powered platform through tight spaces and around sharp corners while avoiding tricky obstacles to complete their delivery in time and win Chief Kona's approval.</blockquote><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">This screen shot from Kona's Crate shows one of the levels in the new Arid Wasteland campaign added in the iOS and Android update (to version 3.2.0).</div><br />
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<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://konascrate.com" title="Konas Crate official web site">Kona's Crate</a></b>]]></description>
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		<title>Dev Blog: Darkwind Media's pseudo-postmortem for Kona's Crate</title>
		<pubDate>Fri, 03 Feb 2012 09:53:36 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/konas_crate_dev_blog_03_postmortem_darkwind_media</link>
		<guid>http://www.indiepubgames.com/news/konas_crate_dev_blog_03_postmortem_darkwind_media</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
It's been a several months since we officially published our first game, <a href="http://konascrate.com" target="external" title="Konas Crate official web site">Kona's Crate</a>, with the help of indiePub. We've had time to sit back and reflect on our development process, collect sales data, read customer feedback and review sites and plan for the future of the game.<br />
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We'd like to share some useful tips we've learned during development with our fellow indie developers, our opinions on how the game has been received so far and tell you a little bit about the future of Kona's Crate and <a href="http://www.darkwindmedia.com/" target="external" title="Darkwind Media official web site">Darkwind Media</a>.<br />
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<h3>Working with the Unity Game Engine (Plus a Few Tips)</h3><br />
Working with the Unity game engine has been a great experience for us. As we've mentioned before, one of the biggest advantages of using Unity is how easy it is to publish your game to multiple platforms.<br />
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In the past, if you wanted to publish the same game to more than one platform, it meant doing at least twice the amount of work and usually more. Unity allowed us to maintain focus on the core of the game, which ultimately improved the product as a whole.<br />
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Besides the platform support, the tool allowed us to make a quality game in a fraction of the time it would have taken us to do it in native code. The community forming around Unity is fantastic, too, and has provided us with support and knowledge from the very beginning. <br />
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One of the great things to come out of the community thus far has been its involvement with the Asset Store. Some of the packages available on the Asset Store, such as Easy GUI, have been a huge help in the overall quality of our game. They have enabled us to do things that would have otherwise taken a lot longer to complete (even to the point where those features may have been cut) which frees up more time to focus on other parts of the game.<br />
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<h3>Tips for Using Unity</h3><br />
Although the topic warrants a separate article all on its own, we thought it would be good to share a few quick Unity tips with other indie developers that may help them during the development of their own unity game. (Please note: These tips helped us during the development of our game up until the time of writing this. Future updates to Unity may fix or resolve some of the underlying issues.)<br />
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<div class="centeredMedia" style="clear:both;"></div><br />
Each platform has its own set of caveats but there are a few major things with iOS that everyone should know about.<br />
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If you're using SVN to manage your Unity iOS project like we did, make sure to remove the hidden .svn folder inside of your Streaming Assets folder before you build. Otherwise, the game will crash on most if not all iOS devices. On a similar note, also make sure that you remove the same hidden .svn folder within your Resources folder as it will be counted as raw data and take up extremely valuable disk space for your app. This comes in particularly handy when creating a game that needs to be under the 20MB over-the-air limit Apple has in place.<br />
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If you are trying to stay under the 20 MB limit, there's something else you should be aware of: Due to the DRM that Apple wraps on all of their apps, the final size of your binary file will increase significantly after uploading it to iTunes Connect. The following steps will give a very accurate estimate as to the final size of your app after Apple has applied their DRM solution. They also assume the name of your project is YOURGAMENAME:<br />
<ul><li>Change your ipa file to a zip file. Extract the Payload directory to your desktop.</li><br />
<li>Inside the YOURGAMENAME.app directory, there is a file simply titled "YOURGAMENAME." Remove the file from the directory and place it on your desktop.</li><br />
<li>Zip up the main Payload directory.</li><br />
<li>Add the reported file size of the removed file and the new Payload.zip, the total being what you can expect for the total file size after you upload your binary to iTunes Connect.</li></ul><br />
We learned of this valuable process after we uploaded what we thought was the final binary to iTunes Connect for review. Prior to uploading, the binary was around 19 MB. A full week later, the app was accepted but was being reported as 25 MB. If you're shooting for a specific release date, use this tip to your advantage.<br />
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<h3>Reception of Kona's Crate</h3><br />
We've received a lot of valuable feedback concerning Kona's Crate.<br />
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Most of it has been very positive with many people claiming it has an addictive quality. As a game developer, nothing could be better than hearing you've created an addicting game. One of the toughest jobs with Kona's Crate was making sure the difficulty of the game increased gradually over the span of the game and we thought we had done a good job with that. <br />
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Unfortunately, a somewhat common type of feedback we have received has been that the game is too difficult. We understand that it's impossible to please everyone and that releasing a difficult casual game seems like a paradox but it never feels great to hear someone badmouth your game. Instead of curling up in a ball and crying, we've taken this as a challenge and we've implemented a news feature called "Jawesome Straps" that helps make the game more friendly to beginners. <br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">The above screen shot from Kona's Crate shows one of the levels in the new Arid Wasteland campaign added in the recent update.</div><br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><h3>The Future of Kona's Crate and Darkwind Media</h3><br />
In today's mobile marketplace, it's not enough to make a game and put it up for sale. With hundreds of games coming out every day, you need to find ways to rise above the noise and show the world why your game is better than the rest. With that in mind, we have several updates planned for Kona's Crate starting with the most recent that includes the straps and a new area (Arid Wasteland) that comes with 25 additional levels. Today's gamers crave new content and that's exactly what we're giving them.<br />
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In addition to new campaigns full of increasingly challenging levels, we have plans to allow you customize your gameplay experience both functionally and aesthetically. We're looking for ideas, so if there's anything cool you'd like to see in the game, let us know.<br />
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As for the future of our studio, we've got a few things up our sleeve. We are currently in the planning stages for several more mobile games. We are looking forward to making them as unique and fun as possible, all while maintaining the level of quality we put into our first game. <br />
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We would also love to make a sequel to Kona's Crate and publish to Xbox Live Arcade, as we feel that platform is full of gamers who would thoroughly enjoy the challenge. We have plenty of ideas to expand the game outside of its current scope, so hopefully we get the chance to implement them.<br />
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Finally, we are going to continue working on an ambitious role-playing game. It's been very hard to not share it with anyone but, when the time is right, we will be sure to give you all the juicy details.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>Also Read: <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01" title="Dev Blog: Meet Darkwind Media and their game, Konas Crate">Dev Blog - Meet Darkwind Media and their game, Kona's Crate</a><br />
Also Read: <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-02" title="Dev Blog Q and A with Darkwind Media">Dev Blog - Q&A with Darkwind Media</a><br />
SITE: <a href="http://konascrate.com" target="external" title="Konas Crate official web site">Kona's Crate</a><br />
SITE: <a href="http://www.darkwindmedia.com/" target="external" title="Darkwind Media official web site">Darkwind Media</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending February 3, 2012</title>
		<pubDate>Fri, 03 Feb 2012 08:31:23 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-3-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-3-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Looks like there were some late additions last week so I've added those games day to this week's roundup. Not that this week really needed it as it's looking to be packed with attractive games.<br />
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An extended version of a game posted on the indiePub site a while ago - <a href="http://www.indiepubgames.com/game/Defy_Gravity" title="Defy Gravity on indiePub">Defy Gravity</a> - made its way to the Xbox Live indie channel late last week. Magnetar Games, another late-last-week entry, is also one of the few 400 MP ($5) games I've seen listed in the indie channel.<br />
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Best bets for the week look to be Little Racers STREET by Milkstone Studios S.L., Dark Reign Redux by Magnetar Games, a series of color comic "books" titled Gold Digger by Dugrab Studios, puzzle game Diamond Digger by Elemental Focus, space fighter SpaceFighter4000 Training by Fednet Software, avatar shooter Avatar Onslaught 2 by Lighthouse Games Studio, LCD style dungeon game LCD Dungeon System by We Love Hamsters Software, action-adventure game Brand by Nine Dots Studio, beautiful looking Bug Ball by Edible Entertainment Pty Ltd., motrocross racing game MXHD by JSTARLAB, Hardboiled Pinball by Stryde Games and cute 2D ninja platformer Katana Land by Kablammo Games.<br />
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Below is a list of games released between January 27 and February 3, 2012. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Kiss-Kiss/66acd000-77fe-1000-9115-d80258550a66" target="external" title="">Kiss Kiss</a><br />
(240 MP, 01/26/2012, INGENIOUSFUN)<br />
A fun new Quiz game - Can you impress the girl in to joining you under the mistletoe ?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/TurboRocket-3/66acd000-77fe-1000-9115-d80258550a67" target="external" title="TurboRocket 3">TurboRocket 3</a><br />
(80 MP, 01/27/2012, cored.dk)<br />
Account: This is a top-down 3d shooter. Purpose: Destroy and wipe out all enemies on each level. Reward: Joy and awesomeness. Variety: Play 1, 2 or 4 players at same screen Challenge: 8 custom-made levels.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Little cars race in big, bright streets in Little Racers Street by Milkstone Studios S.L.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Little-Racers-STREET/66acd000-77fe-1000-9115-d80258550a68" target="external" title="Little Racers STREET">Little Racers STREET</a><br />
(80 MP, 01/27/2012, Milkstone Studios S.L.)<br />
Milkstone Studios presents the next installment in the indie racing series! Drive the 30+ high speed cars on a 3D, weather-changing city! The career mode provides hours of fun, challenging races. You need to tune your car and earn money to get the most wanted cars. Pursuit the top ranked drivers and become the best in the world! Underground urban racing has never been so much fun!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Dark-Reign-Redux/66acd000-77fe-1000-9115-d80258550a69" target="external" title="Dark Reign Redux">Dark Reign Redux</a><br />
(400 MP, 01/27/2012, Magnetar Games)<br />
Dark Reign Redux is a modern remake of the classic 1997 real-time strategy game Dark Reign: The Future of War. Humans have fled a toxic, dying Earth to live in newly established colonies spread out across the known galaxy. Caught in the middle of an intense battle for power between the Imperium and the Freedom Guard, the Togran race is on the verge of extinction. Only you can change their fate.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Defy-Gravity-Extended/66acd000-77fe-1000-9115-d80258550a6a" target="external" title="Defy Gravity Extended">Defy Gravity Extended</a><br />
(240 MP, 01/27/2012, Fisch Team)<br />
Defy Gravity Extended is a unique action/puzzle platformer. The focus is 100% on great gameplay. I guarantee you have never played a platformer like it. 9/10 - Geeks FTW; 8/10 - IGN; 4/5 - GamePro; 4/5 Evil Avatar<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Gold-Digger-The-Comic-1-7/66acd000-77fe-1000-9115-d80258550a6b" target="external" title="Gold Digger The Comic 1 - 7">Gold Digger The Comic 1 - 7</a><br />
(80 MP, 01/27/2012, Dugrab Studios)<br />
One of the longest running comics in history by a single artist. Celebrating 20 years in publication and still counting, Gold Digger by Fred Perry is a unique blend of humor, adventure, and science. Now you will be able to experience the first 7 issues of the action paced color series on you XBOX 360.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Diamond-Digger/66acd000-77fe-1000-9115-d80258550a6c" target="external" title="Diamond Digger">Diamond Digger</a><br />
(80 MP, 01/28/2012, Elemental Focus)<br />
With a unique puzzle mechanic, use your wits to get all of the diamonds to the bottom of the screen to collect them. Each block will crush only one other, so you need to carefully manage your playfield to avoid deadlock. Includes a puzzle mode with 40 puzzles, timed and endurance modes and P2P high scores.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">3D space fighting action in Space Fighter 4000 Training by Fednet Software.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/SpaceFighter4000-Training/66acd000-77fe-1000-9115-d80258550a6d" target="external" title="SpaceFighter4000 Training">SpaceFighter4000 Training</a><br />
(240 MP, 01/28/2012, Fednet Software)<br />
Space Fighter 4000 is a 3D space shooter that combines flight simulator style controls and fast paced arcade action. The player controls their agile space fighter from a 3rd person view and has full freedom of movement to roll and loop. The player can shoot lasers, missiles and drop bombs to destroy the enemy targets.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Worlds-Best-FREAKING-Card-Game/66acd000-77fe-1000-9115-d80258550a6e" target="external" title="Worlds Best FREAKING Card Game">Worlds Best FREAKING Card Game</a><br />
(80 MP, 0/28/2012, Gazido Gaming)<br />
Play the XBOX version of the hit game "Nerts", otherwise known as the "World's Best Freaking Card Game!" Each player starts with their own deck of cards and then FIGHTS TO THE DEATH!... Well not exactly, you mostly just want to be the first player to get rid of their cards while trying to block other peoples piles! Are you ready?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Onslaught-2/66acd000-77fe-1000-9115-d80258550a6f" target="external" title="Avatar Onslaught 2">Avatar Onslaught 2</a><br />
(80 MP, 01/31/2012, Lighthouse Games Studio)<br />
Brace yourself for a massive onslaught of evil avatars. Take on the horde alone or get help with the online CO-OP mode. Level your character and compete against the world with global scoreboards. See you on the battlefield!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/LCD-Dungeon-System/66acd000-77fe-1000-9115-d80258550a71" target="external" title="LCD Dungeon System">LCD Dungeon System</a><br />
(80 MP, 02/01/2012, We Love Hamsters Software)<br />
A first person dungeon crawling adventure in the style of early 80s LCD gaming. Explore seven levels of monsters, treasure and teleportation traps to reclaim the crown of kings. No watch batteries required!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Brand/66acd000-77fe-1000-9115-d80258550a72" target="external" title="Brand">Brand</a><br />
(80 MP, 02/02/2012, Nine Dots Studio)<br />
In this challenging 2D action platformer, the goal is to increase a sword's power by completing quests for the Smith, the Chemist and the Mage. There are many powers to explore, and some of them combine together to create new hidden abilities. You can only increase your weapon a set amount of times before putting it to the test, so choose your upgrades wisely!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Volley up some bugs with 4-player Bug Ball by Edible Entertainment Pty Ltd.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Bug-Ball/66acd000-77fe-1000-9115-d80258550a73" target="external" title="Bug Ball">Bug Ball</a><br />
(80 MP, 02/02/2012, Edible Entertainment Pty Ltd)<br />
Bug Ball is a competitive volley ball style game for up to 4 Players on a single Xbox 360 or over Xbox Live! Choose from a variety of adorable bugs, each with their own beautiful 3D arena. Jump, Spike, Dash and Super Spike your way to victory! Who's the best Bug Ball player in the forest? It's time to find out!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Thunder-Cars/66acd000-77fe-1000-9115-d80258550a74" target="external" title="Avatar Thunder Cars">Avatar Thunder Cars</a><br />
(80 MP, 02/03/2012, Bionic-Thumbs)<br />
A race against conbustible to travel as long as you can evading obstacles, mines, walls , flying in crazy ramps, boosting to crazy speeds of dizziness while you change between planets to gain more points.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/MXHD/66acd000-77fe-1000-9115-d80258550a75" target="external" title="MXHD">MXHD</a><br />
(240 MP, 02/03/2012, JSTARLAB)<br />
Motocross High Definition. Race your dirtbike against 3 computer controlled bikes on 5 different racetracks. The bike handling is amazing with the bike power-sliding in turns and the suspensions absorbing every bump on the track. Many stunts allowed including back flip, front flip and many more. Impressive crashes. Controllable camera. Original Soundtrack.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hardboiled-Pinball/66acd000-77fe-1000-9115-d80258550a76" target="external" title="Hardboiled Pinball">Hardboiled Pinball</a><br />
(80 MP, 02/03/2012, Stryde Games)<br />
Hardboiled Pinball is the first game of the Stryde Games pinball series, which aims to provide an oldschool fast scrolling 2D pinball experience. Sharpen your reflexes to conquer the silver ball and score the jackpot in this crime noir themed table.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">You are katana Kid saving Katana Land using your ninja skills and, well, a katana, in Katana Land by Kablammo Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Katana-Land/66acd000-77fe-1000-9115-d80258550a77" target="external" title="Katana Land">Katana Land</a><br />
(80 MP, 02/03/2012, Kablammo Games)<br />
Awesome 2D ninja platforming action! Play as the Katana Kid and fight to save Katana Land from devious ninja's, hordes of the undead and demon bosses. Along the way help an old guy out, rescue your allies and save a princess from the fate of becoming a demon bride!!!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>IndieCade now accepting submissions for its 2012 festival</title>
		<pubDate>Thu, 02 Feb 2012 06:29:01 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/indiecade_accepting_submissions_for_2012_indie_game_festival</link>
		<guid>http://www.indiepubgames.com/news/indiecade_accepting_submissions_for_2012_indie_game_festival</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>IndieCade, also known as the International Festival of Independent Games, announced earlier this week (January 30, 2012) that it is has started accepting game submissions for its 2012 festival.<br />
<br />
The organization accepts independently developed games from around the world and, if you enter during the "early submission" period (before February 28, 2012), the entry fee is only $50. The" standard" fee increases to $75 from March 1 to May 1, 2012, and the "late" entry fee is $95 for those who procrastinate and submit between May 2 and May 15, 2012.<br />
<br />
All games can be submitted through the <a href="http://www.indiecade.com/submissions/" target="external" title="Indiecade submission form">Indiecade web site</a> until May 1, 2012.<br />
<br />
Games submitted prior to April 15, 2012, are also eligible to be part of the IndieCade Showcase regardless of whether or not the game is an awards finalist.<br />
<br />
Select games will be shown October 4 through 7, 2012, during the IndieCade Festival where winners will also be announced. Finalists will receive VIP passes to IndieCade 2012 including various events and all entrants will receive a festival pass.<br />
<br />
Entrants must not have received funding from a major publisher (but some funding from other means is allowed) or have been a previous IndieCade finalist. Other than that the guidelines are pretty open with the site noting that "innovation is the name of the game."<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.indiecade.com" target="external" title="Indiecade official web site">IndieCade</a>]]></description>
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		<item>
		<title>Humble Bundle goes mobile with Android-centric campaign</title>
		<pubDate>Wed, 01 Feb 2012 09:02:35 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/humble-bundle-launches-mobile-android-campaign</link>
		<guid>http://www.indiepubgames.com/news/humble-bundle-launches-mobile-android-campaign</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
The latest Humble Bundle campaign features indie Android games - including titles we've seen in previous bundles - and will be available until February 14, 2012.<br />
<br />
The Humble Bundle is a pay-what-you-want package where, once you buy it, you get and access to downloads and keys so you can play the games for multiple platforms. Also, if (or, really, when) more games are added after you'e bought the Bundle, you usually get the additional games as well.<br />
<br />
As with previous Humble Bundles, you can divide the amount you are paying between the games' developers, charities and a "tip" to the Humble Bundle people. The charities include the Child's Play Foundation and the Electronic frontier Foundation.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Games in the bundle include (as of February 1, 2012):<ul><li>Edge</li><br />
<li>Osmos</li><br />
<li>Anomaly</li><br />
<li>World of Goo (which is "unlocked" if you pay more than the average donation price)</li></ul><br />
<br />
In true Humble Bundle fashion, the bundle begins a bit small - humble, if you will - but is open to bringing in additional games. After you buy the bundle you'll get codes and a way to download all the games, allowing you to install each game multiple times and play each game on various available platforms. They are also "DRM free" meaning that you can install them on as many devices as you like.<br />
<br />
The Android games are also not going through the usual marketplaces but, instead, you'll download the .apk files. And, yes, the games will support updates.<br />
<br />
Humble Bundle accepts payments through PayPal, Amazon Payment and Google Checkout. So far the game has brought in more than $440,000 with more than 75,000 purchases. (You can go to the site and watch the numbers increase each second). The top contributors are also listed on the site.<br />
<br />
While there is no minimum amount you can pay, you do need to donate at least $1 to get Steam keys for games.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>Site: <a href="http://www.humblebundle.com" title="Humble Bundle official web site" target="external">Humble Bundle</a><br />
Also Read: <a href="http://www.technologytell.com/gaming/search/humble+bundle" target="external" title="Gamertell Humble Bundle coverage">Gamertell</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending January 27, 2012</title>
		<pubDate>Fri, 27 Jan 2012 09:43:35 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-january-27-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-january-27-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's a slow release week as we round January. Let's blame it on winter blues.<br />
<br />
Best bets this week look to be a pair of racing games and a stealth game. For the racers there's '80s style Ocean Drive Challenge and kart racing game Avatar Grand Prix 2 and for the stealth game there is cute platformer Ninja Sneaking2.<br />
<br />
Below is a list of games released between January 21 and 27, 2012. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Find the guy (or gal) based on an image and distance. It's like Hot & Cold without someone yelling at you.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Detect/66acd000-77fe-1000-9115-d80258550a5e" target="external" title="Detect">Detect</a><br />
(80 MP, 01/21/2012, B.L.U.E)<br />
Let's detect a target with the help of a picture.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/3D-Stereo-Studio/66acd000-77fe-1000-9115-d80258550a5f" target="external" title="3D Stereo Studio">3D Stereo Studio</a><br />
(80 MP, 01/21/2012, Bitreaction Game Studios)<br />
3D Stereo Studio is an interactive studio to examine a large collection of stunning 3D anaglyph models. By watching the models with red/blue glasses, the objects become real and jump out of your screen!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/StardustHunterPopoy/66acd000-77fe-1000-9115-d80258550a60" target="external" title="StardustHunterPopoy">StardustHunterPopoy</a><br />
(80 MP, 1/22/2012, haniwa)<br />
Popoy is a game which collects Stardust.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ocean-Drive-Challenge/66acd000-77fe-1000-9115-d80258550a61" target="external" title="Ocean Drive Challenge">Ocean Drive Challenge</a><br />
(80 MP, 01/23/2012, need1D)<br />
Classic arcade racing game in a flashy 80's look. The race course combines the most stunning landscapes of the world and gives you some marvellous views. Choose all characters and see how their personal stories unwined and intertwine. Listen to great music and enjoy the ride!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Grand-Prix-2/66acd000-77fe-1000-9115-d80258550a62" target="external" title="Avatar Grand Prix 2">Avatar Grand Prix 2</a><br />
(80 MP, 01/24/2012, Battenberg Software)<br />
The fastest, most exciting avatar racing game in the world is back for more with 12 themed tracks, 10 powerups, online multiplayer (up to 8 players) and splitscreen (up to 4 players). Test your skills in a quick race, grand prix, time trial or test drive, and look out for "insane" powerups, mirror and reverse mode, track records, ghost cars, online best times, trophies and much much more!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Yes, it's tue. Apparently the first was so irresistible Silver Dollar Games 4 made a second Who's the Daddy? game.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Whos-the-Daddy-2/66acd000-77fe-1000-9115-d80258550a63" target="external" title="Who's the Daddy? 2">Who's the Daddy? 2</a><br />
(80 MP, 01/25/2012, Silver Dollar Games 4)<br />
Guessing the daddy has never been harder!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/MegaUP-Upload-if-you-can/66acd000-77fe-1000-9115-d80258550a64" target="external" title="MegaUP: Upload if you can!">MegaUP: Upload if you can!</a><br />
(80 MP, 01/25/2012, Bionic-Thumbs)<br />
In 2012 four men owners of a known uploader web were sent to prison by the government of freedom for a crime they didn't commit. These men promptly escaped from prision.Today, still wanted by the government of freedom, they survive as uploaders of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire them.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ninja-Sneaking2/66acd000-77fe-1000-9115-d80258550a65" target="external" title="Ninja Sneaking2">Ninja Sneaking2</a><br />
(80 MP, 01/26/2012, WINGLAY)<br />
Sneak into Karakuri residence to get back her big sister! A lot of Karakuris hinder her! Clear all the difficult stages without being found! 3 stages + 1 extra "Chaos" stage included. You can retry from the stage that you'd been found (with panelties).<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<item>
		<title>Kona's Crate update adds Arid Wasteland campaign, 25 levels, novice mode</title>
		<pubDate>Thu, 26 Jan 2012 09:04:07 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/konas_crate_ios_android_update_3.2.0</link>
		<guid>http://www.indiepubgames.com/news/konas_crate_ios_android_update_3.2.0</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>indiePub today (January 26, 2012) announced the latest update to the iOS and Android versions of its multiplatform game, Kona's Crate.<br />
<br />
According to the press release, the update (version 3.2.0) includes:<br />
<ul><li>A new Arid Wasteland campaign which includes twenty new levels.</li><br />
<li>A new Bonus Level system with five new unlockable bonus levels.</li><br />
<li>Five new Achievements to earn.</li><br />
<li>Novice mode with Jawesome Straps to help keep the crate in place so you can master the more difficult levels.</li></ul>In Kona's Crate, developed by Darkwind Media, you control a twin jet-powered platform through various areas that feature awkward turns and moving - and sometimes explosive - obstacles. On the platform is a crate that you try to safely deliver to Chief Kona who is impatiently waiting at the end of the level. <br />
<br />
The new Jawesome Straps, as they are called, keep the crate on the platform so you only need to worry about navigating the course. Normally you'd also have to keep the platform upright so the crate would not tip off.<br />
<br />
The additional levels brings the total to 110 levels, including bonus levels, and five campaigns.<br />
<br />
Kona's Crate, originally released mid-2011, is available for PC (Windows and Mac), iOS (iPhone, iPod Touch and iPad) and Android.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://konascrate.com" target="external" title="Konas Crate official web site">Kona's Crate</a><br />
SITE: <a href="http://darkwindmedia.com/" target="external" title="Darkwind Media official web site">Darkwind Media</a></b>]]></description>
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		<item>
		<title>Review: Battle Group by Merge Games</title>
		<pubDate>Tue, 24 Jan 2012 16:58:17 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/battle-group-by-merge-games-review</link>
		<guid>http://www.indiepubgames.com/news/battle-group-by-merge-games-review</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><b>Title:</b> Battle Group<br />
<b>Release Date: </b> Jan 13, 2012<br />
<b>Format: </b> PC (Windows, <a href="http://itunes.apple.com/app/battle-group/id470480306" target="external" title="Batle Group on Mac App Store">Mac</a>), <a href="http://itunes.apple.com/app/battle-group/id452483055" target="external">iOS</a>, <a href="https://market.android.com/details?id=com.BaneGames.BattleGroup" target="external" title="Battle Group on Android Market">Android</a><br />
<b>Price: </b> $1.00 to $4.50<br />
<b>Genre: </b> Simulation/Arcade<br />
<b>Publisher: </b> <a href="http://www.mergegames.com/" target="external" title="Merge Games official web site">Merge Games</a><br />
<b>Developer: </b> <a href="http://www.banegames.com/" target="external" title="Bane Games official web site">Bane Games</a></td></tr></table></div>Merge Games' most recent release, Battle Group (developed by Bane Games), is a battleship game that has little to do with the Battleship board game and much more to do with the classic Missile Command arcade game<br />
<br />
In Battle Group you passively pilot a battle ship and actively shoot at oncoming missiles and craft using your blast radius to take them out. The difference here is that your home base is your mobile battleship so, not only are targets moving, but so are you.<br />
<br />
<h3>Just Sit Right Back...</h3>The game's story-based premise is that you are a Commander in a planetary navy directed to curtail the efforts of pirates who seem to have access to fleets of aircraft, boats and missiles. The story is presented as still cartoon heads with the dialogue both spoken by actors and typed on the screen.<br />
<br />
Opposing vessels come at you from the air, sea and land, each with their own short- and long-range projectiles. The object is to take as little damage as possible but some levels include a backup ship or a third ship that you must protect (as an escort mission).<br />
<br />
You fire missiles by pointing a reticule which outlines an explosion area and clicking a mouse button. You have to estimate a little bit of delay since your missile takes time to get to the destination. Also, with both you and opponents in motion, there's a little additional difficulty even though your pace is pretty slow. A sudden turn means your attack angle changes which makes a difference when you have set your secondary weapons in a particular direction.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A support ship (left) and your primary ship (left) are docked, getting ready to launch even while under attack. This secondary ship launches a powerful helicopter (seen about mid screen) that will take out opponents in a limited area for a limited amount of time.</div><br />
<br />
Secondary weapons - as well as support ships' primary and secondary weapons - are controlled by dragging and dropping a directional scope and last only a limited time. They are often very powerful and will save your tanker if you position them the right way at the right time. Luckily, most attackers' come in waves so you can often time things just right to recharge the secondaries and take aim.<br />
<br />
Each level typically ends with a more intense attack that, making for the equivalent of a boss level and the most intense combat of the game. When you do finish, you get rated on your success (hits, lack of damage, etc.) and earn stars which you can then use to unlock other ships and upgrades.<br />
<br />
The game's graphics are a combination of jaggy and smoother elements, which puts it in the high-end of low-res (or some other creative equivalent). Even so, it works pretty well for the overall atmosphere, creating ships that are deceptively detailed with tiny, jagged shapes verses particle-filled smokes and explosions.<br />
<br />
<h3>Get On Board</h3>Battle Group is pretty easy to play  - point and click at or ahead of your target - and the difficulty scales pretty well with enough action to keep you coming back for more. As the ships level up and you unlock support ships, the opponents come more often and from harder-to-blast angles, swooping in the corner of the screen to get in a quick bomb drop. It's cheap but, if you listen to the cues and watch the timing, you can at least be prepared for the next wave.<br />
<br />
You also get unlimited ammo and can quick fire (in as much as the three mini bullets allow you to fire) at opponents, allowing you to lay down a modest spread and even take out craft before they fire at you. That also helps put the game into the realm of a shooter with a lot of trigger-happy action with occasionally frantic action, a lot to do and feeling nicely rewarded when you survive a level.<br />
<br />
Even the anime style story-telling heads which, ultimately, are not necessary to the rest of the game, are kept at bay. The voice acting is never overbearing and the dialog is relatively short (and you can easily skip through those scenes).<br />
<br />
We've seen so many reduxes of Pac-Man and Space Invaders that it's nice to see Missile Command getting a little modern age love. With multiple guns to control, varied opponents and plenty of fast firing action, Battle Group is a solid purchase.<br />
<br />
<h3>Battle Group Screen Shots</h3><div class="centeredMedia" style="clear:both;"></div><div class="caption">Battle Group's level menu shows your award (stars) and lets you go back to try and re-beat each mission with newly acquired or upgraded ships.</div><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A view of one of the ships in Battle Group with its level progress and two upgrades.</div><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A single-ship mission in Battle Group, demonstrating the blast radius reticule and how you are able to launch multiple missiles at a time.</div><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Battle Group's ship menu where you can cash in earned stars to unlock primary and support ships.</div><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Your ship's secondary weapon takes out a ship and a distant opponent drops three missiles in the upper right corner.</div><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A sample of the "talking heads" in the game. The dialog is typically better than this, I promise.</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.mergegames.com/" target="external" title="Merge Games official web site">Merge Games</a><br />
SITE: <a href="http://www.banegames.com/" target="external" title="Bane Games official web site">Bane Games</a><br />
PRODUCT PAGE: <a href="http://www.mergegames.com/battle-group/" target="external" title="Battle Group official web site">Battle Group</a></b>]]></description>
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		<item>
		<title>Construct 2 releases update r76 early to fix issues with r75</title>
		<pubDate>Fri, 20 Jan 2012 10:45:01 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/construct-visual-html5-tool-update-ver-r76</link>
		<guid>http://www.indiepubgames.com/news/construct-visual-html5-tool-update-ver-r76</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Scirra today (January 20, 2012) announced that its HTML5-based game developement tool, Construct 2, has been updated to version r76.<br />
<br />
Scirra's site indicates that it usually releases an update per week but update r76 was hurried "since there were a couple of annoying issues introduced in to r75" which, when it was release on January 15, 2012, included a <a href="http://www.scirra.com/construct2/releases/r75" target="external" title="Construct r75 list of changes">long list of additions, changes and bug fixes</a>.<br />
<br />
Today's r75 update includes a new preference setting for Preview on LAN, "preview.html" no longer appears in the address bar during previews, a tweak to the project loader to help with load speed and eight bug fixes (including check failure issues, hotspots resetting to center, HTML parsed into user expressions, "Save As" renaming issue with animations and a physics fix).<br />
<br />
The site offers Construct 2 as a download at three levels: Free, Standard ($79) and Business ($365).<br />
<br />
The Free version does not include object grouping, LAN previewing, project subfolder and event searching and has lower limits for events, layers and included packets (sounds, background music, ambient sounds and sprite packs). The Standard version is essentially the same as the Business version except the Business version allows for unlimted commercial use while the Standard version has limited commercial use.<br />
<br />
Oh, and if are looking for a free, open-source DirectX 9 2D game creation tool for Windows, <a href="http://www.scirra.com/construct-classic" target="external" title="Construct Classic product page">Construct Classic is still available on Scirra's web site</a>. The company no longer offers support but, hey, it's free and a lot of people have used it so there is plenty of advice online.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>PRODUCT PAGE: <a href="http://www.scirra.com/construct2" target="external" title="Scirra Construct 2">Scirra's Construct 2</a><br />
PRODUCT PAGE: <a href="http://www.scirra.com/construct-classic" target="external" title="Construct Classic product page">Construct Classic</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending January 20, 2011</title>
		<pubDate>Fri, 20 Jan 2012 09:13:03 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-january-20-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-january-20-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Looks like the winter weather - and end of the dev contest season - means more games are heading to Xbox Live's indie channel once again. There aren't nay avatar-centric games this week but there are a couple Voxel-based games and a dating sim to pass the time.<br />
<br />
Best bets this week look to be building-fighting-looting game Lootfest: Live Design, multiplayer action-adventure game Siege King: The Siege of Aurum, dating sim Don't Die Dateless, Dummy!, tower defense game All Your Creeps, Voxel-based zombie shooter Block Zombies! and retro style space shooter Hypership Still Out of Control. I'll even give a small nod to Liel for showing us that elves really do drink and party down after Christmas in An Elfy Winter.<br />
<br />
Below is a list of games released between January 14 and 20, 2012. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Get loopy for loot in Lootfest: Live Design by Gamefarm.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Lootfest-Live-Design/66acd000-77fe-1000-9115-d80258550a51" target="external" title="Lootfest: Live Design">Lootfest: Live Design</a><br />
(240 MP, 01/14/2012, Gamefarm)<br />
Enjoy a block building fest with your friends. Make stunning structures in no time with the game's easy to use creation tools. Fight off zombie hoards with your trusty sword. Race your friends using the RC cars. You can do anything you want, as long as it's blocky! *Can be played on a Arcade memory stick. *XBOX Live Gold membership is required for a full experience.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Fish-Game/66acd000-77fe-1000-9115-d80258550a52" target="external" title="Fish Game">Fish Game</a><br />
(80 MP, 01/14/2012, Crazy Calico Software)<br />
Save the lost fish by guiding them home before they wander off!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Siege-King-The-Siege-of-Aurum/66acd000-77fe-1000-9115-d80258550a53" target="external" title="Siege King: The Siege of Aurum">Siege King: The Siege of Aurum</a><br />
(240 MP, 01/14/2012, Ziba Games)<br />
Siege King is a four player cooperative top-down action adventure game with four classes, potions, bombs and treasure! It also includes a four player arena mode with free-for-all and team options. Sign on to your Xbox and lay siege the city of Aurum!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Musickness/66acd000-77fe-1000-9115-d80258550a54" target="external" title="Musickness">Musickness</a><br />
(80 MP, 01/14/2012, Displacementality)<br />
The world of Music and Purpleness has been invaded by the Musickness, turning healthy notes Pink and Green! Do what you can to save as many of them as possible!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Defenders/66acd000-77fe-1000-9115-d80258550a55" target="external" title="The Defenders">The Defenders</a><br />
(240 MP, 01/14/2012, FallenMaster)<br />
Fight the ghosts through 50 waves of growing danger. Play as a powerful wizard, a mighty warrior or a strategic builder to stop the ghost invasion. Evolve your character in the direction you want. Survive until dawn, or die trying.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><div class="caption">Lovely ladies try to teach unsmooth dudes to be smooth in Don't Die Dateless, Dummy! by cupholder.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Dont-Die-Dateless-Dummy/66acd000-77fe-1000-9115-d80258550a56" target="external" title="Don't Die Dateless, Dummy!">Don't Die Dateless, Dummy!</a><br />
(240 MP, 01/14/2012, cupholder)<br />
Man up and get a girlfriend! Choose your route carefully and win the heart of a special girl or you might end up a level 30 wizard.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Natural-Selection/66acd000-77fe-1000-9115-d80258550a57" target="external" title="Natural Selection">Natural Selection</a><br />
(80 MP, 01/14/2012, Fun Factory Entertainment)<br />
It's a fish eat fish world out there. Only the biggest survive!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/All-Your-Creeps/66acd000-77fe-1000-9115-d80258550a58" target="external" title="All Your Creeps">All Your Creeps</a><br />
(80 MP, 01/15/2012, Red Button Games)<br />
Defend the homeland against the capitalist pigs, or siege the communist headquarters to prevent their victory on earth and in space. Play with up to 4 players in this fast-paced tower defense game.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">When undead Voxels attack you get Block Zombies by Nostatic Software.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Block-Zombies/66acd000-77fe-1000-9115-d80258550a59" target="external" title="Block Zombies">Block Zombies</a><br />
(80 MP, 01/19/2012, Nostatic Software)<br />
Voxel-based zombie shooter. Fight the zombies! Stop the infection! Save the day!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cowbots/66acd000-77fe-1000-9115-d80258550a5a" target="external" title="Cowbots">Cowbots</a><br />
(80 MP, 01/19/2012, Angry Wizard Games)<br />
This twin-stick shooter mixed with a turn-based card game offers loads of fun! Through three unique game modes, experience the wild west with explosions, teepees, cowboys hats and robots! Play with a friend in multiplayer mode.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Perfect-Shooting-Training-Camp/66acd000-77fe-1000-9115-d80258550a5b" target="external" title="Perfect Shooting Training Camp">Perfect Shooting Training Camp</a><br />
(80 MP, 01/19/2012, rafaro)<br />
this game will test your aiming skills.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><div class="caption">It's a Hypership. It was out of control. Apparently it continues to remain out of control in Fun Infused Games' Hypership Still Out of Control.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Hypership-Still-Out-of-Control/66acd000-77fe-1000-9115-d80258550a5c" target="external" title="Hypership Still Out of Control">Hypership Still Out of Control</a><br />
(80 MP, 01/19/2012, Fun Infused Games)<br />
Space is still a dangerous placed for even the most seasoned starship pilot, full of asteroids, multicolored floating blocks, and space mines. It's still even more dangerous when your accelerator is stuck to the floor and your brakes are out. Can you survive long enough to get that elusive high score or are you still destined to add a new crater to the face of an unsuspecting asteroid?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/An-Elfy-Winter/66acd000-77fe-1000-9115-d80258550a5d" target="external" title="An Elfy Winter">An Elfy Winter</a><br />
(80 MP, 01/20/2012, Liel)<br />
Wonder what the elves do after Christmas? Find out now when you play An Elfy Winter! Up to 4 players and 4 unique game modes. Fun for one or fun for all!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Reactions to the SOPA, PIPA and the ESA (updated)</title>
		<pubDate>Thu, 19 Jan 2012 09:54:36 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/reactions-to-sopa-pipa-and-esa</link>
		<guid>http://www.indiepubgames.com/news/reactions-to-sopa-pipa-and-esa</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption">On January 18, 2012, web sites protested SOPA and PIPA legislation in different ways from going "dark" to black bars over images or text on the site. From left to right: Wikipedia's "going dark" home page, Google's censored logo and a photo on N4G's home page while it went "dark."</div><br />
The proposed legislation referred to as SOPA (<a href="http://thomas.loc.gov/cgi-bin/bdquery/z?d112:h.r.3261:" target="external" title="Stop Online Piracy Act, House Bill 3261">Stop Online Piracy Act, House Bill 3261</a>) and PIPA (Protect IP Act, titled <a href="http://thomas.loc.gov/cgi-bin/bdquery/z?d112:s.968:" target="external" title="Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property Act of 2011, Senate Bill 968">"Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property Act of 2011," Senate Bill 968</a>) spawned various online "blackout" protests by web sites on January 18, 2012. Most notably the English language version of Wikipedia protested by limiting access to content while some other sites blocked text or images using large censorship black bars.<br />
<br />
The basic idea of both bills, in the tiniest of nutshells, is that, if passed, the U.S. Department of Justice and copyright holders would have the ability to request court orders against websites - including foreign sites - that infringe on copyrights, which could then result in internet providers being forces to limit access to those sites. Proponents see this as a way to protect intellectual property while opponents view both bills as a form or - or slippery slope to greater - censorship. <br />
<br />
I asked indeiPub's own Manager Director of Development, Robert Cassidy, his take on the legislation and what it might mean for game developers.<br />
<br />
"I am not completely versed on the policy being proposed but what I do know worries me," said Cassidy. "The ESA (Entertainment Software Association), which is the lobbying arm of the video game industry and holds the E3 Expo each year, has barred gaming sites and game companies from going black or releasing statements that oppose the legislation as they strongly support both PIPA/SOPA and have spent close to $200,000 dollars backing it."<br />
<br />
According to <a href="http://kotaku.com/5876493/gaming-industry-spent-as-much-as-190000-pushing-for-senate-version-of-sopa-last-spring-and-summer" target="external" title="">Kotaku</a>, the Entertainment Software Association (ESA) has spent approximately $190,000 on the Senate version of SOPA last Spring (2011). While the ESA's specific plan or stance is not known, the <a href="http://kotaku.com/5872766/the-video-game-industrys-lobbyists-support-sopa-but-they-understand-why-you-might-not?tag=sopa" target="external" title="Kotaku - The Video Game Industrys Lobbyists Support SOPA, But They Understand Why You Might Not">organization has indicated that it is in favor of the legislation going through</a>.<br />
<br />
Game developer Mark Kern, in an interview with <a href="http://www.hollywoodreporter.com/news/sopa-protest-wikipedia-blackout-pipa-282951" target="external" title="Game developer Mark Kern has launched a gaming organization to battle legislation like SOPA and PIPA.">Hollywood Reporter</a>, said that gaming sites and game companies "could not go black or release statements to oppose PIPA/SOPA." Kern has co-founded <a href="http://www.leagueforgamers.org/" target="external" title="League for Gamers">League for Gamers</a> (LFG) with Red 5 Studios as an alternative to the Video Game Voters Network (VGVN).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screenshot of the web site SonicStadium which, on January 18, 2012, pretended to redact most of its content in protest of SOPA.</div><br />
Notable game sites that went dark in protest include N4G (News for Gamers), <a href="http://wraltechwire.com/business/tech_wire/news/blogpost/10607587/" target="external" title"Cary-based Epic Games, Wikipedia protest anti-piracy law">Epic Games</a> and Notch's <a href="http://www.gamezone.com/news/notch-protesting-sopa-by-taking-down-minecraft-and-mojang-websites" target="external" title="Notch protesting SOPA by taking down Minecraft and Mojang websites">Minecraft.net and Mojang.com</a>.<br />
<br />
"The hypocrisy here," continues Cassidy, "is that the ESA also operates VGVN which ostensibly represents gamers and also is most known for winning 1st Amendment classification for video games as free speech, in part due to the grass roots support of the VGVN. One look at the <a href="https://www.facebook.com/videogamevoters" target="external" title="Video Game Voters Network Facebook page">VGVN’s Facebook page</a> will let you know how the gaming community feels about this with their calls to boycott E3 and all ESA events with zero response from VGVN."<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>On the <a href="https://www.facebook.com/videogamevoters" target="external" title="Video Game Voters Network Facebook page">VGVN’s Facebook page</a> wall you'll find comments including:<br />
<ul><li>"The ESA's support of the Stop Online Piracy Act (SOPA), is a direct attack on free speech and innovation in gaming." (Daniel Roose)</li><br />
<li>"Incredibly disappointed in Entertainment Software Association and Video Game Voters Network for their endorsement of SOPA. After spending so much time, $$$, and activism against the 'Violent Video Games Bill' to the Supreme Court... they support this? You're either for us, or against us. #BoycottE3" (Kara Behnke)</li><br />
<li>"Sorry VGVN, you're either with us or against us. SOPA/PIPA are terrible for everyone, and especially gamers. If you won't support the voters, we won't support you." (Joe Krauska)</li></ul><br />
"There are many developers who do not agree with the ESA and possibly millions of gamers who oppose SOPA/PIPA," said Cassidy. "As to how this directly impacts indie game developers, I think that any legislation that inhibits free speech and places broad powers to control the internet in the hands of large corporations and the government will have a devastating effect on any small, grass roots organizations and individuals who are trying to bring new, creative and innovative ideas which depend on a free and open internet. Boycott E3 and ESA unless they change their stance on SOPA."<br />
<br />
SOPA, a House bill, is currently on hold and the Senate is scheduled to vote on PIPA on January 24, 2012.<br />
<br />
I've reached out to the ESA for comments and clarifications concerning the Facebook comments, exactly how much money was used to influence SOPA/PIPA and the organizations official stance the but I have not yet received a response.<br />
<br />
<b>UPDATE (January 20, 2012):</b> Nevada Senator Harry Reid has postponed the January 24, 2012, vote on PIPA, stating, "There is no reason that the legitimate issues raised by many about this bill cannot be resolved." (<a href="http://democrats.senate.gov/2012/01/20/reid-statement-on-intellectual-property-bill/" target="external" title="">U.S. Senate Democrats</a>)<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://thomas.loc.gov/cgi-bin/bdquery/z?d112:h.r.3261:" target="external" title="Stop Online Piracy Act, House Bill 3261">SOPA: Stop Online Piracy Act, House Bill 3261</a><br />
SITE: <a href="http://thomas.loc.gov/cgi-bin/bdquery/z?d112:s.968:" target="external" title="Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property Act of 2011, Senate Bill 968">PIPA: Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property Act of 2011, Senate Bill 968</a><br />
SITE: <a href="http://www.theesa.com/" target="external" title="Entertainment Software Association official web site">Entertainment Software Association</a><br />
PAGE: <a href="https://www.facebook.com/videogamevoters" target="external" title="Video Game Voters Network Facebook page">VGVN @ Facebook</a><br />
READ: <a href="http://kotaku.com/5876493/gaming-industry-spent-as-much-as-190000-pushing-for-senate-version-of-sopa-last-spring-and-summer" target="external" title="">Kotaku</a><br />
READ: <a href="http://wraltechwire.com/business/tech_wire/news/blogpost/10607587/" target="external" title"Cary-based Epic Games, Wikipedia protest anti-piracy law">WralTech</a><br />
READ: <a href="http://www.gamezone.com/news/notch-protesting-sopa-by-taking-down-minecraft-and-mojang-websites" target="external" title="Notch protesting SOPA by taking down Minecraft and Mojang websites">GameZone</a><br />
SITE: <a href="http://www.leagueforgamers.org/" target="external" title="League for Gamers">League for Gamers</a></b>]]></description>
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		<title>R.I.P. Bill "Phosphorus" Sears: "A great ally in the indie game cause"</title>
		<pubDate>Wed, 18 Jan 2012 12:49:29 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/digital-eel-bill-phosphorus-sears-dies-suddenly-from-heart-related-issues</link>
		<guid>http://www.indiepubgames.com/news/digital-eel-bill-phosphorus-sears-dies-suddenly-from-heart-related-issues</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515; clear:both;"></div>Earlier this week <a href="http://www.digital-eel.com/" target="Digital Eel" title="Digital Eel official web site">Digital Eel's web site</a> indicated that Bill "Phosphorus" Sears recently "died suddenly of heart related troubles."<br />
<br />
Sears co-founded Digital Eel and is credited as a game designer, artist, illustrator and musician on many games including Brain Pipe and Weird Worlds. His art and music were always original and rather eclectic, often with a psychedelic, sometimes trippy mood protruding from its many layers.<br />
<br />
Here are segments of statements Rich "Ripcord" Carlson posted on the Digital Eel web site about close friend and co-founder Sears:<br />
<blockquote>We wish each one of you could have met him. You'd have liked Bill right off of the bat. That kind of fellow who put everyone at ease with a gentle heart and a playful sense of humor.<br />
<br />
Bill was a great ally in the indie game cause. The best, and authentic - the real deal. Having spent well over a decade in the clutches of the commercial end of the game industry, his goal was to champion the indie spirit bravely, proudly, in every way he could, and he sure did, with his humor, his illuminating words and with his wholly original and always upbeat (but never "cute") artwork...<br />
<br />
Godspeed Bill. We miss you dearly already.</blockquote><a href="http://www.indiepubgames.com/news/digital-eel-featured-indie-game-developers-brainpipe-fastforward" target="external" title="Featured Indie Devs: The eclectic minds and games of Digital Eel">indiePub published an interview with Digital Eel</a> June 2011 that included Sears who often offered his own brand of witty and sometimes enigmatic answers.<br />
<br />
In that interview Sears listed his residence as "The land beyond beyond" and his age as "Timeless" (Carlson notes that Sears was in his "late 50s" when he passed).<br />
<br />
According to the Digital Eel web site, Sears is survived by his wife Glenda, daughter Leah and son Corbin.<br />
<br />
<a href="http://www.digital-eel.com/" target="Digital Eel" title="Digital Eel official web site">Digital Eel</a> will be having a gathering to honor Sears. Details will likely be posted on Digital Eel's web site when available.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">An illustration called "Procession" created by Bill "Phosphorus" Sears. (Digital Eel)</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.digital-eel.com/" target="Digital Eel" title="Digital Eel official web site">Digital Eel</a></b>]]></description>
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		<title>Register for the 2012 Global Game Jam, apply to create your own Jam Site</title>
		<pubDate>Tue, 17 Jan 2012 11:36:32 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/2012-global-game-jam-ggj-registrations-create-your-own-jam-site</link>
		<guid>http://www.indiepubgames.com/news/2012-global-game-jam-ggj-registrations-create-your-own-jam-site</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
This year's Global Game Jam (GGJ12) is taking place January 27 through 29, 2012, across the planet with approximately 220 currently registered Jam Sites. That's an increase of 50 sites (so far) from last year and includes the event's first location in Iran.<br />
<br />
The idea behind the GGJ is that participants at each location form teams to create games with a common theme in any format (video, tabletop, card, miniatures, board, etc.) within 48 hours. It's essentially a quick prototyping event that is meant to help, as the <a href="http://globalgamejam.org/" target="external" title="GGJ">GGJ web site</a> describes, "encourage creative thinking to result in small but innovative and experimental games." Participants often use their prototype as a starting point for larger projects.<br />
<br />
This year's event begins with a kickoff video that will include Will Wright, Baiyon, Gonzalo Frasca, Brenda Garno Brathwaite and John Romero.<br />
<br />
You can still register to join most of the local jam events (the <a href="http://globalgamejam.org/Locations" target="external" title="GJ locator tool">GGJ site has a locator tool</a>). Some sites charge a fee (usually around $50) while a few are free. The closest GGJ to us in Southwest Ohio, for example, is dubbed the GGJmu and will take place at the <a href="http://aims.muohio.edu/gamejam/" target="external" title="Armstrong Institute for Interactive Media Studies at Miami University in Miami, Ohio">Armstrong Institute for Interactive Media Studies at Miami University in Miami Ohio</a>. Students can register through the GGJmu site through January 23, 2012. The registration fees are $40 per student, $50 for non-students and $25 for one-day "mentors."<br />
<br />
In fact, there is still time to form a Jam Site of your own. The GGJ site includes suggestions, instructions and <a href="http://globalgamejam.org/news/2011/10/11/global-game-jam-now-taking-jam-site-applications-2012" target="external" title="GGJ 2012 jam session application">an online registration form</a> but the deadline to apply for your own Jam Site is January 20, 2012, so you'd better get started.<br />
<br />
Here's a summary video that helps explain the Global Game Jam with footage from the 2011 event at Miami University:<br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=7ajBJBgXM2M</div><div class="caption">(indiePub/Mary Kish)</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://globalgamejam.org/" target="external" title="Global Game Jam">Global Game Jam</a><br />
SITE: <a href="http://globalgamejam.org/Locations" target="external" title="GGJ locator">GGJ Locator</a><br />
SITE: <a href="http://aims.muohio.edu/gamejam/" target="external" title="Armstrong Institute for Interactive Media Studies at Miami University in Miami, Ohio - GGJmu">GGJmu</a>]]></description>
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		<title>2012 Independent Games Festival announces student winners, main competition finalists</title>
		<pubDate>Fri, 13 Jan 2012 16:55:29 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/igf-announces-2012-main-competition-finalists-student winners</link>
		<guid>http://www.indiepubgames.com/news/igf-announces-2012-main-competition-finalists-student winners</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>The <a href="http://igf.com/" target="external" title="Independent Games Festival IGF">Independent Games Festival (IGF)</a> web site last week posted both the student winners and the main competition finalists for its 2012 competition. This is IGF's fourteenth competition and the tenth year it has include a Student Showcase.<br />
<br />
All of the main competition finalists and Student Showcase winners will be playable March 7 through 9, 2012, in San Francisco, CA, in the Expo area of the 26th Game Developer's Conference (GDC). The main competition winners and one Best Student Game winner will be announced March 7, 2012, at an awards ceremony.<br />
<br />
For the student category, the winners were chosen from approximately 300 entries. All eight winners will receive $500 and one Best Student Game winner will be selected to receive $3,000.<br />
<br />
Here is the list of IGF's 2012 Student Showcase winners:<br />
<ul><li>The Bridge (Case Western Reserve University)</li><li>Dust (Art Institute of Phoenix)</li><li>The Floor Is Jelly (Kansas City Art Institute)</li><li>Nous (DigiPen Institute of Technology)</li><li>One and One Story (Liceo Scientifico G.B. Morgagni)</li><li>Pixi (DigiPen Institute of Technology - Singapore)</li><li>The Snowfield (Singapore-MIT GAMBIT Game Lab)</li><li>Way (Carnegie Mellon University, Entertainment Technology Center)</li></ul><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of IGF finalist Dear Esther by thechineseroom.</div><br />
A few games that made it in to multiple finalist categories in the main competition include Dear Esther by thechineseroom, Spelunky by Mossmouth, Botanical by Amanita Design and Waking Mars by Tiger Style.<br />
<br />
It's also interesting that a few games that had previously won previous indiePub awards were also listed as honorable mentions (not listed below) including <a href="http://www.indiepubgames.com/news/hitbox-team-says-the-who-when-what-where-why-and-how-of-dustforce" title"Hitbox Team Says The Who When What Where Why and How of Dustforce">Dustforce</a> by Hitbox Team, <a href="http://www.indiepubgames.com/news/black-pants-game-studio-2011-indie-devs-independent-propeller-award-winners-unity-development-award" title="2011 Independent Propeller Award Winner Black Pants Game Studio exclusive video, photos">Tiny and Big: Grandpa's Leftovers</a> by Black Pants Studios and <a href="http://www.indiepubgames.com/news/robin-arnott-deep-sea-2011-indie-dev-independent-propeller-award-winner-intel-intel-innovation-award" title="2011 Independent Propeller Award Winner Robin Arnott for Deep Sea">Deep Sea</a> by WRAUGHK.<br />
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The winners of the main 2012 IGF competition will be announced at a ceremony to be held March 7, 2012. IGF is providing $60,000 in prizes to the winners.<br />
<br />
Here is the complete list of 2012 IGF main competition finalists whittled down from approximately 570 entries:<br />
<br />
<b>Excellence In Visual Art</b><ul><li>Botanicula (Amanita Design)</li><li>Dear Esther (thechineseroom)</li><li>Lume (State Of Play Games)</li><li>Mirage (Mario von Rickenbach)</li><li>Wonderputt (Damp Gnat)</li></ul><br />
<b>Technical Excellence</b><ul><li>Antichamber (Demruth)</li><li>Fez (Polytron)</li><li>Prom Week (Expressive Intelligence Studio, UC Santa Cruz)</li><li>Realm of the Mad God (Wild Shadow Studios & Spry Fox)</li><li>Spelunky (Mossmouth)</li></ul><br />
<b>Excellence In Design</b><ul><li>Atom Zombie Smasher (Blendo Games)</li><li>English Country Tune (Stephen Lavelle)</li><li>Frozen Synapse (Mode 7 Games)</li><li>Gunpoint (Tom Francis, John Roberts and Fabian van Dommelen)</li><li>Spelunky (Mossmouth)</li></ul><br />
<b>Excellence In Audio</b><ul><li>Botanicula (Amanita Design)</li><li>Dear Esther (thechineseroom)</li><li>Pugs Luv Beats (Lucky Frame)</li><li>To The Moon (Freebird Games)</li><li>Waking Mars (Tiger Style)</li></ul><br />
<b>Best Mobile Game</b><ul><li>ASYNC Corp (Powerhead Games)</li><li>Beat Sneak Bandit (Simogo)</li><li>Faraway (Steph Thirion)</li><li>Ridiculous Fishing (Vlambeer)</li><li>Waking Mars (Tiger Style)</li></ul><br />
<b>Nuovo Award</b><ul><li>At a Distance (Terry Cavanagh)</li><li>Dear Esther (thechineseroom)</li><li>Fingle (Game Oven Studios)</li><li>GIRP (Bennett Foddy)</li><li>Proteus (Ed Key and David Kanaga)</li><li>Johann Sebastian Joust (Die Gute Fabrik)</li><li>Storyteller (Daniel Benmergui)</li><li>Way (CoCo & Co.)</li></ul><br />
<b>Seumas McNally Grand Prize</b><ul><li>Dear Esther (thechineseroom)</li><li>Fez (Polytron)</li><li>Frozen Synapse (Mode 7 Games)</li><li>Johann Sebastian Joust (Die Gute Fabrik)</li><li>Spelunky (Mossmouth)</li></ul><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
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<b>READ: <a href="http://igf.com/2012/01/2012_independent_games_festiva_5.html" target="external" title="">2012 IGF - Student Showcase Winners</a><br />
<b>READ: <a href="http://igf.com/2012/01/2012_independent_games_festiva_3.html" target="external" title="2012 IGF">2012 IGF - Main Competition Finalists</a></b>]]></description>
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		<title>New Xbox Live Indie Games for December 17, 2011, through January 13, 2012</title>
		<pubDate>Fri, 13 Jan 2012 10:08:10 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-january-13-2012</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-january-13-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>This will be a big one as I'm catching up with multiple weeks' worth of releases.<br />
<br />
It looks like a few devs pulled out the holiday spirit at the last minute to get out a few Christmas-y games.<br />
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The pre-2011 best bets look to be stick shooter FireFly Vegas, silly tank combat game Attanck!2, good looking adventure game Colonies: Neociv, experimental begging game Homeless, wacky shooter Game Type, 3D puzzler Alien Jelly, strategy word game Lexiv, Absolult Firepower (sic), appropriately named Orb Tower Defense, first-person zombie shooter End Of Days: Infected vs Mercs, adorable flight game Rainbow Rapture, appropriately named Avatar Climbing, 3D tower defense game Takedown! and Tapper style burger tosser Burger Jack.<br />
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For the early 2012 best bets include shooter P3, retro adventure role-playing game EvilQuest, platform shooter Lots of Guns, kart racer Cro-Mag Rally, action-platformer Plugemons: Part 1 and RC helicopter game NewsCopter.<br />
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Below is a list of games released between December 17, 2011, and January 13, 2012. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Firefly by RockMint.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/FireFly-Vegas/66acd000-77fe-1000-9115-d80258550a1c" target="external" title="FireFly Vegas">FireFly Vegas</a><br />
(240 MP, 12/17/2011, ROCKMINT)<br />
FireFly Vegas – an intergalactic themed casual twin stick arena shooter with action packed retro arcade gameplay, vibrant graphics, a frenzy of visually impressive particles systems and custom atmospheric audio. Developed using the R.A.C.E (RockMint Application Construction Engine) and bespoke music by Phatso Records, providing an intense, immersive and highly playable dynamic gaming experience.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Crazy-Particles/66acd000-77fe-1000-9115-d80258550a1d" target="external" title="Crazy Particles">Crazy Particles</a><br />
(80 MP, 12/17/2011, David Tse)<br />
Play with CRAZY particles! Activate special effects to make the CRAZY particles even more CRAZY! Change the CRAZY Color, Speed, Size, Angle and Gravity direction.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Attanck-2/66acd000-77fe-1000-9115-d80258550a1e" target="external" title="Attanck!2">Attanck!2</a><br />
(240 MP, 12/17/2011, Daisy Maze Games)<br />
The 80s super computer, 'Deep Thoughts', is back and printing another evil ASCII army bent on destruction. Assault the enemy in this original campaign featuring all new levels, additional enemies, and multiple game modes in this arcade action title with unique gameplay and retro style. Prepare for the ASCII invasion in 3 2 1 ... ATTANCK!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Colonies-Neociv/66acd000-77fe-1000-9115-d80258550a1f" target="external" title="Colonies: Neociv">Colonies: Neociv</a><br />
(240 MP, 12/17/2011, Twist-EdGames.com)<br />
Neociv is a perfect world were people only work on their passions. But something is not right and you are scrambling for your life and the future of Neociv in this story-driven adventure game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E3%83%9E%E3%82%A4%E3%82%B1%E3%83%AB%E3%81%AE%E4%B8%8D%E6%80%9D%E8%AD%B0%E3%81%AA%E5%86%92%E9%99%BA/66acd000-77fe-1000-9115-d80258550a20" target="external" title="マイケルの不思議な冒険">マイケルの不思議な冒険</a><br />
(80 MP, 12/17/2011, HUNTERS)<br />
This is an action game which Michael the bear go on adventure. Let's go on adventure in a various world and collect dream-stars.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Starship-Slots/66acd000-77fe-1000-9115-d80258550a21" target="external" title="Starship Slots">Starship Slots</a><br />
(80 MP, 12/18/2011, Alan Troth)<br />
A Starship themed slot machine game. The slot machines feature spin, hold and nudge abilities. The game includes medals which are gained for certain accomplishments, and a small shop to spend any winnings. Purchases from the shop include 'Autonomous Avatars' which happily play slot machines along side you. The player can look around, which if used in the right way can help maximize winnings...<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Playing-in-Traffic/66acd000-77fe-1000-9115-d80258550a22" target="external" title="Playing in Traffic">Playing in Traffic</a><br />
(80 MP, 12/18/2011, DDW Games)<br />
Stevie the Safety Pig has some (not so) helpful safety tips for crossing the street. Includes practice!<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">See the value in everything with Homeless by Silver Dollar Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Homeless/66acd000-77fe-1000-9115-d80258550a23" target="external" title="Homeless">Homeless</a><br />
(80 MP, 12/18/2011, Silver Dollar Games)<br />
Be thankful for what you have.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Card-Creator-Xmas/66acd000-77fe-1000-9115-d80258550a24" target="external" title="Card Creator Xmas">Card Creator Xmas</a><br />
(80 MP, 12/19/2011, Teaser Creations)<br />
Create your own unique Xmas / New Year Cards! Send them to friends/family with and without Xbox. Your friends don't need to purchase the App to view your cards! Fun and easy - Try now!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Gold-Grab-X-mas-Version/66acd000-77fe-1000-9115-d80258550a25" target="external" title="Avatar Gold Grab X-mas Version">Avatar Gold Grab X-mas Version</a><br />
(80 MP, 12/19/2011, PAWN Interactive)<br />
Challenge yourself in this ultimate reaction based game! Increase your reaction speed and reflexes by playing against other gold grabbers. Beat your friends in local and live games. Will you become the Ultimate Gold Grabber? Merry christmas and happy holidays!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Attack-of-the-Zombie-Horde/66acd000-77fe-1000-9115-d80258550a26" target="external" title="Attack of the Zombie Horde">Attack of the Zombie Horde</a><br />
(240 MP, 12/21/2011, Krooked Gaming)<br />
The latest zombie survival shooter from Krooked Gaming. In single player or up to 4 player co-op, Attack of the Zombie Horde is pure shoot em up action offering Campaign & Survival modes. Unlock new weapons as you progressively battle with a relentless onslaught of undead zombies. The mission: Your elite military unit is left stranded in a remote, frozen wasteland and it’s kill or be killed!<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">A girl on a rainbow gathering stuff. It's Game Type by Mommy's Best Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Game-Type/66acd000-77fe-1000-9115-d80258550a27" target="external" title="Game Type">Game Type</a><br />
(80 MP, 12/21/2011, Mommy's Best Games)<br />
Help Hoodie Girl defeat the evil MediaBall! *2-Player co-op! *Online High Scores! *Only the finest, screwball shoot'em up for you!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Fierce-Game-Hunting/66acd000-77fe-1000-9115-d80258550a28" target="external" title="Fierce Game Hunting">Fierce Game Hunting</a><br />
(80 MP, 12/21/2011, Evolving Software)<br />
A bead of sweat forms on your brow, but you resist the urge brush it off. Prone on the forest floor, ensconced by scrub and foliage, you draw the pristine, cool air into your lungs and hold it there. With hands as still as the colossal trunks that stretch out endlessly before you, your crosshair now rests steadily on a majestic buck only a short distance away. You, a proficient hunter?<br />
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<a href="http://marketplace.xbox.com/en-US/Product/FLIRT/66acd000-77fe-1000-9115-d80258550a29" target="external" title="FLIRT">FLIRT</a><br />
(80 MP, 12/21/2011, Neil Jones)<br />
Get busy chatting to Real People Online. You could meet that special someone today.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Alien-Jelly/66acd000-77fe-1000-9115-d80258550a2a" target="external" title="Alien Jelly">Alien Jelly</a><br />
(240 MP, 12/21/2011, Collective Mass)<br />
A 3D puzzle game in which you have to push crates, rotate the world, evade robots, dodge huge spiky things and figure out how to get home. Once you are done playing the 40 brain-twisting levels, you can try your hand at making them with the Build-O-Matic fully featured level editor. Share your levels with your friends or work together to solve any level with up to four player local co-op.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Starzzle-Seasons/66acd000-77fe-1000-9115-d80258550a2b" target="external" title="Starzzle Seasons">Starzzle Seasons</a><br />
(80 MP, 12/23/2011, Bionic-Thumbs)<br />
Starzzle Seasons is an addictive puzzle game where you have to pick all stars over 21 levels across SnowLand. If you are man enough probe yourself finishing the existing challenges and try to be in our top ten highscores!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Merry-Match3-Christmas/66acd000-77fe-1000-9115-d80258550a2c" target="external" title="Merry Match3 Christmas">Merry Match3 Christmas</a><br />
(80 MP, 12/23/2011, roussec)<br />
Get into christmas mood and check out this Match 3 game. Beautiful backgrounds, christmas trees, jingle bells and twenty challenging levels - it's all there.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">More glowy galactic fun with EchoSpace by Cribzero.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/EchoSpace/66acd000-77fe-1000-9115-d80258550a2d" target="external" title="EchoSpace">EchoSpace</a><br />
(80 MP, 12/23/2011, Cribzero)<br />
Pilot your ship and it's energy weapon independently as you blast through hyperspace! EchoSpace is a top down "shooter" which requires skill and determination. Controlling two objects at one time is difficult, but very rewarding. You've never played anything quite like it!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/NomNoms/66acd000-77fe-1000-9115-d80258550a2e" target="external" title="NomNoms">NomNoms</a><br />
(240 MP, 12/23/2011, Living Creature Studios)<br />
In the beginning, the semi-intellegent creatures known as Noms were the favorite food source of many creatures. After discovering that this was because the Noms have a flavor, they decided to free themselves from the oppressive feasting of the other beasts under the epic leadership of Lord Noms and RamboNom. Gather Loot, build up your forces, and defend your Nomlets, all in the name of the LOL!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Lexiv/66acd000-77fe-1000-9115-d80258550a2f" target="external" title="Lexiv">Lexiv</a><br />
(240 MP, 12/23/2011, Andrew Gaubatz)<br />
Build a city using just your words in this innovative puzzle-strategy game where each part of speech has a different effect! Citizens will flock to your city, but can you keep them happy and safe from harm? Test your skill through 4 varied worlds in a challenging 10+ hour campaign.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Absolult-Firepower/66acd000-77fe-1000-9115-d80258550a30" target="external" title="Absolult Firepower">Absolult Firepower</a><br />
(240 MP, 12/23/2011, Room 4 Games)<br />
Give freedom to Kaalamarii Islands. Defeat the oppressive army.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Santa-Sleigh-Sling/66acd000-77fe-1000-9115-d80258550a31" target="external" title="Santa Sleigh Sling">Santa Sleigh Sling</a><br />
(80 MP, 12/24/2011, Daydalus)<br />
It's Christmas Eve, and Santa needs to deliver all his gifts. Fly his sleigh through the air, dodging trees, church steeples, geese and even helicopters, all while slinging gifts to happy boys and girls!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Ramen-Ninja/66acd000-77fe-1000-9115-d80258550a32" target="external" title="Ramen Ninja">Ramen Ninja</a><br />
(80 MP, 12/24/2011, nullptrstudios LLC)<br />
Ramen Ninja is the story of a ramen farmer whose crops have been stolen by the sinister Dr. Udon, and his henchmen. Use your stealthy ninja skills to steal back your ramen and restore prosperity to your farm. Ramen Ninja combines sneaking and split-second decision making across 20 unique and challenging levels. Do you have what it takes to be a ramen ninja?<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">It's Billy the Kidney Bean. By ElvishJumpSuit. Kidney bean. Aliens. Got it.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Billy-The-Kidney-Bean-VTFF/66acd000-77fe-1000-9115-d80258550a33" target="external" title="Billy The Kidney Bean VTFF">Billy The Kidney Bean VTFF</a><br />
(80 MP, 12/26/2011, ElvishJumpSuit)<br />
It is 1944 and the axis forces have managed to get hold of alien 'Foo Fighter' technology. The aliens are helping them to build anti-gravity battleships in their secret underground base in the Nevada desert. This would allow them to alter the course of the war. Billy must stop them from altering the future and help the allies win the war ...... again!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Invasion-One/66acd000-77fe-1000-9115-d80258550a34" target="external" title="Invasion One">Invasion One</a><br />
(80 MP, 12/26/2011, Samuel H. Potter)<br />
The second title in the simple.fun campaign series by Amalgamation Softworks, Invasion One is a tongue-in-cheek 2D sidescrolling shooter. You are the pilot of an alien attack ship, dispatched ahead of the fleet to the Terran homeworld to test its defenses by inflicting widespread damage across urban environments.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Orb-Tower-Defense/66acd000-77fe-1000-9115-d80258550a35" target="external" title="Orb Tower Defense">Orb Tower Defense</a><br />
(80 MP, 12/26/2011, Daniel Cary)<br />
Orb Tower Defense is an elemental-based tower defense game featuring an online game mode with up to six players and three different singleplayer game modes. The towers and creeps can be one of the following elements: fire, water, plant, electric. Each element has strengths and weaknesses to each other. Every type of tower has a total of six possible upgrades.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/End-Of-Days-Infected-vs-Mercs/66acd000-77fe-1000-9115-d80258550a36" target="external" title="End Of Days: Infected vs Mercs">End Of Days: Infected vs Mercs</a><br />
(240 MP, 12/27/2011, Sick Kreation)<br />
A plague has devestated the world! Be a Mercenary and hunt down and kill the Infected to stop the plague, or make a last stand as the Infected in online team deathmatch. Free for all matches include a 'Head Fest' option, only head shots count and your head is twice its size!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/AppPack-20/66acd000-77fe-1000-9115-d80258550a37" target="external" title="AppPack 2.0">AppPack 2.0</a><br />
(80 MP, 12/27/2011, RicolaVG)<br />
AppPack 2.0 includes 8 Apps and 4 Games.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Apparently rainbows save in Rainbow Rapture by Kindling.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Rainbow-Rapture/66acd000-77fe-1000-9115-d80258550a38" target="external" title="Rainbow Rapture">Rainbow Rapture</a><br />
(80 MP, 12/28/2011, Kindling)<br />
Rainbow is unhappy with the way things turned out down below. He wants a clean slate. Help him wipe humanity off the face of the Earth. - Slide down hills to build momentum - Master gravity to get awesome air - Smash into three kinds of power-ups - Play new hills every time you start up - Eat lots of people - Conquer 45 challenges - Hear Rainbow's story<br />
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<a href="http://marketplace.xbox.com/en-US/Product/AvatarBall%E5%BC%BE%E3%81%8D/66acd000-77fe-1000-9115-d80258550a39" target="external" title="AvatarBall弾き">AvatarBall弾き</a><br />
(400 MP, 12/28/2011, JinCycle)<br />
AvatarBall弾きは多人数弾きアクションゲームです。 AvatarBallを操作して、ライバルを弾き100,000点越を目指せー 弾いたあとに衝撃を与えると大量得点ゲット 得点は弾き点＊生き残りポイントなので 生き残ったほうがよいが、逃げてばかりでも点数は伸びないぞ！ 弾きを当てたあとは有利なので壁に追い詰めてハメていこうｗ 製品版はXBOX　Live対戦可能 SE３D音源対応、ドップラー効果有り BGMはカスタムサウンドトラックのみ<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Climbing/66acd000-77fe-1000-9115-d80258550a3a" target="external" title="Avatar Climbing">Avatar Climbing</a><br />
(80 MP, 12/28/2011, )<br />
"Avatar Climbing" is an action game like 2D games. Multiplayer play Score Attack Mode. The single player Time Attack mode. P2P Time Attack rankings. Course design support, P2P sharing of courses designed course.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Snowmen/66acd000-77fe-1000-9115-d80258550a3b" target="external" title="Zombie Snowmen">Zombie Snowmen</a><br />
(80 MP, 12/28/2011, sanGames)<br />
Test your reaction and kill evil snowmen bevor they kill you. Press the buttons that appear at the screen and survive as long as you can. But be careful, they are getting faster and faster.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Hack-This-Game-3/66acd000-77fe-1000-9115-d80258550a3c" target="external" title="Hack This Game 3">Hack This Game 3</a><br />
(80 MP, 12/28/2011, Utopioneer Games)<br />
The third installment of our popular Hack This Game series. Play through puzzles of increasing difficulty. The first 3 to finish will get their avatar featured on the cover!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Takedown/66acd000-77fe-1000-9115-d80258550a3d" target="external" title="Takedown!">Takedown!</a><br />
(80 MP, 12/29/2011, Fun Factory Entertainment)<br />
Prepare to experience the next level of tower defense combat, in stunning 3D. Build progressively more unique and powerful towers, and upgrade them, in order to face a murderous, rampaging robotic army with impossible odds!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Ascension/66acd000-77fe-1000-9115-d80258550a3e" target="external" title="Ascension">Ascension</a><br />
(80 MP, 12/30/2011, Hatching Disaster)<br />
Tear a swatch of destruction through space in this action-packed shooter. Aim carefully with the targeting reticule as each successful shot charges the special weapons faster: each of which can turn the tide of battle as you blow your enemies to pieces.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/RoomRental/66acd000-77fe-1000-9115-d80258550a3f" target="external" title="RoomRental">RoomRental</a><br />
(80 MP, 12/30/2011, Marinus Holkema)<br />
RoomRental is a strategic puzzle game. It's based om the papergame "dots and boxes". Are you ready to test your strategic skills? Keep your eyes open and play your walls right. Challenge your friends to play together.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Tapper clone Burger Jack by Playberries.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Burger-Jack/66acd000-77fe-1000-9115-d80258550a40" target="external" title="Burger Jack">Burger Jack</a><br />
(80 MP, 12/30/2011, Playberries)<br />
Are you ready for a rush hour frenzy at the local diner? Burger Jack is a fast-paced, casual arcade game suitable for all ages. Serve customers as fast as you can, and help the teenage boy, Jack, earn money to buy the gadget he’s been dreaming about.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/BlindGiRl2/66acd000-77fe-1000-9115-d80258550a41" target="external" title="BlindGiRl2">BlindGiRl2</a><br />
(80 MP, 12/30/2011, glpeas)<br />
BlindGiRl is back. This time she is not alone. Play split-screen or with a friend to solve echo-location puzzles, and find your way through confusion to understanding.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Gravity-Dash-2/66acd000-77fe-1000-9115-d80258550a42" target="external" title="Gravity Dash 2">Gravity Dash 2</a><br />
(80 MP, 12/30/2011, RicolaVG)<br />
The sequal to Gravity Dash. Change gravity to avoid old obstacles and new obstacles that may come your way. Play through all 15 new levels.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/One-Man-Army/66acd000-77fe-1000-9115-d80258550a43" target="external" title="One Man Army">One Man Army</a><br />
(80 MP, 12/31/2011, TrippinAlien)<br />
Built in an underground lab by a team of scientists from steel alloy and raw rage. Raised by a pride of lions until you killed them for food at age six. Trained to withstand face-melting heat, eyeball-freezing cold, and mind-numbing fear. You are Army, the world's preeminent badass. And you must stand alone. - All proceeds from this game will go to charity.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ballochet-3/66acd000-77fe-1000-9115-d80258550a44" target="external" title="Ballochet 3">Ballochet 3</a><br />
(80 MP, 01/01/2012, MindsEdge)<br />
This game pits you agains stunning cityscapes. Can you navigate the beams to hit the target? 49 levels give you hours and hours of riveting play time. Winning the game is easy. Just aim and fire. But the simplicity is deceiving as every level has to be mastered in its own way. Have fun!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Eyestorm/66acd000-77fe-1000-9115-d80258550a45" target="external" title="Eyestorm">Eyestorm</a><br />
(240 MP, 01/03/2012, 3Crew)<br />
Eyestorm is a helicopter simulator game which takes place on a vast and heterogeneous archipelago of islands through forty exhilarating missions. The player must undertake rescue operations for survivors of accidents and shipwrecks, find missing expeditionists or transport important cargos, all within a limited time frame.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">This glowy retro twin stick space shooter is called P3 Laser Space Horse Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/P3/66acd000-77fe-1000-9115-d80258550a46" target="external" title="P3">P3</a><br />
(80 MP, 01/03/2012, Laser Space Horse Games)<br />
P3 is an intense twin-stick shooter where you pilot your nano-ship inside a petri dish to protect the nucleus at the center from hordes of invading bacteria. Collect energy from dead bacteria to keep the nucleus powered up, and use power ups, mines, and extra lives to blast your way through 14 tough waves.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Smarter-Than-A-Cheerleader/66acd000-77fe-1000-9115-d80258550a47" target="external" title="Smarter Than A Cheerleader?">Smarter Than A Cheerleader?</a><br />
(240 MP, 01/04/2012, Jason Keiderling)<br />
Are you smarter than a cheerleader? Find out as you compete against cheerleaders in a battle of knowledge across 15 categories.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/EvilQuest/66acd000-77fe-1000-9115-d80258550a48" target="external" title="EvilQuest">EvilQuest</a><br />
(80 MP, 01/04/2012, Chaosoft Games)<br />
In EvilQuest, take on the role of Galvis -- a dark knight obsessed with ultimate power. Set out on a quest of revenge, destruction and conquest in this exciting retro Action RPG title. Along the way you'll unlock ancient mysteries, discover legendary weapons, relics and magic...and of course kill thousands of those foolish enough to stand in your way!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lots-of-Guns/66acd000-77fe-1000-9115-d80258550a49" target="external" title="Lots of Guns">Lots of Guns</a><br />
(80 MP, 01/05/2012, Stegersaurus Games 2)<br />
Are you hardcore enough? Climb your way as high as you can in this platforming shooter complete with an insane collection of guns and explosives. Lots of Guns will have you fighting zombies under an evil moon, out of control robots in a factory, medieval knights, and monster slime creatures on your journey. Voxel styled pixel art gives this game a distinct but retro feel.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">More skimpy outfits and general trailer parkiness in Trailer Park King Episode 2 by Freelance Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Trailer-Park-King-Episode-2/66acd000-77fe-1000-9115-d80258550a4a" target="external" title="Trailer Park King Episode 2">Trailer Park King Episode 2</a><br />
(80 MP, 01/06/2012, Freelance Games)<br />
He's a gamer, a bootlegger, a photographer and a connoisseur of the Ladies! Purchase “Trailer Park King Episode 2” now to continue the adventure and get a glimpse of "The King's" invisible stamp that says “I dated the Greeter”!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/4P-Ping-Pong/66acd000-77fe-1000-9115-d80258550a4b" target="external" title="4P Ping-Pong">4P Ping-Pong</a><br />
(80 MP, 01/07/2012, Bitreaction Game Studios)<br />
No matter how old you are, this game is fun for everyone! Challenge out up to 3 of your friends or play against the computer.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cro-Mag-Rally/66acd000-77fe-1000-9115-d80258550a4c" target="external" title="Cro-Mag Rally">Cro-Mag Rally</a><br />
(240 MP, 01/07/2012, citizen12 studio)<br />
Cro-Mag Rally is the wildest kart racing game since man invented the wheel! You are a speed-hungry caveman named Brog who races through the Stone, Bronze, and Iron Ages in primitive vehicles with plenty of weapons to fend off your opponents!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dot/66acd000-77fe-1000-9115-d80258550a4d" target="external" title="Dot.">Dot.</a><br />
(80 MP, 01/12/2012, MadFox)<br />
In a world before graphical fidelity, quick-time events or bloom filters, two oblong warriors square off in not-quite mortal combat, in a no-holds possible fight to the bitter end.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Octopede/66acd000-77fe-1000-9115-d80258550a4e" target="external" title="Octopede">Octopede</a><br />
(80 MP, 01/13/2012, Orbital Games Limited)<br />
Octopede is a fast-paced 2D survival shooter. The player takes control of a computer worm inside a hostile mainframe. Gather as much data as possible before the host’s defences get the better of you! Manic gameplay, shiny neon graphics and 8-bit style music and SFX make Octopede a truly intense experience.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Plugemons-Part-1/66acd000-77fe-1000-9115-d80258550a4f" target="external" title="Plugemons: Part 1">Plugemons: Part 1</a><br />
(80 MP, 01/13/2012, Bionic-Thumbs)<br />
Jump, run, DIE, kill, save Plugemons, DIE AGAIN, plug yourself, solve puzzles, evade magma and enormous bosses in an epic adventure with an epic race enslaved by evil machines where dying is a matter of time. CONSIDER YOURSELF WARNED!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/NewsCopter/66acd000-77fe-1000-9115-d80258550a50" target="external" title="NewsCopter">NewsCopter</a><br />
(240 MP, 01/13/2012, ECHS BACHS)<br />
NewsCopter - Collect News Photos from cities around the World. GAMES.ARCHOR.COM<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending December 16, 2011</title>
		<pubDate>Fri, 16 Dec 2011 11:34:33 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-december-16-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-december-16-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>This will likely be our last update until 2012 (gotta love those holidays).<br />
<br />
There are a couple holiday themed games including North Pole Zombie Massacre (doesn't look great but has a great name), Cassie's Christmas Magic (which looks like it is mostly pictures and music) and Spartans in Candyland (Spartans smash!).<br />
<br />
Best bests for the week look to be the previously mentioned twinstick car crasher called Spartans in Candyland, rainbows and kittens explosion Nyan Cat Adventure, top-down racer Magic Racing GP 2, Extreme Jogging and weird sexy street brawler Let's Get Fiscal.<br />
<br />
Below is a list of games released between December 10 and 16, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Wabbits-Jumping-For-Fun/66acd000-77fe-1000-9115-d80258550a0e" target="external" title="Wabbits Jumping For Fun">Wabbits! Jumping For Fun</a><br />
(80 MP, 12/11/2011, Squire Software)<br />
You are a Wabbit. Stomping is your weapon. Stomp your way across 50 solo challenges or three local multiplayer modes with or without bots. Easy and fun to play for any skill level guarantees enjoyment for you and your buddies!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Silent-Call-2/66acd000-77fe-1000-9115-d80258550a0f" target="external" title="Silent Call 2">Silent Call 2</a><br />
(80 MP, 12/11/2011, x68ST0X20)<br />
Take the role of Fighter, Mage or Explorer; and save your home village from the evil influence of the Empire of Jem! Fight, cast spells, dig tunnels, recruit a team of allies, complete quests, and develop the village as your home base - everything ultimately leads you to the final confrontation with Gold Rick!<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Half naked men and candy come together in Spartans in Candyland by Marklund Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Spartans-in-Candyland/66acd000-77fe-1000-9115-d80258550a10" target="external" title="Spartans in Candyland">Spartans in Candyland</a><br />
(240 MP, 12/11/2011, Marklund Games)<br />
Pick one of four half-naked Spartans, each with unique abilities and shoot yourself through legions of cuddly aliens in this twinstick shooter. Play alone or with your friends, pick up different weapons and destroy everything that moves while capturing checkpoints to gain score. The more you kill, the higher your testosterone builds up, which allows you to unleash your most destructive abilities.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cassies-Christmas-Magic/66acd000-77fe-1000-9115-d80258550a11" target="external" title="Cassies Christmas Magic">Cassie's Christmas Magic</a><br />
(80 MP, 12/12/2011, Silver Dollar Games 4)<br />
Cassie shares a few reflections on life. Also includes many soothing winter themes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Fun-in-the-Gulf/66acd000-77fe-1000-9115-d80258550a12" target="external" title="Fun in the Gulf">Fun in the Gulf</a><br />
(80 MP, 12/13/2011, Living Creature Studios)<br />
Fun in the Gulf is an implementation of the abstract strategy board game Lines of Action. We hope you enjoy our unique, internet-phenomenon-influenced theme as you play this classic board game for what is probably the first time (if you are a college-aged male who spends 10-20 hours per week online, we know you will).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Rainbows and kitties and hearts and candies and... pills? It's one-button masher called Nyan Cat Adventure by Street Games LLC.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Nyan-Cat-Adventure/66acd000-77fe-1000-9115-d80258550a13" target="external" title="Nyan Cat Adventure">Nyan Cat Adventure</a><br />
(240 MP, 12/13/2011, 21 Street Games LLC)<br />
In the year 20XX… NYAN CAT GOES ADVENTURE! Single-button arcade action meets the Internet’s greatest Cat Meme, Nyan Cat! Super simple to pick up and play, starring all your favorite Nyan characters. 5 game modes jam packed with all the insanity you’d expect from the developers behind Techno Kitten Adventure! Nyanyanyanyanyanyanya :)<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/FishPop/66acd000-77fe-1000-9115-d80258550a14" target="external" title="FishPop">FishPop</a><br />
(80 MP, 12/13/2011, jaek.com)<br />
A competitive game where each player tries to take over the pond, filling it with their own fish, while knocking other players out of the game. Overpopulate cells with fish so that they jump into neighboring cells, taking over opponent fish. Using special items- lure, freeze, or flush your opponents' fish. An extended form of the chain-reaction type game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/North-Pole-Zombie-Massacre/66acd000-77fe-1000-9115-d80258550a15" target="external" title="North Pole Zombie Massacre">North Pole Zombie Massacre</a><br />
(80 MP, 12/13/2011, Ghere Game Studios)<br />
You are Santa Clause. Zombies have invaded the North Pole. The kids are counting on you to gather all of the presents that the zombies have scattered all over the North Pole, and return them to the sleigh. Only then can you deliver them and save the holidays! Enjoy endless random levels of holiday cheer.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Magic-Racing-GP-2/66acd000-77fe-1000-9115-d80258550a16" target="external" title="Magic Racing GP 2">Magic Racing GP 2</a><br />
(240 MP, 12/14/2011, Magic73)<br />
A new Top-Down racing game is here! 4 classes: Open Wheel, Kart (85cc, 150cc, 250cc) Race over 34 circuits with different game modes: - Pratice - Quick Race - Complete Weekend Race - Season Race against to 19 CPU drivers or jump into the XBOX Live! experience. The internal editor for full personalization of drivers and teams! Join the community and get more info at: www.magicstudio.eu<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cassies-Animal-Sounds/66acd000-77fe-1000-9115-d80258550a17" target="external" title="Cassies Animal Sounds">Cassie's Animal Sounds</a><br />
(80 MP, 12/14/2011, Silver Dollar Games)<br />
It's bad enough she doesn't even know what some of the animals are, but a few of them don't even exist! ...or do they?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Extreme-Jogging/66acd000-77fe-1000-9115-d80258550a19" target="external" title="Extreme Jogging">Extreme Jogging</a><br />
(80 MP, 12/16/2011, Squarebananas)<br />
Take jogging to the next level with "Extreme Jogging". Compete across 10 action-packed stages on the global highscore board to become the greatest jogger in the world.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Fortunately, I did not see any leg warmers in the screen shots for Let's Get Fiscal by so-called Baller Industries.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Lets-Get-Fiscal/66acd000-77fe-1000-9115-d80258550a1a" target="external" title="Lets Get Fiscal">Let's Get Fiscal</a><br />
(80 MP, 12/16/2011, Baller Industries)<br />
A young accountant is on his way to meet with a client, when something unexpected happens causing maximum surprise.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Horde-of-the-Damned/66acd000-77fe-1000-9115-d80258550a1b" target="external" title="Horde of the Damned">Horde of the Damned</a><br />
(240 MP, 12/16/2011, Tomlin Games)<br />
Campaign led, strategy game with city and army management. Defend the Kingom from the Hordes of Evil Undead! Quickbattle mode supports up to 4 local players with 5 different maps designed specifically for quickbattle mode. Develop your cities and build bigger armies! Complex AI, multiple map types, full on battle, defend the convoy, special missions.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending December 9, 2011 (updated)</title>
		<pubDate>Fri, 09 Dec 2011 09:40:02 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-december-9-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-december-9-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Another short week but the holidays are upon us, so it's relatively understandable. This is the last Xbox Live weekly update before the <a href="http://contest.indiepub.com/" target="external">2012 Independent Propeller Awards</a> entry period ends (December 15, 2011) so be sure to get your game assets in order this weekend and <a href="http://contest.indiepub.com/" target="external">enter the indie game competition</a>, assuming you have not already.<br />
<br />
This week there's also a non-game app available which is a relative rarity in the indie game channel. It's called Gamerscore Tracker and it, well, tracks gamerscores. You can use it to track daily changes in your, your friends' and the worlds' ranks.<br />
<br />
This week's best bets include 21 Ball Snooker Champion, multiplayer brawler Avatar Rumble and I'll even give a nod to Santa's Xmas Dash for trying to keep up the holiday spirit.<br />
<br />
Below is a list of games released between December 3 and 9, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Smack some red balls with a stick in Maximinus' 21 Ball Snooker Champion.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/21-Ball-Snooker-Champion/66acd000-77fe-1000-9115-d80258550a03" target="external" title="21 Ball Snooker Champion">21 Ball Snooker Champion</a><br />
(80 MP, 12/03/2011, Maximinus)<br />
Classic UK Snooker, with 4 player party mode, and cooperative play against the computer. Featuring multi rebound Cheat-O-Laser for insane trickshots!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/piniq/66acd000-77fe-1000-9115-d80258550a04" target="external" title="piniq">piniq</a><br />
(240 MP, 12/05/2011, LemmingRush)<br />
A modern take on an ancient classic with sweet original music, friggin awesome backgrounds in space, and an extremely fun new mode that will put your reflexes to the test. Grab a friend and crush'em mercilessly in super piniq turbo.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Rumble/66acd000-77fe-1000-9115-d80258550a05" target="external" title="Avatar Rumble">Avatar Rumble</a><br />
(80 MP, 12/06/2011, Ho-Hum Games)<br />
Grab a friend (or three!) and do battle with your Avatars on soaring planes, city rooftops and more!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/They-Breathe/66acd000-77fe-1000-9115-d80258550a06" target="external" title="They Breathe">They Breathe</a><br />
(240 MP, 12/06/2011, The Working Parts)<br />
A lone frog descends into the depths of a drowned forest where nothing is what it seems, competing with strange creatures for a limited supply of oxygen, and discovers what really lies beneath the surface.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Abzolium/66acd000-77fe-1000-9115-d80258550a07" target="external" title="Abzolium">Abzolium</a><br />
(80 MP, 12/06/2011, Square eyed vision)<br />
The award winning multiplayer battle arena game Abzolium is finally coming to the Xbox 360! Fight with up to 4 players in an action-packed arena where the environment is more than just a dormant background. Create your own ability build that suits you or your team so you'll come out victorious in the upcoming rounds where kill-count is all that matters.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/STG-VS/66acd000-77fe-1000-9115-d80258550a08" target="external" title="STG VS">STG VS</a><br />
(80 MP, 12/07/2011, haniwa)<br />
It is shooting in a maximum of four persons.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Makin' fractals with Fractalus by Fuzzy Duck Entertainment.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Fractalus/66acd000-77fe-1000-9115-d80258550a09" target="external" title="Fractalus">Fractalus</a><br />
(80 MP, 12/07/2011, Fuzzy Duck Entertainment)<br />
Explore the MandelBrot and Julia fractals. Light up your TV with fantastic patterns. Play with the colors to create a beautiful scene. Listen to your music or the music provided with the fractals pulsing to the beat!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Virtual-Attraction-Part-2/66acd000-77fe-1000-9115-d80258550a0a" target="external" title="Virtual Attraction - Part 2">Virtual Attraction - Part 2</a><br />
(80 MP, 12/08/2011, Fun Factory Entertainment)<br />
The highly anticipated 2nd installment of the series that teaches you how to attract beautiful women - regardless of whether you are short, fat, poor or bald! In VA1 you learnt the theory, now VA2 shows you how to put it into practice with actual techniques! www.virtual-attraction-series.com<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Santas-Xmas-Dash/66acd000-77fe-1000-9115-d80258550a0b" target="external" title="Santas Xmas Dash">Santa's Xmas Dash</a><br />
(80 MP, 12/08/2011, Lost World Creations12/08)<br />
Help Santa this Xmas by pressing the buttons on your gamepad in time to the flashing lights. Play with your friends and work as a team with up to 4 player cooperative gameplay. Includes 3 Christmas tracks to get you into the festive spirit<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Gamerscore-Tracker/66acd000-77fe-1000-9115-d80258550a0c" target="external" title="Gamerscore Tracker">Gamerscore Tracker</a><br />
(80 MP, 12/09/2011, BigRookGames)<br />
Gamerscore Tracker tracks day to day Gamerscore changes, ranks players against their friends, and ranks them globally in the Global Tracker by total Gamerscore, games played, and total achieved as well as Gamerscore gains over periods of time. Where do you stack up against the world?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Book-of-Biblets-Part-1/66acd000-77fe-1000-9115-d80258550a0d" target="external" title="The Book of Biblets - Part 1">The Book of Biblets - Part 1</a><br />
(240 MP, 12/09/2011, Soft Sell Studios)<br />
Help your children learn important Biblical stories with the colorfully-illustrated Book of Biblets, the first game of a seven game series. Part 1- The Creation contains seven Old Testament stories, along with narration, story-related games, and trivia questions to test your knowledge.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Wanted Corp. and Minute to Win It giveaways begin today</title>
		<pubDate>Tue, 06 Dec 2011 10:18:06 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/wanted-corp-minute-to-win-it-free-game-giveaway</link>
		<guid>http://www.indiepubgames.com/news/wanted-corp-minute-to-win-it-free-game-giveaway</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>indiePub's parent company, Zoo entertainment, today launched two more game giveaways through Facebook.<br />
<br />
The first is the <a href="https://www.facebook.com/#!/pages/Wanted-Corp/162276137197378" target="external" title="Wanted Corp. PlayStation Network Game Giveaway">Wanted Corp. PlayStation Network Game Giveaway</a> where you can enter for a chance to win a copy (or, really, a download code) of Zoo's new Wanted Corp. which was released today (December 6, 2011) for $9.99.<br />
<br />
Here's a description of the game from today's press release:<br />
<blockquote>Wanted Corp. is a third-person cooperative action-shooter game designed to take advantage of the PlayStation Move motion controller.<br />
<br />
In Wanted Corp., up to two players can embody charismatic bounty hunters Neal Maddogg and Irina-Ys, sent to track down and capture the most wanted criminals in the galaxy.<br />
<br />
Neutralizing fugitives, exploring the hostile stages and collecting items allows the bounty hunters to earn cash to upgrade their equipment and abilities.<br />
<br />
Battle robotic drones and colossal Giants as you track and capture down members of the Monkey Gang and the Fanatical Sect, culminating with end-of-campaign confrontations with highly evolved bosses. Use weapons, magical powers and even mobile robots for maximum destruction.</blockquote><br />
The second is the <a href="https://www.facebook.com/#!/MinuteToWinItKinect" target="external" title="Minute to Win It Christmas Prize Package Giveaway">Minute to Win It Christmas Prize Package Giveaway</a> where you can enter for a chance to win both the Xbox 360 Minute to Win It video game and Mattel's Minute to Win It board game.<br />
<br />
Here's a description of Minute to Win It Kinect from the press release sent October 2011:<br />
<blockquote>"Minute to Win It" utilizes the Xbox 360 Kinect Sensor to offer controller-less reality gaming fun for the whole family. Run, duck, jump and dive into the action using the Xbox 360 Kinect Sensor to compete in deceptively difficult 60-second challenges taken right from NBC's hit competitive series, "Minute To Win It." Players will be guided by the voice talent and likeness of Guy Fieri as they fight for their chance to win the coveted million-dollar prize.<br />
<br />
Fans of the show will instantly recognize popular games including "Egg Roll," where players must fan a pizza box to move eggs along the ground, and "Hanky Panky," where players frantically pull 60 tissues out of a box.  Players will also play notable games from the show like "Nervous Nelly," "Wet Ball" and "Card Ninja."</blockquote><br />
To enter each giveaway you must "Like" each game's Facebook page and comment in that day's giveaway post. Both giveaways end December 23, 2011.<br />
<br />
They're giving away multiple prize packages so , if you miss one giveaway post, check back again to find out when the next will be.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>PAGE: <a href="Wanted Corp. PlayStation Network Game Giveaway " target="external" title="Wanted Corp Official Facebook Page">Wanted Corp. @ Facebook</a><br />
RULES: <a href="http://www.zoogamesinc.com/press/wanted-corp-playstation-network-game-giveaway-rules/" target="external" title="Wanted Corp. PlayStation Network Game Giveaway ">Wanted Corp. PlayStation Network Game Giveaway </a><br />
SITE: <a href="http://wantedcorp.com" target="external" title="Wanted Corp official web site">Wanted Corp.</a><br />
PAGE: <a href="https://www.facebook.com/#!/MinuteToWinItKinect" target="external" title="Minute to Win It Kinect @ Facebook">Minute to Win It Kinect @ Facebook</a></a><br />
RULES: <a href="http://www.zoogamesinc.com/press/minute-to-win-it-christmas-prize-package-giveaway-rules/" target="external" title="">Minute to Win It Christmas Prize Package Giveaway</a><br />
SITE: <a href="http://minutetowinitkinect.com/" target="external" title="Minute To Win it Kinect official web site">Minute To Win it Kinect</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending December 2, 2011</title>
		<pubDate>Mon, 05 Dec 2011 09:59:43 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-december 2-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-december 2-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Yay for Christmas games!<br />
<br />
OK, so there aren't really that many and there's really only one looks like actual fun (Elfsquad7). Even so, my Santa hat goes off to everyone who tried to put a little holiday cheer into Xbox Live. A couple are more like personal game cards than commercial games (A Day at Gma's House in Winter and Christmas Rocks!) but then there's one that stars Penguins (called Pingvinas) which may not be truly holiday related but the snowy setting is certainly in its favor.<br />
<br />
It's also back to a week packed with new games.<br />
<br />
This week's best bets look to be pretty action-adventure game Lolita of Labyrinth, retro side-scrolling space shooter NanoSquad, retro top-down 3D shooter TurboRocket 2, co-op Christmas adventure game Elfsquad7, cowboy platformer VolChaos, graphic-intense space shooter Orbitron: Revolution, 3D escape game with a green theme Escape From Robot Doom, platform fighting with chubby cartoon ninjas in Ninja Recapture, sky combat game Dragons vs Spaceship and board game Pingvinas.<br />
<br />
Below is a list of games released between November 26 and December 2, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Ultimate Polygon by Polygon Gaming looks like it's filled with - you guessed it - polygons.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Ultimate-Polygon/66acd000-77fe-1000-9115-d802585509ef" target="external" title="Ultimate Polygon">Ultimate Polygon</a><br />
(80 MP, 11/26/2011, Polygon Gaming)<br />
Ultimate Polygon is the next installment to the Xtreme Polygon series. Taking an entirely new twist on gameplay, you have to move your shape through a deadly passage consisting of enemy shapes and avoid them by flipping up or down, or even hovering over them.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Rise-of-the-mummies/66acd000-77fe-1000-9115-d802585509f0" target="external" title="Rise of the mummies">Rise of the mummies</a><br />
(80 MP, 11/26/2011, Impera Software)<br />
you can play in single and local multiplayer against many types of angry mummies who want to kill you!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lolita-of-Labyrinth/66acd000-77fe-1000-9115-d802585509f1" target="external" title="Lolita of Labyrinth">Lolita of Labyrinth</a><br />
(240 MP, 11/27/2011, aorz)<br />
This is a side-scrolling action game. This game has 12 Levels.You must find the key which can open the door to exit. You can stamp monstors, get your coins.If 100 coin is collected, it is exchangeable for a treasure box. If it clears once, difficult stage composition can be played. It created by action game maker.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/A-Day-at-Gmas-House-in-Winter/66acd000-77fe-1000-9115-d802585509f2" target="external" title="A Day at Gmas House in Winter">A Day at Gma's House in Winter</a><br />
(80 MP, 11/27/2011, DualOpAmp)<br />
Watch your child spend the day at grandma's house in the winter, as they sled down the mountain, skate on the ice pond, catch snowflakes, or simply make a special picture for their favorite person. Simple games designed for your young child's entertainment.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/UK-Regions-Counties/66acd000-77fe-1000-9115-d802585509f3" target="external" title="UK Regions & Counties">UK Regions & Counties</a><br />
(80 MP, 11/27/2011, JB Marius-Sheridan)<br />
Learn about the regions and counties of the United Kingdom, including facts such as area and population. (Scotland, Wales and Northern Ireland are not available in the trial version).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Where are the zombies? In this game, of course. And they are everywhere. It's Zombies, Zombies Everywhere! by Bionic-Thumbs.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombies-Zombies-Everywhere/66acd000-77fe-1000-9115-d802585509f4" target="external" title="Zombies, Zombies Everywhere">Zombies, Zombies Everywhere!</a><br />
(80 MP, 11/27/2011, Bionic-Thumbs)<br />
Zombies are everywhere! You are already dead, you know it, but before it happens you can use your shotgun to send them back to hell.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/NanoSquad/66acd000-77fe-1000-9115-d802585509f5" target="external" title="NanoSquad">NanoSquad</a><br />
(240 MP, 11/28/2011, Indie Saudi)<br />
Join the squad as they try to save the world from the Wolf Pack. A multiplayer sidescrolling shooter game which uses RPG battle elements and teamwork in its mechanics. Use the aircrafts' different jobs and abilities to help the squad complete their missions.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/TurboRocket-2/66acd000-77fe-1000-9115-d802585509f6" target="external" title="TurboRocket 2">TurboRocket 2</a><br />
(80 MP, 11/28/2011, cored.dk)<br />
Account: This is a top-down 3d shooter. Purpose: Destroy and wipe out all enemies on each level. Reward: Joy and awesomeness. Variety: Play 1, 2 or 4 players at same screen Challenge: 8 custom-made levels.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Elfsquad7 must be cooler than Elfsquad6, right? Game by Tykocom.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Elfsquad7/66acd000-77fe-1000-9115-d802585509f7" target="external" title="Elfsquad7">Elfsquad7</a><br />
(80 MP, 11/28/2011, Tykocom)<br />
The North Pole is in trouble and only you can help in ELFSQUAD7. Go solo or team up with your friends and family in a co-op Christmas adventure! Use your skills to stuff Santa's sac, smash freakish toys, fight Kevin - the haywire toy-building robot, and save Christmas for everyone! Santa needs your help! ELFSQUAD7...ASSEMBLE!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/VolChaos/66acd000-77fe-1000-9115-d802585509f8" target="external" title="VolChaos">VolChaos</a><br />
(80 MP, 11/30/2011, Fun Infused Games)<br />
Volchaos is a challenging old school platformer. Playing as a heroic explorer, you must navigate through dangerous volcanoes in search of precious gems you can use to pay off your mortgage, bad investments, and alimony. To further complicate matters, the lava is continuously rising and an array of enemies stands in your path. Will you become rich? Heck, you will be lucky to survive.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Orbitron-Revolution/66acd000-77fe-1000-9115-d802585509f9" target="external" title="Orbitron: Revolution">Orbitron: Revolution</a><br />
(240 MP, 12/01/2011, firebase)<br />
Launch into a relentless battle against a robotic horde bent on the destruction of an Orbital Power Station. Blast your way through three intense game modes with one of two selectable space fighters. Compete against other Xbox Live Gold members for high score bragging rights. Beautiful 3d graphics and a soundtrack by Audio Antics await you in Orbitron: Revolution!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Escape-From-Robot-Doom/66acd000-77fe-1000-9115-d802585509fa" target="external" title="Escape From Robot Doom">Escape From Robot Doom</a><br />
(80 MP, 12/01/2011, Total Commitment Games)<br />
Complete nine full 3D levels and escape from the recycling center.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Orcs/66acd000-77fe-1000-9115-d802585509fb" target="external" title="Orcs">Orcs!</a><br />
(80 MP, 12/01/2011, Andreil Game)<br />
The orcs invade your kingdom. Send troops to push them back! Play the campaign with his 50 area, or play against your friends. Up to 4 players on the same screen.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Gert yer cute ninja action on with Ninja Recapture by WINGLAY.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Ninja-Recapture/66acd000-77fe-1000-9115-d802585509fc" target="external" title="Ninja Recapture">Ninja Recapture</a><br />
(240 MP, 12/01/2011, WINGLAY)<br />
Beat enemies with Shuriken and Katana, Get back the book of secrets stolen from castle! Buy equipments or get higher levels to power-up. You can play games at the Gambling Hall or rebattle with bosses at the Arena in the latter part of the game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E3%81%AC%E3%81%95%E3%81%A3%E5%A8%98/66acd000-77fe-1000-9115-d802585509fd" target="external" title="ぬさっ娘">ぬさっ娘 (Insensible Gone Girl)</a><br />
(80 MP, 12/01/2011, TEA)<br />
巫女が掴んで、投げて、ぶつけて倒すアクション！ヌサを操作して、敵を掴んで、投げて、ぶつけて倒します。 弾をガードして神技発動！ コワかかわいい敵を、ヌサを駆使して戦ってください。 ヌサは弾を吸収することと、掴んで投げる事が出来ます。 勢い良くブツケルと大ダメージ。ちょっとでも敵に触れると終了なので注意！<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dragons-vs-Spaceships/66acd000-77fe-1000-9115-d802585509fe" target="external" title="Dragons vs Spaceships">Dragons vs Spaceships</a><br />
(240 MP, 12/01/2011, Slopius)<br />
Dragons Vs Spaceships is a top down shooter which seeks to capture the essence of the genre, while putting a new spin on old conventions. Travel across many worlds destroying the enemy, using three weapon types that combine for a total of six special weapons. Fun and challenging, players will quickly master the controls.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Trivia-Party/66acd000-77fe-1000-9115-d802585509ff" target="external" title="Avatar Trivia Party">Avatar Trivia Party</a><br />
(80 MP, 12/01/2011, MikeVentron)<br />
Test your trivia knowledge with a fully-featured online board game! Can you roll the dice and conquer the board before anyone else? With hundreds of questions and online matches over Xbox LIVE, you'd better smarten up!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Christmas-Rocks/66acd000-77fe-1000-9115-d80258550a00" target="external" title="Christmas Rocks!">Christmas Rocks!</a><br />
(80 MP, 12/02/2011, PurpleGames)<br />
Merry Christmas Everyone! (online highscores)<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/EP1C-CAT-G4ME-FOREV3R/66acd000-77fe-1000-9115-d80258550a01" target="external" title="EP1C CAT G4ME FOREV3R">EP1C CAT G4ME FOREV3R !!</a><br />
(80 MP, 12/02/2011, ANH Games)<br />
Help poor Kittycat get home.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">It's Pinvinas by Mobisation Germany. Do not read into the name. It really is about Penguins.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Pingvinas/66acd000-77fe-1000-9115-d80258550a02" target="external" title="Pingvinas">Pingvinas</a><br />
(240 MP, 12/02.2011, Mobisation Germany)<br />
You are near the South Pole. Your penguins jump across ice floes, trying to block your opponent and hunt as much fish as possible. The player with the most fish wins. Play against computer opponents, multiplayer on one machine or online using XBox LIVE.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title> New Xbox Live Indie Games for week ending November 25, 2011</title>
		<pubDate>Mon, 28 Nov 2011 09:21:00 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november-25-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november-25-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Only six new games this week but most look at least try-able.<br />
<br />
This week's top three best bets look to be a building game with (of course) zombies called Canyon Viaduct, puzzle matching game Itza and cute and cartoony platformer Oozi: Earth Adventure Ep. 2. I'll even give quick nods to retro space shooter Star Defender and the potential of Temple of Dogolrak (more because I appreciate story-based dating-sim style games than the sexy outfits).<br />
<br />
Best game name goes to OnekSoft Games for Angry Zombie Ninja Cats. Meouch!<br />
<br />
Below is a list of games released between November 19 and 25, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">It's a construction worker's nightmare in Golconda2's Canyon Viaduct (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Canyon-Viaduct/66acd000-77fe-1000-9115-d802585509e9" target="external" title="Canyon Viaduct">Canyon Viaduct</a><br />
(80 MP, 11/19/2011, Golconda2)<br />
As the Chief of the Canyon Project, rescue the civilians from zombies and help them by building a bridge across the Canyon. The Canyon Viaduct demands challenging assignments in three different modes - Normal, Expert and Killer. Can you take up this job?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Angry-Zombie-Ninja-Cats/66acd000-77fe-1000-9115-d802585509ea" target="external" title="Angry Zombie Ninja Cats">Angry Zombie Ninja Cats</a><br />
(80 MP, 11/21/2011, OnekSoft Games)<br />
Evade or destroy the Ninja Cats that have turned into Zombies!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Itza/66acd000-77fe-1000-9115-d802585509eb" target="external" title="Itza">Itza</a><br />
(80 MP, 11/22/2011, Ivan-Mark Debono)<br />
Itza is an exciting puzzle game where your goal is to remove pairs of matching tiles and trying to clear the board before the time runs up. Explode tiles in combos to clear the level faster and to receive powerful powerups!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Star-Defender/66acd000-77fe-1000-9115-d802585509ec" target="external" title="Star Defender">Star Defender</a><br />
(80 MP, 11/25/2011, Andrew French)<br />
Fly through space to defend the stars as you create black holes and edit the very fabrics of time.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot (above) of AwesomeGamesStudio's Oozi: Earth Adventure Ep. 2.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Oozi-Earth-Adventure-Ep-2/66acd000-77fe-1000-9115-d802585509ed" target="external" title="Oozi: Earth Adventure Ep. 2">Oozi: Earth Adventure Ep. 2</a><br />
(80 MP, 11/25/2011, AwesomeGamesStudio)<br />
Oozi: Earth Adventure is where classic platforming fun meets modern visuals and hand-drawn art. Lots of special abilities, dozens of enemies, extra difficult challenge mode and time limited arcade mode specially for hardcore gamers. All that for only 80 MSP, a must have for all platformer fans!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Temple-of-Dogolrak/66acd000-77fe-1000-9115-d802585509ee" target="external" title="Temple of Dogolrak">Temple of Dogolrak</a><br />
(240 MP, 11/25/2011, Team Shuriken)<br />
Experience a sexy and mysterious adventure !<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending November 18, 2011</title>
		<pubDate>Mon, 21 Nov 2011 08:54:08 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november-18-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november-18-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>A really short list of releases this past week which I guess makes sense considering all of the contests going on and the upcoming holidays. Of course, with all of the ramping-up to "Cyber Monday" (the Monday following Thanksgiving) you'd think more devs would want their games to go live this week. Because of the holiday, expect next week's update the following Monday as well (dern holidays).<br />
<br />
Of the week's six games, the best three look to be 3D brick breaker 3D-struction, dungeon platformer Red Tie Miner and shooter-puzzle-RPG mashup Perkunas' Dragon: Episode One.<br />
<br />
Below is a list of games released between November 12 and 18, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/gemologist/66acd000-77fe-1000-9115-d802585509e3" target="external" title="gemologist">gemologist</a><br />
(80 MP, 11/13/2011, n-Dot)<br />
Your objective in this puzzle game is to find similar colored gems in groups of three or more.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Red-Tie-Miner/66acd000-77fe-1000-9115-d802585509e5" target="external" title="Red Tie Miner">Red Tie Miner</a><br />
(80 MP, 11/17/2011, Maximinus)<br />
Red Tie ... check. Pickaxe ... check. Let's get out of this mine!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of the 3D brick breaking action in 3D-struction by The Unallied.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/3D-struction/66acd000-77fe-1000-9115-d802585509e6" target="external" title="3D-struction">3D-struction</a><br />
(240 MP, 11/17/2011, The Unallied)<br />
Eye-popping 3D visuals on your 3DTV or with Red/Cyan glasses! The classic brick-breaking game comes in a new dimension as you bounce balls down 30+ levels of 3D blocks, alone or with a friend. Clear the field quickly using 1, 2, or 4 thumbs, and create point Combos to get the maximum of 4 'Stars of Commendation'. Variable-depth 3D modes including 3D-TV and Anaglyph- All in Smooth 1080p.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hidden-in-Plain-Sight/66acd000-77fe-1000-9115-d802585509e7" target="external" title="Hidden in Plain Sight">Hidden in Plain Sight</a><br />
(80 MP, 11/18/2011, Adam Spragg Games)<br />
Try to win, but don't LOOK like you're trying to win, or you will lose. Featuring five game modes, "Hidden in Plain Sight" pits players against each other in tense battles of guile and subtlety. This game is local-multiplayer ONLY, so don't buy it if you don't have any friends.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Perkunas-Dragon-Episode-One/66acd000-77fe-1000-9115-d802585509e8" target="external" title="Perkunas' Dragon: Episode One">Perkunas' Dragon: Episode One</a><br />
(240 MP, 11/18/2011, Middle Lands Studios)<br />
Imagine a game which is a connection of three gaming styles - Shooter, RPG and Puzzle. Enter the fantastic world of Slavonic creatures! Are you ready for a big journey?<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>indiePub now accepting entries for the 2012 Independent Propeller Awards</title>
		<pubDate>Wed, 16 Nov 2011 09:53:22 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-now-accepting-entries-for-2102-independent-propeller-awards-indie-games-development-competition</link>
		<guid>http://www.indiepubgames.com/news/indiepub-now-accepting-entries-for-2102-independent-propeller-awards-indie-games-development-competition</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
indiePub is now accepting entries for its fifth contest, the 2012 Independent Propeller Awards.<br />
<br />
Game developers are invited to submit their game to indiePub now through December 15, 2011, via the new <a href="http://contest.indiepub.com/" target="external" title="indiePub">indiePub contest site</a>.<br />
<br />
Entries can be submitted through <a href="http://contest.indiePub.com" target="external" title="2012 Independent propeller Awards">contest.indiePub.com</a>.<br />
<br />
Note that you do not enter through this site. Instead, you'll be <a href="http://contest.indiepub.com/" target="external" title="indiePub">entering through what is essentially a lite version of the new indiePub site</a>. Not all of the features have been activated but you'll at least get a sense for the basic look and feel of the site.<br />
<br />
indiePub is giving away $50,000 across six (6) prizes. The Grand Prize winner will receive $25,000 and the possibility of a publishing agreement with indiePub. Each category winner will receive $5,000: Best Audio, Best Art, Best Design, Technical Excellence and Mobile.<br />
<br />
All games are considered for each category but we are asking that you write a description of your game and point out its highlights. Also, we've added a Mobile Games category but that does not mean mobile games are ineligible for the other categories. We just wanted to give them a little extra love this time around.<br />
<br />
The 2012 Independent Propeller Awards winners will be announced <del>March 9</del> April 18, 2012.<br />
<br />
Here's what you do to enter:<br />
<br />
<ul><li>Make a game.<br />
<li>Register at the new <a href="http://contest.indiepub.com" title="indiePub contest section">indiePub.com</a>.<br />
<li><a href="http://contest.indiepub.com/?q=game-submission" title="indiePub contest section">Submit your game via indiePub</a> between November 15 and December 15, 2011. There is a PDF you can download to help you with the submission process.<br />
<li>Wait to get your submission approval confirmation email from us.<br />
<li>Become <a href="https://www.facebook.com/wherestheindie" target="external" title="indiePub on Facebook">friends with indiePub on Facebook</a> and keep checking back here for contest updates.<br />
<li>Check indiePub on or around <del>February 7</del> April 4, 2012, when the finalists will be announced.<br />
<li>Jump up and down with indie glee. (OK, that one is optional but still recommended).</ul><br />
<br />
You can enter your game into our competition even if you have entered it in our previous competitions (but it cannot have won). Of course, please check the rules for complete details. You can also ask questions here or in the forums and we'll do our best to answer them.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://contest.indiepub.com/" title="2012 Independent Propeller Awards Contest Page">2012 Independent propeller Awards Contest Page</a><br />
SUBMIT: <a href="http://contest.indiepub.com/?q=game-submission" target="external" title="Submit your game to the 2012 Independent propeller Awards">Enter @ 2012 Independent propeller Awards</a><br />
READ: <a href="http://contest.indiepub.com/?q=independent-propeller-awards-sxsw-screenburn-official-rules" title="2012 Independent Propeller Awards Rules">Rules</a><br />
READ: <a href="http://contest.indiepub.com/?q=frequently-asked-questions-2012-independent-propeller-awards" title="2012 Independent Propeller Awards FAQs">FAQs</a><br />
READ: <a href="" target="external" title="2012 Independent Propeller Awards Press Release">Press Release</a><br />
CONTACT: <a href="mailto:contests@indiepub.com">contests@indiePub.com</a></b>]]></description>
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		<title>Minute to Win It Prize Package Giveaway begins today on Facebook</title>
		<pubDate>Tue, 15 Nov 2011 10:26:55 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/minute-to-win-it-prize-package-facebook-giveaway-begins</link>
		<guid>http://www.indiepubgames.com/news/minute-to-win-it-prize-package-facebook-giveaway-begins</guid>
		<description><![CDATA[<a href="https://www.facebook.com/MinuteToWinItKinect" target="external" title="Minute to Win It Kinect Facebook page Facebook"><div class="centeredMedia" style="clear:both;"></div></a><br />
indiePub's parent company, Zoo Entertainment, is giving away several Minute to Win It prize packages that include the Xbox 360 Minute to Win It video game and Mattel's Minute to Win It board game.<br />
<br />
The giveaway begins today (November 15, 2011) and will continue until December 5, 2011.<br />
<br />
To enter, you have to "Like" the <a href="https://www.facebook.com/MinuteToWinItKinect" target="external" title="Minute to Win It Kinect Facebook page Facebook">Minute to Win It Kinect game page on Facebook</a> and leave a comment within the giveaway post.<br />
<br />
If you miss it or don't win today, check back each day through December 5, 2011, for a chance to enter. <br />
<br />
Good Luck!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
PAGE: <a href="https://www.facebook.com/MinuteToWinItKinect" target="external" title="Minute to Win It Kinect Facebook page Facebook">Minute to Win It Kinect @ Facebook</a><br />
SITE: <a href="http://minutetowinitkinect.com/" target="external" title="Minute to Win It Kinect official web site">Minute to Win It Kinect</a>]]></description>
		</item>
		<item>
		<title>Minute to Win It Prize Package Giveaway Rules</title>
		<pubDate>Mon, 14 Nov 2011 14:02:02 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/minute-to-win-it-kinect-xbox-360-prize-package-giveaway-rules</link>
		<guid>http://www.indiepubgames.com/news/minute-to-win-it-kinect-xbox-360-prize-package-giveaway-rules</guid>
		<description><![CDATA[Giveaway Name: Minute to Win It Prize Package Giveaway (the “Giveaway”)<br />
<br />
Giveaway Dates: Beginning 12:01 a.m. (ET), November 15, 2011, and ending 11:59 p.m. (ET), December 5, 2011.<br />
<br />
Zoo Entertainment, Inc., its subsidiaries and affiliated companies ("Company"), will conduct the Giveaway substantially as described in these rules and, by participating, each participant agrees as follows:<br />
<br />
1. Description of Giveaway/Participation.<br />
<br />
A. Dates of Giveaway: The Giveaway will be conducted beginning November 15, 2011, and ending on or about December 5, 2011.<br />
<br />
B. How to Register:<br />
<br />
NO PURCHASE IS NECESSARY. Void where prohibited.  Register by logging on to the Company's Giveaway website (aka Zoo Games' Minute to Win It Kinect Facebook page) at <a href="https://www.facebook.com/MinuteToWinItKinect" target="external" title="Minute to Win It Facebook page">https://www.facebook.com/MinuteToWinItKinect/</a> and complete the on-line registration form. Deadline for registration is 11:59 p.m. EST on December 9, 2011, or as determined by each day's criteria. One entry per person per day during the Giveaway period. Valid entries must contain all information requested. Incomplete and/or multiple entries will be disqualified.<br />
<br />
Giveaway Registrants will consist of all valid entries received within Giveaway Dates. Recipient(s) will be notified by e-mail. If a Registrant cannot be contacted from the information provided on the Internet registration form, the Company reserves the right to not award the Prize(s) in its sole discretion.<br />
<br />
2. Prize(s).<br />
The item(s) that will be awarded to eligible Winners is:<br />
<br />
A Prize Package consisting of Zoo Entertainment's "Minute to Win It" Kinect Xbox 360 video game and Mattel's "Minute to Win It Family Game" board game (approximate retail value: US $70.00).<br />
<br />
Game console and Kinect hardware required to play the video game are not included. Prizes are non-transferable, not redeemable for cash and not exchangeable for any other prize. All prizes must be claimed and/or redeemed within 30 days. If a Registrant is disqualified, the Company reserves the right to or not to award that prize to another qualified Entrant, in its sole discretion.<br />
<br />
3. Eligibility and Limitations.<br />
Registrants must be legal U.S. residents at least 18 years old at the time of registration as determined by the Company. Registrant assumes all liability for use of the Prize. Only one (1) Prize will be award per person for the Giveaway. Only one Prize per household within the Giveaway period. Employees of the Company, the Giveaway’s participating sponsors and their advertising agencies, employees of associated video game companies and members of the immediate family of any such persons are not eligible to participate. The term “immediate family” includes spouses, siblings, parents, children, grandparents, and grandchildren, whether as “in-laws” or by current or past marriage(s), remarriage(s), adoption, co-habitation or other family extension and any other persons residing at the same household whether or not related.<br />
<br />
4. Delivery & Use Disclaimer.<br />
Participants are restricted to use of ordinary and typical computer equipment and Internet access. The Company disclaims all liability for the inability of a participant to complete or continue an entry due to equipment malfunction, busy lines, inadvertent disconnections, acts beyond the Company’s control or otherwise. The Company disclaims any liability for received entries due to technical difficulties or transmission errors. The Company disclaims all liability for any delays, mis-delivery, loss or failure in the delivery or use of any Prize. The Company is not responsible for mechanical, technical, electronic, communications, telephone, computer, hardware or software errors, malfunctions or failures of any kind, including but not limited to failed, incomplete, garbled or delayed transmission of online entries, traffic congestion on telephone lines, the Internet or at any website or lost or unavailable network connections which may limit an online entrant's ability to participate in the Giveaway or use a Prize and any injury or damage to entrant’s or any other person’s computer related to or resulting from participating in or downloading any information necessary to participate in the Giveaway.<br />
<br />
5. Publicity.<br />
By participating, where allowed by law, all participants and winner(s) grant the Company exclusive permission to use their names, characters, photographs, voices, and likenesses in connection with promotion of this and other Giveaways and waive any claims to royalty, right, or remuneration for such use. By participating, where allowed by law, participants agree that the Company may disclose personal information obtained from participants in the Giveaway to third parties and use such information for marketing and other purposes.<br />
<br />
6. Release.<br />
By participating, each participant and winner waives any and all claims of liability against the Company, its employees and agents, the Giveaway’s sponsors and their respective employees and agents, for any personal injury or loss which may occur from the conduct of, or participation in, the Giveaway, or from the use of any prize. It is the Registrant's responsibility to make certain the selected Prize will work on their device.<br />
<br />
7. Taxes.<br />
Any valuation of the prize(s) stated above is based on available information provided to the Company, and the value of any prize awarded to a winner may be reported for tax purposes as required by law. Each winner is solely responsible for reporting and paying any and all applicable taxes and paying any expenses associated with any prize(s) which are not specifically provided for in the official rules. Prizes are not transferable, redeemable for cash or exchangeable for any other prize.  Any person winning more than $600 in prizes from the Company will receive an IRS form 1099 at the end of the calendar year and a copy of such form will be filed with the IRS.<br />
<br />
8. Conduct and Decisions<br />
By participating in the Giveaway, participants agree to be bound by the decisions of Company personnel.  Persons who violate any rule, gain unfair advantage in participating in the Giveaway, or obtain Prize Recipient status using fraudulent means will be disqualified.  Unsportsmanlike, disruptive, annoying, harassing or threatening behavior is prohibited.  The Company will interpret these rules and resolve any disputes, conflicting claims or ambiguities concerning the rules or the Giveaway and the Company's decisions concerning such disputes shall be final.  If the conduct or outcome of the Giveaway is affected by human error, any mechanical malfunctions or failures of any kind, intentional interference or any event beyond the control of the Company, the Company reserves the right to terminate this Giveaway or make such other decisions regarding the outcome as the Company deems appropriate.  All decisions will be made by the Company and are final.  The Company may waive any of these rules in its sole discretion.  ANY ATTEMPT BY A CONTESTANT OR ANY OTHER INDIVIDUAL TO DELIBERATELY CIRCUMVENT, DISRUPT OR DAMAGE ORDINARY AND NORMAL OPERATION OF THIS GIVEAWAY, TELEPHONE SYSTEMS OR WEBSITE, OR UNDERMINE THE LEGITIMATE OPERATION OF THE GIVEAWAY IS A VIOLATION OF CRIMINAL AND CIVIL LAWS AND SHOULD SUCH AN ATTEMPT BE MADE, COMPANY RESERVES THE RIGHT TO SEEK DAMAGES FROM ANY SUCH PARTICIPATE TO THE FULLEST EXTENT PERMITTED BY LAW.<br />
<br />
9. Miscellaneous.<br />
No purchase necessary to participate or win.  Purchase does not increase chance of winning. All entries become the property of the Company. The Company may substitute prizes, amend the rules or discontinue the Giveaway at any time as posted on the website. The Company disclaims any responsibility to notify participants of any aspect related to the conduct of the Giveaway. For a copy of the rules, or where required by law, a list of Prize Recipients, please send your request within 30 days of the end of the giveaway (January 5, 2012) by mail with a stamped, self-addressed return envelope with Giveaway name and addressed to:<br />
<br />
Zoo Entertainment, Inc.,<br />
ATTN: Minute to Win It Prize Package Giveaway<br />
3805 Edwards Road, Suite 400<br />
Cincinnati, OH 45209<br />
<br />
10. Compliance with Law.<br />
The conduct of the Giveaway is governed by the applicable laws of the Unites States of America, which take precedence over any rule to the contrary herein. The Company shall follow the applicable laws for conducting Giveaways, including notice to the state attorney general or consumer affairs office, posting of a prize bond, furnishing lists of winners, providing specific written information about the Giveaway, etc. as required by local and state law.]]></description>
		</item>
		<item>
		<title>indiePub releasing Capsized as free-to-play iPad game</title>
		<pubDate>Mon, 14 Nov 2011 13:34:26 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/capsized-free-for-ipad-releasing-january-2012</link>
		<guid>http://www.indiepubgames.com/news/capsized-free-for-ipad-releasing-january-2012</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>indiePub today (November 14, 2011) announced that the iPad version of Capsized will be available early January 2012.<br />
<br />
Capsized for iPad will also be free-to-play with a currency system that will allow real-world and in-game money to be used to upgrade weapons, skills, health and accessories.<br />
<br />
indiePub also promises this will not be a simple port of Capsized which is currently available on PC. Instead, according to the press release, the gameplay and controls are being "re-designed and optimized...for touch-based devices"<br />
<br />
Here's more taken right from indiePub's press release:<br />
<blockquote>In Capsized, you play as an intrepid space traveler whose ship has crash landed on a mysterious alien planet.  You must navigate through the beautiful but perilous environment and fight off bloodthirsty creatures to save your crewmates and escape with your lives.<br />
<br />
Capsized includes more than a dozen non-linear levels with lush, explorable environments across a story-based Campaign, Death Match, Survival, Time Trials and Armless Fighting modes. Capsized also features innovative gameplay, a large arsenal of space-age weapons, armor and power ups that will keep players’ fingers glued to their screen for hours.</blockquote><br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
SITE: <a href="http://capsizedthegame.com/" target="external" title="Capsized official web site">Capsized</a>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending November 11, 2011 (updated)</title>
		<pubDate>Fri, 11 Nov 2011 09:49:56 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november 11-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november 11-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Another week with a fairly decent number of releases. I'm starting to see URLs trickling into indie game descriptions which is primarily useful for postings like this where the descriptions is copied and pasted. It's a bit annoying but I'd probably do the same if I had a game on Xbox Live.<br />
<br />
Best bets this week look to be spacey racer Flowrider, weird jet-pack puzzle-platformer Bobby, monster rock themed Distortion King, Mincraft-ian CastleMiner Z (the "Z" stands for zombies, of course), psychedelic puzzle game Growing Pains (no relation to the TV series), world domination style board game Masters of Influence, body shooter You're All Diseased! and target practice game Firing Range. Last-minute add goes to Contra-esque Invasion.<br />
<br />
Below is a list of games released between November 5 and 11, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/RE-Get-To-Schol-On-Time/66acd000-77fe-1000-9115-d802585509d4" target="external" title="RE: Get To Schol On Time">RE: Get To Schol On Time</a><br />
(80 MP, 11/05/2011, GHXYK2)<br />
1 + 1 = Game made in 2004 released in 2011 www.ghxyk2.com<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Flowrider by Fritz.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Flowrider/66acd000-77fe-1000-9115-d802585509d5" target="external" title="Flowrider">Flowrider</a><br />
(80 MP, 11/05/2011, Fritz)<br />
Flowrider uses a large scale realtime fluid dynamics simulation to provide a unique top down racing experience. Online, split-screen and single player are supported. Futuristic visuals in full HD and a custom-composed soundtrack complete the package.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombusters/66acd000-77fe-1000-9115-d802585509d6" target="external" title="Zombusters">Zombusters</a><br />
(80 MP, 11/05/2011, Retrowax Games)<br />
Zombusters is a fun and action-packed 3rd person game that will let you sticked on your seat until the end. Its 2D graphics and isometric view make it a different specie in its genre. You will have to face a horde of Zombies that try to get you down with the help of various weapons/power ups and differents moving styles.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Bobby screen by Nooskewl.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Bobby/66acd000-77fe-1000-9115-d802585509d7" target="external" title="Bobby">Bobby</a><br />
(80 MP, 11/05/2011, Nooskewl)<br />
Bobby is fun twist on billiards and lunar lander. Fly around as Bobby, a jet-pack sporting bullet, and bounce evil balls to their demise in menacing portals. Then it's off to the next dimension. 70 levels are sure to keep a player entertained for many hours.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Iron-Core/66acd000-77fe-1000-9115-d802585509d8" target="external" title="Iron Core">Iron Core</a><br />
(80 MP, 11/08/2011, Nathan Davis)<br />
Welcome to Iron Core. Your space fleet is launching an all out attack against the enemy. Your mission is to be the diversion. This is a suicide mission, last as long as you can to give your fleet the distraction needed to launch a surprise attack.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Robot-Platformer-2/66acd000-77fe-1000-9115-d802585509d9" target="external" title="Robot Platformer 2">Robot Platformer 2</a><br />
(80 MP, 11/08/2011, cored.dk)<br />
If you can crawl, run, jump and flap your arms to hover. -Use your slingshot and jump on the robots. -Have a heart if low on energy. -Jump on the clouds, dodge the fire and Get to the exit spirals... then you will conquer all 42 levels, single or co-op play.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Snake-2/66acd000-77fe-1000-9115-d802585509da" target="external" title="Snake 2">Snake 2</a><br />
(80 MP, 11/08/2011, RicolaVG)<br />
Snake 2 is the sequal to the classic game Snake. The player controls a snake and tries to eat its food. Each time you eat, your snake gets longer. Avoid running into yourself and/or walls while trying to obtain food. HighScores for each difficulty level included.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Distortion-King/66acd000-77fe-1000-9115-d802585509db" target="external" title="Distortion King">Distortion King</a><br />
(80 MP, 11/09/2011, Jaidens Fury)<br />
Distortion King is a music game that implements the Xbox 360 Guitar Type Controller. Wake The Dead with music ranging from Hard Rock to Heavy Metal. Distortion King also has three different difficulties, so anyone can challenge their skills.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">An almost zombie-less screen shot of CastleMiner Z by DigitalDNA3.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/CastleMiner-Z/66acd000-77fe-1000-9115-d802585509dc" target="external" title="CastleMiner Z">CastleMiner Z</a><br />
(240 MP, 11/09/2011, DigitalDNA3)<br />
CastleMiner Z is an online coop survival horror game in a block based environment. Travel with your Avatar with your friends in a huge spanning and ever-changing world while defending yourself from the zombie hoard. Mine the world for resources, to craft the weapons that you will need to survive.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Growing-Pains/66acd000-77fe-1000-9115-d802585509dd" target="external" title="Growing Pains">Growing Pains</a><br />
(240 MP, 11/09/2011, Smudged Cat Games)<br />
Merging classic platforming with psychedelic visuals and a pumping sound track Growing Pains will blow your mind as 'the vessel' continually grows while you play. Featuring 9 levels with 3 difficulty levels that completely change how you play and the ability to share high scores and replays with your friends and the rest of the world Growing Pains is an experience not to be missed.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Masters-of-Influence/66acd000-77fe-1000-9115-d802585509de" target="external" title="Masters of Influence">Masters of Influence</a><br />
(80 MP, 11/09/2011, JimmyFo)<br />
Challenge up to 3 other players, including stunning AI, for total domination of the board. Collect resources, assault other towers, and use the terrain to eliminate the opponents!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Youre-All-Diseased/66acd000-77fe-1000-9115-d802585509df" target="external" title="Youre All Diseased">You're All Diseased!</a><br />
(80 MP, 11/10/2011, PicWin Studios)<br />
A shoot em' up game where the player commands a white blood cell to fight off hordes of attacking viruses and diseases.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Slaughter-Is-Fun/66acd000-77fe-1000-9115-d802585509e0" target="external" title="Zombie Slaughter Is Fun">Zombie Slaughter Is Fun</a><br />
(80 MP, 11/10/2011, Frooty Game Studio)<br />
Most zombie games are about survival. Not this one. These zombies are hungry but they're not stupid and will try to escape. Your job is to stop that. Cruelty is rewarded. Mercy is punished. Play by yourself or with a friend to see who is the meanest zombie killer!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Take aim in Firing Range by Milkstone Studios SL.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Firing-Range/66acd000-77fe-1000-9115-d802585509e1" target="external" title="Firing Range">Firing Range</a><br />
(80 MP, 11/11/2011, Milkstone Studios SL)<br />
Test and improve your FPS aiming skills! You'll need both reflexes and skill with all kind of weapons to get the best world ranking. Includes lots of dynamic camouflage sets to fully customize your weapons!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Invasion/66acd000-77fe-1000-9115-d802585509e2" target="external" title="Invasion">Invasion</a><br />
(80 MP, 11/11/2011, Heart Attack Machine)<br />
A mysterious force invades earth. Cover terrain on foot, jetpacks, and bikes as you blast your way through legions of invaders in explosive fashion.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending November 4, 2011</title>
		<pubDate>Mon, 07 Nov 2011 08:59:24 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november-4-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-november-4-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Another week of many indie releases. A quick nod goes to Developer25 (if that is your real name) for at least attempting to get a Halloween-themed game out around the Holiday. It doesn't look great and it didn't hit the service until the following Friday but, hey, he or she at least tried.<br />
<br />
I think I'm warming up a bit to Avatar-centric games. Even with their obvious inclusion of your Xbox Live Avatar as a playable character, I'm starting to see the appeal of throwing yourself and your friends around within a game. Sure, this one is just chess (as in Avatar Chess) but using simplified digital representations of the people you know is silly enough to work.<br />
<br />
Best bets this week look to be motorcycle jumping with MotoJump, avatar chess with Avatar Chess, creepy who-knows-what game Sins of the Flesh, adventure-platformer DLC Quest, wacky puzzle-platformer Escape Goat, cats-with-lightsaber action game CatSaber, pretty anime girl card flipper Moe Mekuri 2.5, multipalyer war game World Wars II, crowded zombie onslaught shooter Claustrophobia and Lego block style building experience 3D Pixel Art Studio.<br />
<br />
Below is a list of games released between October 29 and November 4, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Big air action with a bike in MotoJump by Carlo Sunseri.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/MOTOJUMP/66acd000-77fe-1000-9115-d802585509c2" target="external" title="MOTOJUMP">MOTOJUMP</a><br />
(80 MP, 10/29/2011, Carlo Sunseri)<br />
How big can you go?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Chess/66acd000-77fe-1000-9115-d802585509c3" target="external" title="Avatar Chess">Avatar Chess</a><br />
(80 MP, 10/30/2011, Turkey Based Games)<br />
Are you the next Bobby Fischer? Hone your skills against a computer opponent of selectable difficulty. Challenge someone in-house with one or two controller multiplayer, invite a player from your friends list to a private game, or take on a matchmade opponent over Xbox Live. View your game in traditional 2D, basic 3D, or crank up the fun by playing with Xbox Live avatars for pieces.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E3%81%86%E3%82%89%E3%82%8D%E3%81%98%E3%81%AE%E3%81%99%E3%81%A6%E3%81%AD%E3%81%93/66acd000-77fe-1000-9115-d802585509c4" target="external" title="うらろじのすてねこ">うらろじのすてねこ</a><br />
(240 MP, 10/31/2011, nakfiv)<br />
ゲームブックスタイルのアドベンチャーゲームです。うらろじに捨てられていたにゃん子と一緒に暮らすことになったあなたはどのような結末を迎えるのでしょうか？<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sins-of-the-Flesh/66acd000-77fe-1000-9115-d802585509c5" target="external" title="Sins of the Flesh">Sins of the Flesh</a><br />
(80 MP, 10/31/2011, Silver Dollar Games)<br />
Do you know how to save yourself?...of course you don't.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Moon-Miner/66acd000-77fe-1000-9115-d802585509c6" target="external" title="Moon Miner">Moon Miner</a><br />
(80 MP, 11/01/2011, SOG Software)<br />
Moon Mining & Drilling Co has hired you to mine valuable resources from deep beneath the moon's surface.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">You're on a quest for DLC in, you guessed it, DLC Quest by Going Loud Studios.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/DLC-Quest/66acd000-77fe-1000-9115-d802585509c7" target="external" title="DLC Quest">DLC Quest</a><br />
(80 MP, 11/02/2011, Going Loud Studios)<br />
What happens when DLC goes too far? Defeat the bad guy, save the world and get the girl! But first you'll need to find coins to buy DLC to enable animation, sound and even pausing.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Escape-Goat/66acd000-77fe-1000-9115-d802585509c8" target="external" title="Escape Goat">Escape Goat</a><br />
(240 MP, 11/02/2011, MagicalTimeBean)<br />
Imprisoned for the crime of witchcraft, you must use your skill and intellect to overcome the Prison of Agnus. Fear not, Brave Goat, for you have a friend on this journey...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bub-Block/66acd000-77fe-1000-9115-d802585509c9" target="external" title="Bub Block">Bub Block</a><br />
(80 MP, 11/02/2011, Roppy Chop)<br />
A frantic multiplayer battle where players trap each other with bricks while avoiding spinning blades. Fully customize your game from how fast the blades move to how many bricks you can carry to the ability to turn into a ghost after you die.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/CatSaber/66acd000-77fe-1000-9115-d802585509ca" target="external" title="CatSaber">CatSaber</a><br />
(240 MP, 11/02/2011, Necotokusoft)<br />
This is a game of a cat fighter wielding a sword of light.Press and hold the A button, which keeps the sword of light ready for the cat.You can call up enemies by pressing the X button.Aim for as high score as possible within the time limit.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/StarBeam/66acd000-77fe-1000-9115-d802585509cb" target="external" title="StarBeam">StarBeam</a><br />
(80 MP, 11/02/2011, Lost World Creations)<br />
StarBeam is a retro style arcade game where you must defend the settlements of the human race in the year 2352. As the pilot of the prototype Starbeam X768-B, the most advanced star fighter in the human arsenal, you are given the task of destroying the invading alien fleet.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Get your mojo back with Moe Mekuri 2.5 by Kohei and... waitasec. What the heck is she holding?</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Moe-Mekuri-25-%E8%90%8C%E3%82%81%E3%81%8F%E3%82%8A25/66acd000-77fe-1000-9115-d802585509cc" target="external" title="Moe Mekuri 2.5">Moe Mekuri 2.5</a><br />
(80 MP, 11/02/2011, Kohei)<br />
A new Moe Mekuri is here! Just like the previous game, the goal is simply to flip over all the panels face up. Can you complete all the stages and add the cute girls' pictures to the gallery? The higher the difficulty level, the less clothing the girl in the picture will wear! It's a Moe-moe puzzle game that perfectly reflects on the developer's interests!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/World-Wars-II/66acd000-77fe-1000-9115-d802585509cd" target="external" title="World Wars II">World Wars II</a><br />
(240 MP, 11/02/2011, Swissplayers Game Studios)<br />
World Wars II is an addictive multiplayer game that supports up to 8 online gamers simultaneously. You battle on 10 maps with up to 15 different unit types against your friends. Moreover, you will be challenged by 15 singleplayer and cooperation maps that take place in the Pacific theater during WWII. Fight for your life and bring the war to a glorious end! How many will have to die? You decide!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Devilsong/66acd000-77fe-1000-9115-d802585509ce" target="external" title="Devilsong">Devilsong</a><br />
(240 MP, 11/02/2011, Gristmill Studios)<br />
Devilsong is a third-person space dogfighter set in a dark future where mankind finds itself under constant threat both from within and without. "Deviljacks," the spacefighters of this era, speak of the siren song of space: the lure of freedom, fortune, and glory that calls the unwitting to venture out into its depths – only to find it cold, hollow and full of danger. They call this the Devilsong.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/JAWSOME/66acd000-77fe-1000-9115-d802585509cf" target="external" title="JAWSOME">JAWSOME</a><br />
(80 MP, 11/03/2011, ECHS BACHS)<br />
JAWSOME - Help the shark get the food. GAMES.ARCHOR.COM<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/StarCatcher/66acd000-77fe-1000-9115-d802585509d0" target="external" title="StarCatcher">StarCatcher</a><br />
(80 MP, 11/04/2011, Ssnoken)<br />
StarCatcher is a platformer game where the player need to take all the stars on a map to continue to the next map. Every map will test the players reactions and how fast they can solve problems.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Work on your phobias with Claustrophobia by Fun Factory Entertainment.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Claustrophobia/66acd000-77fe-1000-9115-d802585509d1" target="external" title="Claustrophobia">Claustrophobia</a><br />
(80 MP, 11/04/2011, Fun Factory Entertainment)<br />
It's going to be a bloodbath...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Pumpkin-Smasher/66acd000-77fe-1000-9115-d802585509d2" target="external" title="Pumpkin Smasher">Pumpkin Smasher</a><br />
(80 MP, 11/04/2011, Developer25)<br />
In Pumpkin Smasher you play a rail gun with pumpkins as ammo. Your goal is to smash all the other pumpkins. Play now for pumpkin smashing fun.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/3D-Pixel-Art-Studio/66acd000-77fe-1000-9115-d802585509d3" target="external" title="3D Pixel Art Studio">3D Pixel Art Studio</a><br />
(80 MP, 11/04/2011, Utopioneer Games)<br />
"3D Pixel Art Studio" lets you create anything you can imagine. Design layer by layer in 2D or work directly in 3D. Save up to 10 scenes each with its own unique palette.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Catch indiePub's session at the Shawnee 9.0 Gaming, Simulation & Immersive Technology Conference </title>
		<pubDate>Tue, 01 Nov 2011 11:40:38 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-presenting-at-shawnee-state-9-0-gaming-simulation-immersive-technology-conference</link>
		<guid>http://www.indiepubgames.com/news/indiepub-presenting-at-shawnee-state-9-0-gaming-simulation-immersive-technology-conference</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>indiePub will be presenting at the <a href="http://www.shawnee.edu/gaming" target="external" title="Shawnee 9.0 Gaming Simulation & Immersive Technology Conference official web site">2011 Shawnee 9.0 Gaming, Simulation & Immersive Technology Conference</a> taking place 9 a.m. to 3 p.m., November 4, 2011, at Shawnee State University (940 Second Street, Portsmouth, OH 45662).<br />
<br />
This year's conference, called Shawnee 9.0, includes sessions about motion capturing, mind mapping, entrepreneurships, a question-and-answer panel discussion and a student project presentation (<a href="http://www.shawnee.edu/gaming/Schedule_Times_Locations.xlsx" title="download the complete Shawnee 9.0 conference schedule">download the complete Shawnee 9.0 conference schedule</a>).<br />
<br />
indiePub's in-house developer and producer, Jon Schreiber, will present a session titled "Artificial Intelligence in Gaming and Simulation" (1:15 p.m. in ATC 204) where he will discuss current and popular techniques for implementing AI in video games "from state machines to behavior trees" including base-level system implementations.<br />
<br />
Schreiber has been working the game industry for more than five years for various companies including High Voltage Software, Firebrand Games, Depth first Studios, and now indiePub (a subsidiary of Zoo Games). Some of the many games he's worked on include Ben 10 Protector of Earth, The Conduit, Hot Wheels Track Attack and several unreleased titles.<br />
<br />
Schreiber has also written programming tips article for indiePub including "<a href="http://www.indiepubgames.com/news/game_programing_tips_blackboard_class_unity" title="Game Programming Tips The benefit of a BlackBoard class">The benefit of a BlackBoard class</a>" and "<a href="http://www.indiepubgames.com/news/using-unity-gameobject-structure-programming-tips" title="Using Unitys GameObject structure">Using Unity's GameObject structure</a>."<br />
<br />
The event's keynote speaker is Sony Online Entertainment Project Managet Jose Azaira who has worked on several massively multiplayer online games including Everquest, Planetside, DC Universe Online and Free Realms. Azaira's address takes place at 11:15 a.m. in the Main Theater of the Vern Riffe Center for the Arts, right before the lunch and student awards ceremony being held at Noon in University Center 230.<br />
<br />
Registration is still open for the event which costs $25 for students, $75 for instructors and $95 for everyone else.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.shawnee.edu/gaming" target="external" title="Shawnee 9.0 Gaming Simulation & Immersive Technology Conference official web site">Shawnee 9.0</a><br />
READ: <a href="http://www.indiepubgames.com/news/game_programing_tips_blackboard_class_unity" title="Game Programming Tips The benefit of a BlackBoard class">The benefit of the Blackboard class</a><br />
READ: <a href="http://www.indiepubgames.com/news/using-unity-gameobject-structure-programming-tips" title="Using Unitys GameObject structure">Using Unity's GameObject structure</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending October 28, 2011 (update)</title>
		<pubDate>Fri, 28 Oct 2011 08:42:56 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october 28-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october 28-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's Halloween weekend and there are a lot of new games but not many with a holiday theme save Living Dead. OK, there are a couple zombie games but zombies are such a part of everyday life now that it's hard to think of them as Halloween creatures now.<br />
<br />
Interestingly, there is Avatar Planking which is exactly what you'd expect (think cute game avatars Photoshopped onto real-world photos). I also appreciate that there are also two sound-oriented "games," one being Sensory Overload, a "flying blind" space experience where you pilot your ship according to the music changes and 4-tet Music Maker, an on-screen audio synth mixer.<br />
<br />
Best bets this week look to be Avatar Planking (sorry, I had to), zombie slaughter game Living Dead, experimental adventure game UnBound, platformer Endless Princess, wireframe arcade game LightFish, Castelvania-style platformer Castle Of Pixel Skulls, "offbeat action game" OTO, old style puzzle game Miner Man, arcade commando game Desert Commando, super stupid-simple sniper game Prairie Dog Massacre and multiplayer strategy-combat game Last Dragon Standing.<br />
<br />
Below is a list of games released between October 22 and 28, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lumberjack/66acd000-77fe-1000-9115-d802585509ac" target="external" title="Lumberjack">Lumberjack</a><br />
(80 MP, 10/22/2011, Gamefarm)<br />
Hippies and treehuggers stay out! Enjoy our beautiful nature like real men do - with a shotgun! Put yourself to the ultimate lumberjack challenge, to find and cut down the 1000year old magic oak. This is a top view, classic style shooter for one or two players. Join the epic fight of man against nature, now!.. Oh, and watch out for Rambi, he is pissed off since you killed his mom.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Hanging out on wires is not only fun but safe with Highbrow Games' Avatar Planking.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Planking/66acd000-77fe-1000-9115-d802585509ad" target="external" title="Avatar Planking">Avatar Planking</a><br />
(80 MP, 10/22/2011, Highbrow Games)<br />
Ready for extreme planking? You’ll plank in places you’ve never dreamed of! Plank inside a taco, on a cat’s stomach, or even on Mars! Over 60 crazy locations, famous landmarks, and beautiful vistas await your avatar in Avatar Planking! Don’t forget to make a silly face for the camera!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Living-Dead/66acd000-77fe-1000-9115-d802585509ae" target="external" title="Living Dead">Living Dead</a><br />
(80 MP, 10/23/2011, Zombiecrusher)<br />
If you love to slaughter endless waves of zombies, then this is the game for you! It includes 2 game modes, unlock-able weapons, high scores, and more!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Four-Winds-Fantasy/66acd000-77fe-1000-9115-d802585509af" target="external" title="Four Winds Fantasy">Four Winds Fantasy</a><br />
(80 MP, 10/23/2011, QUIMDUNG CO. LTD.)<br />
Embolden yourself to the mystery of the Winds. Take control of a lonely father discovering the paranoia behind a town that seems so mysterious and dangerous that only a genius could understand it. When the Winds call, you absolutely must follow.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/UnBound/66acd000-77fe-1000-9115-d802585509b2" target="external" title="UnBound">UnBound</a><br />
(80 MP, 10/24/2011, monufrak1)<br />
UnBound is an open world, Action-Adventure game where players can explore various worlds and complete difficult challenges to unlock new areas. Collect Orbs scattered across the world to level up your Skills, or to complete challenges. With 3 game modes and 7 different worlds to explore, UnBound brings a unique gameplay experience to Xbox Live Indie Games.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Endless-Princess/66acd000-77fe-1000-9115-d802585509b3" target="external" title="Endless Princess">Endless Princess</a><br />
(80 MP, 10/24/2011, Algitt Studios)<br />
How long can you last in your never ending quest to free the princess?! Defeat enemies, cheat death, and grab potions all in an attempt to make it to the highest difficulty, and with it, the top of the highscores!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/LightFish/66acd000-77fe-1000-9115-d802585509b4" target="external" title="LightFish">LightFish</a><br />
(80 MP, 10/25/2011, Eclipse Games)<br />
LightFish is a highly addictive arcade game, where the user controls a small fish who lives in the abyssal deeps of the ocean... surrounded by deadly creatures. His objective is to destroy all the monsters who inhabit those dangerous zones by drawing lines onto unexplored territory. However, any enemy who manages to touch the Lightfish will kill him instantly!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Castle Of Pixel Skulls by Josep Monzonis.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Castle-Of-Pixel-Skulls/66acd000-77fe-1000-9115-d802585509b5" target="external" title="Castle Of Pixel Skulls">Castle Of Pixel Skulls</a><br />
(80 MP, 10/25/2011, Josep Monzonis)<br />
Fun retro-styled platformer game. Prepare for the craziest and most addictive platformer game ever. You must succeed in various challenging platform goodness. Complete a lot of different levels to escape from castle. Will you get to the end of Castle Of Pixel Skulls? Are you ready?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/OTO/66acd000-77fe-1000-9115-d802585509b6" target="external" title="OTO">OTO</a><br />
(80 MP, 10/25/2011, Media Bandits Studio)<br />
Gravity can be your best friend or worst enemy in this offbeat action game. Navigate your OTO (Orthographic Traversal Orb) through obstacles and extremely hazardous terrain. Test your solo skills by grabbing all of the gates and braving the gauntlet. Recruit others in a local multiplayer match and decide whether to work together or fight it out for dominance on the perilous journey to the core.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Tower/66acd000-77fe-1000-9115-d802585509b7" target="external" title="Avatar Tower">Avatar Tower</a><br />
(80 MP, 10/25/2011, kaapeDevPublish)<br />
Your Avatar is stuck in a burning tower! Flee from the fire by jumping the platforms. Make combos and collect stars to gain higher scores. Try to break your own highscore!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Paddle-Wars/66acd000-77fe-1000-9115-d802585509b8" target="external" title="Paddle Wars">Paddle Wars</a><br />
(80 MP, 10/25/2011, PixelCollisions)<br />
category scores - Violence=0/3, Sex=0/3, Mature Content=0/3. Conquer the galaxy by brick breaking through dozens of exciting and fun levels. Upgrade your ship as you advance. Tons of power-ups to collect.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Miner Man by karl90.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Miner-Man/66acd000-77fe-1000-9115-d802585509b9" target="external" title="Miner Man">Miner Man</a><br />
(240 MP, 10/25/2011, karl90)<br />
Miner Man : Play through 60 levels of puzzles, mazes and traps. Each level will present the player with different amount of gems to collect. To collect the gems the player will have to work through the levels avoiding the traps and solving the puzzles. Also finding and rescuing the 10 lost miners. When resuced you can play as the lost miners.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Super-Kablamo/66acd000-77fe-1000-9115-d802585509ba" target="external" title="Super Kablamo">Super Kablamo</a><br />
(80 MP, 10/25/2011, Meh Games)<br />
You're a flying starfish in space! Fly around with the left analog stick and shoot with the A button. Space is a dangerous place, especially for delicious starfish. It is full of mutated freaks, spiders, robot drones, and they all want to kill you. Ok, not all of them, but some do, so shoot first and ask questions later.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sensory-Overload/66acd000-77fe-1000-9115-d802585509bb" target="external" title="Sensory Overload">Sensory Overload</a><br />
(80 MP, 10/26/2011, Frank's Shop Games)<br />
Sensory Overload is an experimental game, from a new suite of developers, exploring the sensation of flying in near blindness, with only a small headlight, and music, to tell you what's going to come at you next.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Die-Pad-Die/66acd000-77fe-1000-9115-d802585509bc" target="external" title="Die Pad Die">Die Pad Die</a><br />
(80 MP, 10/27/2011, paracelus)<br />
Destroy your pad today! A classic button basher with an Avatar twist. Includes 3 game modes, and online leaderboards.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Desert-Commando/66acd000-77fe-1000-9115-d802585509bd" target="external" title="Desert Commando">Desert Commando</a><br />
(80 MP, 10/27/2011, )<br />
Oldschool 80's style military action on your very own arcade machine! Five tough multi-objective missions including stealth, a tank rampage and of course straight up explosive enemy annihilation. Multiple weapons include grenades, rockets, c4 and good old semi automatic machine gun.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Prairie Dog Massacre by Dwarf Biter.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Prairie-Dog-Massacre/66acd000-77fe-1000-9115-d802585509be" target="external" title="Prairie Dog Massacre">Prairie Dog Massacre</a><br />
(80 MP, 10/27/2011, Dwarf Biter)<br />
Are you ready to slaughter some prairie dogs? It's going to be a massacre. Be careful though, some of them can shoot back. Shoot the prairie dogs with the guns to get more ammo. If you run out of ammo or get shot five times it's game over for you.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/4-tet-Music-Maker/66acd000-77fe-1000-9115-d802585509bf" target="external" title="4-tet Music Maker">4-tet Music Maker</a><br />
(80 MP, 10/27/2011, Marky's House)<br />
Anyone can make music with 4-tet Music Maker. Game provides samples to start from or you can make create your own masterpiece from scratch. On screen help makes it easy to get started. Fun for kids of all ages. No musical skill or knowledge required.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Last-Dragon-Standing/66acd000-77fe-1000-9115-d802585509c0" target="external" title="Last Dragon Standing">Last Dragon Standing</a><br />
(80 MP, 10/27/2011, Werewolf Studios)<br />
Become a Dragon and face up to three of your friends in an epic battle! Conquer the realm and become the Dragon God. Breathe fireballs at your opponents to destroy their Eggs. Destroy Villages to gain Powerups and buy upgrades to keep evolving your Dragon. Can you be the Last Dragon Standing?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/WARR/66acd000-77fe-1000-9115-d802585509c1" target="external" title="WARR">WARR</a><br />
(80 MP, 10/07/2011, ABICO)<br />
This game was classified by the community with the following category scores - Violence=0/3, Sex=0/3, Mature Content=0/3. WARR is a world domination strategy game of risk and conquest where players battle for global control. Key features of WARR include: - Multiple Maps - Multiple Difficulty Levels - Multiple types of Artificial Intelligence<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>pixelMEGA releases second Catapult for Hire gameplay video</title>
		<pubDate>Tue, 25 Oct 2011 13:19:49 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/catapult-for-hire-second-gameplay-video</link>
		<guid>http://www.indiepubgames.com/news/catapult-for-hire-second-gameplay-video</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Indie dev Tyrone Henrie from pixelMEGA has put together another gameplay video (watch it below) of his upcoming game, Catapult for Hire being published by indiePub.<br />
<br />
In this latest video you get to see more of the game's environments and a "few of the entertaining predicaments" the catapultist must deal with including catching fish, herding animals and otherwise destroying stuff.<br />
<br />
Straight from today's (October 25, 2011) press release:<br />
<blockquote>Catapult for Hire combines immersive physics-based action, strategy and role-playing elements with the fun and whimsy of medieval catapult combat. Catapult for Hire was a winner in indiePub's Third Independent Game Developers' Competition Awards that took place late 2010...<br />
<br />
In Catapult For Hire you play as Sir Knottingsforth, a freelance catapult owner who decides to trek across the land in search for various odd jobs in exchange for gold, honor and good old-fashioned fun.  Catapult your way across more than 50 levels where you’ll assist the townspeople and various creatures with your projectile skills.</blockquote><br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=mJIIGh1YG4k</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
SITE: <a href="http://www.catapultforhire.com/" target="external" title="Catapult for Hire official web site">Catapult for Hire</a>]]></description>
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		<title>New Xbox Live Indie Games for week ending October 21, 2011 (updated)</title>
		<pubDate>Fri, 21 Oct 2011 08:54:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october-21-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october-21-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>We're back to our regularly full release schedule this week which brings with it two Avatar games, a game about mooing (International Mooing Contest!?) and a game that might be attempting to revive that awkward genre of adventure games that used home-made videos and photos  called Hell's House. We also get an arcade shooter called SmartBomb that gets the 400 MP (US$5) price tag honor which is a bit unusual for an indie game release don Xbox Live.<br />
<br />
Best bets this week look to be ride-the-rails jump-and-runner ARP Halloween Edition, classic arcade style shooter SmartBomb, simple boxing game Avatar Punch, retro helicopter game with techno flair called Techno Chopper,  dodge-em game Avatar Panic, Metroid-ish Platform Hack, platform co-op combat game Final Failure and four-player action game Grand Class Melee. Last-minute nods also go to Glowbz and Milie & Telly that were added late on Friday.<br />
<br />
Below is a list of games released between October 15 and 21, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Flag Hunt by Square Particle Corp.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Flag-Hunt/66acd000-77fe-1000-9115-d8025855099c" target="external" title="Flag Hunt">Flag Hunt</a><br />
(80 MP, 10/15/2011, Square Particle Corp)<br />
Flag Hunt extends the complex game play and strategy of Chess into a contemporary wartime environment. You have a choice of different battle modes as you command tanks, jets, helicopters and missiles with the help from radar trackers to sniff out the enemy and win the battle.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/ARP-Halloween-Edition/66acd000-77fe-1000-9115-d8025855099d" target="external" title="ARP Halloween Edition">ARP Halloween Edition</a><br />
(80 MP, 10/16/2011, Bedroom Studio Entertainment)<br />
Avoid the obstacles that lie on the train cars. Jump the barrels of the right color, break the boxes and you will make more points! More barrels you will jump in sequence and multiply your score much more! Challenge your friends trying to make the highest record!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/SmartBomb/66acd000-77fe-1000-9115-d8025855099e" target="external" title="SmartBomb">SmartBomb</a><br />
(400 MP, 10/18/2011, vince3006)<br />
SmartBomb is a classic arcade style shooter. Gameplay can be described as a cross between Galaga and Missile Command with total freedom of movement and much smarter enemies. Using both thumbsticks to control separate characters combined with no movement restrictions, gives the game a unique flare and a noticeable smoothness to gameplay.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Punch/66acd000-77fe-1000-9115-d8025855099f" target="external" title="Avatar Punch">Avatar Punch</a><br />
(80 MP, 10/18/2011, Bionic-Thumbs)<br />
Compete with your avatar to manage to be the best boxer of all times across his 4 game modes or fight against a friend!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Techno Chopper by GZ Storm.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Techno-Chopper/66acd000-77fe-1000-9115-d802585509a0" target="external" title="Techno Chopper">Techno Chopper</a><br />
(80 MP, 10/19/2011, GZ Storm)<br />
Enter the Techno Chopper. Fly through a techno themed environment with rhythm effects, 3 unique music tracks, visualizer mode, 2 player mode, and more.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/International-Mooing-Contest/66acd000-77fe-1000-9115-d802585509a1" target="external" title="International Mooing Contest">International Mooing Contest</a><br />
(80 MP, 10/19/2011, PurpleGames)<br />
Mootastic Moosical Moohem! (with online highscores)<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Panic/66acd000-77fe-1000-9115-d802585509a2" target="external" title="Avatar Panic">Avatar Panic</a><br />
(80 MP, 10/19/2011, Milkstone Studios SL)<br />
Avatar Panic rejuvenates an Arcade classic, now in Full HD! Pop bubbles with your harpoon while avoiding being hit by them! Includes an Arcade mode with 50 levels, and Panic mode for fast-paced games! Play alone or cooperatively with your friends and try to achieve #1 world ranking!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Platform-Hack/66acd000-77fe-1000-9115-d802585509a3" target="external" title="Platform Hack">Platform Hack</a><br />
(80 MP, 10/19/2011, Daydalus)<br />
Platform Hack is mashup of a hack and slash RPG with a platform jumper. Explore massive maze-like worlds to slay enemies, find keys and unlock doors, all while jumping, dodge and swinging over chasms and past traps.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Remote-Viewer/66acd000-77fe-1000-9115-d802585509a4" target="external" title="Remote Viewer">Remote Viewer</a><br />
(80 MP, 10/19/2011, Developer25)<br />
Exercise is the key to enhancing body and mind. Inspired by remote viewing, the Remote Viewer game features activities designed to help stimulate your consciousness and give it the workout it needs like viewing and selecting the correct card, influencing a random number generator, creating clarity, and predicting winning numbers in the lottery ticket game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hells-House/66acd000-77fe-1000-9115-d802585509a5" target="external" title="Hells House">Hell's House</a><br />
(80 MP, 10/19/2011, BM Games)<br />
A girl alone in a haunted house ... will you be able to make her survive unharmed? Francesca Mamo, the same actress of "Bloody Death" lend her interpretation into the last nightmare from Brave men games.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Final Failure by Cobalt270.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Final-Failure/66acd000-77fe-1000-9115-d802585509a6" target="external" title="Final Failure">Final Failure</a><br />
(80 MP, 10/20/2011, Cobalt270)<br />
Final Failure is an action platformer where the players have to choose between the sniper, the gunner, the defender or the medic to defeat a group of evil robots. Each class has a unique weapon and a special ability. The game supports up to 4 players in local coop.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Grand-Class-Melee/66acd000-77fe-1000-9115-d802585509a7" target="external" title="Grand Class Melee">Grand Class Melee</a><br />
(80 MP, 10/20/2011, Gigatross Games)<br />
Grand Class Melee is a 4-player action game centered around multiplayer combat. Advance through 8 different rounds of combat and 60 unique character classes to achieve victory. Combine your class's ability with abilities you've gained in previous rounds to create hundreds of ability combinations and strategies to suit your combat style!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ghost-Mine-Dig-for-Survival/66acd000-77fe-1000-9115-d802585509a8" target="external" title="Ghost Mine: Dig for Survival">Ghost Mine: Dig for Survival</a><br />
(80 MP, 10/21/2011, thelostone)<br />
Imagine you were hopelessly lost in an abandoned mine, struggling to survive. By the faint light of your lamp you peer into the darkness. You have the sinking feeling that someone, or something is watching your every move...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bloody-Mary/66acd000-77fe-1000-9115-d802585509a9" target="external" title="Bloody Mary">Bloody Mary</a><br />
(80 MP, 10/21/2011, Silver Dollar Games)<br />
Bloody Mary, Bloody Mary, Bloody Mary<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Glowbz/66acd000-77fe-1000-9115-d802585509aa" target="external" title="Glowbz">Glowbz</a><br />
(80 MP, 10/21/2011, Kiveryn)<br />
The year is 6,000,004. Earth has depleted its energy reserves as a result of leaving appliances on stand-by 24/7. A new source of energy has been discovered in the form of Glow Power contained in a nice crispy outer shell called Glowbz. However, the only source of Glowbz is located in a remote sector of the galaxy inhabited by the Blatnokz. They don't like humans.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Milie-Telly/66acd000-77fe-1000-9115-d802585509ab" target="external" title="Milie & Telly">Milie & Telly</a><br />
(80 MP, 10/21/2011, Nitama Naishin)<br />
After an emergency landing, Telly's spaceship has been stolen by a strange and dark professor. As Milie, a young mechanic girl, help him to find it back. Ride your motorbike, fight against a whole army of robots and defeat the professor in this scrolling shooter.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending October 14, 2011</title>
		<pubDate>Fri, 14 Oct 2011 11:16:15 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october-14-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october-14-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Only six games launched as of this article's writing, which may be the shortest weekly launch list I've seen for months. That'll happen during <a href="http://www.indiepubgames.com/contest.php?contestId=3&show=info" title="indiePubs 2012 Independent Propeller Awards at South by Southwest Interactive ScreenBurn">indie competition season</a>.<br />
<br />
Pretty much every game this week could get a "best bet" mention, which I guess is great if you think in terms of a releases-to-decency ratio. The best four of the small bunch look to be concept puzzler Escape the Car, old school street fighting game Ninja War Stolen Scrolls, 3D avatar creator Pixel Animator 3D and super glowy retro top-down racing game Glow Arcade Racer.<br />
<br />
Below is a list of games released between October 8 and 14, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Try to escape the car in, uh, Escape The Car by Afro-Ninja Productions. Screen shot above.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Escape-The-Car/66acd000-77fe-1000-9115-d80258550995" target="external" title="Escape The Car">Escape The Car</a><br />
(80 MP, 10/07/2011, Afro-Ninja Productions)<br />
Collect items and use your puzzle solving skills to find your way out of this predicament! This is a port of the classic point-and-click flash game featuring new HD artwork and medals!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ninja-War-STOLEN-SCROLLS/66acd000-77fe-1000-9115-d80258550997" target="external" title="Ninja War STOLEN SCROLLS">Ninja War STOLEN SCROLLS</a><br />
(80 MP, 10/08/2011, belcro)<br />
Speedy action ninja game of fire and water and wind and lightning! Up to four people can play together!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Pixel-Animator-3D/66acd000-77fe-1000-9115-d80258550998" target="external" title="Pixel Animator 3D">Pixel Animator 3D</a><br />
(240 MP, 10/08/2011, Stegersaurus Games 2)<br />
Let the creativity flow! Pixel Animator 3D is a modelling and animation suite for your XBox360! Use boxes to build your props and actors, and make whatever scene or story you want. The easy to use model editor lets you quickly make models, or use premade models and avatars to build your scenes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Merball-Tournament/66acd000-77fe-1000-9115-d80258550999" target="external" title="Merball Tournament">Merball Tournament</a><br />
(80 MP, 10/10/2011, Tarh Ik)<br />
Enter a contest in which two teams of mermaids compete to find a randomly placed coral ball and carry it all the way to the opposing team’s court, within a sunken ship that makes the game a true 3D maze. Can you swim fast enough to win this tournament?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shock-and-Awe/66acd000-77fe-1000-9115-d8025855099a" target="external" title="Shock and Awe">Shock and Awe</a><br />
(80 MP, 10/10/2011, DeRail Games)<br />
Come get some! If you want to paralyze your enemy, then it is all about SHOCK AND AWE! SHOCK them with your firepower, AWE them with your awesomeness! Even better, bring your friends’ awesomeness too. In this twin-stick shooter you can play with four of your friends; each being able to choose between four dead cool characters with unique strengths and weapons.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">You race, It glows. It's Glow Arcade Racer. Screen shot above (sunglasses may be necessary).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Glow-Arcade-Racer/66acd000-77fe-1000-9115-d8025855099b" target="external" title="Glow Arcade Racer">Glow Arcade Racer</a><br />
(80 MP, 10/11/2011, Chris Rands)<br />
A retro top-down racer re-imagined in a 3D world of light. Perfect for when you need a quick fix of frantic arcade action. Intuitive controls for up to 4 players as you race to beat the AI, unlocking new tracks, weapons and play modes as you progress. Extend the game by creating your own tracks for limitless racing combinations.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<item>
		<title>indiePub announces 2012 Independent Propeller Awards</title>
		<pubDate>Tue, 11 Oct 2011 08:42:36 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/2012-independent-propeller-awards-independent-game-development-competition-has-begun</link>
		<guid>http://www.indiepubgames.com/news/2012-independent-propeller-awards-independent-game-development-competition-has-begun</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
<br />
We're happy to announce that indiePub is once again holding its annual indie game development competition and this year indiePub is giving away $50,000 in prizes. This is the second year for the Propeller Awards and our <i>fifth</i> developers' competition.<br />
<br />
Game developers from around the world are invited to submit their game to indiePub beginning November 15, 2011, and until December 15, 2011. We wanted to tell you now so you can get crackin' with that game you've been working on. Or start a game. We won't judge. (OK, we will but only after we get all the entries.)<br />
<br />
We are giving away $50,000 across six (6) prizes. The Grand Prize winner will receive $25,000 and the possibility of a publishing agreement with indiePub. Each category winner will receive $5,000: Best Audio, Best Art, Best Design, Technical Excellence and Mobile.<br />
<br />
All games are considered for each category but we are asking that you write a brief description (less than 500 words) describing your game and pointing out its highlights. Also, we've added a Mobile Games category but that does not mean mobile games are ineligible for the other categories. We just wanted to give them a little extra love this time around. <br />
<br />
The 2012 Independent Propeller Awards winners will be announced <del>March 9</del> April 18, 2012.<br />
<br />
Here's what you do to enter:<br />
<ul><li>Make a game.<br />
<li>Register at the new indiePub.com.<br />
<li>Submit your game at indiePub (we'll update the link here) between November 15 and December 15, 2011. (Note that you are able to resubmit your game throughout the entry period - meaning you can use feedback to tweak it or work out the bugs - but we will only be judging one version.)<br />
<li>Become friends with indiePub on Facebook to get contest updates.<br />
<li>Check indiePub on or around <del>February 7</del> April 4, 2012, when the finalists will be announced.<br />
<li>Jump up and down with indie glee. (OK, that one is optional but still recommended).</ul><br />
You can enter your game into our competition even if you have entered it in our previous competitions (but it cannot have won). Of course, please check the rules for complete details. You can also ask questions here or in the forums and we'll do our best to answer them.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.indiepubgames.com/contest.php?contestId=3&show=info" title="2012 Independent Propeller Awards Contest Page"> Contest Page</a><br />
DISCUSS: <a href="http://www.indiepubgames.com/viewPosts.php?parent=457" title="2012 Independent Propeller Awards Forum post">Forums</a><br />
READ: <a href="http://www.indiepubgames.com/contest.php?contestId=3&show=rules" title="2012 Independent Propeller Awards Rules">Rules</a><br />
READ: <a href="http://www.indiepubgames.com/news/indiepubs_second_annual_2012_independent_propeller_awards_frequently_asked_questions" title="2012 Independent Propeller Awards FAQs">FAQs</a><br />
READ: <a href="http://www.zoogamesinc.com/press/indiepub-announces-its-second-annual-independent-propeller-awards-competition/" target="external" title="2012 Independent Propeller Awards Press Release">Press Release</a></b>]]></description>
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		<item>
		<title>Frequently Asked Questions: 2012 Independent Propeller Awards</title>
		<pubDate>Tue, 11 Oct 2011 08:41:26 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepubs_second_annual_2012_independent_propeller_awards_frequently_asked_questions</link>
		<guid>http://www.indiepubgames.com/news/indiepubs_second_annual_2012_independent_propeller_awards_frequently_asked_questions</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
Below are answers to the most common questions about the Independent Propeller Awards.<br />
<br />
If you have any additional questions, please post a comment here or in the forums or you can contact the indiePub staff at <a href="mailto:ipadmin@indiepubg.com">ipadmin@indiepub.com</a>.<br />
<br />
<div class="header2">What are the prizes?</div><br />
We are giving away $50,000 , distributed through six (6) prizes:<br />
<ul><li>Grand Prize - $25,000<br />
<li>Best Art - $5,000<br />
<li>Best Audio - $5,000<br />
<li>Best Design - $5,000<br />
<li>Technical Excellence - $5,000<br />
<li>Mobile - $5,000</ul><br />
<br />
<div class="header2">What are the important dates to remember?</div><ul><li>November 15, 2011 – Developers can begin entering their game through indiePub.com.<br />
<li>December 15, 2011 – Submissions end at midnight. Judging begins.<br />
<li>April 4 <del>February 7</del>, 2012 – Finalists will be announced.<br />
<li>April 18 <del>March 9</del>, 2012 – Winners announced.</ul><br />
<div class="header2">How do I enter?</div><br />
To enter the contest, complete the online contest entry form at indiePub.com before <b>11:59 p.m., December 15, 2011</b>.<br />
<br />
<div class="header2">What counts as an indie game?</div><br />
All games that are made in the spirit of indie game development are eligible. This means that the primary motivation behind the game's development is creative expression, more than contractual obligation or monetary gain. Our judging panel will determine eligibility in uncertain circumstances.<br />
<br />
<div class="header2">Who is eligible?</div><br />
All developers who are 13-years-old or older from around the world are eligible.<br />
<br />
<div class="header2">What kind of game can I submit?</div><br />
Mobile, console, browser, and computer (PC/Mac/Linux) games are all eligible. We are not accepting DS games this year.<br />
<br />
<div class="header2">How complete of a game do I need to submit?</div><br />
Game prototypes are eligible but preference will be given to games that are in a beta state (feature-complete) or better.<br />
<br />
<div class="header2">Can I enter a student project?</div><br />
Please check with your school for any details regarding student projects. Schools often retain some ownership of these projects but they may be entered with permission.<br />
<br />
<div class="header2">Can I enter if I’ve already entered in previous years?</div><br />
Yes.<br />
<br />
<div class="header2">Can I enter if I’ve won in previous years?</div><br />
Yes but you cannot enter a game that previously won a contest sponsored by Zoo.<br />
<br />
<div class="header2">Can I enter a game that’s been entered in other competitions?</div><br />
Yes.<br />
<br />
<div class="header2">Can I modify my game after I submit?</div><br />
You may modify and resubmit your game during the submission period (December 1 through 15, 2011) but we cannot guarantee we will judge the latest entry.<br />
<br />
<div class="header2">What if I am a finalist but cannot attend SXSW in March? Will I still be eligible?</div><br />
You will still be eligible.<br />
<br />
<div class="header2">How are the games judged?</div><br />
At the end of the submission period, an indiePub judging committee (and possibly a few guest judges) evaluate all submitted games based on artistic style, console appeal, game play, sound and originality.<br />
<br />
<div class="header2">Will I be responsible for paying taxes on any awards I receive?</div><br />
As with any contest or giveaway, winners are responsible for any applicable taxes.<br />
<br />
<div class="header2">Who owns the entries?</div><br />
The game entries are the property of the entrants. indiePub retains no ownership of the games. The only right we have is to display the submitted content on our website in relation to the contest.<br />
<br />
<div class="header2">In the previous indiePub contests, there were publishing opportunities. Is this the case with the current contest?</div><br />
This contest is different from the previous ones in that there is no longer a right-of-first-refusal clause in the rules. All submitted games are incidentally under consideration for publishing, although there are no obligations.<br />
<br />
<div class="header2">What is indiePub?</div><br />
indiePub is a subsidiary of Zoo Entertainment, Inc.. We are an indie games publisher and are committed to the growth and awareness of indie games.<br />
<br />
<div class="header2">What is Zoo Games?</div><br />
indiePub works with game publisher Zoo Games to bring publishing opportunities to developers interested in bringing their game ideas onto consoles and other platforms.]]></description>
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		<title>indiePub announces revenue share, launch-day platforms for upcoming publishing service</title>
		<pubDate>Fri, 07 Oct 2011 09:14:13 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-publishing-marketplace-revenue-share-compatible-paltforms-detailed</link>
		<guid>http://www.indiepubgames.com/news/indiepub-publishing-marketplace-revenue-share-compatible-paltforms-detailed</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Today (October 7, 2011) indiePub officially announced the revenue percentage developers will earn from the games they sell using indiePub's soon-to-launch publishing platform.<br />
<br />
According to the press release, developers will earn 75% of all royalties made from games and apps sold through indiePub, "making it one of the most competitive revenue percentages in the digital downloads industry."<br />
<br />
The service, when it launches, will support games and other apps made for PC (Windows), Macintosh (OS X), Linux and Android devices (phones and tablets).<br />
<br />
iOS games (iPhone, iPod Touch and iPad) have the hard-to-resell situation of being purchasable only through Apples's iTunes App Store. However, indiePub will allow iOS apps to be linked from a Pub (storefront).<br />
<br />
The indiePub service will allow anyone - developers and non-developers - who opens a Pub to sell indie apps. This way developers can set up their own storefront for free, earn a larger percentage of profits from each sell and even allow others to resell their games and apps. More information about indiePub's distributed sales tools will be detailed soon.<br />
<br />
Do note that indiePub will allow all types of apps to be included in the service, not just games.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>READ: <a href="http://www.zoogamesinc.com/press/indiepub-reveals-more-about-its-indie-games-publishing-platform/" target="external" title="indiePub reveals more about its indie games publishing platform">Press Release @ Zoo Games</a><br />
DISCUSS: <a href="http://www.indiepubgames.com/viewPosts.php?parent=453" title="indiePub publishing platform forum discussion">indiePub's Publishing Platform @ indiePub</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending October 7, 2011</title>
		<pubDate>Fri, 07 Oct 2011 08:44:23 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october-7-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-october-7-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's another light week on the Xbox Live indie channel. I'm hoping that's because indie devs are busy preparation for the announcement of indiePub's the next Independent Propeller Awards (hint hint).<br />
<br />
Best bets this week look to be low-bit Pixelosity, NES game look-a-like Mega Shooter 11, fishing game FITS, The $1 Zombie Game (guess how much it costs) and flight simulator Flight Adventure 2.<br />
<br />
Below is a list of games released between October 1 and 7, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Pixelosity by GLHF Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Pixelosity/66acd000-77fe-1000-9115-d8025855098b" target="external" title="Pixelosity">Pixelosity</a><br />
(80 MP, 10/03/2011, GLHF Games)<br />
A new 8-bit styled horizontal shooter! Up to 7 stages of pure shooting action. Ofcourse playing all alone is no fun when you have friends over, so you're friend can join too! After a run, submit your score to the online and local highscores so you can compete with the world! Try beating the highest score, or even finishing all 7 stages!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/SteamSunk/66acd000-77fe-1000-9115-d8025855098c" target="external" title="SteamSunk">SteamSunk</a><br />
(80 MP, 10/04/2011, Snape)<br />
SteamSunk is a 3D top-down shooter with arena based game-play. The game is set in a sea environment, with the player controlling a ship and the enemies represented by various flying machines which try to sink you. With random power-ups and levels, super-weapons, bosses and much more your SteamSunk experience is different each time.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Mega-Shooter-11/66acd000-77fe-1000-9115-d8025855098d" target="external" title="Mega Shooter 11">Mega Shooter 11</a><br />
(240 MP, 10/04/2011, infiniteplay)<br />
Mega Shooter 11™ is an extremely authentic, retro side-scrolling space-shooter, ala the best 8 and 16-bit space shooters. It features topnotch old-school graphics, a heart-thumping soundtrack, and intelligent game play. Spread over four huge bases with branching pathways, the game features tons of upgrades, hidden levels, enemies, and excessive amounts of replay value.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/There-Will-Be-Brains/66acd000-77fe-1000-9115-d8025855098e" target="external" title="There Will Be Brains">There Will Be Brains</a><br />
(80 MP, 10/05/2011, DavidParker)<br />
Bludgeon, bomb, snipe, and slice your way through the undead horde as you go across the USA to save your loved ones and find a cure. 2 different endings, 7 cities, 12 weapons, and literally hundreds of different weapon combinations.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of FITS (aka Fishing in the Sea) by LuckySoft.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/FITS-Fishing-in-the-sea/66acd000-77fe-1000-9115-d8025855098f" target="external" title="FITS-Fishing in the sea">FITS-Fishing in the sea</a><br />
(240 MP, 10/05/2011, LuckySoft)<br />
Let's take part in the sea fishing rally! This is a fishing game for up to four people. The rules are very simple. Push the A button when the float sinks completely. You can catch about 100 kinds of fish in this game. Information on the fish that you caught is added to your record. When you win a championship, fish that you caught might swim in the aquarium.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Spell-Master/66acd000-77fe-1000-9115-d80258550990" target="external" title="Spell Master">Spell Master</a><br />
(240 MP, 10/06/2011, Richard Mould)<br />
You have travelled to the oldest part of the known world where once the Xkoden - the founder race - lived in a great city ruled by the majestic Spell Masters. Called to the village of Kern by your old teacher you must gather the ingredients for your spells, defeat a corrupt and powerful foe, and save the world from an ancient evil. To accomplish all this you must become a Spell Master.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-1-Zombie-Game/66acd000-77fe-1000-9115-d80258550991" target="external" title="The $1 Zombie Game">The $1 Zombie Game</a><br />
(80 MP, 10/06/2011, rmm5)<br />
Can you survive the zombie onslaught? Tons of weapons, tons of zombies, tons of gore, and tons of fun.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Wirral-Railway-Garden-Plants/66acd000-77fe-1000-9115-d80258550992" target="external" title="Wirral Railway & Garden Plants">Wirral Railway & Garden Plants</a><br />
(80 MP, 10/07/2011, JB Marius-Sheridan)<br />
Railway Stations of Wirral: Learn about the railway stations of Wirral in this information & quiz game. Ideal for railway enthusiasts! Garden Plants in Britain: Find out about a selection of nine garden plants in the UK, and take the quick quiz. Bonus Section: The Development of the Passenger Aeroplane: Basic information about the historical development of passenger aeroplanes.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Flight Adventure 2 by CAVOK Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Flight-Adventure-2/66acd000-77fe-1000-9115-d80258550993" target="external" title="Flight Adventure 2">Flight Adventure 2</a><br />
(240 MP, 10/07/2011, CAVOK Games)<br />
Experience the legendary P-51 Mustang™. Unlimited free flight. Six race tracks. Race against yourself using the racing ghost option or test your flying skills in an online multiplayer session with a friend. Produced under license from Boeing Management Company. P-51 Mustang and Boeing are among the trademarks owned by Boeing.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Blocky/66acd000-77fe-1000-9115-d80258550994" target="external" title="Blocky">Blocky</a><br />
(80 MP, 10/07/2011, think flow)<br />
Blocky is an addictive 2d arcade style game with an RPG style reward system. Easy to learn with simple game mechanics. As you perform well, you are rewarded with unlocks and currency to buy additional items. The game has two game modes: Retro mode, only one life and try last as long as you can. Waves, a selection of levels with different goals. An easy to play addictive game!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Dev Blog: Our experience with game engines while making Totem Destroyer Deluxe</title>
		<pubDate>Mon, 03 Oct 2011 08:50:26 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/cats-in-the-sky-totem-destroyer-deluxe-dev-blog-2-game-engines</link>
		<guid>http://www.indiepubgames.com/news/cats-in-the-sky-totem-destroyer-deluxe-dev-blog-2-game-engines</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><a href="http://www.totemdestoyergame.com" target="external" title="Totem Destroyer Deluxe official web site">Totem Destroyer Deluxe (TDD)</a> was our first "big" project using Unity. Before that we only used it for small things like prototyping game concepts. We've had a good experience with Unity so far and it helped resolve a few problems.<br />
<h3>Thanks To Unity</h3>Initially, for example, it was a problem to make changes (editing and adding text, menus, graphics, etc.) that could be easily applied to all existing levels. We used prefabs (reusable objects instantiated through levels) but prefabs are not fail-proof. Also, one small mistake editing or saving prefabs can make a mess of all existing game scenes. We managed to fix some of the prefabs' sync issues by making batch scripts that automatically add, remove and update all necessary scenes. The ability to make custom editors – or wizards - in Unity became a great tool to us, especially when you have more than 80 scenes in a project. At start, every scene had to be checked by hand when something was wrong. Then, after restructuring some game assets and programming, it became a lot easier to work with all those levels and sprites.<br />
<br />
Above and Beyond Software’s Sprite Manager middleware for Unity saved many hours of work by handling all the game's sprites. Reinventing the wheel was not a wise option and using planes in a 3D scene would make a simple 2D game as heavy as a next-gen game. Without it we would have had a lot of draw calls and ugly texture swapping scripts causing extra memory overhead. Even though Sprite Manager is a great tool, it didn’t do all the work by itself, of course. We eventually implemented more features into it to fix things that Sprite Manager couldn’t do alone like automating sprite mesh generation on all the scenes. Before that, we also had to click "Play. Stop. Save."  in each individual scene.<br />
<br />
One thing we didn’t see on any other game made with Unity was a smooth transition effect between scenes. We initially didn’t think it was possible due the way graphics and scenes are handled by the engine. After some research, we pulled it off by writing shaders to handle this without having to use a render texture.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A transition from the main menu to the world/level select.</div><br />
<h3>Enhancing the Game During Development</h3><br />
Luckily, we decided to change some parts of the game for the better. It sure took a precious amount of time but we think it was worth it. Those changes were not planned at first so it was a challenge to make things fit together without spending too much time.<br />
<h3>New Idols</h3>For example, we made a big change on the golden idols. Before they didn’t have animations and the graphics had a very different style. We made major change to the graphics by creating art deco-esque decals to make the idols cleaner and more defined.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">This are the old designs of the main golden idols of TDD.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The newly designed idols you'll see in Totem Destroyer Deluxe.</div><br />
<h3>Optimized Menu Screens</h3><br />
The menu screens were not only changed to make the game look nicer but we changed the way they were rendered to improve performance.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The old main menu screen from a demo version of Totem Destroyer Deluxe.</div><br />
 <br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The new main menu screen in Totem Destroyer Deluxe.</div><br />
<br />
All the user interface elements were also changed (buttons, sliders, text) in every scene. The world/level select scene became more intuitive and easier to expand for possible future level packs. The changes didn’t just make the game look better but they also made the navigation a lot easier.<br />
<h3>Audio Enhancements</h3>We were lucky enough to have Antonio Teoli as our guest musician to do this major improvement. The music was fully replaced and the new soundtrack fits the game in every aspect. Antonio made seven songs which match the different and surreal scenarios. Also, each song has an introduction that is played only once when the level begins.<br />
<h3>New Levels</h3>Some new levels and blocks were also added. Before that, we were going to keep the game at only 50 levels by default (and maybe releasing new level packs later). Eventually we thought that 50 levels were not enough for a release and that new types of blocks would be nice. The extra 25 levels had to include something new to have a meaning. So, we went back to the drawing board to develop new blocks and platforms. We added: A soft-body block (the jelly pink block), moving platforms, an escalator-like block and a button-based hatch block.<br />
<h3>Unexpected Orbs</h3>Something that wasn’t originally planned for was the addition of Orbs. The Orbs are hidden collectibles that, when specific amounts are collected, they unlock extra features and settings in the game. For example, you can change the way idols look by changing their skins at the Orbs option panel.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Orb collected!</div><br />
<h3>Surprise Issues</h3>It's now a bit funny to think about how worried we were about the physics performance impact in iOS. After doing some optimization, we discovered that the transparent textures alpha-testing routines were the heaviest routines. So, to make it run at 60 fps, we had to optimize everything else because there’s not much you can do about the transparent textures.<br />
<br />
To save time, we ended up making a Save-Load system that serializes our player profile components rather than using the default registry-based player preferences methods. Our approach made using saved data really easy since it is object-oriented programming.<br />
<br />
We came up with our own JSON (JavaScript Object Notation) parser for the Facebook integration because we only needed a simple but effective JSON reader for the Facebook Graph API. It was not worth having a big third-party extension library with a lot of functions we would never use anyway.<br />
<h3>In The End...</h3>So, finally, we have a polished HD version for this third game of the Totem Destroyer franchise. We hope everybody enjoys it and has a lot of fun playing it.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.totemdestoyergame.com" target="external" title="Totem Destroyer Deluxe official web site">Totem Destroyer Deluxe</a><br />
SITE: <a href="http://www.catsinthesky.com/" target="external" title="">Cats in the Sky</a></b>]]></description>
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		<title> New Xbox Live Indie Games for week ending September 30, 2011 (updated)</title>
		<pubDate>Fri, 30 Sep 2011 09:44:01 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-30-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-30-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>This may not be much of a game but I have to give a giggling nod to Wacky Waving Inflatable Arm Flailing Avatar. It is exactly what you'd expect form the name (and now I want to see my Xbox Live Avatar wackily waving its arms in front of car dealerships across the country).<br />
<br />
Otherwise, the best bets for this week look to be space gravity manipulation game High Gravity Wells, multiplayer platform action game Ranger Wars, "real-time shooter experiment" Astralia, role-playing adventure game Wizorb, eternal climber Falling Blocks, action space shooter  Robotriot, one-button jumper FastBall 2 and maybe even multiplayer dungeon game Dark Delve.<br />
<br />
Below is a list of games released between September 24 and 30, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sideral-Defense/66acd000-77fe-1000-9115-d8025855097b" target="external" title="Sideral Defense">Sideral Defense</a><br />
(240 MP, 09/24/2011, TuConceptoGames)<br />
Sideral Defense is a strategic defense game. Defend your planet from the hordes of space pirates that want to destroy populated planets.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Wacky Waving Inflatable Arm Flailing Avatar. Wacky Waving Inflatable Arm Flailing Avatars! WACKY WAVING INFLATABLE ARM FLAILING AVATAR!</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Wacky-Waving-I-A-F-Avatars/66acd000-77fe-1000-9115-d8025855097c" target="external" title="Wacky Waving I. A. F. Avatars">Wacky Waving I. A. F. Avatars</a><br />
(80 MP, 09/25/2011, Bionic-Thumbs)<br />
Capture sequences while your Wacky Waving Inflatable Arm Flailing Avatar is dancing!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Devil-Blood/66acd000-77fe-1000-9115-d8025855097d" target="external" title="Devil Blood">Devil Blood</a><br />
(80 MP, 09/25/2011, thelostone)<br />
Journey to the dark citadel of Nethermorne in a quest to kill demons and fulfill your destiny. Learn spells, upgrade weapons and loot powerful items to aid you on your epic quest.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/High-Gravity-Wells/66acd000-77fe-1000-9115-d8025855097e" target="external" title="High Gravity Wells">High Gravity Wells</a><br />
(80 MP, 09/27/2011, Stockton)<br />
Travel around galaxies by changing gravities to change your orbit. Avoid asteroids, black holes and more as you guide spaceships to their stations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ranger-Wars/66acd000-77fe-1000-9115-d8025855097f" target="external" title="Ranger Wars">Ranger Wars</a><br />
(80 MP, 09/27/2011, Nubbernaut)<br />
The Victory Rangers of Future City 20XX have worked together to vanquish every manner of threat to their beloved home planet - except each other! Now their super-star egos drive a feud that can only be settled with blood! Collect power-ups and strike from above in this action battle arena game for 2-4 players.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Astralia/66acd000-77fe-1000-9115-d80258550980" target="external" title="Astralia">Astralia</a><br />
(80 MP, 09/28/2011, Astroboid Games)<br />
Astralia is "A Real-time Strategy Shooter Experiment", a top down space shooter with RTS elements; in addition to your own ship you control a squad of drone fighters with multiple formations and weapons. You also get to manage a couple of capital ships that can be moved around to attack the enemy and can build other things like weapon platforms and bombs.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Wizorb/66acd000-77fe-1000-9115-d80258550981" target="external" title="Wizorb">Wizorb</a><br />
(240 MP, 09/28/2011, Tribute Games)<br />
The once peaceful Kingdom of Gorudo is threatened by an evil presence. The only hope for salvation is Cyrus, a wizard versed in a secret magic art called Wizorb! Explore many strange places from the derelict monster infested town of Clover to Gorudo Castle atop Cauldron Peak. Danger lurks around every corner so you'll need to keep your wits about you and have quick reflexes in order to survive.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Math-Fighter/66acd000-77fe-1000-9115-d80258550982" target="external" title="Math Fighter">Math Fighter</a><br />
(240 MP, 09/28/2011, iBlade)<br />
Battle your way to the top using various taunts, special attacks and more! Choose from 13 grades of customizable math challenges ranging from basic math to calculus! Challenge players over Xbox live with the advanced auto match making system that will pull you out of a one-player game and match you up with another opponent! Leaderboards, Badges, Unlockables, and much more!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/ZOMBIECRAFTT-1-SAMPLER/66acd000-77fe-1000-9115-d80258550983" target="external" title="ZOMBIECRAFTT!!1 SAMPLER">ZOMBIECRAFTT!!1 SAMPLER</a><br />
(240 MP, 09/29/2011, Uplion)<br />
I heard you like mining. The Skyfish finale is here!!!1111<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Falling Block by Multimac.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Falling-Blocks/66acd000-77fe-1000-9115-d80258550984" target="external" title="Falling Blocks">Falling Blocks</a><br />
(80 MP, 09/29/2011, Multimac)<br />
How long can you last, climbing up the endless tower of falling blocks? Falling blocks is a game where you climb up a randomly generated tower of blocks, either trying to get as as high as possible, or to tag as many blocks before the time limit expires. It's a fast paced platformer which always has you looking for another route up the tower.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Robotriot/66acd000-77fe-1000-9115-d80258550985" target="external" title="Robotriot">Robotriot</a><br />
(80 MP, 09/292/2011, Centurion Games)<br />
Take on the role of Slug a freelance inter-galatic repossessions agent as you track down, board, and shut down rogue space ships, regardless of protest. Features: - 12 levels of action packed fun, across three unique ships. - Unique environmental hazards ranging from blasting flamethrowers and bubbling plasma, to disintegrating pulse barriers. - Rocking Pixel art. - Chiptunes!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/FastBall-2/66acd000-77fe-1000-9115-d80258550986" target="external" title="FastBall 2">FastBall 2</a><br />
(80 MP, 09/29/2011, Klik! Games)<br />
A franchise played by more than 3 million people, now arrived at Xbox Live Indie Games... In FastBall, you control a rolling ball. In his way, there are many obstacles and his only ability is to jump. This is where he needs you, you'll make him jump by pressing A or X.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Convict-Minigames/66acd000-77fe-1000-9115-d80258550987" target="external" title="Convict Minigames">Convict Minigames</a><br />
(240 MP, 09/30/2011, Convict Interactive)<br />
A collection of 5 arcade style mini-games that will keep you and your friends hooked and entertained for hours on end! Include High Hopes (winner of the 2009 48 Hour Game Making Challenge in Brisbane, Australia), Jurassic Bar, Cave In, Triangle Man and Bop! Fun for the whole family!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dark-Delve/66acd000-77fe-1000-9115-d80258550988" target="external" title="Dark Delve">Dark Delve</a><br />
(80 MP, 09/30/2011, Checkmark Games)<br />
Sharpen your swords and study your spellbooks, great adventure awaits! Explore multiple dungeon maps, defeating foes to gain treasure and level up your characters. Many secrets and puzzles await to be discovered. Attempt to defeat several unique dungeon keepers in challenge mode, or create an unique party of up to 4 characters to solve a centuries old tragedy in the Campaign mode.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ball-Lightning/66acd000-77fe-1000-9115-d80258550989" target="external" title="Ball Lightning">Ball Lightning</a><br />
(80 MP, 09/30/2011, Samuel H. Potter)<br />
Easy to learn, challenging to master, Ball Lightning is the first title in the "simple.fun" campaign series. Test your reflexes and your wits across seven increasingly difficult levels in this arcade-style platformer from Amalgamation Softworks. Collect power-ups, avoid traps and other obstacles, rescue your wizard, and escape the dungeon!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sherbet-Thieves/66acd000-77fe-1000-9115-d8025855098a" target="external" title="Sherbet Thieves">Sherbet Thieves</a><br />
(80 MP, 09/30/2011, Bang Zero Bang)<br />
The orbital sherbet farms are under attack! Strap on your jetpack and defend the delicious crop from aliens, space stoners with munchies, and sherbet pirates! Twin-stick sherbet defense gimmick excitement awaits! Grab a friend for co-op sherbet party!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>indiePub to distribute Android games via WildTangent to mobile devices</title>
		<pubDate>Thu, 29 Sep 2011 10:45:03 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/wildtangent-indiepub-mobile-android-games-indie-games-agreement-announcement</link>
		<guid>http://www.indiepubgames.com/news/wildtangent-indiepub-mobile-android-games-indie-games-agreement-announcement</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>indiePub today (September 29, 2011) announced that it has signed an agreement with WildTangent to digitally distribute Android games to mobile devices beginning late 2011.<br />
<br />
This means indiePub's games will be either preloaded on or available to download (or both) on mobile devices that run WildTangent's new Android game client. indiePub's <a href="http://www.indiepubgames.com/konas/" target="external" title="Konas Crate">Kona's Crate</a> will be the first game offered.<br />
<br />
"Kona's Crate is a truly fantastic indie game and we're thrilled to feature it in our new service," said Sean Vanderdasson, Senior Vice President of WildTangent, in the press release distributed earlier today.<br />
<br />
According to the press release, WildTangent's soon-to-be-released Android service will include some free "premium games," demos and 24-hour game rentals that cost only a quarter (with the rental price being applied the full purchase price). It will run on BrandBoost and use WilTangent's digital currency, called WildCoins. The specific wireless carrier(s) has not yet been named.<br />
<br />
Of course, you can still expect to see all of indiePub's Android games on the <a href="http://www.indiepubgames.com/news/indiepub-new-site-service-indies-only-social-centric-marketplace">new indiePub service</a> announced yesterday as well.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.indiepubgames.com/konas/" target="external" title="Konas Crate">Kona's Crate</a><br />
SITE: <a href="http://www.wildtangent.com/" target="external" title="Wildtangent official web site">WildTangent</a></b>]]></description>
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		<title>indiePub announces new indies-only publishing platform, Beta signup</title>
		<pubDate>Wed, 28 Sep 2011 15:08:28 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-new-site-service-indies-only-social-centric-marketplace</link>
		<guid>http://www.indiepubgames.com/news/indiepub-new-site-service-indies-only-social-centric-marketplace</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
Today (September 28, 2011), indiePub revealed that it will soon launch a new social-centric, indies-only publishing platform.<br />
<br />
indiePub has been developing the new service for about a year and it will officially go live late 2011. <br />
<br />
The new indiePub, which will reside at indiePub.com, will combine e-commerce and social networking in a unique way that will allow indie developers to sell, share and market their apps. In fact, anyone will be able to create a Pub (store) to sell digital apps for multiple devices thanks to a distributed delivery system.<br />
<br />
indiePub will also use a proprietary API and (optional) digital rights management (DRM) wrapper so almost any digitally distributable game can be a part of the marketplace.<br />
<br />
If you want to get a first-hand look at the new service before it goes live, you can register at <a href="http://beta.indiepub.com" title="indiePub beta Test Signup site">beta.indiePub.com for a chance to be a part of the indiePub Beta</a>. Anyone can register.<br />
<br />
Indie developers who participate in the indiePub Beta program will be able to upload their games and prepare them to be ready for sale when the service goes live.<br />
<br />
Be sure to keep checking back here as we'll be offering more details and exclusive sneak peeks of the new indiePub before it launches.<br />
<br />
Here's a quote from VP of Gaming, Dave Reynolds, that reveals a little more about the new indiePub:<br />
<blockquote>"We were asked by numerous independent game developers to create a 'Steam for indies.' The new indiePub marketplace will give indie developers a way to tap into the growing multi-billion dollar digital download market and make money with their games by combining innovative crowd-sourced marketing with unique developer-controlled distribution tools. Instead of a site telling them how, when and for how much to sell their games, indiePub will enable publishers to independently control these without limiting distribution to only one or two platforms. We're working to make indiePub run on any device that can download apps."</blockquote><br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://beta.indiepub.com" title="indiePub Beta Signup Page">indiePub Beta Signup Page</a></b>]]></description>
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		<title>Featured Indie Devs: MinMax Games blows (not eats) your mind with Space Pirates And Zombies</title>
		<pubDate>Fri, 23 Sep 2011 09:07:43 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indie-game-developer-minmax-spaz-space-pirartes-and-zombies-feature-bio</link>
		<guid>http://www.indiepubgames.com/news/indie-game-developer-minmax-spaz-space-pirartes-and-zombies-feature-bio</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Andrew Hume<br />
<b>Age:</b> 36<br />
<b>Game(s):</b> <a href="http://spacepiratesandzombies.com" target="external" title="Space Pirates And Zombies official web site">Space Pirates And Zombies (S.P.A.Z.)</a><br />
<b>Titles/Roles:</b> Designer, Programmer<br />
<b>Location:</b> Surrey, BC (Canada)<br />
<b>Studio:</b> <a href="http://minmax-games.com" target="external" title="MinMax Games official web site">MinMax Games, Ltd.</a></td></tr></table></div>From the title of MinMax Games' first release, Space Pirates And Zombies (aka S.P.A.Z.), you can pretty much expect a plethora of fun.<br />
<br />
S.P.A.Z. takes place in a future where the Earth is toxic and humans have colonized the galaxy. You play as a space pirate who is trying to assemble a fleet and find the secret system where treasures are rumored to be stored.<br />
<br />
Before you begin bemoaning this as a simple mashup of overused pop culture coolness, keep in mind that MinMax has worked on S.P.A.Z. for more than two years.<br />
<br />
"Zombies and pirates have definitely gotten more popular over the past few years," said MinMax co-founder, designer and programmer, Andrew Hume. "We didn't intend for it to be a gimmick. In our defense, you don’t see zombified space ships too often... We have definitely caught some flak for the 'me too' of having zombies in the title but, when people actually try the game, they usually have a change of heart."<br />
<br />
The game is what Hume describes as a "top-down space shooter action RPG" and includes a randomized galaxy, real-time strategy elements and ship customization.<br />
<br />
"We often think of S.P.A.Z. as a good old-school game, updated with HD graphics and modern design philosophies," agreed Richard Clifford, MinMax co-founder, game designer, artist and sound designer. "We've worked on S.P.A.Z. for 25 months now and there is at least another six months to go. Although we are 'final,' we plan to continue to support S.P.A.Z. and add content. We love the game as much as the players, and want more toys too."<br />
<br />
In coming up with the game's antagonists, Hume and Clifford based the zombies on Star Trek's Borg and Firefly's Reavers. <br />
<br />
"We obviously couldn't call them that. The term 'zombie' was just the most representative of the mechanic," said Hume. "We needed something that could infest ships and turn your designs against you... We put a lot of work into making them having a complex ecology. In addition to being able to take over and turn your own ships against you, there are breeder zombies that lay eggs all over the area, spreading infection. Any one zombie component of the ecosystem can spawn a whole new infection given time and material. It can be neat to watch."<br />
<br />
So far, they explained, the reaction to S.P.A.Z. has been pretty good. "We tend to get a lot of mail from fans saying we've created the game of their dreams," said Hume. "We love getting that kind of mail, of course. For the most part, anyone who plays the game seems to enjoy it."<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of some space combat in Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
"With S.P.A.Z. we're trying to recapture the good old days," Hume said. "We don't see many 2D space shooters like this, so we just made one ourselves. We took a chance there were others out there who felt the same way we do and it seems there is indeed a market out there for games like this. We get a lot of fan mail about S.P.A.Z. bringing back fond memories of 'insert game here.' We often get blamed for some sleepless nights and missed homework assignments."<br />
<br />
Hume explained that they have also received a lot of suggestions that they hope to incorporate into a future release. "A lot of it we'll try and incorporate into this iteration at some point but some will have to wait until we begin developing the multiplayer sequel."<br />
<br />
That sequel will have to wait at least a couple years to be developed as they maintain focus on S.P.A.Z. with plans to release more content as well as a Mac version.<br />
<br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Richard Clifford<br />
<b>Age:</b> 30<br />
<b>Game(s):</b> <a href="http://spacepiratesandzombies.com" target="external" title="Space Pirates And Zombies official web site">Space Pirates And Zombies (S.P.A.Z.)</a><br />
<b>Titles/Roles:</b> Designer, Artist, Sound Designer<br />
<b>Location:</b> Maple Ridge, BC (Canada)<br />
<b>Studio:</b> <a href="http://minmax-games.com" target="external" title="MinMax Games official web site">MinMax Games, Ltd.</a>></td></tr></table></div>"When we both started, there was no doubt in our minds we wanted to make an epic 2D space game," Clifford recounts. "We started out being a bit over ambitious  - who doesn't? - and planned for a bit more content than the two of us could deliver. We designed a game with a wealth of alien races, including a crystal and plant based races. We even had a space carnival for our first tutorial. As the pieces fell into place, a few didn't fit and we had to remove them. In the end, the things we cut made the game stronger and more focused. We couldn't be happier with what we ended up with."<br />
<br />
<h3>Before the Space Battles Began</h3><br />
Based in British Columbia, Canada, MinMax's two-man team comes with a pretty impressive background.<br />
<br />
Hume, who  claims to have never worked a "real job," began working with Black Box Games (a.k.a. EA Black Box) while still in college.<br />
<br />
"I pretty much know that I wanted to work on games since I was about ten," Hume reminisces. "Shortly after I got my Commodore 128 and have playing everything that I could get my hands on since. I focused on math and programming in school but my big break turned out to be going to the pub one night and having a beer with a friend of a friend who was a designer at the first company I worked at. Since then, pubs have played a key role in all my career development and design decisions."<br />
<br />
An indie who started in a pub? Supremely intriguing. Any way...<br />
<br />
"I was willing to do anything to get my foot in the door but I was turned down for a testing position," Hume recalls. "I did get a job in the IT department for the company, though. I proved myself useful and things grew from there. Soon I was the QA (Quality Assurance) lead for a team and, shortly after, I was doing the gameplay scripting for Sega Soccer Slam. By then I had graduated and was soon put into a programming role. There has been a lot of evolution in my job tasks throughout my career but they all contributed to my getting a full picture of how to build a game. It has been more than 10 years now and I have been IT Manager, QA Lead, Gameplay Scripter, Programmer, Technical Lead, Technical Designer and finally one half of a now successful indie studio. This current role is the one I have been working toward from the beginning and I never want it to change."<br />
<br />
Likewise, Clifford brings plenty 'o experience to MinMax, including five years with Radical Entertainment. <br />
<br />
"I've always had a good time fiddling with game editors and mods," explained Clifford. "I spent more time during high school making Starcraft maps instead of doing my homework. For the record, that isn't a very good idea; Do your homework folks. Following high school I went to a video game design college here in Vancouver for two years. After that I lucked out and got hired as a junior designer at Radical."<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of the star map in Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
While they both may have worked at bigger game companies, forming their own indie studio allowed them to create S.P.A.Z. on their own terms.<br />
<br />
"Being indie allows us to actually make something and feasibly get it to market," said Hume. "We want to have the freedom and control you can only get with a tiny team but we don't have the man power or funds to make HD normal mapped 3D assets. There is definitely a budget trade off when you go indie but we don't think this hinders the quality of the games at all."<br />
<br />
"Well, 'studio' for us means our houses. We don't have an office or anything like that," agreed Clifford. "We run our own studio so we can have the maximum amount of control over the game and our lives. There is quite a bit of stress that comes with that but the freedom is worth it. It's great to have input on every aspect of the game."<br />
<br />
Likewise, they are rather optimistic about the future of indie games.<br />
<br />
"They are definitely here to stay," said Hume. "The unfortunate truth is that, as big studio games get more and more realistic, the development cost will go up and the acceptable risk will go down. This means more shooters and sports games for everyone. Thankfully, indie games are here to fill in the void. Despite all the sequels we see these days, people do still like new things."<br />
<br />
<h3>MinMax's Advice for Indie Developers</h3><br />
"Just keep doing what you are doing," suggests Hume. "A lot of really cool game genres are dying because they don't fit into the dominant console realm. In addition to making a wealth of crazy new ideas, the indie community is also keeping some game genres alive."<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<h3>Screen Shots of MinMax Games' Space Pirates And Zombies</h3><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of some space combat Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of the tactics screen Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of space ship customization in Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of combat in Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of combat in Space Pirates And Zombies (PC), also known as S.P.A.Z., by MinMax Games.</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://minmax-games.com" target="external" title="MinMax Games official web site">MinMax Games, Ltd.</a><br />
SITE: <a href="http://spacepiratesandzombies.com" target="external" title="Space Pirates And Zombies official web site">Space Pirates And Zombies (aka S.P.A.Z.)</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending September 23, 2011</title>
		<pubDate>Fri, 23 Sep 2011 09:07:11 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-23-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-23-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It looks like Microsoft has implemented a new blue "Indie Games" bar for all the faux box art assets. The new bar might not gel with every design but the increased contrast means you can actually read "Indie Games" in those 85 by 120 pixel thumbs on the site. I might have gone with a blue that seemed a little less Atari 2600, though.<br />
<br />
This was a very slow week for indie releases but we do get a late entry that missed last week's post called Angry Fish, a followup to FishCraft. I see a theme there. It's only 80 MP (US $1.00) so I guess there's little harm in trying to monopolize on the Angry Birds fame, right? Luckily, there's a higher percentage of decent looking games than usual this week.<br />
<br />
Best bets this skimpy week look to be pretty much all of the games: Tossing physics game Angry Fish, pushing puzzler Puzzled Rabbit, plummeting paratrooper game Project Windstorm, accurately named Avatar Fighter Online, button runner-jumper Pigs Can't Fly and tunnel shooter Tunnelvision.<br />
<br />
Below is a list of games released between September 17 and 23, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Angry Fish by Frozen Software.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Angry-Fish/66acd000-77fe-1000-9115-d80258550972" target="external" title="Angry Fish">Angry Fish</a><br />
(80 MP, 09/16/2011, Frozen Software)<br />
In this sequel to the critically acclaimed physics based action title FishCraft, the cats have gone too far!! Experience an epic tale of deceit and revenge as the fish take the fight to the cats homeland in 42 levels of extreme destruction.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Puzzled-Rabbit/66acd000-77fe-1000-9115-d80258550973" target="external" title="Puzzled Rabbit">Puzzled Rabbit</a><br />
(80 MP, 09/20/2011, )<br />
Puzzled Rabbit is a charming little game for anyone who enjoys solving puzzles. The game is based on a classic concept of sokoban and features almost 200 challenging levels. Try it and you won't regret!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Project-Windstorm/66acd000-77fe-1000-9115-d80258550974" target="external" title="Project Windstorm">Project Windstorm</a><br />
(80 MP, 08/20/2011, Always On)<br />
Project windstorm is an arcade-like style paratrooper game which takes place in the sky amongst clouds, planes, and other hazards which must be approached differently. In the game you take control of a paratrooper and are tasked with completing mission specific objectives. This game features falling out of planes, guns, missiles, explosions, humour, witty dialogue but thankfully no car chases.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Fighter-Online/66acd000-77fe-1000-9115-d80258550975" target="external" title="Avatar Fighter Online">Avatar Fighter Online</a><br />
(80 MP, 09/21/2011, Bwoot Games)<br />
A fighting game with avatars... now with online multiplayer! Fight to become champion of the Avatar Fighter tournament! Choose out of eight characters, or use your own avatar as a custom fighter with a customizable move set!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Pigs-Cant-Fly/66acd000-77fe-1000-9115-d80258550976" target="external" title="Pigs Can't Fly">Pigs Can't Fly</a><br />
(80 MP, 09/22/2011, Matt Mitman)<br />
Pigs can't fly - except in their dreams! Wallowing in mud is great and all, but sometimes you just want to soar under the stars. Feel the wind on your wings...well, strapped on wings anyway, and just let out a loud SQUEEEEEE as you zoom across the hills below, racing against the moon's descent.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Game-Frenzy/66acd000-77fe-1000-9115-d80258550977" target="external" title="Game Frenzy">Game Frenzy</a><br />
(80 MP, 09/22/2011, MindsEdge)<br />
With eight games, you will have fun for hours. This collection features many of your favorites such as Blackjack, Slider Puzzles, Tic-Tac-Toe, Concentration, Reaction, Skeet Shooting, Ballochet, and Pong. All of the games are in one convenient package providing you with hours and hours of enjoyment.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Tunnelvision by Stendec Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Tunnelvision/66acd000-77fe-1000-9115-d80258550978" target="external" title="Tunnelvision">Tunnelvision</a><br />
(240 MP, 09/22/2011, Stendec Games)<br />
Tunnel Vision is a fast paced shooter. Tunnel Vision translates traditional 2D shooter mechanics into 3D. Traditional 2D shooters are about finding gaps in areas of relatively slowly moving bullets. Most modern 3D shooters mostly work on the mechanics of aiming and taking cover. Tunnel Vision takes the idea of complex firing patterns and slowly moving bullets into the third dimension.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dont-Feed-the-Trolls/66acd000-77fe-1000-9115-d8025855097a" target="external" title="Don't Feed the Trolls">Don't Feed the Trolls</a><br />
(80 MP, 09/23/2011, Frozax Games)<br />
In a world of mountains and forests, honor the famous warning: "Don't Feed the Trolls". You need sharp reflexes to feed the bears without accidentally feeding a troll. Don't get scared and chase them with huge slaps! Don't Feed the Troll is a fast-paced reflex game played in 1-minute levels. Compare your scores with your friends and the best players with the online leaderboards.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending September 16, 2011</title>
		<pubDate>Fri, 16 Sep 2011 08:50:05 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-16-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-16-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>A big "boo" to both whomever uploaded the game Strategic Combat to the Xbox Live indie channel and Microsoft. Within the the game's description is the developer's "name" which listed as "All-templates.biz." That is is clearly neither a game developer's name nor the URL to the game. We all understand times are hard and indie devs need to make money but this type of blatant linking to a sales or link farm site cheapens indie games. It also goes to show that the Xbox Live indie channel approval process is a bit flawed (or could use a few more skilled interns). I suggest that you do not visit that link and do not purchase the game (besides not promoting this behavior, the site not even worth visiting).<br />
<br />
On a much more positive note, this week's best bets include cute and creepy platformer Aron's Journey in Dreamland, simply titled Avatar Street Basketball 2, silly and simply drawn shooter Get to tha Choppa Twooo!!2, nicely illustrated Avalis Dungeon 2, also simply named Figure 8 Racing, puzzle game Balls N Walls, President John America, stealthy SEncounter, and retro zombie shooter Dead Pixels. Heck, maybe even give A Pimp RPG a try.<br />
<br />
Below is a list of games released between September 10 and 16, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/2D-Math-Panic/66acd000-77fe-1000-9115-d80258550962" target="external" title="2D Math Panic">2D Math Panic</a><br />
(80 MP, 09/11/2011, OnekSoft Games)<br />
Solve equations and catch the falling guys with the correct answers! Lose a life if you miss correct answers, lose points if you grab the wrong answer!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Aron's Journey in Dreamland by Meruvia Game Studio.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Arons-Journey-in-Dreamland/66acd000-77fe-1000-9115-d80258550963" target="external" title="Aron's Journey in Dreamland">Aron's Journey in Dreamland</a><br />
(240 MP, 09/11/2011, Meruvia Game Studio)<br />
Discover the strange adventures of Aron. Lost in the forest, he'll try desperately to go back to the Inn he chose for his holidays. Bad luck, a storm is approaching ! This dark castle could be a refuge ! Really ? No, of course, not ! It's the mansion of some mad professor ! And, just because he's mean, he has captured Aron's girlfriend ! What ? Aron has NO girlfriend ?! Definitely strange !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Street-Basketball-2/66acd000-77fe-1000-9115-d80258550964" target="external" title="Avatar Street Basketball 2">Avatar Street Basketball 2</a><br />
(80 MP, 09/12/2011, Bionic-Thumbs)<br />
Shoot hoops with your avatar to be the best scorer in the world! Six courts and six different game modes are waiting for you in the firts "basketball" game with zombies on it!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Street-Survival/66acd000-77fe-1000-9115-d80258550965" target="external" title="Street Survival">Street Survival</a><br />
(80 MP, 09/12/2011, steveo0209)<br />
How long can you survive in this Action Survival game? You have try and get the longest distance you can while shooting and dodging the angry vans trying to run you over. With graphics hand-drawn on the computer, local leaderboards and simple, addictive gameplay, this is one Indie Game you don't want to miss! A SAVE DEVICE (Eg. A MU or Hard-Drive) IS NEEDED TO PLAY THIS GAME.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/GET-TO-THA-CHOPPA-TWOOO-2/66acd000-77fe-1000-9115-d80258550966" target="external" title="GET TO THA CHOPPA TWOOO">GET TO THA CHOPPA TWOOO!!2</a><br />
(80 MP, 09/13/2011, SO SO DEV Games)<br />
Are you ready for round twooo?! GET TO THA CHOPPA is back! Control a hot gun wielding girl, dodge missiles and mines, shoot zombies and use all new extras like the njyon pup or knight power! Not enough? Online highscores will put your skill to the ultimate test! Go, go, go!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Avalis Dungeon 2 by Team Shuriken.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avalis-Dungeon-2/66acd000-77fe-1000-9115-d80258550967" target="external" title="Avalis Dungeon 2">Avalis Dungeon 2</a><br />
(240 MP, 09/13/2011, Team Shuriken)<br />
Experience a story filled with sexy and dangerous creatures in the second episode of Avalis Dungeon !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Strategic-Combat/66acd000-77fe-1000-9115-d80258550968" target="external" title="Strategic Combat">Strategic Combat</a><br />
(80 MP, 09/14/2011, All-templates.biz)<br />
A turn based game where you can fight against the computer or a friend (Local 2 player, System Link and LIVE) in a strategic combat. Move your combat units on a board and engage in combats with combat units on the other team.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/GOOLIN/66acd000-77fe-1000-9115-d8025855096a" target="external" title="GOOLIN">GOOLIN</a><br />
(80 MP, 09/14/2011, LuckySoft)<br />
Get in Goolin, the giant robot! Use only the A button. Try to carefully consider how to go about each step along the way. Can you manage to get a higher score than your last attempt? If you find yourself playing more than 10 times, please purchase this one, since you're hooked!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Figure-8-Racing/66acd000-77fe-1000-9115-d8025855096b" target="external" title="Figure 8 Racing">Figure 8 Racing</a><br />
(80 MP, 089/14/2011, DennisMac)<br />
Figure 8 Racing (F8R) is a casual racing experience which encourages vehicle contact in order to gain the advantage. With up to 4-player split screen, multiple tracks, customisable options and mini-games F8R offers something for everyone.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Balls N Walls by David Tse.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Balls-N-Walls/66acd000-77fe-1000-9115-d8025855096c" target="external" title="Balls N Walls">Balls N Walls</a><br />
(80 MP, 09/15/2011, David Tse)<br />
Those pesky balls have escaped! Ohh no! What could we do? all you have are an unlimited supply of walls. Hmmm, Maybe you could trap the balls with the walls? Includes 2 distinct game modes, HighScores, and Unlimited content through procedural level generation in both game modes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/President-John-America/66acd000-77fe-1000-9115-d8025855096d" target="external" title="President John America">President John America</a><br />
(240 MP, 09/15/2011, Maverick Games)<br />
The United States is on the verge of collapse. In steps John America to win the 2012 presidential election. His intellect is the size of his ego, which is also the size of his biceps, which just so happen to also be the size of his love for America. John promises to personally hunt down the most dangerous terrorist threat the world has ever known, and eliminate a national debt of trillions!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/SEncounter/66acd000-77fe-1000-9115-d8025855096e" target="external" title="SEncounter">SEncounter</a><br />
(80 MP, 09/15/2011, WSBSoftware)<br />
At the end of World War II a selection of elite military personnel and scientists established a secret base on the Antarctic continent. Your mission is to infiltrate this secret base and collect all technical information pertaining to their new weapons development.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Call-Me/66acd000-77fe-1000-9115-d8025855096f" target="external" title="Call Me">Call Me</a><br />
(80 MP, 09/15/2011, Utopioneer Games)<br />
"Call Me" teaches you to read and adapt to different personalities. Using simulated conversation, "Call Me" will also give you a snapshot of your own personality.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Dead Pixels by CantStrafeRight.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Dead-Pixels/66acd000-77fe-1000-9115-d80258550970" target="external" title="Dead Pixels">Dead Pixels</a><br />
(80 MP, 09/15/2011, CantStrafeRight)<br />
When The Dead Start Walking, It's Time To Run.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/A-Pimp-RPG/66acd000-77fe-1000-9115-d80258550971" target="external" title="A Pimp RPG">A Pimp RPG</a><br />
(80 MP, 09/16/2011, HobbiSoft)<br />
Help the city of Oakland by being the cool guy on the street to remove the evil Mayor from office and get Oakland back to normal. This is a fun and funny standard RPG.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Hitbox plans to kick it up with Dustforce for PC, Mac</title>
		<pubDate>Wed, 14 Sep 2011 12:42:10 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/dustforce-pc-mac-announcement</link>
		<guid>http://www.indiepubgames.com/news/dustforce-pc-mac-announcement</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Hitbox Team has announced that its indiePub-award winning game, Dustforce, will be available late 2011 for PC (Windows) and Mac.<br />
<br />
Dustforce was originally created as a short prototype but, after winning $100,000 in <a href="http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced" title="2010 Independent Developer Competition">indiePub's 2010 Independent Developers' Competition</a>, Hitbox developed it into a full game.<br />
<br />
Here's a description of the game from the press release:<br />
<blockquote>"In Dustforce, players stylishly flow through precarious environments, sweeping up dust, leaves, trash and slime. The cleaners face off against the four Sprites who are determined to make a mess of the whole world!"</blockquote>Watch indiePub for an interview with Hitbox in the next week or so.<br />
<br />
Here's the trailer to check out while you wait followed by a pair of screen shots:<br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=ss4xmCbB-0Q</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Dustforce by Hitbox Team.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Dustforce by Hitbox Team.</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b><br />
SITE: <a href="http://dustforce.com/" target="external" title="Dustforce official web site">Dustforce</a><br />
GAME: <a href="http://www.indiepubgames.com/game/Dustforce!" title="">Dustforce Prototype @ indiePub</a><br />
SITE: <a href="http://hitboxteam.com/" target="" title="Hitbox Team official web site">Hitbox Team</a><br />
READ: <a href="http://www.indiepubgames.com/news/hitbox-team-says-the-who-when-what-where-why-and-how-of-dustforce" title="Hitbox Team Says: The Who When What Where Why and How of Dustforce">Hitbox Interview @ indiePub</a></b>]]></description>
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		<title>Dev Blog: The rights and wrongs of crafting Fractal</title>
		<pubDate>Mon, 12 Sep 2011 08:39:35 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/developer-blog-03-cipher-prime-on-making-fractal</link>
		<guid>http://www.indiepubgames.com/news/developer-blog-03-cipher-prime-on-making-fractal</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div><a href="http://indiepub.com/fractal" target="external" title="Fractal Make Blooms Not War">Fractal: Make Blooms Not War</a> was a very hard game for us to make, both the first time and now the second. We've done a lot of things right but we've also done plenty of things wrong. Let me explain.<br />
<br />
<h3>What We Did Wrong</h3><br />
<b>1) The Birth</b><br />
Fractal was born from a rather expansive idea and shaped into what it is today. Originally, we were exploring the branching mentality of gameplay: You would play levels, beat them then warp into a level built on that game-state. Complicated? Absolutely. Way too complicated.<br />
<br />
<b>2) Original Direction</b><br />
Fractal was a multiplayer idea. We spent about four months prototyping with that idea until the realization that a small team of 2 core developers couldn't make the game a reality within a year. Ugh! What a waste of time. Honestly, though, the multiplayer version was <i>sweet</i>. We should probably go back to that at some point. ;)<br />
<br />
<b>3) The Editor Lesson<br />
If there was anything we did learn, it's that you should have an editor before you even start your game engine. Fractal's development was severely hurt when we didn't have a level editor until about month six. Please, don't be as silly as us and think editing XML files is actually a viable form of level editor. We kept telling ourselves a level editor would take too long and XML can be edited in something like five seconds (it can't). The level editor took about three days to build. After it was built, the game came together in a week.<br />
<br />
<b>4) Marketing Our Game</b><br />
Yeah, we didn't do that. Not surprisingly, sales were pretty bad. Sadly, there isn't too much more to say.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Fractal's iPad splash screen.</div><br />
<h3>What We Did Right</h3><br />
<b>1) Create an Experience</b><br />
Somehow, we came out of the rubble with a really interesting puzzle game that doesn't just stand on the legs of other games. Creating a new puzzle experience that plays like a familiar title is no small task.<br />
<br />
<b>2) Audio</b><br />
Experimenting with audio is something we love. We were really able to push the envelope with the our synthe system in Flash. Not only did we create a great experience, we bridged a very large technology game for Flash. Pimp? Yes.<br />
<br />
<b>3) Avoiding the Slump</b><br />
We were able to free ourselves from the sophomore slump. One of our biggest issues with Fractal was developing in the shadow of Auditorium. Auditorium had won such critical acclaim that we never thought we could make such a unique experience again. Honestly, though, who the hell cares? Getting Fractal done showed us you can't achieve anything without trying. <br />
<br />
Creating Fractal: Make Blooms Not War was an absolutely worthwhile experience. With the port, we are getting a rare thing indeed: A second chance to make a first impression.<br />
<br />
Perseverance and hard work really do pay off.<br />
<br />
So, as we ask many others, what would you do today if you couldn't fail?<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>READ: <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1" title="Interview with Cipher Prime, creators of Fractal and Auditorium">indiePub: Interview with Cipher Prime</a><br />
READ: <a href="http://www.indiepubgames.com/news/dev-blog-2-cipher-prime-fractal-for-ipad" title="">indiePub: Dev Blog Q&A with Cipher Prime</a><br />
SITE: <a href="http://indiepub.com/fractal" target="external" title="Fractal Make Blooms Not War">Fractal : Make Blooms Not War</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending September 9, 2011</title>
		<pubDate>Fri, 09 Sep 2011 09:32:57 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-9-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-9-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's not looking to be a particularly stellar indie game week although there are a few glimmers of creativity. There's even a drinking game.<br />
<br />
This week's best bets look to be 3D puzzler Blockt, pedestrian zapping Head Shot God, super retro platformer Ninjah, action-adventure dungeon crawler Redd: The Lost Temple, lava dodger Apex, 3D Avatar-ish puzzle game Hacotoma and a relaxation platformer called Happy.<br />
<br />
Below is a list of games released between September 3 and 9, 2011 (plus a couple late releases from September 2). Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Moe Mekuro 2 by Kohei.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Moe-Mekuri-2-%E8%90%8C%E3%82%81%E3%81%8F%E3%82%8A2/66acd000-77fe-1000-9115-d80258550955" target="external" title="Moe Mekuri 2 萌めくり2">Moe Mekuri 2 萌めくり2</a><br />
(240 MP, 09/02/2011, Kohei)<br />
A new Moe Mekuri is here! Just like the previous one, the game is simple as turning all the panels to face up. Can you complete all the stages and add the cute girls' pictures to the gallery? The higher the difficulty level, the less clothing the girl in the picture have! It's a Moe-moe puzzle game that perfectly reflects the developer's appetite!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Blockt/66acd000-77fe-1000-9115-d80258550956" target="external" title="Blockt">Blockt</a><br />
(240 MP, 09/02/2011, Moltensoft)<br />
Collect all the blocks, and navigate to the goal. But be careful how you connect them -- some shapes don't roll around very well! Featuring innovative game mechanics with 3 block types, gorgeous space nebula environments, and 75 mind-bending, fully 3D puzzles to solve.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Head-Shot-God/66acd000-77fe-1000-9115-d80258550957" target="external" title="Head Shot God">Head Shot God</a><br />
(80 MP, 09/02/2011, Silver Dollar Games)<br />
It's God's plan.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ninjah/66acd000-77fe-1000-9115-d80258550958" target="external" title="Ninjah">Ninjah</a><br />
(80 MP, 09/04/2011, Big Stupid Face)<br />
Ninjah is a fast paced puzzle platformer. Get from A to B as quickly as possible with the help of your ninja rope and ninja jetpack. However, there is a snag. You may only come in to contact with blocks the same colour as Ninjah, else it's POP and you have to start again. To help combat this, you can change colour by bumping in to the corresponding checkered blocks. Good luck!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Elemental-Wizard/66acd000-77fe-1000-9115-d80258550959" target="external" title="Elemental Wizard">Elemental Wizard</a><br />
(80 MP, 09/05/2011, Boosted Games)<br />
Use your elemental staff to smash the incoming hordes of undead, orcs, goblins, troll and more. Twin stick mayhem with fire, water and air spells and the fantastic spiralling lavaball.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Redd: The Lost Temple by Blazing Forge Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Redd-The-Lost-Temple/66acd000-77fe-1000-9115-d8025855095a" target="external" title="Redd: The Lost Temple">Redd: The Lost Temple</a><br />
(240 MP, 09/05/2011, Blazing Forge Games)<br />
The world is in danger from an unknown phenomenon and only the archeologist Allie and the explorer-for-hire Redd can save us. To keep Redd alive you’ll need to outmaneuver danger, discover new abilities, and of course… blow things up! Navigate through huge dungeons avoiding sinister traps, time based puzzles, and massive stone creatures to try and unlock the mystery of the Royal Amulet of Konira.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Monkey-Madness/66acd000-77fe-1000-9115-d8025855095b" target="external" title="Monkey Madness">Monkey Madness</a><br />
(80 MP, 09/06/2011, Phoebit)<br />
Do you have spatial awareness and fast reactions? Plan forward and help your monkey to pass dangerous obstacles. Collect useful bonus items, jump and run and find the way through different landscapes. But be aware of evil monsters chasing you. Receive awards and work on your highscore list.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Primary-Potions/66acd000-77fe-1000-9115-d8025855095c" target="external" title="Primary Potions">Primary Potions</a><br />
(80 MP, 09/07/2011, Hydra Games Studios)<br />
Awoken from a thoroughly traumatic event, you are a young mage who has endeared themselves to the Saeron, the greatest alchemist in the land! Luckily she seems to like you, so she takes you in and teaches you the art of alchemy. Through training and hard work, you learn the skills of an alchemist, mixing potions and filling the orders of the kingdom, while making money like any good shopkeeper.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Kings-Cup/66acd000-77fe-1000-9115-d8025855095d" target="external" title="King's Cup">King's Cup</a><br />
(80 MP, 09/07/2011, Dwarf Biter)<br />
Everybody's favorite drinking card game is now available on your Xbox! No more digging through the junk drawer for lost cards or scouring the internet for the card rules. Just grab some friends and some drinks and pass that controller around! Get ready to laugh, drink, and even take off some clothes with King's Cup. Please remember to drink responsibly.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Apex by Riddlersoft.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Apex/66acd000-77fe-1000-9115-d8025855095e" target="external" title="Apex">Apex</a><br />
(80 MP, 09/07/2011, Riddlersoft)<br />
Are you quick enough to stay ahead of the sizzling hot lava? Can you stay calm under the pressure as you race against the lava to get as high as you can? Explore a huge level with secret power ups and alternative paths as you try to get higher than anyone else.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Play-As-You-Go/66acd000-77fe-1000-9115-d8025855095f" target="external" title="Play As You Go">Play As You Go</a><br />
(80 MP, 09/07/2011, Scrubby Fresh Studio's L.L.C.)<br />
This is a mini arcade setup. It has three games Beyond Space is a space shooter. Color Mimic is a memory game. H1N1 a.k.a. Swine Flu is a brick breaker.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/HACOTAMA/66acd000-77fe-1000-9115-d80258550960" target="external" title="HACOTAMA">HACOTAMA</a><br />
(240 MP, 09/08/2011, YO1KOMORI)<br />
A true puzzle game without an action element. "Features" A mysterious virtual world where you can stand on any box or ball surface. Beautiful graphics with balls that reflect, refract and concentrate light amid colorful boxes. An entirely new experience! Thinking three-dimensionally makes this a simple but profound game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/HAPPY/66acd000-77fe-1000-9115-d80258550961" target="external" title="HAPPY">HAPPY</a><br />
(80 MP, 09/08/0211, SOLLOMAN)<br />
This game is perfect for all ages; left, right and jump is all that’s needed. The beautiful soundtrack, smooth gameplay and visuals of the environments bring this game to life, making the game very enjoyable and relaxing to play.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Featured Indie Devs: Beatnik Games puts fun in Plain Sight</title>
		<pubDate>Thu, 08 Sep 2011 12:44:37 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/beatnik_games_plain_sight_independent_game_developers</link>
		<guid>http://www.indiepubgames.com/news/beatnik_games_plain_sight_independent_game_developers</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><br />
<div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Sherif Aziz<br />
<b>Age:</b> 30<br />
<b>Game(s):</b> <a href="http://plainsightgame.com/" target="external" title="Plain Sight official web site">Plain Sight</a><br />
<b>Title/Role:</b> CEO<br />
<b>Location:</b> Southbank, London (England)<br />
<b>Studio:</b> <a href="http://www.beatnikgames.com/" title="Beatnik Games official web site" target="external">Beatnik Games</a></td></tr></table></div>Beatnik Games is a six-person indie studio in Southbank, London, that has done pretty well with its first game, <a href="http://plainsightgame.com/" target="external" title="Plain Sight official web site">Plain Sight</a>, selling more than 100,000 units since it was released earlier this year.<br />
<br />
Plain Sight features what Beatnik calls "suicidal robots in space" where you kill opponent robots to absorb their energy and become more powerful and a larger target. As a twist, you must periodically self-destruct in order to score points otherwise you risk losing them to more crafty opponents.<br />
<br />
Beatnik's CEO, Sherif Aziz, and Director, Damien Cerri, took time to answer a few questions about Plain Sight, their studio and experience as indie developers.<br />
<br />
<h3>iP: Who is on the Beatnik team and what do they do?</h3><br />
<b>SHERIF AZIZ:</b> We have a six-man team at Beatnik. As we’re a small team we all have to be cross discipline. Officially we have three programmers, two Artists and one admin but, in reality, we all do a bit of everything. We all put our two cents in about game design, art direction and gameplay.<br />
<br />
<h3>iP: Why "Beatnik?"</h3><br />
<b>DAMIEN CERRI:</b> The Beat generation was cool? We liked the ideas and theme of the Beat Generation with it’s over the top caricature style and off the wall thinking.  It just kind of summed us up.<br />
<br />
<h3>iP: Please describe Plain Sight...</h3><br />
<b>AZIZ:</b> Suicidal Ninja Robots in Space. You only bank your points once you detonate.<br />
<br />
<b>CERRI:</b> Plain Sight was our first game which kind of evolved during development. It was very experimental and started out as something totally different and got to where it is with trial and error.<br />
<br />
<h3>iP: Has Plain Sight done well since it was released? What type of response have you received and how has that influenced you and how you develop games?</h3><br />
<b>AZIZ:</b> Plain Sight sold over 100,000 units (and averaged) 76 on MetaCritic. We’re pretty happy with that. Everyone enjoys the game and thinks it’s great but unfortunately there only seems to be a small number of monthly active users. Users are content in a multiplayer game which means, as the servers are quiet, we rapidly lose monthly active users. I think we need to hit a critical mass point to get more people playing Plain Sight. We always see a spike when we send an update so people are still interested. We’ve tried a few things to keep players engaged but I think until we get that critical mass we’re going to struggle. We’re seriously thinking about making Plain Sight Freemium which feels like a risky, drastic move,  especially for a small indie studio like us.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Plain Sight (PC) by Beatnik Games.</div><br />
<h3>iP: How else has the game evolved since you started developing it and since it was first released?</h3><br />
<b>AZIZ:</b> We’re constantly tweaking and updating the game. We listen to what the people are saying on the forums and reviews and try to address any issues. Since the game was released we've added Persistent Perks, a currency system, tweaked the game mechanics and added some game metrics. We’re working on a few new levels, a level editor and a few other things which we hope to release soon.<br />
<br />
<h3>iP: Is there a theme with your games?</h3><br />
<b>AZIZ:</b> Not really. We try to think of an original twist to everything we do. I suppose a consistent theme might be a simple but striking art style.<br />
<br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Damien Cerri<br />
<b>Age:</b> 28<br />
<b>Game(s):</b> <a href="http://plainsightgame.com/" target="external" title="Plain Sight official web site">Plain Sight</a><br />
<b>Title/Role:</b> Director<br />
<b>Location:</b> Southbank, London (England)<br />
<b>Studio:</b> <a href="http://www.beatnikgames.com/" title="Beatnik Games official web site" target="external">Beatnik Games</a></td></tr></table></div><h3>iP: How did you get into game development?</h3><br />
<b>AZIZ:</b> Being an avid player of games from a young age, I always wanted to get into games development. I studied Computer Science in order to get into the games industry. After I graduated I earned a Masters at Abertay in Software Engineering (Computer Games Technology) and got my first job in the industry shortly thereafter. <br />
<br />
<b>CERRI:</b>  Like Sherif I’ve always been an avid gamer. However, for me, I just decided one day that I wanted to start making games and went for it. I got together with a friend and started Beatnik Games. It’s been tough and we’ve made many mistakes but, after releasing Plain Sight, I can’t think of doing anything else.<br />
<br />
<h3>iP: What is the Beatnik development process?</h3><br />
<b>AZIZ:</b> Dream it. Prototype it. Refine it. Build it. I really want this to be a cool acronym. We basically come up with an idea for a cool games, prototype it on paper, then in Unity. Once we’ve decided the game has potential we then try and refine it into what we think are it’s core elements and then start building it. <br />
<br />
<h3>iP: What do you dislike about making games?</h3><br />
AZIZ: For me it’s probably the grind after the initial buzz from making a new game wears off. This is probably the only part of games development that actually feels like a job. You have to work hard to piece things together and remain positive that what you’re making is going to be good while it comes together. It’s also annoying when things that sound good on paper and in your head don’t quite work once you’ve put them into the game.<br />
<br />
<h3>iP: What is your favorite part of making games?</h3><br />
<b>AZIZ:</b> My favorite part of making games is probably the early stages of development where you’re experimenting with gameplay mechanics and getting things up and running, trying to dream up the best game possible. <br />
<br />
<h3>iP: Talk a bit about your "cool new games for some interesting people and platforms..."</h3><br />
<b>AZIZ:</b> (Laughs. We can’t really say too much about this. Basically we have a mobile game in development which has been signed by a fairly big publisher and a second, more exciting project in the works that a different publisher is interested in. That’s not really revealing anything is it?<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Plain Sight (PC) by Beatnik Games.</div><h3>iP: Why remain indie? Why have your own studio?</h3><br />
<b>AZIZ:</b> Basically for creative freedom to do what we like. It’s challenging and risky but I think more rewarding. <br />
<br />
<h3>iP: What is the indie game culture like in England?</h3><br />
<b>AZIZ:</b> There’s a small but healthy indie community in London with some exceptional talent. We all try to meet fairly regularly, once a month, for some beers and a chat. I keep hearing a lot about some of the bigger organizations like C4 and BBC wanting to help out the Indie community so hopefully it’ll grow over the coming years.<br />
<br />
<h3>iP: What does the future look like for indie games?</h3><br />
<b>AZIZ:</b> Our friends at Havok believe that Indie developers are the future of the games industry. We believe that they’re on to something. Large studios can’t take many risks, while small indie studios are pretty much forced to innovate due to resource constraints. With amazing tools like Unity, Havok and UDK more readily available to indie developers, and companies like Sony supporting independent developers, we believe it’s never been a better time for Indie games pushing high quality, new and interesting games onto the market. I think the future of Indie Development will only get better.<br />
<br />
<h3>iP: What advice to you have for other indie game developers...</h3><br />
<b>AZIZ:</b> Make something and ship it. I’ve seen too many people start making something and never get it out there. Games are easily updated these days so even if it’s not perfect, you can start getting some feedback and tweak things to get better results. I remember seeing Tower of Goo which would become World of Goo many many years ago while it was still an experimental game. There wasn’t quite a game but they had something interesting, it took them years before they honed it into World of Goo.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Plain Sight (PC) by Beatnik Games.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Plain Sight (PC) by Beatnik Games.</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.beatnikgames.com/" title="Beatnik Games official web site" target="external">Beatnik Games</a><br />
SITE: <a href="http://plainsightgame.com/" target="external" title="Plain Sight official web site">Plain Sight</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending September 2, 2011</title>
		<pubDate>Fri, 02 Sep 2011 13:28:49 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-2-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-september-2-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Ah, a long weekend approaches for most of here in the US. That means a whole extra day to get in some game time which is good because there were a lot of games released this past week including a few listed for more than the usual 80 MP ($1.25).<br />
<br />
Best bets this week look to be Guarding, Beach Bubbles 2, All the Bad Parts, Zombie Racers, SpeedRunner HD, Kobold's Quest, Train Frontier Express, Chain Crusher, Avatar Connection, Chester, Air Combat: Desert Aces and maybe even JellyFish MD.<br />
<br />
Below is a list of games released between August 27 and September 2, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Rocks-In-Spaaace/66acd000-77fe-1000-9115-d80258550940" target="external" title="Rocks In Spaaace">Rocks. In. Spaaace!</a><br />
(80 MP, 08/27/2011, RetroZombie)<br />
Complete a 4-part space course with the best score, and unlock faster ships the more you play!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Ninja Sneaking by WINGLAY.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Ninja-Sneaking/66acd000-77fe-1000-9115-d80258550941" target="external" title="Ninja Sneaking">Ninja Sneaking</a><br />
(80 MP, 08/27/2011, WINGLAY)<br />
Game Over when an enemy finds you.This game is very difficult. Get to the top floor through the traps and enemies sight! Get the fastest clear time! You can practice floors you've reached in "Floor training" mode.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/That-Really-Hot-Chick/66acd000-77fe-1000-9115-d80258550942" target="external" title="That Really Hot Chick">That Really Hot Chick</a><br />
(80 MP, 08/27/2011, )<br />
Save the chick from being captured by various evil foes with the help of your friend, dodgyness and overall awesomeness! Play with up to one player! Thumbs up if glorious game happy make!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Guarding/66acd000-77fe-1000-9115-d80258550943" target="external" title="Guarding">Guarding</a><br />
(80 MP, 08/28/2011, cupholder)<br />
Guarding is your classic RPG adventure. Follow a group of young warriors as they begin their perilous journey. Choose your party and fend off monsters with a variety of magic and skills!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Beach Bubbles 2 by Team Shuriken.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Beach-Bubbles-2/66acd000-77fe-1000-9115-d80258550944" target="external" title="Beach Bubbles 2">Beach Bubbles 2</a><br />
(240 MP, 08/28/2011, Team Shuriken)<br />
Collect all bubbles !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/All-the-Bad-Parts/66acd000-77fe-1000-9115-d80258550946" target="external" title="All the Bad Parts">All the Bad Parts</a><br />
(80 MP, 08/28/2011, Ben Cook)<br />
All the Bad Parts is an Action Adventure that features hand to hand combat, weapons, a shifting plot line, and multiple endings. The story begins in a classroom. While trying to survive school, Corbin starts to notice that time is starting to speed up, and everything isn’t as it appears. He then has to make sense of the shifting world around him, fight waves of enemies, and make key decisions.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Professional-tealer/66acd000-77fe-1000-9115-d80258550947" target="external" title="Professional Stealer">Professional $tealer</a><br />
(80 MP, 08/29/2011, Aly Ameen)<br />
Sidescrolling Platform game. Use your parkour skills to jump across buildings, dodge planes and rockets while escaping the cops! Many different modes of gameplay! Challenge a friend in multiplayer mode! Try challenge mode and submit your score to see who is the most Professional Stealer !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Racers/66acd000-77fe-1000-9115-d80258550949" target="external" title="Zombie Racers">Zombie Racers</a><br />
(80 MP, 08/29/2011, Big Head Games Ltd.)<br />
Take your bloody revenge from behind the wheel of an automotive zombie killing machine. Play single player score attack where reaching your target of zombie kills unlocks the next stage or take on a friend in multiplayer free roaming where finding weapons means the difference between winning and dying. Be it a zombie magnet, a flame thrower or a bomb it could be the last choice you make.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Avatar Running by AloneSoft.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Running/66acd000-77fe-1000-9115-d8025855094a" target="external" title="Avatar Running">Avatar Running</a><br />
(80 MP, 08/29/2011, AloneSoft)<br />
It is four person fighting type action game corresponding to online. It corresponds to the course design and the course sharing.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/RumbleVoice/66acd000-77fe-1000-9115-d8025855094b" target="external" title="RumbleVoice">RumbleVoice</a><br />
(80 MP, 08/29/2011, Aztecgames)<br />
See and feel sounds like never before. When you put on music, you can feel the beat in your hands. Speak to a friend and let them feel the sound of your voice. You can even change your voice, add echo or speak through an animal. Simple fun to be had by anyone!!! (*Headset microphone is required*)<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/SpeedRunner-HD/66acd000-77fe-1000-9115-d8025855094c" target="external" title="SpeedRunner HD">SpeedRunner HD</a><br />
(240 MP, 08/29/2011, DoubleDutch Games)<br />
Use your grappling hook, walljumping and other acrobatic skills to speedrun as quickly as possible, and dismantle the bomb in time! While the singleplayer offers enough challenges to keep you busy for a while, the multiplayer is where this game really shines. So gather (up to) 3 of your friends and compete in a speedrunning spectacle with gameplay reminiscent of Mario Kart and Micro Machines!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Kobolds-Quest/66acd000-77fe-1000-9115-d8025855094d" target="external" title="Kobolds Quest">Kobold's Quest</a><br />
(240 MP, 08/29/2011, SuckerFree Games)<br />
Three chapters of hardcore baby stealing action! Cut Scenes straight from the bowels of Newgrounds! Join your Kobold compatriots in this platforming grief game.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Train Frontier Express by Team Train Frontier.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Train-Frontier-Express/66acd000-77fe-1000-9115-d8025855094e" target="external" title="Train Frontier Express">Train Frontier Express</a><br />
(240 MP, 08/30/2011, Team Train Frontier)<br />
Train Frontier is a landscape building and train riding good time. Make an epic creation, then share it with your friends through Xbox Live and ride together. Build it, share it, ride it, crash it, relax!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Chain-Crusher/66acd000-77fe-1000-9115-d8025855094f" target="external" title="Chain Crusher">Chain Crusher</a><br />
(400 MP, 08/30/2011, Mindware corporation)<br />
An enemy has invaded our beautiful solar system from a faraway galaxy. You are the one to chase off the invaders using "Chain Crusher", the last and strongest space ship in the solar system. Do you attack surely and steadily? or get massive points by taking down many of them at a time... It's simple and exciting. The game shows your personality on the screen, "Chain Crusher".<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Connection/66acd000-77fe-1000-9115-d80258550950" target="external" title="Avatar Connection">Avatar Connection</a><br />
(80 MP, 08/31/2011, Digital DNA Games)<br />
The Avatar Connection. The game show where you meet real people online with your Xbox Avatar.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Chester/66acd000-77fe-1000-9115-d80258550951" target="external" title="Chester">Chester</a><br />
(240 MP, 08/31/2011, Brilliant BlueG)<br />
Reclaim your cupcakes! Battle though five worlds as over 10 unique, level-upable, unlockable Chester personalities! Also change the look of the entire game at will with unlockable styles liek 8-Bit, LCD, Sketch, Blueprint, and more!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Jet-Star-Universe/66acd000-77fe-1000-9115-d80258550952" target="external" title="Jet Star Universe">Jet Star Universe</a><br />
(80 MP, 09/01/2011, Duane Hoyt)<br />
Game featuring 8 levels, variety of enemies, and power ups to choose from. Take in command of the Jet to shoot in outer space and beating the final boss. Reach your goal towards a high score and getting to the top 10 list.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Air Combat: Desert Aces by Strange Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Air-Combat-Desert-Aces/66acd000-77fe-1000-9115-d80258550953" target="external" title="Air Combat: Desert Aces">Air Combat: Desert Aces</a><br />
(80 MP, 09/01/2011, Strange Games)<br />
Take to the skies over North Africa in a P-47 Thunderbolt to defend against the German Luftwaffe. Attempt to break past their fighters and destroy their base while your squadron provides cover. Your armament includes wing mounted .50 cal machine guns and the option to equip a variety of rockets and heavy bombs.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Jellyfish-MD/66acd000-77fe-1000-9115-d80258550954" target="external" title="Jellyfish MD">Jellyfish MD</a><br />
(80 MP, 09/02/2011, Kevin Costello)<br />
Pollution has struck Jellyfish City! Take on the role of the esteemed Dr Jellyfish's new assistant. Use your powers of perception and spatial reasoning to match up colored bubbles to cure the adorable denizens of Jellyfish City in this unique and challenging puzzle game.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<item>
		<title>Highlights from PAX Prime 2011</title>
		<pubDate>Wed, 31 Aug 2011 11:12:23 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/pax-prime-2011-recap-highlights</link>
		<guid>http://www.indiepubgames.com/news/pax-prime-2011-recap-highlights</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption">PAX Prime 2011 attendees play the demo version of Vessel which was on display in the indiePub booth throughout the expo. (indiePub/Mary Kish)</div><br />
Gaming expos are usually a cluster of game demos, ridiculously extravagant booth decor and all the free swag you can stuff in your pockets. Penny Arcade Expo (aka PAX Prime), on the other hand, is a nice break from the brash, marketing-heavy focus of large gaming companies that takes place at E3 or GDC.<br />
<br />
For indie devs, PAX is a great opportunity to get a sneak peak at the industry without getting lost in the shuffle.<br />
<br />
For example, one wing was entirely dedicated to smaller indie companies showcasing their games and telling their stories. This is also where indiePub called home for three days.<br />
<br />
In the <a href="http://www.indiepubgames.com/news/indiepub-pax-prime-2011-booth-lineup" title="indiePub booth at PAX Prime 2011">indiePub booth</a>, Vessel was shown on four computers surrounding a 48-inch TV which showcased the new trailer. PAX Prime attendees were treated to a new demo of Vessel and a free game (either Kona's Crate for iOS or Fractal for iPad). Our booth was always full and we had a blast chatting with people about our upcoming games.  <br />
<br />
Visually, PAX Prime was a stunning display of top-tier to-be-released games:<br />
<ul><li>Counter Strike featured the new version - Global Offensive - in a booth filled with demos and giveaways.</li><br />
<li>Gears Of War 3 lined the walls of its booth with a new poster including Dom’s striking new pose.</li><br />
<li>Skyrim’s booth featured a massive dragon that scraped the convention centers ceiling.</li><br />
<li>Ubisoft's booth featured a plethora of new games including Assassin’s Creed Revelations, Tom Clancy’s Ghost Recon and every Just Dance ever made.</li></ul><br />
Cosplay was everywhere within the show and played a heavy role within the community. My personal favorites were the C3PO, Buzz Lightyear and Link costumes.<br />
<br />
Scott Macmillan shared his story and a lot of worthwhile advice during his panel simply titled, "Death of an Indie Studio." Macmillan focused on his missteps with the hope of helping other indie devs avoid the same issues. He blamed motivation and marketing for most of his problems and urged listeners to be realistic with their budgets while not forgetting the power of marketing within a game. <a href="http://www.pcgamer.com/2011/03/24/post-pax-recap-the-death-of-an-indie-studio-by-scott-macmillan/" target="external" title="The Death of an Indie Studio by Scott Macmillan">PCGamer</a> has posted a great recap of the panel.<br />
<br />
Be sure to look out for PAX next year. There’s really nothing else quite like it.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The indiePub booth is prepped and ready for PAX Prime 2011 attendees. (From left to right) indiePub's Mary Kish, Vessel developers John Krajewski and Martin Farren from Strange Loop Games with Aaron Yelton from indiePub. (indiePub)</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A PAX Prime attendee puts in some time with the Vessel demo in the indiePub booth. (indiePub/Mary Kish)</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The All Zombies Must Die Booth featured a makeup artist who was painting attendees to death. Well, a living sort of death. (indiePub/Mary Kish)</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">indiePub's Mary Kish poses with a cosplayer wearing an impressive C3PO costume at PAX Prime 2011. (indiePub)</div><br />
<br />
Look for more PAX Prime 2011 photos on <a href="https://www.facebook.com/wherestheindie" target="external" title="PAX Prime 2011 photos by indiePub">indiePub's Facebook page</a>.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>READ: <a href="http://www.pcgamer.com/2011/03/24/post-pax-recap-the-death-of-an-indie-studio-by-scott-macmillan/" target="external" title="The Death of an Indie Studio by Scott Macmillan">PCGamer</a><br />
READ: <a href="http://www.indiepubgames.com/news/indiepub-pax-prime-2011-booth-lineup" title="indiePub booth at PAX Prime 2011">indiePub</a><br />
SITE: <a href="http://www.indiepub.com/vessel/" title="Vessel official web site">Vessel</a><br />
SITE: <a href="http://prime.paxsite.com/" target="external" title="PAX Prime official web site">PAX Prime</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending August 26, 2011</title>
		<pubDate>Mon, 29 Aug 2011 12:40:39 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-26-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-26-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>There seem to have been a lot of games this past week including, as usual, a few retro-graphics games. Surprisingly, nothing with "avatar" in the name.<br />
<br />
Best bets this week look to be retro style 2D platformer Doc Logic, tank combat (on dot-matrix printouts?!) Attank, beautifully illustrated 2D adventure Raventhorne, dungeon crawler Cursed Loot, low-res blood and gore Cute Things Dying Violently (mostly because of the name and images of bloody smiley faces), real-time strategy game VideoWars, weird retro-game mashup Space Bat, long-awaited 3D runner T.E.C. 3001 and maybe even hectic runner Jump Hero.<br />
<br />
Below is a list of games released between August 20 and August 26, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
 <br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Doc Logic by DocLogic.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Doc-Logic/66acd000-77fe-1000-9115-d8025855092b" target="external" title="Doc Logic">Doc Logic</a><br />
(80 MP, 08/20/2011, DocLogic)<br />
Doc Logic is a retro styled 2D survival-platformer. Enemies and traps will try to slow you down, but the only thing that can lead to a “game over” screen is the clock reaching zero. Doc Logic contains 8 unique different stages that offer a change in gameplay, and features music from 8 Bit Weapon.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Attanck/66acd000-77fe-1000-9115-d8025855092c" target="external" title="Attanck">Attanck</a><br />
(80 MP, 08/20/2011, Daisy Maze Games)<br />
The 80's super computer has taken over and is printing out an evil ascii army! Command the high tech dot matrix assault vehicle and get ready to kick some ascii in this retro style arcade action title.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Raventhorne/66acd000-77fe-1000-9115-d8025855092e" target="external" title="Raventhorne">Raventhorne</a><br />
(240 MP, 08/21/2011, Milkstone Studios S.L.)<br />
Milkstone Studios proudly presents an epic 2D adventure of glory and vengeance! Help Raventhorne, the fallen norse hero fullfill his fate and take revenge for his death! Clear your way through the 6 worlds of Yggdrasil, and reach Asgard before Ragnarok is unleashed.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Attack-of-the-evil-androids/66acd000-77fe-1000-9115-d8025855092f" target="external" title="Attack of the evil androids">Attack of the evil androids</a><br />
(240 MP, 08/22/2011, Wizards Entertainment)<br />
This is an amazing action platform game where you must help the planet Earth of the attack of the evils androids. With 25 levels full of action and fun, where you need to fight with different hard opponents and save as many people as you can. This is an intensive physics game where you can smash walls, break floors, use elevators and other levels gadgets.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Cursed Loot by Eyehook Games LLC.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cursed-Loot/66acd000-77fe-1000-9115-d80258550930" target="external" title="Cursed Loot">Cursed Loot</a><br />
(80 MP, 08/22/2011, Eyehook Games LLC)<br />
SAME GAME -- NEW NAME. The ultimate dungeon crawling experience just got better. Now with 5 playable classes, 9 unique skills, and more!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Heroes-vs-Zombies/66acd000-77fe-1000-9115-d80258550931" target="external" title="Heroes vs. Zombies">Heroes vs. Zombies</a><br />
(80 MP, 08/23/2011, RicolaVG)<br />
Play with up to 4 people in order to fend off the zombie horde. Gain exp to learn new techniques. Can you survive?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Meep-2-Jumping-Evolved/66acd000-77fe-1000-9115-d80258550932" target="external" title="Meep 2 - Jumping Evolved">Meep 2 - Jumping Evolved</a><br />
(80 MP, 08/23/2011, Andreas Heydeck)<br />
Meep 2 - Jumping Evolved offers different gameplay from what you've seen before in platform jumpers. Beat the clock in time trial in 20 different levels! Help yourself to be the best by viewing the ghostplayer from the best times for each level! You can also enjoy some splitscreen multiplayer action against a buddy in tournaments!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lucky-Game/66acd000-77fe-1000-9115-d80258550933" target="external" title="Lucky Game">Lucky Game</a><br />
(80 MP, 08/23/2011, LuckySoft)<br />
This is a game you can enjoy golf and gambling machine with. Decide an angle and power to put a ball in a cup. Winnings increase as you place the right bets. Maybe the farther the cup, the better the chance. 1 player : Increase your winnings. kinds of the gambling machines be increased when you increase maximum winnings. 2 - 4 players : Compete with other player in scores.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/After-Dusk/66acd000-77fe-1000-9115-d80258550934" target="external" title="After Dusk">After Dusk</a><br />
(80 MP, 08/23/2011, )<br />
Long range communications aboard the 'Century Research Station' have abruptly stopped shortly after a distress signal was sent out. With military forces spread far and few in-between, a freelance vessel has been contracted to investigate and report on the problem. Little do the intrepid travelers know, something dire lurks in the dark of Century Station...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Steel-Avenger/66acd000-77fe-1000-9115-d80258550935" target="external" title="Steel Avenger">Steel Avenger</a><br />
(80 MP, 08/23/2011, Redtalon)<br />
In the cheesiest story line I could manage, Harry Kersey, ex cop, avenges his brutal wife's death, on a rampage across the streets of down town Farlix upon Trent. Where Harry takes vengeance on the criminals responsible, with the help from the local police force who often turn a blind eye or offer a power up.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A bloodless screen shot of Cute Things Dying Violently by ApathyWorks.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cute-Things-Dying-Violently/66acd000-77fe-1000-9115-d80258550936" target="external" title="Cute Things Dying Violently">Cute Things Dying Violently</a><br />
(80 MP, 08/24/2011, ApathyWorks)<br />
Flick hapless Critters around to get them safely out of each level! Dodge all sorts of lethal goodies like spikes, buzzsaws, and fire, and use a variety of wacky items to pull it off. Play through 60 mind-bending, reflex-testing singleplayer levels, 6 bloodthirsty challenge levels, and 1 murderous bucket-headed robot! Want more? Try out the local multiplayer and the built-in level editor.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/VideoWars/66acd000-77fe-1000-9115-d80258550937" target="external" title="VideoWars">VideoWars</a><br />
(80 MP, 08/24/2011, Baaad Dad)<br />
VideoWars is Arcade Real-Time Strategy - it's fast-paced and easy to pick up and play so you can get right into the battle. It's got smart units that you don't have to micromanage. And it's got lots and lots of nuclear combat, with all of the style of the arcade classics. Try awesome arcade strategy today, with VideoWars!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Blobs/66acd000-77fe-1000-9115-d80258550938" target="external" title="Blobs">Blobs</a><br />
(80 MP, 08/24/2011, ShadowPredator)<br />
Blobs is an action puzzle game. Catch the blobs and then fire them back at the invading blob army, but be careful they are only weak against blobs of the same colour. Blobs includes three game modes, each with difficulty options, scoreboards and trophies!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ambient-Travels/66acd000-77fe-1000-9115-d80258550939" target="external" title="Ambient Travels">Ambient Travels</a><br />
(80 MP, 08/24/2011, Dwarf Biter)<br />
Summertime may be almost over, but that doesn't mean the vacation has to be! With Ambient Travels you can travel the world from the comfort of your couch. You can visit Ireland, Hawaii, Egypt, and more! Just relax and let the ambient sounds soothe you.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Space-Bat/66acd000-77fe-1000-9115-d8025855093a" target="external" title="Space Bat">Space Bat</a><br />
(80 MP, 08/24/2011, Dont Press X)<br />
Bat, Ball, Aliens, Blocks, Many varied levels, Power ups, No flying rodents, enjoy...<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of T.E.C. 3001 by Phoenix.</div><br />
<a href="" target="external" title="T.E.C. 3001">T.E.C. 3001</a><br />
(240 MP, 08/24/2011, Phoenix)<br />
T.E.C. (Tesla Energy Collector) 3001 is 3D action single player game. You are guiding a robot through a virtual space to collect leftovers of energy for human kind. There are 20 levels and each one of them brings unique challenge to the player. Player will master in guiding a robot (T.E.C.) on level through series of trials and repetitions.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cubicle/66acd000-77fe-1000-9115-d8025855093c" target="external" title="Cubicle">Cubicle</a><br />
(80 MP, 08/25/2011, Uberplex)<br />
As the newest intern on the job, keep up with the rapid flow of cubicle work to keep your job. Use intuitive thumbstick controls to master your daily routine. Player in single player mode, or compete head to head against a friend.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Jump-Hero/66acd000-77fe-1000-9115-d8025855093d" target="external" title="The Jump Hero">The Jump Hero</a><br />
(80 MP, 08/25/2001, Silver Dollar Games)<br />
Jump. Fly. Dive. Survive.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Doom-Destiny/66acd000-77fe-1000-9115-d8025855093e" target="external" title="Doom & Destiny">Doom & Destiny</a><br />
(240 MP, 08/25/2011, HeartBit Interactive)<br />
Doom & Destiny is a conventional Japanese style RPG with an unconventional mood. Strange events bring four friends in a fantasy world made of cliche, strange people and a lot of humor. Help them in the battle against the evil villain and to find their way home.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Asphalt-Jungle-2/66acd000-77fe-1000-9115-d8025855093f" target="external" title="Asphalt Jungle 2">Asphalt Jungle 2</a><br />
(80 MP, 08/26/2011, Hoelkosoft)<br />
The road building game is back.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Visit the indiePub booth at PAX Prime 2011</title>
		<pubDate>Wed, 24 Aug 2011 09:09:48 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-pax-prime-2011-booth-lineup</link>
		<guid>http://www.indiepubgames.com/news/indiepub-pax-prime-2011-booth-lineup</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
indiePub will have a booth at <a href="http://prime.paxsite.com/" target="external" title="PAX Prime 2011">PAX Prime 2011</a> where it will be showing off several games and giving away codes for two indiePub games. <br />
<br />
PAX Prime 2011 is taking place in Seattle, WA (USA), August 26-28, 2011 and indiePub's booth is #6410. It'll be the booth with the indiePub and Vessel banners.<br />
<br />
Indie developers Strange Loop Games will be there demonstrating and talking about <a href="http://www.indiepub.com/vessel" title="Vessel web site">Vessel</a> which will be available this holiday season for PC, PlayStation Network and Xbox Live. You'll also be able to get your hands on the game and give it a gooey fluros whirl.<br />
<br />
indiePub will be also demonstrating playable versions of Vessel, <a href="http://www.indiepub.com/fractal" title="Fractal: Make Blooms Not War web site">Fractal: Make Blooms Not War</a>, <a href="http://konascrate.com" title="Konas Crate web site">Kona's Crate</a> and <a href="http://www.stormthegame.com/" title="Storm web site">Storm</a> throughout PAX Prime as well as displaying a sneak peak video of the upcoming game, Wanted Corp.<br />
<br />
Make certain you stop by the indiePub booth and ask how you can get a free copy of either Kona's Crate (for iOS) or Fractal (for iPad).<br />
<br />
Here's a bit more about each game, straight from the press release:<br />
<blockquote><b><a href="http://www.indiepub.com/vessel" title="Vessel web site">Vessel</a></b><br />
(Available Holiday 2011 for PC, Playstation Network and Xbox Live)<br />
Built on a groundbreaking, custom, liquid-physics engine, Vessel tells a tale of the promise and peril of the human race as it stands on the precipice of a new age of innovation, challenging players’ philosophical worldviews about the relationship between humanity and machine. Players take on the role of Arkwright, a renowned inventor during the Industrial Revolution, whose inventions – living liquid creatures known as Fluros – have gone awry, turning on their users and disrupting machinery throughout the world. To fix the flawed Fluros and restore order, players must create, manipulate and destroy a wide variety of Fluros and operate complex machinery to solve challenging puzzles. Vessel takes players on an exploratory adventure through four fascinating worlds representing agricultural and mechanical industries to help Arkwright build his greatest invention, "The Device."<br />
<br />
<b><a href="http://www.indiepub.com/fractal" title="Fractal: Make Blooms Not War web site">Fractal: Make Blooms Not War</a></b><br />
(Available now for iPad)<br />
Developed by Cipher Prime, Fractal : Make Blooms Not War is set in a sentient world that fails and prospers alongside the player. Built in a vibrant, colorful environment, Fractal: Make Blooms Not War is an intuitive, sensory experience featuring 30 complex levels, 60 stimulating puzzles and dynamic, rhythmic music created by Cipher Prime's new MusicBox audio engine. With three different gameplay modes - Campaign, Puzzle and Arcade - players are challenged to strategically arrange colored geometric shapes in order to cluster and chain their way through a technicolor dreamscape.<br />
<br />
<b><a href="http://konascrate.com" title="Konas Crate web site">Kona's Crate</a></b><br />
(Available now for iOS, iPad, Android, PC and Mac)<br />
Developed by Darkwind Media, Kona’s Crate takes place in a mystical world where players must carefully deliver a crate of stars to Chief Kona. Players must skillfully navigate a crate sitting on a jet-powered platform through tight spaces and around sharp corners while avoiding tricky obstacles to complete their delivery in time and win Chief Kona's approval. Kona’s Crate includes four campaigns with 85 increasingly challenging levels and offers a slew of unlockable levels and achievements.<br />
<br />
<b><a href="http://www.stormthegame.com/" title="Storm web site">Storm</a></b><br />
(Available Summer 2011 for PC, PlayStation Network and Xbox Live Arcade)<br />
In Storm, developed by Eko Software, players manipulate seasonal weather conditions to grow seeds into trees by guiding them through nature-themed levels set to a tranquil music background. Seeds are transported past obstacles with gusts of wind, torrential downpours and bolts of lightning to reach various checkpoints throughout the game. Featuring 49 intriguing levels, players use wind, rain and lightning along with secondary elements to maneuver five different kinds of seeds in each of the four seasons.<br />
<br />
<b>Wanted Corp</b><br />
(Available Summer 2011 for PlayStation Network and PC)<br />
Developed by Eko Software, Wanted Corp. is a third-person cooperative action-shooter game designed for the new PlayStation Move controller. During the game, up to two players can embody two charismatic bounty hunters (the raw Neal Maddogg and the mysterious Irina-Ys) to track down the most wanted criminals of the galaxy who escaped during their transfer. Neutralizing fugitives, exploring the hostile stages and collecting much sought-after galactic treasures, the bounty hunters are able to upgrade their equipment and abilities to help neutralize the quirky opponents</blockquote><br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>READ: <a href="http://gamespress.com/release.asp?c=s%0A3o6" target="external" title="indiePub at PAX Prime 2011 press release">indiePub @ PAX Prime 2011</a><br />
SITE: <a href="http://www.indiepub.com/vessel" title="Vessel web site">Vessel</a><br />
SITE: <a href="http://www.indiepub.com/fractal" title="Fractal: Make Blooms Not War web site">Fractal: Make Blooms Not War</a><br />
SITE: <a href="http://konascrate.com" title="Konas Crate web site">Kona's Crate</a><br />
SITE: <a href="http://www.stormthegame.com/" title="Storm web site">Storm</a><br />
SITE: <a href="http://prime.paxsite.com/" target="external" title="PAX Prime 2011">PAX Prime 2011</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending August 19, 2011</title>
		<pubDate>Mon, 22 Aug 2011 09:47:06 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-19-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-19-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>There aren't a lot of new games this past week in the Xbox Live indie games channel but, once again, most of them look pretty interesting. I'll take quality over quantity any week.<br />
<br />
Best bets from this past week are match-3 Flip N Shift, radioactive action game Inferno, adorable fighting game Pajamorama (also a junior high nickname), multiplayer space shooter GravArena, two-stick-shooter and motorbike racing game (with a long name) Motorbike Stunt Agent Julie, speed strategy game Nova Remnant, 3D Connect-4 style game called 4th 3D Ordered (or as I like to say, 4目並べ3D) and even the simply art style of Nene Minigames doesn't seem to detract from its potential.<br />
<br />
Below is a list of games released between August 13 and August 19, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Let's Draw and Share by Kobingo.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Lets-Draw-Share/66acd000-77fe-1000-9115-d80258550921" target="external" title="">Let's Draw & Share!Let's Draw & Share!</a><br />
(80 MP, 08/14/2011, Kobingo)<br />
Draw pictures and send them to friends and family over Xbox LIVE.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Flip-N-Shift/66acd000-77fe-1000-9115-d80258550922" target="external" title="Flip N Shift">Flip N Shift</a><br />
(80 MP, 08/16/2011, Kazgaroth)<br />
A match-3 puzzle game where the player can flip colors to their complimentary counterparts and shift gems around the board across 50 levels of increasing difficulty.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Inferno/66acd000-77fe-1000-9115-d80258550923" target="external" title="Inferno!">Inferno!</a><br />
(240 MP, 08/16/2011, Archifishal Software)<br />
Due to an unexplained freak accident the power plant on TVOD-1 has suddenly gone past its safety point and is nearing meltdown. As a crack member of the Allumanian defence unit, you have been drafted in to pilot a lone ship capable of extinguishing the radioactive core on TVOD-1. Good luck!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Pajamorama by Dannobot Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Pajamorama/66acd000-77fe-1000-9115-d80258550924" target="external" title="Pajamorama">Pajamorama</a><br />
(80 MP, 08/17/2011, Dannobot Games)<br />
Pajamorama is a fighting game featuring up to 4 player multiplayer either local or over XBox Live, and gameplay so crunchy you could pour milk over it and eat it for breakfast. Dominatrix librarian pillow fighting in outer space! Bath time soap bubble fights with all your girlfriends! A combo engine so minty fresh, you'll want to brush your teeth with it. It's PAJAMORAMA, baby!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/GravArena/66acd000-77fe-1000-9115-d80258550925" target="external" title="GravArena">GravArena</a><br />
(80 MP, 08/17/2011, Squire Software)<br />
GravArena is a fast-paced couch multiplayer shooter set in SPACE. With realistic gravity physics, stunning visuals, and drop-in-anytime gameplay it is the perfect game for you and your buddies.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Motorbike-Stunt-Agent-Julie/66acd000-77fe-1000-9115-d80258550926" target="external" title="Motorbike Stunt Agent Julie">Motorbike Stunt Agent Julie</a><br />
(80 MP, 08/17/2011, Mattini Games)<br />
MSA Julie features a novel combination of two-stick-shooter and motorbike racing game. While helping the French agent Julie Cevoir on her hunt for super villain Dr. Kreutzer you have to master bike physics while clearing the way off enemies. In twenty increasingly challenging missions preceded by an extensive tutorial the story is told in professionally recorded dialogs and comic stills.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Nova-Remnant/66acd000-77fe-1000-9115-d80258550927" target="external" title="Nova Remnant">Nova Remnant</a><br />
(80 MP, 08/17/2011, Stewart Taylor)<br />
Fast paced strategic game where timing is imperative for a big score but being swift will increase the challenge. Prove your worth by establishing a large score in survival mode if you can last the onslaught long enough.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/4%E7%9B%AE%E4%B8%A6%E3%81%B93D/66acd000-77fe-1000-9115-d80258550928" target="external" title="4目並べ3D">4目並べ3D (a.k.a. 4th 3D ordered)</a><br />
(80 MP, 08/17/2011, okui)<br />
The rule of this game is like connect four of 3D. Only 2players battle.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of one of the many minigames in Nene Minigames by Pasqui.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Nene-minigames/66acd000-77fe-1000-9115-d80258550929" target="external" title="Nene minigames">Nene minigames</a><br />
(240 MP, 08/17/2011, Pasqui)<br />
Join Nene and his friends the week before his birthday. Each day you will have to face new challenges and activities. Unlock all the minigames, play against your friends and show them you are the best.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Coagulate/66acd000-77fe-1000-9115-d8025855092a" target="external" title="Coagulate">Coagulate</a><br />
(80 MP, 08/18/2011, Sean Colombo)<br />
A fast-paced, addictive block-drop game. Stack like-colored blobs together and watch them Coagulate to form a larger high-value blob. ...But don't get too caught-up building the biggest blobs: make sure to keep some free space before the screen fills up!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>indiePub dev meetup featuring guest speaker Terence Lee</title>
		<pubDate>Thu, 18 Aug 2011 16:58:40 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-develoepr-meet-up-event-august-2011</link>
		<guid>http://www.indiepubgames.com/news/indiepub-develoepr-meet-up-event-august-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>indiePub is hosting a developer meet-up event at 6:00 p.m., Friday, August 19, 2011. The event is in cooperation with the <a href="http://www.meetup.com/Southwest-Ohio-Video-Game-Initiative/" target="external" title="Southwest Ohio Video Game Initiative">Southwest Ohio Video Game Initiative</a>.<br />
<br />
The guest speaker will be Terence Lee,  a graduate of Ohio State University and an award-winning indie game developer. The event will last approximately two hours. The memories will last forever (or at least a couple days). <br />
<br />
According to the event description, Lee will be speaking about his experience as a game developer and about some of the lessons he has learned as an indie. <br />
<br />
The address for the event is:<br />
<br />
<div class="" align="center">indiePub Games<br />
3805 Edwards Rd<br />
Suite 400<br />
Cincinnati, OH 45209</div><br />
<br />
<b>READ: <a href="http://www.meetup.com/Southwest-Ohio-Video-Game-Initiative/" target="external" title="Southwest Ohio Video Game Initiative">Southwest Ohio Video Game Initiative</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending August 12, 2011</title>
		<pubDate>Fri, 12 Aug 2011 03:52:34 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-12-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-12-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's been a busy week for submissions including a rarity for the Xbox Live indie channel: an e-book. I haven't had a chance to look at the demo but I applaud those who think outside the digital box, er, binding, oh, you know what I mean.<br />
<br />
Best bets this week look to be match-three game Repixland, overhead soccer game Goals, platform shooter Zombies Ruined My Day, space-ish shooter WispLisp Array of List, Arkanoid clone Cycloid, farming sim Avatar Farm and avatar hacky sack game Kick'n It.<br />
<br />
Below is a list of games released between August 6 and August 12, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of No Luca No by Silver Dollar Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/No-Luca-No/66acd000-77fe-1000-9115-d8025855090f" target="external" title="No Luca No">No Luca No</a><br />
(80 MP, 08/06/2011, Silver Dollar Games)<br />
Breakfast with Luca.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Repixland/66acd000-77fe-1000-9115-d80258550910" target="external" title="Repixland">Repixland</a><br />
(80 MP, 08/08/2011, FlanGames)<br />
Combine the elements to uncover the pixel symbol of each level. Test your dexterity and wit against spell-crafting witches, mysterious aliens, powerful vampires, immortal mummies and swashbuckling pirates in story mode. Or, play in arcade mode for some undisturbed score-breaking action. Are you up to the challenge?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Goals/66acd000-77fe-1000-9115-d80258550911" target="external" title="Goals">Goals</a><br />
(80 MP, 08/09/2011, The Game Creators)<br />
Play at the heart of the action in this fast paced retro soccer game. Pass, chip and shoot your way to win the tournament and claim the Goals! trophy.  Show your friends whose best when you play against them on the same XBOX. Goals! is a great time killer, always ready to fill your spare time with a quick match. You can also customise the teams and players to make a more personal experience.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Zombies Ruined My Day (don't they always?) by mancebo.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombies-ruined-my-day/66acd000-77fe-1000-9115-d80258550912" target="external" title="Zombies ruined my day">Zombies ruined my day</a><br />
(80 MP, 08/09/2011, mancebo)<br />
This is the story of how the best day of your life can become a nightmare full of zombies. Survive in a hostile environment using all sorts of weapons, defend your position with barricades, blow up zombies with grenades, sweep the area away with a Gatling and more! All in a fully action packed game with colorful backgrounds and fearsome monsters. Show us that you're more than a snack for zombies!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Oxadania-An-E-book/66acd000-77fe-1000-9115-d80258550913" target="external" title="Oxadania: An E-book">Oxadania: An E-book</a><br />
(80 MP, 08/10/2011, JB Marius-Sheridan)<br />
Set in the fictional fantasy world of Glomundia. Contains a garden pot movement game. (In garden pot movement game move the pot around using the D-Pad and press A up to 2 times to change the scene).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Crazy-Balloon-Lite/66acd000-77fe-1000-9115-d80258550914" target="external" title="Crazy Balloon Lite">Crazy Balloon Lite</a><br />
(80 MP, 08/10/2011, Backroom Software)<br />
Tha Land of the Balloons has been invaded by nasty spikes. You need to navigate this overrun terrain to make it back to your balloon friends!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/WispLisp-Array-of-List/66acd000-77fe-1000-9115-d80258550915" target="external" title="WispLisp Array of List">WispLisp Array of List</a><br />
(80 MP, 08/10/2011, DK Alpla)<br />
今、確かなクソゲーが必要です。 高速弾をかわした所を物量で撃ちぬいてシューターを皆殺しにして楽しむゲームです。俺が。 火力にはマンダラを。マンダラには物量を。新生WispLisp、誕生。 Copyright 2011 あるふぁ～秘密基地(Alpha Secret Base) & DONG. All Rights Reserved.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Robot-Platformer/66acd000-77fe-1000-9115-d80258550916" target="external" title="Robot Platformer">Robot Platformer</a><br />
(80 MP, 08/10/2011, cored.dk)<br />
If you can crawl, run, jump and flap your arms to hover. -Use your slingshot and jump on the robots. -Have a heart if low on energy. -Jump on the clouds, dodge the fire and Get to the exit spirals... then you will conquer all 42 levels, single or co-op play.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Cycloid by Blitz1UP.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cycloid/66acd000-77fe-1000-9115-d80258550917" target="external" title="Cycloid">Cycloid</a><br />
(80 MP, 08/11/2011, Blitz1UP)<br />
Cycloid is original arkanoid with realistic physics. Explore 20 levels of dynamic enviorment, nice graphics and addictive gameplay. Have a fun!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Moon-Cheese/66acd000-77fe-1000-9115-d80258550918" target="external" title="Moon Cheese">Moon Cheese</a><br />
(80 MP, 08/11/2011, Whampashimash)<br />
Battle your way up to the moon, to get some delicious moon cheese, that not only tastes magnificent it also comes with some bonus effects, and then enjoy as the points just keep coming.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Parrot-Paradise-Lorikeets/66acd000-77fe-1000-9115-d80258550919" target="external" title="Parrot Paradise: Lorikeets">Parrot Paradise: Lorikeets</a><br />
(80 MP, 08/11/2011, Shaun Quaintance)<br />
Parrot Paradise: Lorikeets is the perfect game for parrot lovers everywhere. Whether its brushing up on your knowledge of the many types of Lorikeets in the Parrot Guide or just sitting back and admiring them in the Parrot Gallery, if you have even the slightest passion for parrots then Parrot Paradise: Lorikeets is the game for you.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Avatar Farm by Milkstone Studios SL</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Farm/66acd000-77fe-1000-9115-d8025855091a" target="external" title="Avatar Farm!">Avatar Farm!</a><br />
(240 MP, 08/11/2011, Milkstone Studios SL)<br />
Cultivate your own farm: Plant crops & trees and take care of them as they grow!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Beware-of-the-Penguins/66acd000-77fe-1000-9115-d8025855091b" target="external" title="Beware of the Penguins">Beware of the Penguins</a><br />
(80 MP, 08/11/2011, PC Super Hero)<br />
A first person shooter challenge game. Take turns to see who can kill the most penguins before the penguins kill you.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Virtual-Money-Plant/66acd000-77fe-1000-9115-d8025855091c" target="external" title="Virtual Money Plant">Virtual Money Plant</a><br />
(80 MP, 08/12/2011, Silver Dollar Games)<br />
If only you could spend it.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Andromium/66acd000-77fe-1000-9115-d8025855091d" target="external" title="Andromium">Andromium</a><br />
(80 MP, 08/12/2011, MikeVentron)<br />
Blast through the procedurally generated levels as you and your partner cadet deliver an exceedingly volatile metal - Andromium - to a research lab. Requiring absolute concentration to win, this game will keep you on your toes for every second you play it.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Blow-Me-Up/66acd000-77fe-1000-9115-d8025855091e" target="external" title="Blow Me Up">Blow Me Up</a><br />
(80 MP, 02/12/2011, Stegersaurus Games 2)<br />
Proof that dynamite is the solution to all the world's toughest problems.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Screen shot of Kick'n It by K-dog.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Kickn-It/66acd000-77fe-1000-9115-d8025855091f" target="external" title="Kick n It">Kick'n It</a><br />
(240 MP, 08/12/2011, K-dog)<br />
Kick’n It! is a Hacky Sack style game that friends and family can play together with their Avatars. Perform kicks, stalls, tricks and combos. Compete for high scores. Take full control of your Avatar. There’s plenty of gameplay packed into 4 Single player and 4 Multiplayer game modes - including crowd pleaser Bomb Squad!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>Featured Indie Devs: Maniac Games is makin' crazy fun with Insane Arcade</title>
		<pubDate>Wed, 10 Aug 2011 06:46:46 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/featured-independent-developers-maniac-games-insane-arcade</link>
		<guid>http://www.indiepubgames.com/news/featured-independent-developers-maniac-games-insane-arcade</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b>Joseph Heitzman<br />
<b>Age:</b> 26<br />
<b>Game(s):</b> Insane Arcade, Cow Chase, FLUP,<br />
Monsters Love Gum<br />
<b>Title/Role:</b> Lead Designer<br />
<b>Location:</b> Shakopee, MN<br />
<b>Studio:</b> Maniac Games</td></tr></table></div>Maniac Games is a new indie game development company started by Joe Heitzman and Andrew Gold. In fact, it's so new they have not even set up a web site yet.<br />
<br />
"When we say indie start up we mean like infant," said Heitzman.<br />
<br />
Heitzman and Gold first worked together on an iOS game called Cow Chase released earlier this year (2011).<br />
<br />
Heitzman got into game development about two years ago when friends in school pulled him into helping with their games. As he became more interested, he learned more about development and game animation and soon made an iPad board game called Monsters Love Gum and a 3D cube puzzle game called FLUP. Whenever Heitzman got stuck, he'd check forums for help, which is where he found Gold.<br />
<br />
"We had been talking on the forums and thought we would make a great partnership," recalls Heitzman. "(Gold) had been working on an endless runner style game and I jumped into to add some graphics, animations and some elements to the overall game play and story."<br />
<br />
For the past ten years, Gold had been working on computers and servers for an accounting company. Earlier this year decided he wanted to do something new so he left his job and started to make a game.<br />
<br />
"I wanted to do something different and, as I loved the Apple devices and programming, I thought I would try my hand at it," Gold recalls. "Originally I was just looking to write some apps but couldn't think of anything good to create. So then I decided to make a game and looked around for a game's engine as I didn't know the first thing about making a game.  I found Cocos2D, got on really well with it and was able to build Cow Chase."<br />
<br />
Gold was working on the game - which features a cow dodging obstacles while constantly running away from invading aliens - by himself but found he needed a little help.<br />
<br />
"I hooked up with Joe as the graphics I originally drew myself left a lot to be desired," recalls Gold, who purposefully picked a simple game to start with. "...He also helped with the game mechanics and made it an overall better game."<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot from Maniac Games' Insane Arcade still in development and looking for some funding love.</div><br />
Now they have their own company and are working together on the first title under the Mania Games name called Insane Arcade. It's a social simulator where you build and manage a game arcade from the ground up.<br />
<br />
"They can select from literally hundreds of different machines, attract and keep patrons happy, decorate to their liking, and even play some mini-games on certain machines," explains Heitzman.<br />
<br />
"The game is about a subject that hasn't been done before and we hope it will appeal to the older generation as much as today's," said Gold.  "There will be a lot of nostalgia attached to the game to reflect what it was like when Video Arcades were in their prime and we hope people can relate to that. We also want it to be easy to play, so we have devised a more natural UI (user interface) for getting to the various parts of the game."<br />
<br />
The game will use the freemium model meaning that you'll be able to get the game for free but some element will cost you real-world money.<br />
<br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b>Andrew Gold<br />
<b>Age:</b> 34<br />
<b>Game(s):</b> Cow Chase, Insane Arcade<br />
<b>Title/Role:</b> Lead Developer<br />
<b>Location:</b> Rome, Italy<br />
<b>Studio:</b> Maniac Games</td></tr></table></div>"What we are trying to stay away from is the stigma that freemium games have where people play for a couple of hours, it's fast-paced and fun and suddenly the game hits a wall and, in order to overcome it, you have to pony up the cash or come back every 16 hours or so," said Heitzman. "We want players have fun and be able to play for five minutes or two hours. We choose the freemium model because we felt it fit the game the best. We could give the game away to thousands of people and let those who truly loved the game purchase additional content for it. For us, since we are a start-up it's about getting our games in front of as many people as possible. I also want to try to push the freemium genre in a new direction by offering a greater incentive with our virtual currency as well putting more emphasis on objectives and strategy and less on leveling up."<br />
<br />
"If you look at the App store and are trying to make some money from your games, Freemium is the way to go," said Gold. "It's a no-brainer for people to download it and, if they like it and want to expedite their progress through the game, they can or they can take it slow and not pay for Coins. This way we can also continue to improve the game over time, based on how the game is doing... I don't like Freemium games where you go through the tutorial, they give you a certain amount of credit, you then get to a point in the game and, unless you are willing to pay for more credit, you cannot get any further.  Insane Arcade will not be like that."<br />
<br />
They are hoping to release Insane Arcade late 2011 for iPhone and iPod Touch followed by an iPad, Android and maybe even a retina display version. Assuming they can get the funding, of course.<br />
<br />
Although the company lacks an official web site, they do have a <a href="http://www.kickstarter.com/projects/insanearcade/insane-arcade-the-arcade-in-your-pocket" target="external" title="Insane Arcade Kickstarter page">Kickstarter page</a> where they are hoping to get $15,000 in pledges to help complete the game and generate some extra publicity.<br />
<br />
"Kickstarter looked like a really great site that would help us kill two birds with one stone," explains Heitzman. "We could find a following and raise awareness for the game as well as get funding so we could work on the game exclusively and put the polish that a game like this deserves. As all start-ups know it's extremely difficult to get funding, especially right now in this economy. Crowd funding is gaining a lot of ground in the independent scene and there are just a ton of great projects finding the live blood they need to get them funded and completed."<br />
<br />
"We didn't want to release a title that no one had heard of and didn't already have a following," explains Gold. "Also, we wanted people to be involved with the game and even help with its development. Being a start-up, we don't have much money in the bank and need to pay my costs as I will be working on this game full-time and the costs of the other staff."<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>In addition to Gold and Heitman, the rest of the Maniacs team includes sound and music man Peter Mendola and Sachin Sachdeva as the lead artist. It's a small team that reflects their optimistic indie outlook.<br />
<br />
"I'm not attached to my ideas but I want to be free and open to think about the game how I see it and not be constrained to what someone else wants," said Heitzman. "It's also extremely easy right now to get into the development game and I feel indies are getting a lot of press right now."<br />
<br />
"A lot of us are getting into the top spots on the App store and coming out with types of games big studios wouldn't risk and having a lot of success," agreed Gold. "Just look at Angry Birds, Tiny Wings and Tiny Tower."<br />
<br />
"Indie games certainly seem to be picking up a lot of steam," said Heitzman. "Of course, there has always been an indie presence but it seems like indie is the new AAA.  With the release of better technology that makes it easier and cheaper for indies to get into the game I think that it's just going to get a lot more crowded, but in a good way."<br />
<br />
<h3>Maniac Game's Advice for Other Indie Developers</h3><blockquote>"Start small. Every day there are a dozen posts for people who are just getting into development and they want to make the next World of Warcraft or Call of Duty. That's awesome that they have those ideas and ambition but you got to take it slow."</blockquote><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both">- Joseph Heitzman, Maniac Games</div><br />
<br />
<blockquote>"I’m learning very fast, that creating a great game is only half of this business. You need to get known, get the game known and put a lot of time and effort into marketing and spreading the word. Without doing that your game will just plummet to the bottom of the App store, no matter how good you think it is. You also need great graphics and music."</blockquote><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both">- Andrew Gold, Maniac Games</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Another screen shot from Maniac Games' upcoming Insane Arcade.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot from Cow Chase released early 2011 and created by Joseph Heitzman and Andrew Gold prior to forming Maniac Games</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>HELP: <a href="http://www.kickstarter.com/projects/insanearcade/insane-arcade-the-arcade-in-your-pocket" target="external" title="Insane Arcade at Kickstarter">Insane Arcade @ Kickstarter</a><br />
SITE: <a href="https://www.facebook.com/search.php?q=insane+arcade&init=quick&tas=0.7092507916159047&ref=ts&__user=1089619539#!/pages/Insane-Arcade/199782900074735" title="Insane Arcade on Facebook" target="external">Insane Arcade @ Facebook</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending August 5, 2011</title>
		<pubDate>Fri, 05 Aug 2011 03:49:12 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-5-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-august-5-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>I only see one game that includes Xbox Live avatars this week (Turtle Casino) and there's at least one nod to ye olde adventure games called Random The Dungeon. It's rather low res and 2D but you try to find a key to escape and can press a button so platforms will randomly rearrange.<br />
<br />
Best bets this week include Who is God (it's about time Xbox Live games started answering the big questions), 27 Ball Funky Pool (because more balls equals more fun, especially when they are disco balls), Annecto (the world loves Tetris-inspired games) and Off Balance (where, oddly enough, you try to remain balanced).<br />
<br />
Below is a list of games released between July 30 and August 5, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Invaiders by Martian Face Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/invAIders/66acd000-77fe-1000-9115-d80258550903" target="external" title="invAIders">invAIders</a><br />
(80 MP, 07/30/2011, Martian Face Games)<br />
invAIders is a Shoot'em up powered by a Genetic Algorithm. The Genetic Algorithm evolves the enemy AI based on the player's performance. As the player gets better, so does the AI. The question is, can you evolve faster?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Millennium-Man/66acd000-77fe-1000-9115-d80258550904" target="external" title="Millennium Man">Millennium Man</a><br />
(80 MP, 08/01/2011, Fixed-Point Consulting LLC)<br />
This 2D puzzle platformer invites you to travel vast expanses of time to explore a unique world. Witness walls crumble before you and erode away as you project yourself into a distant future; see structures rebuild themselves as you travel to a distant past. Use your time travel powers to discover the secrets of your mysterious environment.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Turtle-Casino/66acd000-77fe-1000-9115-d80258550905" target="external" title="Turtle Casino">Turtle Casino</a><br />
(80 MP, 08/02/2011, X25 Entertainment)<br />
Your Avatar never thought that Blackjack could change his/her life, but now... your Avatar is a Turtle. Help him/her through 40 challenging levels to recover his/her Avatar form (alone or with a friend). Play Blackjack, Roulette and live the most amazing story ever about a casino. Welcome to Turtle Casino!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Who is God by Magiko Gaming.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Who-is-God/66acd000-77fe-1000-9115-d80258550906" target="external" title="Who is God">Who is God</a><br />
( MP, 08/02/2011, Magiko Gaming)<br />
Rise as the supreme God in this techno supercharged vertical platformer by jumping thousands of kilometers up to the universe. Collects bright stars to build your godly power and boost higher. Only the best God will prevail. Can you go high enough and shine at the top of the scoreboard?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Rock-n-Mole-Extreme/66acd000-77fe-1000-9115-d80258550907" target="external" title="Rock 'n' Mole Extreme">Rock 'n' Mole Extreme</a><br />
(80 MP, 08/03/2011, Stinky Badger Games)<br />
Gratuitous ultraviolence, just the way you like it! Play solo or test your reflexes with up to three of your friends. Use your Drumkit or a standard controller, & show them moles who's boss!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Xeno-Waster/66acd000-77fe-1000-9115-d80258550908" target="external" title="Xeno Waster">Xeno Waster</a><br />
(80 MP, 08/03/2011, Venables Games)<br />
1-4 local player action scrolling solar system space shooter where for once you can control the aliens. Battle across 9 varied stages and choose from 9 different weapon systems as you struggle to liberate the planets from the evil xeno.<br />
<br />
<a href="" target="external" title="Random the Dungeon">Random the Dungeon</a><br />
(80 MP, 08/03/2011, Last Man on the Sun)<br />
Jump from platform to platform to get the key and then make it to the exit without falling in the lava. With a button press the platforms randomly switch positions.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Parasitus by Heart Attack Machine.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Parasitus-Ninja-Zero/66acd000-77fe-1000-9115-d8025855090a" target="external" title="Parasitus: Ninja Zero">Parasitus: Ninja Zero</a><br />
(240 MP, 08/04/2011, Heart Attack Machine)<br />
Battle an onslaught of monsters in action packed stages, as you travel through time, learn new skills and even team up with a partner to save the future from an interstellar menace.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/27-Ball-Funky-Pool/66acd000-77fe-1000-9115-d8025855090b" target="external" title="27 Ball Funky Pool">27 Ball Funky Pool</a><br />
(80 MP, 08/04/2011, Maximinus)<br />
Discover Funky Pool : the pool game with 27 disco balls! Enjoy your pool games with 4-player party mode, and cooperative play against the computer. Featuring multi rebound Cheat-O-Laser for insane trickshots!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Annecto/66acd000-77fe-1000-9115-d8025855090c" target="external" title="Annecto">Annecto</a><br />
(240 MP, 08/04/2011, oh-four-hundred)<br />
In the spirit of Tetris and Hexic, Annecto offers engaging puzzle gameplay like you've never seen before. Use spells to fend off curses, complete levels, and grab the high score! Play alone or with up to 3 friends!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Honor In Vengeance by MichaelArts.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Honor-in-Vengeance-II/66acd000-77fe-1000-9115-d8025855090d" target="external" title="Honor in Vengeance II">Honor in Vengeance II</a><br />
(80 MP, 08/04/2011, MichaelArts)<br />
Tensions are at a high, weapons are at a ready.... and the only thing missing is a spark to set it all off. Jump in the cockpit of Leo Lucas' starfighter, and lead the way for the Martian people as the Earth-Mars conflict reaches a climatic turn in the second installment of the Honor in Vengeance series.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Off-Balance/66acd000-77fe-1000-9115-d8025855090e" target="external" title="Off Balance">Off Balance</a><br />
(80 MP, 08/05/2011, DandySoft)<br />
Can you overcome being stranded on a desert island and find the girl of your dreams? Stack the objects to find the items necessary to make your dreams of salvation come true. Includes 20 amazingly addictive levels that will challenge your gaming skills to the max.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>indiePub announces Vessel debut at 2011 PAX Prime, release platforms</title>
		<pubDate>Thu, 04 Aug 2011 04:31:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-announces-vessel-pc-ps3-xbox-live-debut-during-2011-pax-prime</link>
		<guid>http://www.indiepubgames.com/news/indiepub-announces-vessel-pc-ps3-xbox-live-debut-during-2011-pax-prime</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption"></div><br />
indiePub today (August 4, 2011) announced the holiday 2011 availability of its platformer puzzle game, Vessel, for multiple platforms.<br />
<br />
The game was Developed by Seattle-based indie studio <a href="http://www.strangeloopgames.com/" target="external" title="Strange Loop Games official web site">Strange Loop Games</a> and will be officially debuted - as in you can get your hands on the game - August 26 through 28, 2011, at <a href="http://prime.paxsite.com/" target="external" title="2011 PAX Prime">Pax Prime</a> in Seattle, WA (USA), in indiePub's Vessel booth (Booth #6410).<br />
<br />
Vessel utilizes a proprietary liquid physics engine to cause various materials - water, lava, glowy goo - to come to life and be combined for different, puzzle solving behaviors.<br />
<br />
Here's the game's description straight from the press release followed by a few screen shots of the game:<br />
<blockquote>In Vessel, players take on the role of Arkwright, a renowned inventor whose inventions - living liquid creatures known as Fluros - have gone awry, turning on their users and disrupting machinery throughout the world. To fix the flawed Fluros and restore order, players must create, manipulate and destroy a wide variety of Fluros and operate complex machinery to solve challenging puzzles. Vessel takes players on an exploratory adventure through four fascinating worlds, fixing the work sites where Fluros are employed and ultimately leading the player to complete his next great invention, "The Device."</blockquote><br />
Vessel will be available Holiday 2011 for Windows ($14.99), PlayStation Network ($14.99) and Xbox Live Arcade (1200 Microsoft Points).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Vessel, published by indiePub and developed by Strange Loop Games.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Vessel, published by indiePub and developed by Strange Loop Games, demonstrating how liquid interacts with the environment.</div><br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Vessel, published by indiePub and developed by Strange Loop Games, showing a few Fluros coming to life.</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.indiepub.com/vessel/" title="Vessel official web site">Vessel</a><br />
SITE: <a href="http://www.strangeloopgames.com/" target="external" title="Strange Loop Games official web site">Strange Loop Games</a><br />
SITE: <a href="http://prime.paxsite.com/" target="external" title="2011 PAX Prime">Pax Prime</a></b>]]></description>
		</item>
		<item>
		<title>Featured Indie Dev: Jeff Vogel gets us caught up with Spiderweb</title>
		<pubDate>Wed, 03 Aug 2011 03:55:53 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indie-game-developer-jeff-vogel-spiderweb-software-inc</link>
		<guid>http://www.indiepubgames.com/news/indie-game-developer-jeff-vogel-spiderweb-software-inc</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><br />
<div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b>Jeff Vogel<br />
<b>Age:</b> 41<br />
<b>Game(s):</b> <a href="http://www.spiderwebsoftware.com/avadon/index.html" target="external" title="Avadon The Black Fortress download page">Avadon series</a>, The Exile, Geneforge, <br />
Avernum, Nethergate: Resurrection.<br />
<b>Title/Role:</b> President, founder, designer, programmer.<br />
<b>Location:</b> Seattle, WA<br />
<b>Studio:</b> <a href="http://www.spidweb.com/" target="external" title="Spiderweb official web site">Spiderweb Software, Inc.</a></td></tr></table></div>Many people seems to get into game development for love: Love of video games, love of programming and code or maybe even to <a href="http://www.indiepubgames.com/news/matt-gilgenbach-retro-grade-bow-tie-featured-indie-dev" target="external" title="Featured Indie Dev: Matt Gilgenbach and his Retro/Grade game and bow tie">express love</a>. Jeff Vogel's switch to a career making games may have included an element of passion but it was a little more conflicted than that.<br />
<br />
"I started writing my first (professional) game in 1994 as a way of dealing with my hatred of being in grad school," remembers Vogel. "I'd just passed my qualifier exams and did something I'd always wanted to do: Write a full fantasy role-playing game. I took the summer off to start it and I finished it in my free time during the Winter. Then, in January, 1995, I released Exile: Escape From the Pit for the Macintosh. Then, much to my unending surprise, people started to buy it. I quit grad school almost immediately."<br />
<br />
Vogel had not spontaneously absorbed the ability to program from the power of hate, of course (although that would be quite an ability).<br />
<br />
"I wrote my first game when I learned BASIC in the sixth grade and I never stopped writing games," said Vogel. "I did it constantly, for years and years, before I finally got serious in grad school. It really was my obsession when I was young."<br />
<br />
When Vogel filed for a business license for his company in 1994, he needed a name for the company. "At this point, I honestly didn't think it'd ever amount to much. I just needed to file the paperwork to get a business license. I always thought spiders were cool, so I just picked Spiderweb."<br />
<br />
Eventually Spiderweb Software, Inc., began to expand to the point that it now includes three full-time employees, a part-time art designer and "a lot of freelancers."<br />
<br />
Vogel also has a unique approach to development in that he creates games for Apple platforms first whereas most computer game developers primarily make games for Windows.<br />
<br />
"Like practically everything we do, it just goes by my own personal work habits," says Vogel. "I don't want to start a religious flame war or anything. I just am more comfortable doing most of my work on Macs. Once the Mac version of a game is ready, I port it to Windows and iPad."<br />
<br />
His most recent release, Avadon: The Black Fortress, is also his first game for iPad. <br />
<br />
<h3>Into the Dungeon</h3><br />
"Avadon: The Black Fortress is the first game in the Avadon trilogy," explains Vogel. "It tells the story of the Pact, a loose alliance of nations trying desperately to keep the barbarians, monsters and enemy powers at bay. The Pact is watched over by Avadon, The Black Fortress, a force of spies, assassins and warriors who seek out threats to the Pact and destroy them before they become serious... In the game, you play a Hand of Avadon, an agent who explores and does its bidding."<br />
<br />
The game mirrors Vogel's long-term love of role-playing games, a genre that attracted him back in the fourth grade. "The tactics. The gaining strength and finding cool artifacts. The ability to do actual story-telling. It just all really appeals to me."<br />
<br />
As for the game's success, Vogel said it's selling better than he had anticipated and feedback has been positive.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Spiderweb Software's Avadon: The Black Fortress, available for iPad, Macintosh and Windows.</div><br />
"There are very few Western style, old school role-playing games available on portable devices and we were able to tap into a demand that really wasn't being fed," Vogel said. "I'm sure it's not a market that's big enough for the attention of big development houses, so this is just one of those areas where it's great to be a small indie developer."<br />
<br />
<h3>Keepin' it Indie</h3><br />
Vogel never really felt like he was part of the "Capital-G Capital-I, Game Industry," explaining that he's "just a guy in my basement making toys and hoping people have fun with them, though the increasing opportunities for small developers to make works of love, release them and make a living makes me very happy."<br />
<br />
That allows Vogel and the rest of the Spiderweb studio to focus on their strengths ("dungeons and towns and stories") and releasing an indie game of their liking each year. "It's the only way I can make a living making the sort of work I want to make. It's my beloved niche and I'm very comfortable here."<br />
<br />
Even so, their development process might seem a bit more structured than your typical indie studio.<br />
<br />
"There is two months of planning, two months rewriting whatever part of the engine is most in need of it, six months of world design and testing, and two months to wrap up, release the game, take a deep breath, and get ready for the next one," explains Vogel. "It's an eccentric process but it's kept us in business for sixteen years, so I don't fight it."<br />
<br />
<h3>Bigger is Better</h3><br />
Even though Avadon is Spiderweb's first iPad game, Vogel made it pretty clear that they plan to make all their games for iPad.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">This screen shot of Spiderweb Software's Avadon: The Black Fortress shows the game's inventory management system.</div><br />
"Several reasons," explains Vogel. "I think iPads are really cool. I think there is prestige these days in developing for portables. But, mostly, because I like money."<br />
<br />
Instead of covering all the iOS bases, Vogel said he's not as likely to release his games for iPhone and iPod Touch.<br />
<br />
"(It's) the screen size," said Vogel. "Our games have a lot of detail, spread out over a lot of terrain. After a lot of thought, I still can't think of a way to make it fit well on such a small screen. I'm afraid that a better designer than I is going to have to figure out how to solve that puzzle."<br />
<br />
Smaller might also not help Vogel's games exude that certain <i>je n'sais quoi</i> he wants people to experience with his games.<br />
<br />
"It's really hard to put into words. When I am designing something, I sometimes get a feeling in my gut. It just intrigues me, or interests me, or makes me think, 'Wow. That's cool,'" explains Vogel. "The best games just have elements that really engage the brain or the emotions. Like the satisfying feeling you get filling lines and making them disappear in Tetris, or the visceral feeling of reward you get killing a boss in World of Warcraft. I can't define what makes it, but I'm always seeking it."<br />
<br />
<h3>Jeff Vogel's Advice for Indie Developers</h3><blockquote>"Get a good chair. You'll miss your back when it's gone. And get enough sleep. Tired people make mistakes and you need sleep to live."</blockquote><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.spidweb.com/" target="external" title="Spiderweb official web site">Spiderweb</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending July 29, 2011</title>
		<pubDate>Fri, 29 Jul 2011 03:32:25 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-29-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-29-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Another hot week and another week that seems a bit low on indie releases. It's also the second week with at least one indie game that includes overt attempts to lure in and (mis?)guide the lads. Last week it was Virtual Attraction: Part 1, a self-decribed "training system designed to teach you how to attract women," and this week it's Trailer Park King complete with mullets and scantily clad cartoon ladies.<br />
<br />
Best bets this week look to be Risk-style strategy game Venture, hexagonal chess Hexchess, simple space shooter Divine Justice Zero, treasure mining game CastelMiner and spatial logic puzzler game Pixel Blocked.<br />
<br />
Below is a list of games released between July 23 and July 29, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/GHXYK2-Classics-Vol-1/66acd000-77fe-1000-9115-d802585508f9" target="external" title="GHXYK2 Classics Vol. 1">GHXYK2 Classics Vol. 1</a><br />
(80 MP, 07/24/2011, GHXYK2)<br />
Travel back in to the 00's with GHXYK2 Classics Vol. 1... Please be aware this collection of games contains strobe like flashing effects.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Assembly-Line/66acd000-77fe-1000-9115-d802585508fa" target="external" title="Assembly Line">Assembly Line</a><br />
(80 MP, 07/24/2011, LoneWolf Studios)<br />
Do you have what it takes to put together a manufacturing line to produce the desired product? Find out by using up to 12 of the 25 different machines to create the requested product. 100 levels are included and once these are completed, you will gain access to the level editor to continue creating your own levels. Unlock new machines as you complete more levels. Can you figure it out?<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Venture by BigBlackBlock Gamestudio.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Venture/66acd000-77fe-1000-9115-d802585508fb" target="external" title="Venture">Venture</a><br />
(240 MP, 07/25/2011, BigBlackBlock Gamestudio)<br />
Thrown into five epochs of human art of warfare you have to proof your skills in tactics and leadership. An advisor will assist the strategically underdogs, whether battling for the caves in Stone Age, conquering castles in the Middle Ages, protecting trade routes against Pirates, defending villages in World War 2 or reaching for the stars in outer space.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/HexChess-360/66acd000-77fe-1000-9115-d802585508fc" target="external" title="HexChess 360">HexChess 360</a><br />
(80 MP, 07/25/2011, JimmyFo)<br />
Play chess as you've never played it before! With six sides to each tile, more pieces and larger boards of up to 91 tiles, the game is more complex than a square, 64 piece board. Play against your friends on the same XBox with one or two controllers, or play against three different AI difficulties. Three different versions of board and gameplay available!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sketchy-Bounce/66acd000-77fe-1000-9115-d802585508fd" target="external" title="Sketchy Bounce">Sketchy Bounce</a><br />
(80 MP, 07/26/2011, Gazido Gaming)<br />
Play your favorite classic game with a modern twist! Play classic Pong with new power ups and other twists! Did I mention your paddle can shoot? :o<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Divine-Justice-Zero/66acd000-77fe-1000-9115-d802585508fe" target="external" title="Divine Justice Zero">Divine Justice Zero</a><br />
(240 MP, 07/27/2011, Xazin)<br />
The player can choose between 6 diferent ships and enter in a fictional universe where 6 factions are at war. The game mechanics are pretty basic: the analog controller to move the ship with the, "A" button to shoot, "right trigger" to accelerate, which consumes shield; shield is the ship energy, if it reaches to 0 then its game over. and the "left trigger" to deccelerate, which regens shield.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Pixel-Blocked/66acd000-77fe-1000-9115-d802585508ff" target="external" title="Pixel Blocked">Pixel Blocked!</a><br />
(80 MP, 07/27/2011, damnigames)<br />
Put your mind to the test with over 180 creative puzzles, all designed to challenge your spatial logic. The object of this simple yet challenging puzzle game is to fill in the missing blocks in the outlined image. Shoot blocks against an initial foundation to start and advance through increasingly difficult levels. Make sure to plan ahead and watch out for those tricky Magnetic and Crumble Blocks!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of CastleMiner by DigitalDNA3.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/CastleMiner/66acd000-77fe-1000-9115-d80258550900" target="external" title="CastleMiner">CastleMiner</a><br />
(240 MP, 07/27/2011, DigitalDNA3)<br />
You create your own world in CastleMiner. Play online with your Avatar and up to 15 of your friends. Build amazing worlds on a huge spanning landscape with over 200 block types! Mine treasures deep underground in a labyrinth of caves, different every time you play. Build worlds, save them and share them online.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Phase-Runner/66acd000-77fe-1000-9115-d80258550901" target="external" title="Phase Runner">Phase Runner</a><br />
(80 MP, 07/27/2011, thelostone)<br />
Use your avatar to explore a unique world where the terrain dynamically reacts to your movement.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Trailer Park King by Freelance Games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Trailer-Park-King/66acd000-77fe-1000-9115-d80258550902" target="external" title="Trailer Park King">Trailer Park King</a><br />
(80 MP, 07/29/2011, Freelance Games)<br />
He's a gamer, a bootlegger, a photographer and a connoisseur of the Ladies! Purchase "Trailer Park King" now to get a free invisible stamp that says “I dated the Greeter”!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
		</item>
		<item>
		<title>Featured Indie Dev: Hye Yeon Nam and her romantic Kiss Controller</title>
		<pubDate>Wed, 27 Jul 2011 03:20:13 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/hye-yeon-nam-featured-indie-game-device-developer-artist</link>
		<guid>http://www.indiepubgames.com/news/hye-yeon-nam-featured-indie-game-device-developer-artist</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.hynam.org/" target="external" title="Hye Yeon Nam official web site">Hye Yeon Nam</a><br />
<b>Age:</b> 32<br />
<b>Game(s):</b> <a href="http://www.hynam.org/HY/kis.html" target="external" title="Kiss Controller for Bowling Game">Kiss Controller for Bowling Game</a><br />
<b>Title/Role:</b> Digital Media Artist<br />
<b>Location:</b> Atlanta, GA (USA)<br />
<b>Studio:</b> n/a</td></tr></table></div>While the big three console makers - and many gamers - have figuratively embraced various motion controls in the past couple years, multimedia artist Hye Yeon Nam has taken the idea a step further and created a device called the Kiss Controller that more literally involves embracing.<br />
<br />
"The Kiss Controller interface has two components: A customized headset that functions as a sensor receiver and a magnet that provides sensor input," explains Nam, a digital media and computer science doctoral student at Georgia Institute of Technology. "The user affixes a magnet to his or her tongue with Fixodent. Magnetic field sensors are attached to the end of a headset and positioned in front of (another person's) mouth. As the user moves her tongue, this creates varying magnetic fields that are used to create signals to control games."<br />
<br />
The Kiss Controller's two-person control scheme began as part of an art installation called Tongue Music first demonstrated as The Sound of Kiss in 2009 at the Art Under the Bridge Festival (Brooklyn, NY). Then the controller interacted with music instead of a game but it used the same interface.<br />
<br />
"I made Tongue Music to hear the concept of affection," Nam recounts. "Then I realize music is an abstract and improvisatory form, so there is not an objective score to judge their music. Later, I developed the Kiss Controller to control a game and I used scores depending on couple’s kiss style. Then participants were more interested.  They tried to beat other couples' scores. 'My kisses are better than other people’s kisses!'"<br />
<br />
While many of Nam's creations are intended for public viewing, they are often intentionally intimate, utilizing different types of sensory feedback to help transform, for example, "the abstract concepts of love and affection" and "spread love." Nam's Please Smile project, for example, includes five robotic skeleton arms that react to a viewer's facial expressions by changing position and gesturing. Likewise, her Huggable Nature exhibit involves wearable devices that play back positive messages when the person hugs trees, flowers or bushes.<br />
<br />
"The target audience for games and art installations are slightly different but my work processes are similar. I am making the game not for profit but as an artistic experiment."<br />
<br />
In this latest experiment, which she was able to demonstrate in the <a href="http://www.indiepubgames.com/news/indiecade_e3_2011_indie_game_lineup" title="IndieCades E3 2011 indie game lineup">Indiecade booth at E3 2011</a>, her goal was to have "couples to express their affection to their partner." Unfortunately, the E3 exhibition floor may not have been an ideal demonstration situation.<br />
<br />
"I tried to find couples at E3 but it was hard to find couples since E3 was not open to public but to press and people working in the game industry," Nam recalls.<br />
<br />
Having someone willing to be smooched in the booth (who just said "booth babes"?) would certainly have created plenty of extra media buzz but there certainly would have been some hygiene concerns. Fortunately, a lot of people did ask her how to play the bowling game - which she also created - that was paired with the Kiss Controller.<br />
<br />
"So, I demonstrated alone while I imagined my partner wearing a headset. Later, people wanted to demonstrate Kiss Controller at the after-E3 party."<br />
<br />
One of small issues with the controller that Nam points out is that, even though it's a two-person setup, only one person actually controls the game.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Thomas Lodato (left) and Sarah Puerto(right) demonstrate how to use Hye Yeon Nam's two-person Kiss Controller with a bowling game. (Photo: Hye Yeon Nam)</div><br />
"While they kiss, the person who has the magnet on his or her tongue controls the direction and speed of the bowling ball," explains Nam. "The goals of this game are to guide the ball so that it maintains an average position in the center of the alley and to increase the speed of the ball by moving the tongue faster while kissing."<br />
<br />
But that might not be a bad situation as, when you think about the physical positions of two people kissing, only personal can have the best view of the screen at a time.<br />
<br />
The Kiss Controller may not be a commercially viable product but that doesn't mean Nam will stop working on it. The Kiss Controller is supported by the Next Generation Design Leaders Program, which is funded by the Korean Ministry of Knowledge and Economy (MKE) and administered by the Korea Institute of Design Promotion (KIDP).<br />
<br />
"I would be happy to show Kiss Controller at a party or local game place," says Nam. "...Some industry games are artistic and experimental but a lot of them are not since they have to make profits selling their games. My game, Kiss Controller, was not originally for profit, so I can show more flexibility. My game brings art and games closer together and shows the possibility for combining games with other media."<br />
<br />
Nam, who describes herself as "an artist who sometimes makes experimental games," does hope to make more media mashing game exhibits.<br />
<br />
"I have plans to develop Kiss Controller with more games in various media such as mobile games," Nam said. "(Video) games is broad category, so I think I will continue to develop more experimental interactive art, technological devices and installations."<br />
<br />
As for the next controller on Nam's list of interactive installations: "If I can make it, I would like to make the Mind Controller!"<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Thomas Lodato (left) and Sarah Puerto (right) watch and slap high fives in reaction to a successful session using Hye Yeon Nam's Kiss Controller to play a custom created bowling game. (Photo: Hye Yeon Nam)</div><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.hynam.org/" target="external" title="Hye Yeon Nam official web site">Hye Yeon Nam</a><br />
SITE: <a href="http://www.hynam.org/HY/kis.html" target="external" title="Kiss Controller for Bowling Game">Kiss Controller for Bowling Game</a><br />
READ: <a href="http://www.indiepubgames.com/news/indiecade_e3_2011_indie_game_lineup" title="IndieCades E3 2011 indie game lineup">indiePub</a></b>]]></description>
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		<title>Dev Blog: Meet Team-iso, creators of Gow</title>
		<pubDate>Fri, 22 Jul 2011 03:58:47 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/dev-blog-01-team-iso-makers-of-gow</link>
		<guid>http://www.indiepubgames.com/news/dev-blog-01-team-iso-makers-of-gow</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Team-iso is a small game development group composed by five multidisciplinary students headquartered in Barcelona (Spain).<br />
<br />
It started as a group in the Computer Science Faculty of Barcelona but we soon realized that we had the same interest: Crafting awesome games.<br />
<br />
During our first year at the University (Universitat Politècnica de Catalunya) we started creating a 2D platform game with C++ (the language we were using in class) and SDL. There were only three of us in the team those days: Albert Vaca, who wrote our engine from scratch; Roger Valldeperas, who coded the gameplay; and Víctor Guerrero, who created the art.<br />
<br />
Although we learned a lot from that experiment, we soon began work on our second project. The game did not have an official name  although Roger called it BraidFail as we used sprites from Braid until we created our own.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Team-iso from left to right: Victor Guerrero, Pol Galeote, Albert Vaca, Roger Valldeperas and (top) Oriol Valldeperas.</div>In 2010, we entered a contest organized by the Polytechnic University of Madrid and began work on our second game: IsoClinous. It was a 2D platform game with 3D graphics and, as was required by the contest rules, used the WiiMote as a controller. To code the game we kept using C++ but now with Ogre3D and OpenAL. Roger took on all the 3D modeling and animation work and his brother Oriol joined us as the main 2D and texture artist.<br />
<br />
In IsoClinous a bear-disguised child had to rescue her cat going through different levels and, ultimately, fight the final boss which was an octopus who wore a monocle. The WiiMote was used to control the tilt and movement of different kinds of platforms, so you had to coordinate the movement of your character and the platforms at the same time. We finished it just in time and won Second Prize.<br />
<br />
February 2011 we decided to try our luck in the local Global Game Jam in Barcelona. There, the crazy-haired Pol joined our party. With only 48 hours to prototype a game, we decided to use Unity as our game engine. We created Gow (then called GowGow), a 2D physics-based puzzle game where the player has to kill all the creatures (called Gows) on each level. Levels consist of a group of rigid structures with the Gows acting as joints. Gow won First Place in Best Overall Game and was named Most Commercially Viable Idea. After the great response we decided to improve that prototype and port it to iPhone which we are now doing thanks to indiePub which is publishing Gow.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Gow by Team-iso.</div><h3>Meet the Members of Team-iso</h3><br />
<div class="" style="float:left; margin:15px 7px 7px 0px; border:0px solid #151515; clear:both"></div><h3>Pol Galeote</h3>Pol spent his early childhood playing DOS games. Later, he got a NES and a Sega Genesis which made him realize that he loved video game music as much as the games. When he was 17 he started playing drums and joined a band. Now he is a programmer, makes sound effects and composes music for games. He never stops improving his composing and performing skills. His favorite game genres are RPGs and Metroidvanias.<br />
<br />
<div class="" style="float:left; margin:15px 7px 7px 0px; border:0px solid #151515; clear:both"></div><h3>Oriol Valldeperas</h3>Oriol always loved illustration and has been drawing since he was a child. When was time to decide what degree to pursue, he chose graphic design because it included illustration. Internet and media also interested him so, after finishing his 4-year degree at Elisava School of Design (Barcelona, 2010), he specialized in web and media design sites, video and other digital formats. He's enjoyed computer games since the "awesome" original GameBoy and a Megadrive. His favorite genres are action and puzzle games.<br />
<br />
<div class="" style="float:left; margin:15px 7px 17px 0px; border:0px solid #151515; clear:both"></div><h3>Víctor Guerrero</h3>When Victor was a child he enjoyed solving puzzles. A lot. When he grew up and got a PC, he discovered graphic adventures. So it's no surprise that he has a special interest for puzzle games that push your brain. He is a relative newb in the world of game development as recently discovered programming in college. That does not mean he lacks the drive and interest to learn more. He has also tinkered with 3D modeling (to help Roger). He believes  game development combines multiple fields and requires open-minded people with the desire to exchange knowledge.<br />
<br />
<div class="" style="float:left; margin:15px 7px 7px 0px; border:0px solid #151515; clear:both"></div><h3>Roger Valldeperas</h3>As a child Roger loved playing Gameboy, Megadrive and PlayStation games. At 15 he decided to learn 3D art and enjoyed modeling, rigging and animating models. Later he discovered that it was possible to use his 3D models in video games, so he learned some programming basics. He developed some games alone and worked as a 3D artist on other game projects before joining Team-iso. His favorite game genres are RTSes and platformers.<br />
<br />
<div class="" style="float:left; margin:15px 7px 7px 0px; border:0px solid #151515; clear:both"></div><h3>Albert Vaca</h3>Albert has loved computers as long as he can remember and, of course, he started to use them to play games. Surprisingly, the PC is not his favorite platform. It is, instead, the Nintendo64 that got on his ninth birthday. When he was 14, he wanted to stop being a simple computer user and learned to program in Objective Pascal. He also started to use Suse Linux, his first non-Windows operative system. From then on, he mastered a lot of languages and operative systems. Nowadays, he studies with Roger, Victor and Pol and has a pleasant job at a small business in Barcelona. His favorite game genre is Zelda ("That's a genre, right?").<br />
<br />
<br />
<p><div class="centeredMedia">~ ~ ~</div></p><br />
<br />
<b>SITE: <a href="http://team-iso.com/" target="external" title="Team-iso official web site">Team-iso</a><br />
SITE: <a href="http://blog.team-iso.com/gow/" target="external" title="Gow official web site">Gow</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending July 22, 2011 (updated)</title>
		<pubDate>Fri, 22 Jul 2011 03:35:31 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-22-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-22-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>The heat must be getting to everyone as there were not a lot of indie games released this week. Or maybe there were and the heat is finally getting to me.<br />
<br />
Best Bets this week look to be old school shooter Quick Draw, alien shooter Alien Hideout (was that an AT-ST in there?), adventure game Tourist Trap, space strategy game Combo: Red Moon Rising and physics puzzle-shooter Star Ninja.<br />
<br />
Below is a list of games released between July 16 and July 22, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Quick Draw by GZ Storm (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/QuickDraw/66acd000-77fe-1000-9115-d802585508ea" target="external" title="QuickDraw">QuickDraw</a><br />
(80 MP, 07/16/2011, GZ Storm)<br />
Be quick or be dead! Featuring 10 outlaws in 10 unique game modes, 2 player versus, and more. Challenge your friends to see who has the quickest draw, or play arcade mode and try to get the highest score!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ace-of-Dynamites/66acd000-77fe-1000-9115-d802585508eb" target="external" title="Ace of Dynamites">Ace of Dynamites</a><br />
(80 MP, 07/18/2011, Fairy Engine LLC)<br />
The gems from the kingdom of the Round Happy Faces people have been stolen by their enemies. They're now scattered in the lands of the Death's Heads tribe, and guarded 24/7. Since explosives are the only weapon that can be used against the Death's Heads, you've been chosen to go to hostile territory and get as many gems back as possible, for your Round Happy Face's nickname is Ace of Dynamites.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Cannon/66acd000-77fe-1000-9115-d802585508ec" target="external" title="The Cannon">The Cannon</a><br />
(80 MP, 07/18/2011, Elemental Focus)<br />
In the middle of nowhere, someone has built a wonderful weapon, but now every type of stereotypical enemy wants it destroyed! Beat back ninjas, zombies, robots and more with the cannon and its choice of four weapons! Fire, ice, lightning and vines. Each weapon has different effects on each enemy, so to stay alive, you will need to think on your feet.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Plague/66acd000-77fe-1000-9115-d802585508ed" target="external" title="Plague`">Plague</a><br />
(80 MP, 07/19/2011, Contagious Games)<br />
A devastating computer virus has brought the world to its knees. As the world's only functioning anti-virus, it's up to you to save the world, one computer at a time.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Alien Hideout by Golconda (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Alien-Hideout/66acd000-77fe-1000-9115-d802585508ee" target="external" title="Alien Hideout">Alien Hideout</a><br />
(80 MP, 07/20/2011, Golconda)<br />
You are Agent Alan Gingerspicy in search of aliens in Antarctica. Explore the alien bases and eliminate aliens from the Earth. Choose either task oriented "Adventure" mode or hardcore "Wipeout" mode. Upgrade to cool weapons in this kill'em all mission.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Place-The-Arrows-On-The-Floor/66acd000-77fe-1000-9115-d802585508ef" target="external" title="Place The Arrows On The Floor">Place The Arrows On The Floor</a><br />
(80 MP, 07/20/2011, Stockton)<br />
An incredibly fast paced fun family strategy game, Place The Arrows allows up to 8 players to play simultaneously in the same room, and multiple players on only one pad! Guide people to your castle and monsters to your opponents, but beware- your opponents will be doing the same. Use your cunning and bonus powers to rescue the most people, and win the game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Fawnix/66acd000-77fe-1000-9115-d802585508f0" target="external" title="Fawnix">Fawnix</a><br />
(400 MP, 07/20/2011, EPITFOG)<br />
Make the connection between written English and spoken English! Help engineer John Penman puzzle together English sounds and construct them correctly in their written forms. Master the fundamentals of reading through an engaging, immersive and addictive learning environment. Young gamers can team up with parents/older sibling. Reading is truly a decoding process. Crack the English alphabetic code!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Tourist Trap by Domain of the Infinite (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Tourist-Trap/66acd000-77fe-1000-9115-d802585508f1" target="external" title="Tourist Trap">Tourist Trap</a><br />
(80 MP, 07/20/2011, Domain of the Infinite)<br />
Welcome to the Tower of Mystery, the home of the most amazing curiosities in the world. Our museum of oddities and curiosities includes a genuine shrunken head, dragon venom, the first wheel, Excalibur and other mysterious items. But beware of the Jackalope! Discover the mystery in this 3D adventure game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ballochet/66acd000-77fe-1000-9115-d802585508f2" target="external" title="Ballochet">Ballochet</a><br />
(80 MP, 07/21/2011, MindsEdge)<br />
Ballochet pits you against girders and beams within intriguing cityscapes, and expects you to hit a target. You'll also need to negotiate crates that are in the way. There are 25 screens, each of which gives you five different balls with which you can attempt to hit the target. There's a time limit, so you need take careful aim. This may be the most addictive game that you have ever played.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Combo-red-moon-rising/66acd000-77fe-1000-9115-d802585508f3" target="external" title="Combo - red moon rising">Combo - red moon rising</a><br />
(80 MP, 07/21/2011, ANH Games)<br />
In this addictive mixture of action and strategy, your mission is to defeat the enemy planet. Gather resources through collecting sequences and command ships to conquer asteroids, to build more ships and launch weapons. Features ten single player levels, four multiplayer maps, awards and more.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Star Ninja by Bounding Box Games LLC (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Star-Ninja/66acd000-77fe-1000-9115-d802585508f4" target="external" title="Star Ninja">Star Ninja</a><br />
(80 MP, 07/21/2011, Bounding Box Games LLC)<br />
Star Ninja is a physics based puzzle/shooter where you bounce throwing stars around a level to knock all the pirates into flying ragdolls.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sky-Cat/66acd000-77fe-1000-9115-d802585508f5" target="external" title="Sky Cat">Sky Cat</a><br />
(80 MP, 07/22/2011, Subby and Sun's Games)<br />
Oh no Rusty the Cat is falling through the sky! Help him dodge platforms as long as possible in this extremely fun fast actioned game thats great for the whole family!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Virtual-Attraction-Part-1/66acd000-77fe-1000-9115-d802585508f7" target="external" title="Virtual Attraction - Part 1">Virtual Attraction - Part 1</a><br />
(80 MP, 07/23/2011, Fun Factory Entertainment)<br />
Introducing Part 1 of the Virtual Attraction Series! - A training system designed to teach you how to attract beautiful women, regardless of whether you are short, fat, poor or bald! Each part in the series draws on research from many scientific disciplines, and comes with a manual, questionnaire, exercises and a simulation, that will help take you from zero-to-hero with the ladies!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Leprechauns/66acd000-77fe-1000-9115-d802585508f8" target="external" title="Leprechauns">Leprechauns</a><br />
(80 MP, 07/23/2011, Sleep Minus One)<br />
Navigate the maze and search the rocks to find the pot o' gold! Hang on to score points or hide the gold to score double. Protect your precious (fortune) against cunning automatons (AI) and other pesky thieves (over on-line multi-player) using your trusty mallet and an array of magical items. First Leprechaun to amass a fortune wins!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>Featured Indie Devs: Muse Games muses over Guns of Icarus and CreaVures</title>
		<pubDate>Thu, 21 Jul 2011 03:32:07 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/muse-games-guns-of-icarus-online-creavures-featuerd-indie-developers</link>
		<guid>http://www.indiepubgames.com/news/muse-games-guns-of-icarus-online-creavures-featuerd-indie-developers</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Howard Tsao<br />
<b>Age:</b> 34<br />
<b>Game(s):</b> <a href="http://musegames.com/store/342/creavures-full-version" target="external" title="CreaVures">CreaVures</a>, <a href="http://gunsoficarus.com/" target="external" title="Guns of Icarus Online">Guns of Icarus Online</a><br />
<b>Title/Role:</b> CEO<br />
<b>Location:</b> New York, NY (USA<br />
<b>Studio:</b> <a href="http://musegames.com/" target="external" alt="Muse Games web site">Muse Games</a></td></tr></table></div>Muse Games may be a relatively young indie game studio but it has already released several titles including the steampunk airship combat game Guns of Icarus - which will soon get a followup with online multiplayer combat - and an atmospheric 3D puzzle platformer called CreaVures.<br />
<br />
The four-man Muse team talks about their games, their development process and the future of indie games.<br />
<br />
<h3><b>indiePUB:</b> When and why did Muse form as a studio?</h3><br />
<b>HOWARD TSAO:</b> Muse officially started in early 2010 but we worked on a couple of small web and iOS games (Extreme Sledding and Elementia) in 2009. Towards the end of 2009 we made a game called Guns of Icarus that did well on Steam and later on the Mac App Store. We then formed a company to keep creating games. Before the forming of Muse, we were originally working on a virtual world and web integration project for another startup and we started using the Unity game engine. Along the way, we saw avatars wearing less and less and decided that we didn't have it in ourselves to push the boundary further in that direction. So we took what we learned with Unity to start making 3D games for the web and other platforms, which is what we are really passionate about.<br />
<br />
<h3><b>iP:</b> Why indie?</h3><br />
<b>TSAO:</b> I wanted to create an environment where our vision, creativity and collaboration matter. In a bigger company, or a bigger team working for a large publisher, individual voices can be lost sometimes. This is a way for our team to do what we love. <br />
<br />
<b>CONRAD KREYLING:</b> Agility and lack of top-down authority. I love knowing my input is directly affecting the development process, and I control a large piece of a game's destiny.<br />
<br />
<b>BRIAN KEHRER:</b> Until recently, all games were indie games. NES and Atari teams really had design philosophies closer to us than the massive studios we see today. I think a lot of major studios are now trying to rekindle that, but it's difficult. Consequently we all work really hard to maintain the creative freedom we have.<br />
<br />
<h3><b>iP:</b> How did you get into game development?</h3><br />
<b>TSAO:</b> I know passion is cliché but it's still true. We wouldn't be in game development if it wasn't what we loved to do. We got into game development really as fallout from a failing business model and earlier project. So bad luck, really. We just decided that, with all the knowledge we accumulated with Unity and then emerging game market segments in 3D games for web and mobile, the opportunity to pursue what we truly loved and are passionate about couldn't be better.<br />
<br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Conrad Kreyling<br />
<b>Age:</b> 25<br />
<a href="http://gunsoficarus.com/" target="external" title="Guns of Icarus Online">Guns of Icarus Online</a><br />
<b>Title/Role:</b> Project Lead<br />
<b>Location:</b> New York, NY (USA<br />
<b>Studio:</b> <a href="http://musegames.com/" target="external" alt="Muse Games web site">Muse Games</a></td></tr></table></div><br />
<b>ALEX JAROCHA-ERNST:</b> I've been playing and analyzing games for my own amusement for many, many years and sort of arranged my college career in an attempt to pick up all or at least most of the skills I'd need to be able to make something myself. Then I went into pretty unremarkable web development when I got out of school, because it seemed to be what was needed to pay the bills, with this vague intention of making games in my spare time. Muse gave me the opportunity to do it full-time, which is much more interesting.<br />
<br />
<b>KREYLING:</b> I spent several years doing web and flash game development right out of college and was looking for a new challenge. I had taken some 3D programming classes in school, so when the opportunity to join the Muse team arose I jumped on it. <br />
<br />
<b>KEHRER:</b> My background was in Film and 3D animation, but I've always been primarily interested in game development. I taught myself programming, and am a perpetual student of game design. Economics, math, and SimCity lead me to an interest in dynamic systems - a very important part of games.<br />
<br />
<h3><b>iP:</b> What is your personal development process?</h3><br />
<b>JAROCHA-ERNST:</b> I research and experiment a lot. I try to survey both existing solutions to a problem, either in games specifically or in the larger world of computer science, as well as real-world systems that might be relevant. Then I start building little pieces of functionality in isolation to try and come up with something that feels good, is fun, looks good or otherwise fulfills whatever criteria I'm looking for. It fits nicely with the idea of rapid iteration but the downside of this is that sometimes things that are messy and experimental don't get cleaned up quite as much as I'd like before making it into the final game.<br />
<br />
<b>KREYLING:</b> I'm a meticulous foundation-builder. I spend a lot of time developing libraries and supporting code on which to build. While this doesn't sound like a particularly agile development process, I'm generally getting very generic code in place to allow me to change things very rapidly later down the line. I can imagine this is frustrating to my co-workers who won't see any results for weeks and weeks and then suddenly a game appears from nowhere.<br />
<br />
<b>KEHRER:</b> I start by trying to get the player interaction working first. Often times, the design you thought was spectacular on paper simply isn't fun. Also, frequently, the changes necessary are obvious once you are actually playing the game. The longer it takes to get from design to gameplay, the greater the risk.<br />
<br />
<h3><b>iP:</b> What type of gaming experience do you most enjoy?</h3><br />
<b>TSAO:</b> Personally, I like strategy, simulation games, but I'm also a sucker for AAA adventure games like Red Dead Redemption.<br />
<br />
<b>JAROCHA-ERNST:</b> I look for games that offer good strategic depth or the feeling of exploring and interacting with something vast and alive: big complex strategy games, puzzles, simulations and competitive multiplayer games that are about strategy beyond clicking on heads.<br />
<br />
<b>KREYLING:</b> I love games that are both relaxing and immersive. Rez, for example, is probably my favorite game to date. If I could give players even a tenth of what that game has given me I could probably retire happily.<br />
<br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Brian Kehrer<br />
<b>Age:</b> 27<br />
<a href="http://gunsoficarus.com/" target="external" title="Guns of Icarus Online">Guns of Icarus Online</a><br />
<b>Title/Role:</b> Game Design Lead<br />
<b>Location:</b> New York, NY (USA<br />
<b>Studio:</b> <a href="http://musegames.com/" target="external" alt="Muse Games web site">Muse Games</a></td></tr></table></div><b>KEHRER:</b> I love the promise of rich and dynamic narrative experiences. I strongly believe the words 'narrative' and 'interactive' do not need to be mutually exclusive. Too often they are.<br />
<br />
<h3><b>iP:</b> What do you hate in games?</h3><br />
<b>TSAO:</b> One thing that I don't like as much is making games difficult for the sake of proving a point. If a game like that is targeted for a specific audience, then OK. But I find that in more mainstream games sometimes and those games I tend to not enjoy as much.<br />
<br />
<b>KREYLING:</b> Ever get to an end boss and suddenly have to use novel, never-before-introduced mechanics to defeat it? Yeah, that's pretty much the worst<br />
<br />
<b>KEHRER:</b> Games that aren't actually interactive, but a series of scripted cutscenes and events. Those aren't really games. While they might be fun in their own right, I find a lot of games I'm very excited about turn out to just be cool movies.<br />
<br />
<h3><b>iP:</b> What is your game philosophy? What experience do you want players to come away with after playing your games?</h3><br />
<b>TSAO:</b> We try to craft the player experience specifically for each game that we create. With Guns of Icarus, it was really about the intensity of battle and the frantic feeling of rescuing your ship as things descend into chaos. So it was that thrilling nervous energy we were after. With CreaVures, it was the polar opposite. We wanted an experience for CreaVures where players would find the controls accessible so that they can get into the flow easily. We wanted to bring the wonders of nature to life and an interesting way and have players relate to the characters they are playing. Overall, we wanted CreaVures to be a relaxing, smoothing experience in a magical landscape.<br />
<br />
<b>JAROCHA-ERNST:</b> I always want to give players the feeling that they're interacting with a consistent, understandable, complex system, whether that be a believable game world or just game rules that are deep enough to be interesting. How this manifests specifically depends a lot on the emotional experience we're trying to create in any given game. I look for games that offer good strategic depth or the feeling of exploring and interacting with something vast and alive: big complex strategy games, puzzles, simulations, and competitive multiplayer games that are about strategy beyond clicking on heads.<br />
<br />
<b>KEHRER:</b> I typically start with an emotion I'd like to evoke in the player. The more specific the better. Games have the ability to foster a set of emotions no other medium can due to their interactivity. Players can experience pride at their accomplishments, shame, paranoia or perhaps even love. Really complex feelings. After we've chosen a core feel, it's a lot of experimentation and iteration to see if all the systems (including) art, design and controls are working toward reinforcing that experience.<br />
<br />
<h3><b>iP:</b> Muse has two games on Steam (CreaVures and Guns of Icarus). How did that come about?</h3><br />
<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Alex Jarocha-Ernst<br />
<b>Age:</b> 28<br />
<a href="http://gunsoficarus.com/" target="external" title="Guns of Icarus Online">Guns of Icarus Online</a><br />
<b>Title/Role:</b> <br />
<b>Location:</b> New York, NY (USA<br />
<b>Studio:</b> <a href="http://musegames.com/" target="external" alt="Muse Games web site">Muse Games</a></td></tr></table></div><b>TSAO:</b> When we completed the development of Guns of Icarus, we submitted the game to Steam. They liked what we did and worked with us to release the game. It was a relatively longer process, as integration with the Steam API took us a while to master. But the people at Steam have been really helpful along the way, and that was really refreshing for us. Steam loves indie development and their platform and service are amazing. They really think from the perspective of developers, especially small indie developers and do what they can to facilitate. Once we were going through the approval process, they set a release date for us. Then it was up to us to work feverishly to get the integration work done. We launched Guns of Icarus on the same day that the Steam Mac Store went live and Steam gave us a feature on Mac, Adventure and Indie and we made the top seller list. With CreaVures, since we already did the integration once before and we already had a track record delivering a product for Steam, the approval and integration process was quick. We just had to work feverishly again to make sure we have everything ready before the release date that Steam slotted for us.<br />
<br />
<h3><b>iP:</b> What was your role? What approach did you take to making CreaVures? What were your inspirations?</h3><br />
<b>JAROCHA-ERNST:</b> I did some early prototyping, went away to work on another project (GoI) for a few months, then came back to help out with graphics programming and effects in the final stages of the game both in terms of polishing the PC version and trying to cram something as close to that as possible into the original iPad. Visually, I think our earliest inspiration came from a mix of tarsiers - which really are small, cute, nocturnal animals with semi-luminescent eyes - and lots of bioluminescent sea creatures. The artists clearly took that and ran with it to create something pretty unique.<br />
<br />
<b>KREYLING:</b> I was the Project Lead as well as the Lead Engineer. The development process for this game was somewhat non-traditional: I was given a grey-box prototype of this game at the start and told to turn it into a full game. Immediately this game felt more like DK Country to me than anything, though as time went on it became less DK Country and more Lost Vikings. I'm not displeased with the result.<br />
<br />
<b>KEHRER:</b> I did the initial gameplay and controls prototyping, as well as the original design document. I came back during the final crunch to do the sound design. For me, CreaVures was driven by its art and aesthetic.  We really wanted to create a sense of wonder in the player. I tried early on to make sure the controls didn't get in the way of that. The original inspirations were The Lost Vikings, Lemmings, Limbo, and DK Country.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Muse Game's CreaVures.</div><h3><b>iP:</b> What was the hardest part to develop in CreaVures?</h3><br />
<b>JAROCHA-ERNST:</b> Getting our very distinctive visuals to carry through on all platforms, particularly the mobile ones. The graphics chipset in the original iPad nearly brought me to tears.<br />
<br />
<b>KREYLING:</b> Pokey's climbing mechanic. I don't know why but this particular mechanic was a chronic problem for us. It was always something: The climb was broken, the climb was too slow, the climb was too fast, the climb looked weird, the spikes all appear in the same place, other CreaVures couldn't climb up the spikes. By the time we wrapped on it I never wanted to look at the code again.<br />
<br />
<b>KEHRER:</b> Discrete physics based gameplay. We wanted the feeling of real physics, without the player being able to to get into strange states, as you frequently can in physics based games. This required basically scripting all of the physics in the game by hand. Smooth controls and physics were fighting each other from day one but the CreaVures team really persevered and made a whole lot of very complex behavior just work.<br />
<br />
<h3><b>iP:</b> What was the hardest part to develop in Guns of Icarus?</h3><br />
<b>JAROCHA-ERNST:</b> Networking. Software development mostly exists in this nice ivory tower of abstracts and absolutes...until you have to deal with real-time networking, at which point all the messy physics and nondeterminism of reality come back to bite you.<br />
<br />
<b>KEHRER:</b> Networking. I'm glad we have some engineering wunderkinds - so I didn't have to touch most of it. Designing control schemes that are lag resilient and still responsive was already very difficult - and resulted in numerous heated discussions around the tea shelf (our caffeine source of choice).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">A screen shot of Muse Game's Guns of Icarus Online showing a bit of the explosive sky bound action.</div><h3><b>iP:</b> Guns of Icarus getting PvP elements. Is that by design or demand? Is this an expansion or new game?</h3><br />
<b>JAROCHA-ERNST:</b> In a lot of ways, the new Guns of Icarus is what we wanted to make GoI in the first place. All through the development of the first game, we would have conversations about this or that feature that ended in, "Maybe in Guns 2…" because we didn't have the resources to do it at the time. As for PvP, we feel it's just the best way to deliver a satisfying combat experience. No game AI we have the time or ingenuity to make will deliver as satisfying an opponent as a good human player. So we decided to make the raw airship combat work first, in this PvP context, and build on that later for PvE content.<br />
<br />
<h3><b>iP:</b> What have been the reactions to Guns of Icarus?</h3><br />
<b>TSAO:</b> With Guns of Icarus, we could definitely do a lot more with multiplayer and expanding the game. We've gotten a ton of great support and responses for the game but the consistent feedback is for us do a lot more with multiplayer. This is really the motivation behind Guns of Icarus Online, where there would be extensive PvP, fleet battles, customization, ships and weapons upgrades, skills system, etc. With CreaVures, women have really loved the game. We've actually gotten quite a bit of positive feedback from parents and grandparents who buy the game to play with their kids and grandkids. They are drawn to the game's accessible game play, aesthetics, character's personalities and non-violent nature. We designed CreaVures to be more of a family friendly, light player friendly experience and I think we did a pretty good job achieving this goal. <br />
<br />
<b>KEHRER:</b> In almost all ways, Guns of Icarus Online is a new game. The core philosophy and emotions are similar, as well as a few of the core gameplay mechanics, however, this is the game we always wanted to make. PvP just seems like a natural extension of the Guns of Icarus world. While fundamentally, the game is meant to be collaborative, this is a post-apocalyptic world with different factions vying for control of limited resources. PvP just makes sense - and besides, it's a whole lot of fun for us in the office, we think everyone else will enjoy it, too.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><h3><b>iP:</b> What does the future look like for indie games?</h3><br />
<b>TSAO:</b> I think the future for indie games has never been brighter. We went from having really high barriers to market and expensive development costs to being able to deploy across multiple viable distribution platforms and to create games on shoestring budgets all within the last 3 to 4 years. Steam, iOS, Facebook have all experienced tremendous growth obviously, and while the market places are getting crowded, at least the developers with quality games have a chance of standing out and doing really well. On the cost front, Unity has lower the cost for game development in 3D astronomically. With affordable costs and viable channels to distribute games, indie development will continue to blossom in the foreseeable future. <br />
<br />
<b>KREYLING:</b> Not to dramatize this too much, but I do feel like we're entering the "Age of the Indie". Technologies like Unity3D and Flash are allowing small developers to create amazing games across a range of platforms, including the budding mobile platforms. There's absolutely nothing more empowering than clicking a few buttons and suddenly having your game running on both an iPad and an Android device.<br />
<br />
<h3><b>iP:</b> What advice to you have for other indie game developers...</h3><br />
<b>TSAO:</b> Try something different and believe in your ideas. Not make a clone game because a similar game has done well. Make something original. <br />
<br />
<b>JAROCHA-ERNST:</b> Make something distinct, in both visuals and gameplay. You'll have a very hard time competing with the AAA guys on anything traditional, or on sheer quantity of art and content, but you have a freedom to try things that they don't.<br />
<br />
<b>KREYLING:</b> Keep your games in scope! Take a few simple mechanics and really refine them rather than throwing a million mechanics at the wall. Keep your code generic and modular, allowing reuse across your games.<br />
<br />
<b>KEHRER:</b> Don't be afraid of your players, and certainly don't tell them how to have fun. If there are mechanics your players are exploiting - or actions they perform you weren't expecting, find ways to incorporate them into your design in a balanced way - it might just be the most fun part.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://musegames.com/" target="external" alt="Muse Games web site">Muse Games</a><br />
GAME PAGE: <a href="http://musegames.com/store/342/creavures-full-version" target="external" title="CreaVures">CreaVures</a><br />
GAME SITE: <a href="http://gunsoficarus.com/" target="external" title="Guns of Icarus Online">Guns of Icarus Online</a></b>]]></description>
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		<item>
		<title> New Xbox Live Indie Games for week ending July 15, 2011</title>
		<pubDate>Fri, 15 Jul 2011 04:56:05 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-15-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-15-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It looks like more games than usual have somehow earned above 80 MP pricing this week. Let's hope that means the quality of games is improving.<br />
<br />
Best bets this week appear to be helicopter shooter Urgent Evasion 360, 3D adventure game Blackstone: Part One, factory resource management game Production Panic and the platforming shooter Grand Theft Froot.<br />
<br />
Below is a list of games released between July 9 and July 15, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions will be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Labyrinth by Subtle Abberation</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Labyrinth/66acd000-77fe-1000-9115-d802585508e1" target="external" title="Labyrinth">Labyrinth</a><br />
(400 MP, 07/09/2011, Subtle Abberation)<br />
Step into the strange world of the Labyrinth as Amelia, a young woman with no memories of who she is, or why she is trapped here. All she knows is that she must travel deeper, towards the tall Black Tower. She will learn that even darker secrets await her in the deeper layers of the Labyrinth. She wants to escape and regain her memories, but the Labyrinth is more than just a maze.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Block-Vengeance-Alpha/66acd000-77fe-1000-9115-d802585508e2" target="external" title="Block Vengeance Alpha">Block Vengeance Alpha</a><br />
(80 MP, 07/09/2011, thedeadstu)<br />
Imagine breakout, except this time the blocks aren't as happy about you firing balls in their directions and are fighting back! Collect power-ups to get back in the fight and juggle as many balls as you can to get extra points. Battle through 10 Levels of 3 stages each in arcade mode, take on survival mode, or play versus another player.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Urgent Evasion 360 by Mukagosoftware Development</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/URGENT-EVASION-360/66acd000-77fe-1000-9115-d802585508e3" target="external" title="URGENT EVASION 360">URGENT EVASION 360</a><br />
(80 MP, 07/11/2011, mukagosoft)<br />
"URGENT EVASION 360" is a multi directional shooting game. The player must fly a helicopter and battle various land and air-based enemies.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/TurboRocket/66acd000-77fe-1000-9115-d802585508e4" target="external" title="TurboRocket">TurboRocket</a><br />
(240 MP, 07/12/2011, Kaare Kjellerup)<br />
wipe out all enemies on each level. Reward: Increase your special weaponsystem and awesomeness. Variety: Level generator and 22 different enemyes. Challenge: 58 custom-made levels.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Wiki-Read-Wikipedia-for-Xbox/66acd000-77fe-1000-9115-d802585508e5" target="external" title="Wiki Read: Wikipedia for Xbox">Wiki Read: Wikipedia for Xbox</a><br />
(240 MP, 07/12/2011, Paul Fisch 1)<br />
Wiki Read brings wikipedia to the xbox. Wiki Read is an offline wikipedia reader that provides a database of over 30000 wikipedia articles with full link and search capabilities.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Blackstone: Part One by Battenberg Software</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Blackstone-Part-One/66acd000-77fe-1000-9115-d802585508e6" target="external" title="Blackstone - Part One">Blackstone - Part One</a><br />
(80 MP, 07/13/2011, Battenberg Software)<br />
Take on the role of our heroine Kate, the innocent and unknowing victim of an evil sorcerer's attempt to harness the powers of the mysterious Blackstone. As she embarks on a brave mission to save her village and help her friends, her quest soon leads her to the Clouded Mountain where she must discover both the true extent of her task and the real reason Blackstone is so desperately coveted.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Production Panic by MikeE</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Production-Panic/66acd000-77fe-1000-9115-d802585508e7" target="external" title="Production Panic">Production Panic</a><br />
(240 MP, 07/13/2011, MikeE)<br />
Production Panic - The only factory-based puzzle game where you have to get products from A to B with an egomaniac for a supervisor, and a cephalopod for a boss! We don't know who set up these production lines, but efficiency certainly wasn't what they had in mind.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Grand-Theft-Froot/66acd000-77fe-1000-9115-d802585508e8" target="external" title="Grand Theft Froot">Grand Theft Froot</a><br />
(80 MP, 07/13/2011, JackandLisa)<br />
Take on the all powerful Advanced Weapons Research Corporation in this twisted, dark story platformer/adventure/rpg mixture. Steal all the Froot, hack through security systems, take out the guards, find all the secrets and most important of all, figure out what is going on! Featuring around four to five hours of gameplay the final ending will blow you away... If you survive...<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Aliens vs. Aliens by Fun Factory Entertainment</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Aliens-VS-Aliens/66acd000-77fe-1000-9115-d802585508e9" target="external" title="Aliens VS Aliens">Aliens VS Aliens</a><br />
(80 MP, 07/14/2011, Fun Factory Entertainment)<br />
In a distant galaxy, an alien race is at war with itself. Take command of a squad of alien 'tracker' units in an attempt to thwart the plan to invade earth, in this turn-based game of strategic warfare. With multiple weapons and dozens of unit and weapon upgrades, do you have what it takes to defeat a foe with vastly superior numbers?!<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<item>
		<title>Featured Indie Dev: Jean-Claude Cottier hatches Jump Birdy Jump</title>
		<pubDate>Thu, 14 Jul 2011 03:25:34 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/independent-developer-jean-claude-cottier-ovogame-hatches-jump-birdy-jump</link>
		<guid>http://www.indiepubgames.com/news/independent-developer-jean-claude-cottier-ovogame-hatches-jump-birdy-jump</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Jean-Claude Cottier<br />
<b>Age:</b> 40<br />
<b>Game(s):</b> <a href="http://itunes.apple.com/us/app/jump-birdy-jump/id431468429?mt=8" target="external" title"Jump Birdy Jump on iTunes">Jump Birdy Jump</a> (iOS), Anka (PC), OvO (PC),<br />
Fashion Love (PC/MAC/iOS),  Tropical Mania<br />
(PC/MAC/iOS)<br />
<b>Title/Role:</b> One Man Army<br />
<b>Location:</b> France<br />
<b>Studio:</b> <a href="http://www.ovogame.com/" target="external" alt="Ovogame web site">Ovogame</a></td></tr></table></div>This is an instance of the egg coming before the chicken. Or, really, the bird.<br />
<br />
Jean-Claude Cottier hatched an indie studio after leaving Lionhead Studios where he worked as an Engine Architect for several years. But, as we're going with this whole hatching bird theme, we need to go back a bit first.<br />
<br />
<h3>In the Shell</h3><br />
Like most game developers, Cottier liked computers and video games when he was a child.<br />
<br />
"I played a lot of games like the others kids but, unlike them, I really wanted to program my own game," recalls Cottier. "I worked hard during holidays and saved every penny until I was able to afford my first computer for my 14th birthday. It was an amazing second-hand VIC20 with 3.5k of memory. Yes, that's about 0.003 mega byte. At that time, the Internet didn't exist and you had magazines publishing long source code of games. You had to type them if you wanted to play these games. I've studied these listing and figured how it was all working."<br />
<br />
<h3>Hatched</h3>"Fast forward a decade later and here I am with my freshly earned master's degree in computer science. At that time (1996), Infogrames was one of the biggest French video game companies and, luckily, I did get my first job there. That was it. I was getting a foot in the professional game industry and its awful wages and long working hours but it didn't matter at that time for me. It was awesome."<br />
<br />
After Infogrames, where he worked on the game StarShot as a 3D Engine Programmer, Cottier got a job as an Engine Architect at Lionhead Studios.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">An example of a page from a French magazine that offered source code for games (above).</div><br />
"I was working as a techy guy, building 3D engines, tools and technology for AAA games. It was great and I did really love my job," Cottier recounted of his days with Lionhead. "Working on Black & White and The Movies was a blast. I contributed massively to these titles and, despite all the hard work, tears and bloodshed, I don't regret it for one second. It was extremely hard to resign from Lionhead. I had a dream job and really felt at home there."<br />
<br />
<h3>Flying the Coop</h3>Cottier left Lionhead because he wanted to return home and so he could have more complete control of his games.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>"When you work in a big team, even as a game programmer or a designer, it is hard to not feel like you are just a small cog in a massive machine. I didn't want to feel that way, which is why I founded Ovogame and started working on my own little games back in 2006."<br />
<br />
Under the Ovogame name (which means "hatched egg"), Cottier has created games of various genres including time management title Tropical Mania (PC, Mac and iOS), a webcam-based game called OvO (PC) and an adventure game called Anka (PC).<br />
<br />
"I like to make any kind of game. In my career I've worked on platform games, god games, simulations and, more recently, casual games," Cottier said. "...I'm still hoping that one day I'll be able to work on a racing game, a shoot-'em-up, a survival horror game (and) a RPG. I told you, I'm really open."<br />
<br />
<h3>The Big Bird</h3><br />
Although Cottier had been primarily developing PC games, his most recent game, <a href="http://itunes.apple.com/us/app/jump-birdy-jump/id431468429?mt=8" target="external" title"Jump Birdy Jump on iTunes">Jump Birdy Jump</a>, is the first game he's created specifically for iPhone.<br />
<br />
"The game mechanism is extremely simple," explains Cottier. "You bounce a bird from wire to wire while avoiding the pitfalls. Sound simple? Yes, but if you touch the scenery – wood, black stars, so on – you are punished with immediate death. So, it is actually challenging. While advancing into the game, new objects and mechanisms are introduced to you. The game contains 60 levels and if you want to collect all the stars, it will take you many hours to complete."<br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=TiQ6-ZF-OaY</div><div class="caption">"It isn't really a physics-based game where you knock down objects... JBJ is more like a platform type of game involving skills and good timing." - Jean-Claude Cottier, Ovogame</div><br />
Cottier credited Angry Birds and Cut the Rope as inspirations for the game - and having an appealing audience he also wanted to attract - although he wanted to create a unique experience. In fact, he did not even want to use birds in the game.<br />
<br />
"I designed three prototypes and settled on the one involving a sphere jumping from wire to wire. I was sure of one thing: I didn't want birds for my game and I started looking for some cute animal artwork," remembers Cottier. "I did find a very cute little bird on a website and liked it so much that I put it in my game as a place holder. It was working so nicely that, ultimately, I couldn't change it. I contacted the artist (<a href="http://www.artwanted.com/artist.cfm?artid=52065" target="external" title="Dawn Donald on ArtWanted">Dawn Donald</a>) who made it and she created a new one for JBJ."<br />
<br />
Even so, timing has not quite been on Cottier's side.<br />
<br />
"A lot of people are telling me that it's a clone of <a href="http://itunes.apple.com/us/app/parachute-ninja/id351425821?mt=8" target="external" title="Parachute Ninja">Parachute Ninja</a>. I swear, I didn't know about that game while designing JBJ. I did get a lot of inspiration from Cut the Rope but I really thought that I was designing a new game mechanism with JBJ," Cottier said. "I was devastated when I learned it was already done and, ironically, by the same people who designed Cut the Rope."<br />
<br />
And then there are the sales.<br />
<h3>Gathering Worms</h3>"The iOS market is an extremely tough market," explained Cottier. "JBJ isn't selling very well because no one knows it exists."<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>According to Cottier, the game has sold pretty well in France but not in the US. He's sold 3600 units (at various prices) since its release seven weeks ago, a number he calls a "disaster."<br />
<br />
"The users' feedback has been amazing with in average 90% of ratings scoring 4 or 5. It is such a shame that this little gem is lost in the ocean of iOS apps. I knew it was going to be hard but I wasn't expecting it to be that hard," said Cottier. "At the moment, the iOS market wouldn't be enough to make me a living on its own."<br />
<br />
Cottier hasn't completely lost hope in the iOS market (see his advice below) or Jump Birdy Jump. In fact, he's planing to share a bit more of it with the world.<br />
<br />
<h3>Sharing a Few Fresh Eggs</h3><br />
By developing the game for iOS from the beginning and creating his own level editor, Cottier has been able to spend a lot of time designing, testing and polishing the levels in Jump Birdy Jump.<br />
<br />
"For me, game creation is all about the tools. If it is easy to add content, then you can concentrate on what is important for the game and not struggling with technical issues," Cottier explained. "When I was working in the AAA industry, I was paid a small fortune because I could visualize the big picture and create tools and technology easily accessible to all the other member of the team, massively reducing the time spent on production. Now, I'm the only full-time member at Ovogame but I am still applying this philosophy and I don't hesitate to invest a bit of time in new tools if it will speed up my productivity."<br />
<br />
Cottier plans to make the editor available for others to use (<a href="http://www.jumpbirdyjump.com/Editor/" target="external" title="Jump Birdy Jump level editor by Jean-Claude Cottier">here's a link to the Jump Birdy Jump level editor</a>) but, for now, it needs better documentation. Cottier has similar plans for a another toolset for a future game.<br />
<br />
"It is still very early but I would love to make a very different type of game, maybe less casual," said Cottier. "I'm currently very tempted to work on a mobile RGP action-puzzle game. There is nothing set in stone yet and it might just be a too ambitious. I'll see. Obviously, if I'm going down that road, I'll be making very accessible tools so people could create their own side quest. A bit like <a href="http://www.rpgmakerweb.com/" target="external" title="RPG Maker">RPG Maker</a> but for mobile platform and more action oriented."<br />
<br />
<h3>Jean-Claude Cottier's Advice for Indie Developers</h3><blockquote>"You really need to constantly promote your apps or you quickly end up selling a handful amount of units each day. Having multiple games released is a big plus as you can cross promote them but it is becoming harder and harder every day. A lot of great games are released constantly and the prices keep going down. Also, we keep hearing about all these developers quitting their AAA jobs to start working on mobile games. I'm afraid the market is already crowded and it is going to be extremely hard to survive for a lot of them. The key is to be multiplatform. At least you can increase your income streams without too much extra work. I've got my own 2D cross platform lib for iOS, Mac and PC and my only regret is that I didn't start sooner."<br />
<br />
"I advise (developers) to be careful before quitting their day job. It's hard to make a living from games and you will need to wear many hats and work on stuff you might have no clue about like marketing, finance and production.<br />
<br />
Spend your money wisely and keep some for marketing purposes. If you can, test the water and simply create your game during your free time before making it full-time. Always have a plan B in case your original plan just falls through.<br />
<br />
Know your audience: You want to pay the bills, so people will need to open their wallet for you. Make sure you have an audience and a way to get to that audience.<br />
<br />
Finally, be prepared to live a lonely life. This is probably the hardest and worst part of it. The only people you'll meet are online. That's not very social isn't it? I miss the office coffee break."</blockquote><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>SITE: <a href="http://www.ovogame.com/" target="external" alt="Ovogame web site">Ovogame</a><br />
PURCHASE: <a href="http://itunes.apple.com/us/app/jump-birdy-jump/id431468429?mt=8" target="external" title"Jump Birdy Jump on iTunes">Jump Birdy Jump</a><br />
</b>]]></description>
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		<title>English: The international language of video game development</title>
		<pubDate>Tue, 12 Jul 2011 09:04:52 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/english-the-international-langauge-of-game-development</link>
		<guid>http://www.indiepubgames.com/news/english-the-international-langauge-of-game-development</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Even though indie games are created by developers of varied backgrounds and locations, there seems to be one common element: English.<br />
<br />
While working in the indiePub booth this year (2011) at South by Southwest I spoke with several indie developers about making games. We had developers from five countries represented and yet they all spoke a fair amount of English.<br />
<br />
I asked <a href="http://www.indiepubgames.com/news/uncanny-games-fish-hunt-indie-developer-interview-independent-propeller-award-winner-best-art" target="external" title="2011 Independent Propeller Award Winner Uncanny Games">Romain Leprince</a> of <a href="http://www.theuncannyfishhunt.com/" target="external" title="The Uncanny Devblog">Uncanny Games</a> about learning English in other countries and he pointed out that game programming languages are based on English.<br />
<br />
It's one of those things you never quite notice until you really start to look. It's not exactly game code but visit just about any international web site, for example, and the HTML behind it is based on English.  The contact page is usually "contact.html" even if the site displays characters from another language in the web browser (for example, <a href="http://www.jpf.go.jp/j/contact.html" target="external" title="Japan Foundation web site">this page on the Japan Foundation web site</a>). HTML, an acronym for "Hyper Text Markup Language," bases nearly all of its elements on English words.<br />
<br />
"In Germany you normally learn English pretty early in school so everyone knows at least the basics," said <a href="http://www.indiepubgames.com/news/wolpertinger-games-featured-indie-devs-poopocalypse" title="Wolpertinger Games produces playable pigeon armageddon with Poopocalypse">Sebastian Bender of Wolpertinger Games (Poopocalypse)</a>. "We normally work with some kind of Denglisch language, part German, part English. And we play lots of games in English or with native speakers from the UK or US. At one point we even had two small papercraft flags in our office. The first one in the office did set the language spoken in the office to either German or English. So there were days when all of us, seven people at that time, spoke English all day."<br />
<br />
Several countries require English to be taught early which may contribute to this phenomenon, also adding a bit of convenience for many. English is one of the most widely spoken languages on the planet, coming in third for total use after Mandarin and Spanish. Even so, English is spoken in the most countries, 112,   with French coming in a distant second with 60 countries (according to the <a href=" http://www.ethnologue.com/ethno_docs/distribution.asp?by=size" target="external" title=" Ethnologue Languages of the World Sixteenth Edition, Paul M Lewis">Ethnologue: Languages of the World web site on July 11, 2011, based on the Ethnologue Languages of the World Sixteenth Edition by Paul M Lewis released in 2009</a>).<br />
<br />
"Dutch people are all raised to speak English well, much more so than French developers, so it is no problem at all," explained <a href="http://www.indiepubgames.com/news/joost-van-dongen-indie-developer-ronimo-games-proun-and-awesomenauts" target="external" title="Joost van Dongen proud of Proun, making more awesomeness with Awesomenauts">Ronimo Games'  Joost van Dongen (Proun), who lives in Utrecht, Netherlands</a>. "I actually think it is really great that there is one language in which we can all communicate, instead of having these islands of people who cannot talk to people on another island because of the language barrier." <br />
<br />
"I'm writing everything in English, even the comments for the code, which could be written in French," said <a href=" http://www.ovogame.com/" target="external" title="Ovogame web site">Jean-Claude Cottier from Ovogame</a> (<a href="http://itunes.apple.com/us/app/jump-birdy-jump/id431468429?mt=8" target="external" title="Jump Birdy Jump on iTuens">Jump Birdy Jump</a>) whose first language is French. "As far as I am concerned English is the international language and I must use it for communicating with everyone or reading forums, docs, papers or contracts. This is far more intense than learning a couple of dozen keywords for a specific programming language."<br />
<br />
<a href="http://www.theesa.com/gamesindailylife/economy.asp" target="external" title="Video Games and the Economy "><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div></a>"English is easily accessible for me and I am used to most things being written in that language as pretty much nothing outside the mainstream exists in Danish anyway," writes <a href="http://www.vatinasportal.dk/" target="external" title=White Game games">Lonnie T. Brandt from White Cat (Angelic Orbs: Broken Memories)</a> whose primarily language is Danish. "...As my final games will be in English anyway, almost everything is made in that language to begin with. English is an obligatory part of our education here, so most would be able to make use of it without many problems. Of course there are times when I run into strange technical terms that I'm not 100% sure of but a quick look-up on the internet quickly solves that nowadays."<br />
<br />
Many developers echoed Brandt's comment, suggesting that English is prevalent in game development at least in part by necessity.<br />
<br />
"I think it's good because English is kind of the number one language used throughout the world," said Chanon Sajjamanochai from <a href=" http://www.viquagames.com/" target="external" title="Viqua Games">Viqua Games</a> (<a href=" http://itunes.apple.com/us/app/ultradeep/id379397835?mt=8" target="external" title-"Ultradeep on iTunes">UltraDeep</a>) whose primary language is Thai. "Everyone knows at least a bit of it, so it helps with sharing code. Otherwise, in general, when learning a programming language you'd have to learn two things: The language the programming language is based on... and then the programming language itself."<br />
<br />
One observation by Sajjamanochai is that "programmers in a foreign country will generally have better English skills than non-programmers as most resources about programming are in English."<br />
<br />
Another useful side effect having a centralized language – both for programming and communicating - is that it allows even the most distant devs to work together.<br />
<br />
"It has enabled us to assemble a team that works from west coast USA through northern Europe to the Ukraine," explained <a href="http://www.fullcontrol.dk/" target="external" title="Full Control Softweare and Consulting web site">Thomas Hentschel Lund, CEO of Full Control (Smack Boxing)</a>. His primary language is Danish but he also speaks English, German and Swedish. "Everyone speaks the same language (English) and can communicate on the same level without language barriers. As indies we are now privileged to be able to pick the best people for a job almost anywhere on the planet instead of only who live in the same city as yourself. So, without the Internet and the English language, we would simply not exist as a game company."<br />
<br />
A few also pointed out that the United States is one of the largest game markets so it makes sense to understand the language of those you are selling to. Even so, some devs don't really see a strong English-to-code connection.<br />
  <br />
"I think it's stretching things a little bit when you say programming languages are written in English," said Cottier. "Yes, keywords are in English but does this look like English to you?"<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><br />
While some of those are recognizable as English terms – for example, "unsigned" and "chunk" – programming is complex enough that developers often use code as bits of useful information instead of language-based phrases.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>"I consider them their own language," agreed indiePub's own English-speaking game programmer, <a href="http://www.indiepubgames.com/profile/FuzzyHater" title="Jon Schreiber at indiePub">Jon Schreiber</a> (The Conduit). "They are all just a set of keywords paired with user defined meaning to them where the user defined name for it could just as easily be French as it is English but even if it were French if you knew the programming language you would still be able to get a solid grasp to what’s happening even though you don’t understand the variable names themselves."<br />
<br />
While it's sometimes hard to see the words for the code, it's pretty clear that English has saturated every aspect of game development. And that's not necessarily a bad thing.<br />
<br />
As Hentschel simply stated about English being the primary language of game programming, documentation and discussions, "I think it's fantastic."<br />
<br />
Van Dongen agreed, writing, "I actually think it is really great that there is one language in which we can all communicate, instead of having these islands of people who cannot talk to people on another island because of the language barrier." <br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<i><b>Editor's Note:</b> All responses from developers for this article, spoken or written, were in English. Only minor adjustments were made for style or grammar.</i>]]></description>
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		<title>Dev Blog: Q&A with Cipher Prime about Fractal for iPad</title>
		<pubDate>Fri, 08 Jul 2011 04:06:29 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/dev-blog-2-cipher-prime-fractal-for-ipad</link>
		<guid>http://www.indiepubgames.com/news/dev-blog-2-cipher-prime-fractal-for-ipad</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>For the second developer's blog about the upcoming release of Fractal on iPad (<a href="http://www.indiepubgames.com/news/cipher-prime-update" title="Cipher Prime Update Weve entered into an iPad publishing deal and thats OK">here's the first dev blog</a>), Cipher Prime's Dain Saint answered a few questions about the studio and the game.<br />
<br />
Fractal combines the puzzle and matching genres together with their musical sensibilities. In the game you push hexagonal fractals together to form larger clusters that bloom and explode, causing chain reactions. The game was previously released for PC (Windows and Mac) and is being tweaked for its upcoming iPad release<br />
<br />
Below you'd find out more about Cipher Prime, Fractal for iPad and a bit about their musical tastes.<br />
<br />
<h3>indiePub: Cipher Prime started as an interactive design company, how did you make the switch to developing games?</h3><b>CIPHER PRIME:</b> Accidentally. As an interactive firm, we specialized in rich media applications. Although individually we had a lot of clients from our freelance days, as a company we didn’t have that list. We decided to create something that showcased our abilities with Flash and that turned out to be Auditorium. Auditorium became more successful than we’d ever thought, so we decided to make the switch to games. We still work with clients but our main mission is games.<br />
<br />
<h3>iP: After Auditorium, Cipher Prime released Fractal. How did the idea for Fractal come about?</h3><b>CP:</b> We had the original idea for the push mechanism that powers the game. He wanted to do a game where your next move was based on your previous actions. We coded up a base prototype on a flight over to our first GDC and spent the next few months cranking out prototypes. It’s probably the game that’s gone through the most revisions since we started making games. We have 9 or 10 different versions that we toyed with, some on infinite play spaces, some multiplayer. We ended up spending 15 months whittling it down to the three game modes that currently exist: Campaign, puzzle and arcade.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Fractal will be available soon for iPad.</div><br />
<h3>iP: During long nights developing, what were your go-to takeout places?</h3><b>CP:</b> <a href="http://www.pinestreetpizza.com/" target="external" title="Pine Street Pizza">Pine Street Pizza</a> played an integral part in our delivery consumption. It actually became a cheat code for the newer versions of Fractal and made the credit roll. They literally kept us alive. King of Wings was also something we hit up quite a bit. <a href="http://www.kingofwings1.com/" target="external" title="King of Wings">King of Wings</a> has taglines like, "Buffalo Wings go with all things so give us a ring," so we thought it was hilarious.<br />
<br />
<h3>iP: What tools did you use to make the game, and why? How did you make decisions about the game’s aesthetic and functionality?</h3><b>CP:</b> We made it in Flash because we were good at it. We knew how to program and design in Flash and its tools allowed for the art style to be properly executed. The game is typography heavy and Flash is good at that. It’s also really quick for prototyping and, considering we went through so many prototypes, it supported our process.<br />
<br />
<h3>iP: Where’s Fractal headed next?</h3><b>CP:</b> Fractal is going to the iPad and has been re-released on PC and Mac.<br />
<br />
<h3>iP: Tell us about making the switch to Unity. What were some of the difficulties of porting the game to various platforms?</h3><b>CP:</b> We switched from Flash to Unity because it allowed us to go to multi-platform. We burned through everything Flash could provide for us while making Fractal and ended up making things 95% as cool as they should have been. Unity will help us get that extra 5%.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Here is a screen shot of the iPad version of Fractal.</div><br />
<h3>iP: All of you guys are music-centric, so what instruments do you guys play?</h3><b>CP:</b> Kerry plays drums, guitar, and bass. He sings, too, and strangely plays the bassoon. Dain plays keyboard, bass, rhythm guitar, and sings. Will plays GarageBand, and he’s getting pretty good.<br />
<br />
<h3>iP: What music does the studio like to listen to while developing?</h3><b>CP:</b> Stevie Wonder is pretty standard when we need get ourselves motivated. You can't hear Stevie and not be happy. We play a lotta funk, bunch o' dance, anything to keep us motivated.<br />
<br />
<h3>iP: What is your favorite iPad app or game?</h3><b>CP:</b><a href="http://itunes.apple.com/us/app/grid-music/id412551160?mt=8" target="external" title="Grid Music">Grid Music</a> is pretty cool. <a href="http://www.apple.com/ilife/garageband/" target="external" title="GarageBand">GarageBand</a> is just too good. It actually makes Dain a little ill. <a href="http://itunes.apple.com/us/app/sketchbook-pro-for-ipad/id364253478?mt=8" target="external" title="Sketchbook">Sketchbook</a> is Photoshop plus finger painting, which is like, the best thing ever. <a href="http://itunes.apple.com/us/app/shot-shot-shoot/id384423051?mt=8" target="external" title="Shot Shot Shoot">Shot Shot Shoot</a> is by far the best game on the iPad.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>READ: <a href="" title="">Fractal Dev Blog #1</a><br />
SITE: <a href="http://www.playauditorium.com/" target="external" title="">Auditorium</a><br />
SITE: <a href="http://www.cipherprime.com/" target="external" title="">Cipher Prime</a><br />
SITE: <a href="http://www.cipherprime.com/games/pulse/" target="external" title="">Pulse</a></b>]]></description>
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		<title> New Xbox Live Indie Games for week ending July 8, 2011 (updated)</title>
		<pubDate>Fri, 08 Jul 2011 03:45:00 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-08-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-july-08-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's a bit of a slow week so far in terms of releases but there is a surprisingly decent percentage of good looking games.<br />
<br />
Best bets this week include twin stick shooter Monsters Shoot 'n Monsters (guess what you shoot in that game), twisty puzzler <a href="http://www.indiepubgames.com/game/Vizati" title="Vizati at indiePub">Vizati</a>, grinding action game Lootfest, crate dropper Beyond, ninja trainer Avatar Ninja 2 and, because brain washed brain are likely tastier, Zombies Hate Aliens.<br />
<br />
Below is a list of games released between July 2 and July 8, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Inter-species anger goes wireframe-y in Monsters Shoot'n Monsters (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Monsters-Shoot-n-Monsters/66acd000-77fe-1000-9115-d802585508d4" target="external" title="Monsters Shoot n Monsters">Monsters Shoot 'n Monsters</a><br />
(80 MP, 07/02/2011, Monster Bite Games)<br />
In this twin stick shooter you must shoot and destroy your foe while playing through 32 different challenges . Also use your grapple to swing and hurl monsters into one another. Upgrade your gun and grapple for more destruction.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Pirate-Texas-Holdem-Defense/66acd000-77fe-1000-9115-d802585508d5" target="external" title="Pirate Texas Holdem Defense">Pirate Texas Holdem Defense</a><br />
(80 MP, 07/02/2011, MindsEdge)<br />
Texas Hold'em Poker anyone? Winning lots of money gets you powerful towers. You better hope that you have the towers you need placed in strategic locations. The waves of Pirates have no mercy! And just when you think you are good, the boss will show up to challenge you your dominion. This game is non-stop fun.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Stay mellow while solving puzzles in the twisty game, Vizati (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Vizati/66acd000-77fe-1000-9115-d802585508d6" target="external" title="Vizati">Vizati</a><br />
(80 MP, 07/03/2011, Blitz1UP)<br />
Put your mind to the test in Vizati. Rotate a magical cube & connect the colored stones in a limited number of moves. Use gravity to connect the stones by rotating and flipping the cube 50 Story Mode levels follow Julie and Peter who discovered the Vizati cube. Arcade Mode for a rawer, faster experience. Rich hand drawn HD art Beautiful music 2 Arcade Modes with special Vizati stones<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Math-Cruncher/66acd000-77fe-1000-9115-d802585508d7" target="external" title="Math Cruncher">Math Cruncher</a><br />
(80 MP, 07/04/2011, Bluebomber128)<br />
Math Cruncher has the player race around a grid trying to complete math problems without being eaten by the monsters and not making more than three mistakes. There are five modes: Multiples, Factors, Primes, Equality, and Inequality. The player tries to complete five stages and can post local high scores.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Looks a little like Minecraft but don't be fooled. Lootfest (screenshot above) is item grinding  goodness.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Lootfest/66acd000-77fe-1000-9115-d802585508d8" target="external" title="Lootfest">Lootfest</a><br />
(80 MP, 07/04/2011, Fabian Viking)<br />
This is a simple but fun game. Kill monsters, loot them for gold, buy bigger weapons. Enjoy a top view adventure game with classic controls, where your goal is to find and destroy the three evil bosses that are terrorizing your country.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Ever play those glowy box dropping game to try to win a game system in a restaurant's waiting area? Well now you can practice but with birds and crates or awkward purchases in Beyond (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/BEYOND/66acd000-77fe-1000-9115-d802585508d9" target="external" title="BEYOND">BEYOND</a><br />
(80 MP, 07/05/2011, mitabo)<br />
Be careful of the wind!! To clear a stage, pile up the blocks to the line. BUT never forget to collect stars! Is there a secret ending!?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/How-To-Get-Girls/66acd000-77fe-1000-9115-d802585508da" target="external" title="How To Get Girls">How To Get Girls</a><br />
(80 MP, 07/05/2011, Black Hat Games)<br />
Improve your skills to pick up hot, sexy girls.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Death-Car/66acd000-77fe-1000-9115-d802585508db" target="external" title="Zombie Death Car">Zombie Death Car</a><br />
(80 MP, 07/06/2011, rmm5)<br />
Stop the zombie hoard from escaping with your car.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Ninja-2/66acd000-77fe-1000-9115-d802585508dc" target="external" title="Avatar Ninja! 2">Avatar Ninja! 2</a><br />
(80 MP, 07/07/2011, Milkstone Studios S.L.)<br />
EXTREME NINJA POWER! You're now travelling around the world searching for a challenge. Unleash your new ninja skills in the improved training courses!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Zombies Hate Aliens (screen shot above) because ambivalence toward aliens is just not as game worthy.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombies-Hate-Aliens/66acd000-77fe-1000-9115-d802585508dd" target="external" title="Zombies Hate Aliens">Zombies Hate Aliens!</a><br />
(80 MP, 07/08/2011, Media Acrobats LLC)<br />
Zombies are under attack - by aliens! But what's a poor zombie to do against a menace that can teleport, cloak, bomb and otherwise outmaneuver them? Join in the mayhem and help the zombies protect their precious brain bank from alien obliteration!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dont-Call-Me-Skyfish/66acd000-77fe-1000-9115-d802585508de" target="external" title="Don't Call Me Skyfish">Don't Call Me Skyfish</a><br />
(80 MP, 07/08/2011, Uplion)<br />
Skyfish returns in this expansion of the original "Call Me Skyfish"! A certain radioactive stick-figure hedgehog has given your game a bad review. You must defeat him with more of the same! Resave the world!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Duckinator/66acd000-77fe-1000-9115-d802585508df" target="external" title="Duckinator">Duckinator</a><br />
(240 MP, 07/08/2011, MuleTrain Industries)<br />
A game of poultry hijinxes, baby duck capturing goodness and fowl combos<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hack-This-Game-2/66acd000-77fe-1000-9115-d802585508e0" target="external" title="Hack This Game 2">Hack This Game 2</a><br />
(80 MP, 07/08/2011, Utopioneer Games)<br />
Will you be the first to hack this game? Play through increasingly difficult puzzles and collect your reward. The first three to complete the game will have their avatar featured on the cover!<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>Featured Indie Devs: Wolpertinger Games produces playable pigeon armageddon with Poopocalypse</title>
		<pubDate>Wed, 06 Jul 2011 08:12:14 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/wolpertinger-games-featured-indie-devs-poopocalypse</link>
		<guid>http://www.indiepubgames.com/news/wolpertinger-games-featured-indie-devs-poopocalypse</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Sebastian Bender<br />
<b>Age:</b> 27<br />
<b>Game(s):</b> <a href="http://www.youtube.com/watch?v=vRafnOj1-mc" title="Poopocalypse at YouTube">Poopocalypse</a>, <a href="http://www.youtube.com/watch?v=42ps9zJu3tY" title="Quizocalypse at YouTube">Quizocalypse</a>, <a href="http://www.youtube.com/watch?v=AjimCjYihKk" target="external" title="Phobos at YouTube">Phobos</a><br />
<b>Title/Role:</b> Studio Manager, Game Designer<br />
<b>Location:</b> Munich, Germany<br />
<b>Studio:</b> <a href="http://www.wolpertingergames.com/" target="external" alt="Wolpertinger Games web site">Wolpertinger Games</a></td></tr></table></div>When pondering the end of the world, most people envision volcanic eruptions, earthquakes, floods and other nasty natural disasters. <br />
<br />
Not the guys at Wolpertinger Games. They envision the end coming in the form of a chubby, disgruntled pigeon that rains down its own form of sloppy white terror on an unsuspecting city.<br />
<br />
The three members of Wolpertinger took some time to answer questions about their studio and their game, Poopocalypse, which was <a href="http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-17-2011" target="external" title="New Xbox Live Indie Games for week ending June 17 2011">released June 15, 2011, on Xbox Live's Indie Channel</a>.<br />
<br />
<h3>indiePub: What is a Wolpertinger and why name your studio after it?</h3><b>SEBASTIAN BENDER:</b> A Wolpertinger is a Bavarian mystical creature similar to the American Jackalope. It usually looks like a rabbit with duck wings, claws and deer horns. When we formed the team at Mediadesign University in Munich, we wanted a name for the team that represents our local roots and the various special skills which, bundled in a team, form something very special. We chose Wolpertinger Games as it is unique and recognizable yet represents what we wanted.<br />
<br />
<h3>iP: How did you get into game development?</h3><b>TINO HANISCH:</b>  We all met at Mediadesign University of Applied Sciences in Munich, starting with our Game Design studies in 2006. After graduating with a Bachelor's degree in 2009, a few of us decided to form our own studio. And here we are, together with <a href="http://www.bitbarons.com/" target="external" title="Bit Barons">Bit Barons</a>, which recently released its first title for iPad, PC and Mac called Astroslugs.<br />
<br />
<b>BENDER:</b> No one really had game development experience before. Andreas (Ackermann) was working as a programmer. I had two semesters of Computer Science and did some really basic mapping and modding. I think we all just enjoyed games and wanted to make our own.<br />
<br />
<h3>iP: Why create your own studio?</h3><b>BENDER:</b> I guess we did it for the creative freedom. And we wanted to see what we could achieve when we build something from scratch, basically without any money. We started right after graduating from the University and had the opportunity to do it. When you've got family... you're less likely to start something crazy like that.<br />
<br />
<h3>iP: How has having your own studio worked out for you?</h3><div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Andreas Ackermann<br />
<b>Age:</b> 28<br />
<b>Game(s):</b> <a href="http://www.youtube.com/watch?v=vRafnOj1-mc" title="Poopocalypse at YouTube">Poopocalypse</a>, <a href="http://www.youtube.com/watch?v=42ps9zJu3tY" title="Quizocalypse at YouTube">Quizocalypse</a>, <a href="http://www.youtube.com/watch?v=AjimCjYihKk" target="external" title="Phobos at YouTube">Phobos</a><br />
<b>Title/Role:</b> Programmer<br />
<b>Location:</b> Munich, Germany<br />
<b>Studio:</b> <a href="http://www.wolpertingergames.com/" target="external" alt="Wolpertinger Games web site">Wolpertinger Games</a></td></tr></table></div><b>ANDREAS ACKERMANN:</b> It was a rough ride. And still is. It's hard to survive and you have to leave a lot of big ideas behind you. But in the end you do what you want and enjoy it.<br />
<br />
<b>BENDER:</b> I agree 100%.<br />
<br />
<b>HANISCH:</b>  I agree 200%.<br />
<br />
<h3>iP: Why indie?</h3><b>ACKERMANN:</b> We are still unable to sell out.<br />
<br />
<b>HANISCH:</b>  And in another point of view, "Why not?"<br />
<br />
<b>BENDER:</b> Do you think a gem like Poopocalypse could have existed if we weren't indie?<br />
<br />
<h3>iP: How has the studio changed since you founded it?</h3><b>BENDER:</b> We shrunk. We started with seven people. And we are doing more contracting work to pay the bills. But we can still do our thing.<br />
<br />
<h3>iP: What is your video game philosophy?</h3><b>BENDER:</b> Our motto is, "We take fun seriously." Games are about fun and it's the foremost goal when creating games. We like to stick with a powerful core mechanic and build a fun experience around it. And we think that games need to constantly innovate. Not saying everything has to be innovative all of the time but creating mainstream copycats on a bandwagon is not what we do.<br />
<br />
<h3>iP: What is your development process?</h3><b>ACKERMANN:</b> Find a good gameplay mechanic and build around it.<br />
<br />
<b>BENDER:</b> Plain and simple. Normally we create a quick throwaway prototype, play around with it and then start with the full production… But now we are smaller with only three of us on the team. Our project management and development process is adapted to each individual project but we stick with our agile and iterative roots.<br />
<br />
<h3>iP: What is your favorite part of making games?</h3><b>ACKERMANN:</b> I like the entire process. Planning, designing, developing and testing. It's sometimes annoying if you do something and realize you're not building something that adds value to the game. But creating games, for me it's just straight up the best thing.<br />
<br />
<b>BENDER:</b> I love to create something new and entertaining. You face so many challenges but also have many successes during a project. And then you see people who eventually love what you have created. It's just awesome to work with our most advanced medium.<br />
<br />
<h3>iP: Was that your first game?</h3><div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> Timo Hanisch<br />
<b>Age:</b> 30<br />
<b>Game(s):</b> <a href="http://www.youtube.com/watch?v=vRafnOj1-mc" title="Poopocalypse at YouTube">Poopocalypse</a>, <a href="http://www.youtube.com/watch?v=42ps9zJu3tY" title="Quizocalypse at YouTube">Quizocalypse</a>, <a href="http://www.youtube.com/watch?v=AjimCjYihKk" target="external" title="Phobos at YouTube">Phobos</a><br />
<b>Title/Role:</b> Artist, Level Designer<br />
<b>Location:</b> Munich, Germany<br />
<b>Studio:</b> <a href="http://www.wolpertingergames.com/" target="external" alt="Wolpertinger Games web site">Wolpertinger Games</a></td></tr></table></div><b>BENDER:</b> Quizocalypse was the first game we released. We had already developed some games at the University, where we all met. One of them was Phobos, our final assignment project that won us a Gamesload Newcomer Award and had us nominated for two other German and European Games Awards. Another game, Keep the Sheep, now serves as inspiration for our latest project. We will develop the game into an extensive prototype for iPad and PC as we received some public funding from the Bavarian FilmFernsehFonds.<br />
<br />
<h3>iP: Was Quizocalypse a success?</h3><b>ACKERMANN:</b> Well, it's a trivia game for nerds and geeks. I guess they usually do not play trivia so I guess one could say we failed right there.<br />
<br />
<b>BENDER:</b> From a financial perspective it was a huge failure, indeed. In exactly one year we only sold around 220 copies at $3 and we only keep around 50% after all the transaction costs. We would do some things different now. We learned something. That's why Quizocalypse was still a big success for us. We released a game to a major console, learned a lot about our development processes, marketing, technology and the games business in general.<br />
<br />
<h3>iP: So is it POO-Pocalypse or POOP-ocalypse? I believe I saw it both ways between different videos.</h3><b> BENDER:</b> It's something that changed during development. At first we were thinking about different names for the game but we settled with Poo-pocalypse. It's somehow the second installment in a series of slightly deviant game concepts with Quizocalypse being the first. Since pronunciation of "Apocalypse" is different in German from English, we got it wrong in the beginning and that's why our first teaser features the Poop-ocalypse logo. We then received some feedback from native speakers and changed it to Poo-pocalypse.<br />
<br />
<h3>iP: How would you describe Poopocalypse?</h3><b>BENDER:</b> We define Poopocalypse as a twin-stick poop'em up. It basically combines a side-scrolling shooter with twin-stick flight and shooting controls. The game challenges the player to avoid obstacles and enemies while poop-bombing targets below. It's pretty tricky at first as people are used to a different style of control for this genre. But we wanted to present the players with something new since there are lots of good side-scrolling shooters out there. The game itself is basically endless. You always start from the beginning and go through 17 different stages, each ending with a famous landmark to poop on. But, in the end, it's all about your final score. To keep your score multiplier up, you need to go as fast as possible and still keep hitting the targets. You can share your score online and there are some achievements - we call them trophies - that show your progress throughout the game.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">In this screen shot of the Xbox Live version of Poopocalypse (above), you can see your standard target being defiled.</div><h3>iP: Why a pooping pigeon?</h3><b>ACKERMANN:</b> Birds are the new Zombies! We realized this during the pre-production with all the Angry Birds hype. But, seriously, we already had a basic concept for the gameplay and needed some art to complement it. So we had a brainstorming (session) where we threw some ideas around. We came up with a lot of crazy stuff but in the end we settled for pooping pigeons.<br />
<br />
<b>BENDER:</b> It was funny and, as soon as the idea came up, everyone just knew it was something that could work on many levels. The jokes and puns just wrote themselves from then on.<br />
<br />
<h3>iP: Tell me about that totally awesome theme song...</h3><b>BENDER:</b> When we started thinking about the sound and music, we already knew a lot about where we wanted the game to go. Bastian Kieslinger created all the sounds and music for the game himself. We already had this great song for Quizocalypse, also from Bastian. So we just let him do what he does best. It worked very well.<br />
<br />
<h3>iP: What was your approach to making Poopocalypse? What were your inspirations?</h3><b>BENDER:</b> At first we wanted to make one of those games where you shoot something once and try to get as far as possible with targets either boosting your velocity or slowing you down. But we didn't want to simply copy Baby Maker Extreme or one of the many Flash games. So we decided to alter the mechanics a little bit. Instead of bouncing from the ground you would have to keep something floating in the air. We built a simple prototype in Flash to play around with this. It was fun to control the flight path by rotating the flying object but we needed something on top of that. At that point we had the idea with the pooping, fat pigeon. We refined the prototype and tried some simple maneuvers. It was fun and promising  so we threw the prototype away and started building the game for the Xbox.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><h3>iP: Who else worked on it with your team?</h3><b>TIMO HANISCH:</b> During development we had a few more helping hands. Sadly a lot of good friends had to leave the project early or were only partly involved. With them was Bastian Kieslinger who went back to school to continue his Master's degree in Game Design. Jens Bolanz, who now works for <a href=" http://www.coreplay.de/" target="external" title="Coreplay">Coreplay</a>, was our main Level and Game Designer. Beate Betz, who did a great job on animations and graphics, left for a job as Concept Artist with <a href=" http://www.playgenic.com/" target="external" title="Playgenic">Playgenic</a>. Even so, we still keep in touch and often discuss new concepts or ideas together.<br />
<br />
<b>BENDER:</b> We're not keeping it a secret that game development costs a lot of money. We have no investment company or rich aunt who pays our bills, so everyone had to take care for themselves. But we were always being open and honest about this topic. Everyone was developing voluntarily and it wasn't always easy for everyone. That's why every Wolpertinger gets my gratitude and respect for the great work and time together. There were even more people helping. Ralph Hunderlach, a programmer intern, who helped with some gameplay coding. And there's also the team from <a href="http://www.r-control.de/" target="external" title="Remote Control Productions  web site">Remote Control Productions</a> who helped with production issues, marketing and - last but not least - provided us with office space.<br />
<br />
<h3>iP: How has the game evolved throughout the development process?</h3><b>ACKERMANN:</b> One of the bigger changes was adding dual-stick pooping action to the game. In the first version the pigeon was only able to poop straight down. This brought up some issues as it was really hard to aim and all the action happened in the rear part of the screen, not where you could actually see it. We were already discussing dual-stick gameplay but unidirectional pooping was a strange idea at first and most people on the team did not like it. But, one day, while trying to tweak and solve the problem, I just went ahead and implemented dual-stick pooping. And it was a good thing.<br />
<br />
<b>BENDER:</b> We also changed the way the stages were designed. We designed a system to randomly spawn single targets, obstacles, enemies and pickups. It worked but never felt good enough. We wanted to design some challenges for the player and to prevent boring spawn cycles. So we created groups which spawned instead of single objects. It was a simple design decision but had a huge impact on the overall look and feel of Poopocalypse.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Many historical monuments in Poopocalypse become larger targets for the flying fowl avatar. Here you can see the end result of an attack on the Statue of Liberty.</div><h3>iP: What experience do you want players to come away with? What type of feedback are you getting?</h3><b>HANISCH:</b>  The Feedback. Let's say it's mixed. People are amazed, surprised, entertained, disgusted, insulted. But, tell you what, there is no joke and no comment about birds and poo that, believe me, we didn't hear since we began developing the game. Somehow, all the feedback we receive is good feedback. How would you rate a comment about Poopocalypse that reads, "This game is shit!"? See, we always look at the bright side.<br />
<br />
<b>BENDER:</b> We expected this very ambivalent feedback but I think controversy always helps a medium become mature, even when dealing with immaturity. Indies particularly have the possibilities to make something deviant, to do something daring. We wanted players to experience an interesting twist in gameplay mechanics in a rather standardized genre and have fun. Everyone who preserved a little bit of the child within can laugh about poop humor. I don't see why people are offended by a little immaturity. Games are about fun and entertainment. Life is serious enough.<br />
<br />
<h3>iP: What projects can we expect next. Maybe "Vomitrocity?"</h3></b><b>HANISCH:</b>  No, we won't make bodily fluids the topic of our next game. But let me get write that down.<br />
<br />
<b>BENDER:</b> Even if, we wouldn't give it away without releasing a teaser trailer with some metal music.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><h3>iP: What's the future look like for Wolpertinger Games?</h3><b>HANISCH:</b>  Oh, that's a good one. It's the part where I have to say, "The future looks bright and shining as we will be the leading star in the games market with our top-notch games!" No, to be honest, I think that will be there in the future but it is a hard road, and we're not safe yet. Maybe we try some more small game ideas before we get to release our bigger projects. Maybe we will create some app games or try the browser games sector. Everything is possible.<br />
<br />
<b>BENDER:</b> We are definitely trying different platforms and game concepts. We want to realize more complex projects in the future and also grow a little bit. We'll look into working with publishers and doing work-for-hire. I think it's sensible to try different things before settling with one strategy. But our vision is to get to the point where we can create games that are educating without suffering from lack of quality entertainment or being kids' games.<br />
<br />
<h3>iP: What about the future of indie games?</h3><b>BENDER:</b> That's a tough question as 'being indie' is hard to define. I guess we will see more ambitious indie projects with technologies like Unity3D, Unreal, Source and others becoming available for free to indies or getting cheaper. I also think that crowdfunding may become an option for indies to fund their projects. We're actually thinking about a funding mix for porting Poopocalypse to iOS that contains crowdfunding. I also think that it will become more difficult in the future to make a living creating games. It's already easier than ever before to create and distribute games to an international audience on huge platforms like Facebook, iOS via the App Store, Xbox with XBLIG or PCs with Steam. The competition is tough, prices are falling and free-to-play is on the rise. And there are few markets that are not already dominated by the big players. But there's always room for the ones who work hard and get creative.<br />
<br />
<h3>iP: What advice to you have for other indie game developers?</h3><b>ACKERMANN:</b> Keep it simple and don't build your own technology. Don't do it. If you are, stop it. Right now. Create games, not technology.<br />
<br />
<b>BENDER:</b> And do something new. Innovate. Dare something. You have nothing to lose but a lot to gain. Make games you really would love to play yourself and test it with others to see if they get it. Test early and often and don't hesitate to throw something in the bin. And maybe keep your day job until you can really make a living making games.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.wolpertingergames.com/" target="external" alt="Wolpertinger Games web site">Wolpertinger Games</a><br />
SITE: <a href="http://www.r-control.de/" target="external" title="Remote Control Productions">Remote Control Productions</a><br />
PURCHASE/PLAY: <a href="http://marketplace.xbox.com/en-US/Product/Poopocalypse/66acd000-77fe-1000-9115-d802585508a7" title="Poopocalypse at Xbox Live Marketplace">Poopocalypse @ Xbox Live Marketplace</a><br />
PURCHASE/PLAY: <a href="http://marketplace.xbox.com/en-US/Product/Quizocalypse/66acd000-77fe-1000-9115-d80258550592" title="Quizocalypse at Xbox Live Marketplace">Quizocalypse @ Xbox Live Marketplace</a></b>]]></description>
		</item>
		<item>
		<title>New Xbox Live Indie Games for week ending July 1, 2011</title>
		<pubDate>Fri, 01 Jul 2011 03:49:44 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-july-1-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-july-1-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's the Fourth of July weekend in the US and no noticeable holiday-themed indie games have made way to the indie channel so far. I guess we'll just have to enjoy the best bets.<br />
<br />
This week's best bets include Rainbow Runner by Progpixel Games, match-3 game Gem Breaker Twist by ShadowPredator, Ahhhh-ish falling game Avatar Without a Chute by Stegersaurus Games 2 and shooting platformer Stick 'Em Up 2: Paper Adventures by JJCgames.<br />
<br />
Below is a list of games released between June 25 and Junly 1, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Arranger-My-Avatar/66acd000-77fe-1000-9115-d802585508c6" target="external" title="Arranger - My Avatar">Arranger - My Avatar</a><br />
(80 MP, 06/25/2011, Teaser Creations)<br />
Enjoy some picture puzzle fun with Arranger! Try to get the right pieces into place and find your Avatar in a variety of interesting environments.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Make what look like garden gnomes cranky, give them powers and I bet Angry Wizards (screen shot above) is what you'd get.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Angry-Wizards/66acd000-77fe-1000-9115-d802585508c7" target="external" title="Angry Wizards">Angry Wizards</a><br />
(240 MP, 06/26/2011, Angry Wizard Games)<br />
In this exciting twin-stick shooter, players have to complete mazes and defeat bosses using a variety of weapons and abilities. Play with friends and work your way through the 30 mazes of the game!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Euchre-360/66acd000-77fe-1000-9115-d802585508c8" target="external" title="Euchre 360">Euchre 360</a><br />
(80 MP, 06/27/2011, LoneWolf Studios)<br />
The classic card game, Euchre, now for the 360. Includes 3 levels of AI players and tracks several statistics from gameplay<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ballbuster/66acd000-77fe-1000-9115-d802585508c9" target="external" title="Ballbuster">Ballbuster</a><br />
(240 MP, 06/28/2011, Ciz Entertainment)<br />
After a wonderful theatre performance, balloons start falling from the ceiling, pop as many balloons as possible in the given time.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Rainbow Runner (screen shot above) is a color matching, shooting, running, jumping game.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Rainbow-Runner/66acd000-77fe-1000-9115-d802585508ca" target="external" title="Rainbow Runner">Rainbow Runner</a><br />
(80 MP, 06/28/2011, Progpixel Games)<br />
A scrolling shoot 'em up / platformer hybrid. Change colours to match the oncoming enemies or shoot them to survive. Fight relentless bosses in Arcade mode. Features 4 game modes and 5 difficulties.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Gem-Breaker-Twist/66acd000-77fe-1000-9115-d802585508cb" target="external" title="Gem Breaker Twist">Gem Breaker Twist</a><br />
(80 MP, 06/28/2011, ShadowPredator)<br />
Gem Breaker Twist is a fun and addictive colour matching game with a twist. Break matching gem clusters, while rotating the game board to create new and larger clusters for larger scores. Play three game modes all with local highscore boards and each mode tracks players statistics. Gem Breaker Twist is fun for the whole family, easy to learn but hard to master.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Without-a-Chute/66acd000-77fe-1000-9115-d802585508cc" target="external" title="Avatar Without a Chute">Avatar Without a Chute</a><br />
(80 MP, 06/29/2011, Stegersaurus Games 2)<br />
Feel the freedom and weightlessness of free falling without those unruly consequences of reaching the ground. Collect points as you race your friends to the bottom! Look out below!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Fatal-Seduction/66acd000-77fe-1000-9115-d802585508cd" target="external" title="Fatal Seduction">Fatal Seduction</a><br />
(80 MP, 06/29/2011, Silver Dollar Games)<br />
Late and drunk you stumble in, with my father ready to sin. You touch my dad to seduce, tightening your grip like a noose. But the angel said you would come, to replace my beautiful mom. I’ll be watching you night and day, I hope for your sake you learn to pray. For if you try to kiss my dad, I’ll make you wish you never had.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Stick 'Em Up 2: Paper Adventures (screen shot above) takes place in different terrains, includes multiplayer and even has vehicles.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Stick-Em-Up-2/66acd000-77fe-1000-9115-d802585508ce" target="external" title="Stick Em Up 2">Stick 'Em Up 2: Paper Adventures </a><br />
(240 MP, 06/30/2011, JJCgames)<br />
Stick 'Em Up 2: Paper Adventures is a run'n'gun/platform game of stick figure characters fighting through beautiful paper and card levels using everything from spears to a rocket launcher equipped helicopter. 4 players can play through the campaign together, or go against each other in VS and team VS modes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Block-Jump/66acd000-77fe-1000-9115-d802585508cf" target="external" title="Block Jump">Block Jump</a><br />
(80 MP, 07/01/2011, Edwin Ng)<br />
Jump blocks, draw blocks, and get to the top in this intense platformer! Fall off the screen and fail, or succeed in reaching the top as fast as you can, but beware; this game is HARD!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sniper-Gallery/66acd000-77fe-1000-9115-d802585508d0" target="external" title="Sniper Gallery">Sniper Gallery</a><br />
(80 MP, 07/01/2011, BBQ Games)<br />
Time to hit the range and practice your sniper skills at the Sniper Gallery. Challenge your friends to see who is the master of the trigger finger and compare scores on the Global Highscore tables. With 20 levels of increasing difficulty Sniper Gallery will challenge the most seasoned of gamers. Sniper Gallery is a BBQ Games Charity Game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lingolu/66acd000-77fe-1000-9115-d802585508d1" target="external" title="Lingolu">Lingolu</a><br />
(240 MP, 07/01/2011, VRhome)<br />
Dive into a spectacular stereoscopic gaming experience. Steer you spaceship in full 6 degrees of freedom through 30 stunning levels. Complete a level by eliminating the floating rings, pierce through their middle to make them disappear. But beware! Time is limited and numerous obstacles and monster try to hinder or even destroy you. This game supports side by side and anaglyph stereo video modes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/A-Hard-Game-Without-Zombies/66acd000-77fe-1000-9115-d802585508d2" target="external" title="A Hard Game Without Zombies">A Hard Game Without Zombies</a><br />
(80 MP, 07/01/2011, MasterGroke)<br />
Are you tough enough to control the character FootHeader through all the 25 hard levels, and collect 75 stars. Do not worry the aren´t any Zombies<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/TechAssault/66acd000-77fe-1000-9115-d802585508d3" target="external" title="TechAssault">TechAssault</a><br />
(400 MP, 07/01/2011, JoshuaBair)<br />
In the distant future, you and your squad are tasked with piloting remote battle machines to control and defend industrial installations. Assemble your squad and battle head-to-head in real time using team strategy and communication to out-think, out-maneuver, or simply over-power your adversaries.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Featured Indie Dev: Joost van Dongen proud of Proun, making more awesomeness with Awesomenauts</title>
		<pubDate>Wed, 29 Jun 2011 07:15:54 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/joost-van-dongen-indie-developer-ronimo-games-proun-and-awesomenauts</link>
		<guid>http://www.indiepubgames.com/news/joost-van-dongen-indie-developer-ronimo-games-proun-and-awesomenauts</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="/profile/Oogst" alt="Joost van Dongen">Joost van Dongen</a><br />
<b>Age:</b> 27<br />
<b>Game(s):</b> <a href="http://www.proun-game.com/Buy.html" title="Purchase Proun online">Proun</a>, De Blob, Swords & Soldiers,<br />
 Awesomenauts<br />
<b>Title/Role:</b> Lead programmer at Ronimo; Everything<br />
 (except audio) on Proun<br />
<b>Location:</b> Utrecht, Netherlands<br />
<b>Studio:</b> <a href="http://www.ronimo-games.com/" target="external" alt="Ronimo Games">Ronimo Games</a>, solo on Proun</td></tr></table></div>Indie game designer Joost van Dongen wanted to be a Lego designer when he was young.<br />
<br />
By the time we has a teenager he wanted to become a mathematician or even a programmer. He also "fell in love" with the arts.<br />
<br />
"That was also the same period that I discovered game development was a real job, so I started studying Computer Science at Utrecht University and Game Design & Development at the Utrecht School of the Arts to become a game developer," Dongen recounts. "Why two studies, you may ask? Well, I was good at learning and figured art and technology need to come together to make good games."<br />
<br />
One of his early games, De Blob, was pretty dern good. Even though it was a student project, it got the attention of publishers which helped launch his - and his fellow students' - careers.<br />
<br />
"When we started our own company and wanted to talk to publishers for funding, we could simply we say, 'We are the guys who made De Blob and we are making something new. Wanna see?' That simple pitch got us our first meetings for dozens of publishers."<br />
<br />
Dongen and the other students were able to build on the success of De Blob to form their own studio called Ronimo, Even so, setting up a studio is never easy and success is rarely instantaneous.<br />
<br />
"Setting up your own studio is hard work and it takes a lot of time to slowly start making some money - we are still far from rich - but, if I look at what we already achieved and are releasing in the coming year, I sometimes wonder whether I am going to wake up from a dream that is too good to be true," Dongen said. "We started out slowly but with De Blob and Swords & Soldiers. We already have two very successful games out and the first trailer of Awesomenauts has also been getting some great press. And each of these games has really been fun to work on. They are all innovative games with a lot of Ronimo personality, especially in the form of ninja monkeys, laser jetpack monkeys and pimp afro frogs."<br />
<br />
Ronimo, which is, of course, short for Robot Ninja Monkey. ("What else would you expect of a game studio?"), is currently finishing Awesomenauts and readying it for release on Xbox Live and PlayStation Network later this year (2011).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Ronimo Games' multiplayer online battle arena (MOBA) game Awesomenauts has 3-vs-3 combat, more than 100 upgrades and enemy bases.</div><br />
"Awesomenauts is a MOBA game as in a multiplayer online battle arena. Hardly anyone seems to know that term, though, but, in short, it means games like LoL, DotA and Monday Night Combat. Except that Awesomenauts is a platforming game,"  Dongen  explains. "So it is three versus three online and the goal is to destroy the enemy base. At the same time you are also fighting the enemy heroes, droids and turrets and helping your own droids to attack the enemy base. While you do that you get gold that you can spend on upgrades to become stronger. So there are lots of tactical choices here: Attack or defend, work with a teammate or cover an area no one else is covering right now, try to get gold or try to damage the enemy base, go back for upgrades or try to kill that enemy hero. We have very diverse heroes and well over a hundred upgrades, so there are lots of tactics and combinations to experiment with."<br />
<br />
Dongen credits Earthworm Jim, Ratchet & Clank and '80s cartoons as influences of the game, which is quite clear when you hear the rockin' Awesomenauts theme.<br />
 <br />
"We wanted something as awesome as the theme songs of eighties cartoons like Thundercats and Transformers," said Dongen. "So we traveled in time to get a real hair metal singer and asked Sonic Picnic to create the awesomeness. And so they did and brought forth the Awesomenauts Theme Song."<br />
<br />
Aside from a bit of time travel and retro respect, Dongen still reaches back to his early love of art when when coming up with ideas for games.<br />
<br />
"At Ronimo, it is a group process where we first throw in all kinds of concepts and then slowly move towards each other to find something we all like,"  Dongen explained. "For me, personally, it usually starts in a museum. I get random ideas by looking at paintings and sculptures and write those down. Over the years, ideas evolve and change in my head and sometimes merge together to go from just a graphical style or just a game mechanic to form a complete game."<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Joost van Dongen's game Proun features a ball rolling along a pipe that you rotate to avoid colorful, geometric obstacles.</div><br />
You can certainly see the merging of art and game ideas in recently released Proun, which he created on his own with the exception of the music. For that he recruited Arno Landsbergen who then created the game's sound effects and produced the music.<br />
<br />
"This kind of collaboration leads to some interesting results," Dongen recounts. "All the structures and melodies in the songs were written by me but Arno added lots of pianos and organs and such to really make them sound a lot better. The result is both very similar and worlds apart. Totally not something I could have done myself."<br />
<br />
"As for the rest of the design process, it took a couple of years before I got the art style right. I worked on it in my spare time and it somehow took a long time to come to me. Good thing there were also long times of not working on the game I did lots of other projects and came back to Proun once in a while. The gameplay, on the other hand, fell into place almost immediately. Only the boosts were added later."<br />
<br />
Proun is a ride-the-rails obstacle racing game for PC where you rotate along a cable-like line to avoid the geometric objects and color surfaces attached to it.<br />
<br />
"I saw someone describing Proun as the lovebaby of Kandinsky and Wipeout, and I guess that is a nice summary," Dongen said. "It is an abstract racing game inspired by artists like Kandinsky, Mondriaan, Schwitters and El Lissitzky."<br />
<br />
Dongen is selling the game using a rather indie technique: Letting you <a href="http://www.proun-game.com/Buy.html" target="external" title="Proun">pay whatever you want to download it</a>.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>"I think it is a very fair way to sell something," said Dongen. "Lots of people pirate lots of stuff anyway, so why try to fight that? Why not ask them for their own price and let them have a free version if they don't want to pay? Also, I want as many people as possible to enjoy Proun and letting them try it for free is a good way to take away some barriers."<br />
<br />
Dongen's love for art, creativity and original games is likely what is keeping him from joining up with a big game company. After all, variety is the spice of life.<br />
<br />
"It's a lot of fun to do different things," Dongen said. "Big companies keep doing the same IP for ten years or longer but I can hardly imagine how boring that must be. Getting a different meal every day keeps you eating. Both games (Proun and Awesomenauts) are great fun to work on and appeal to totally different sides of me. I like traditional games, I like art, I like funny weird stuff and comics and I like innovation. Together, these games cover it all."<br />
<br />
"...Indie games have grown in all kinds of directions and have become successful with the weirdest kinds of games and the strangest business models. I think it will just stay like that. It is like the arthouse movies, except for games. Lots of innovation and talent will come from indie games and a couple of indie games will be big hits every year while, at the same time, indie will always remain much smaller than AAA and such."<br />
<br />
Dongen's rather optimistic outlook for indie games is naturally echoed in his expectations for Ronimo.<br />
<br />
"I hope we will grow just a tiny bit more and continue to make awesome games," Dongen said. "I want one of our games to be that mega indie hit everyone is talking about for a year, like Braid, Limbo and World of Goo. And I think if we keep going, one of our games will achieve that somewhere within the next five years."<br />
<br />
<h3>Joost van Dongen's Advice for Indie Developers</h3><blockquote>"Have fun and work from your passion to make your own games. Don't let money cloud your view too much. Selling your soul may mean more money but not more awesomeness."</blockquote><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.ronimo-games.com/" target="external" alt="Ronimo Games">Ronimo Games</a></b><br />
PURCHASE/PLAY: <a href="http://www.proun-game.com/Buy.html" title="Purchase Proun online">Proun</a></b>]]></description>
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		<title>indiePub releases indie game Kona's Crate, 10 million levels played in first five days (update)</title>
		<pubDate>Tue, 28 Jun 2011 08:43:59 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/konas-crate-indie-game-release-10-million-levels-played-in-five-days</link>
		<guid>http://www.indiepubgames.com/news/konas-crate-indie-game-release-10-million-levels-played-in-five-days</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><br />
<br />
Last Thursday (Jun 23, 2011), indiePub officially released indie action-puzzle game Kona's Crate for <a href="http://itunes.apple.com/us/app/konas-crate/id434278123?mt=8&ign-mpt=uo%3D4" target="external" title="Konas Crate on iTunes for iPhone iPod Touch and iPad">iOS (iPhone, iPod Touch and iPad)</a> and <a href="http://www.amazon.com/Indie-Pub-Konas-Crate/dp/B0057IQ0C2/ref=sr_1_1?ie=UTF8&s=mobile-apps&qid=1308812505&sr=1-1" target="external" title="Konas Crate for Android on Amazon Marketplace">Android (Amazon)</a>. This is indiePub's first official indie mobile game release.<br />
<br />
Five days after the game's release, more than 10 million levels were played across all the available platforms (according to Google's Analytics), with most being for the Android version which was released as the Free App of the Day on Amazon's Android Marketplace. The number of levels played for the iOS versions are steadily increasing as more people purchase and play the game.<br />
<br />
Kona's Crate, developed by <a href="http://www.darkwindmedia.com/" target="external" title="Darkwind Media">Darkwind Media</a>, is a physics-based game where you deliver a wooden crate via jet-powered platform to Chief Kona who waits at the end of each level. Each jet is individually controlled so it requires a bit of finesse, skill and sometimes luck to maneuver around various obstacles that include moving and exploding blocks.<br />
<br />
Reaction to the game has been positive with game site <a href="http://wireless.ign.com/articles/117/1178579p1.html" target="external" title="Konas Crate Review">IGN</a> giving it an 8.0 out of 10 ("simple, repetitive gameplay and fun levels are so addictive that I can't stop playing") and Apple-centric site <a href="http://www.appletell.com/apple/comment/ipad-appidemic-konas-crate-hd/" target="external" title="iPad Appidemic: Konas Crate HD">Appletell</a> calling the game "so fast and seemingly easy that you’ll quickly find you’ve spent more time with it than you originally anticipated."<br />
<br />
User reviews have been similarly positive, often referring to it being "addicting." The few detractors appear to most often be Android users who simply cannot play the game on their incompatible device (which, as one commenter points out, "It's not broken; it's just not compatible programing. A DVD isn't broken because it won't play in your CD player...").<br />
<br />
<b>UPDATE:</b> <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01" target="external" title="Dev Blog Meet Darkwind Media and their game Konas Crate">Matthew Mikuszewski of Darkwind Media</a>, developers of Kona's Crate, sent this response to my inquiry concerning game sales and general feedback:<br />
<blockquote>"So far we've been very pleased with the responses to the game. All the reviews we've read have been very positive, both journalistic as well as personal comments. A ton of people have been using the term addicting, which is honestly the best thing a game developer can hear. <br />
<br />
There have also been comments that go out of their way to give props to the developers for going above and beyond in making an exceptionally polished game, and "thinking of literally everything!". We've worked very hard on doing exactly that, so it feels great when it gets noticed by complete strangers. <br />
<br />
Another good thing I've been reading in the reviews has been that the game is a refreshing change because it's challenging and requires skill. Many casual games out there simply require you to do something over and over until it finally goes your way via some luck. With Kona's Crate, people never feel like they've been cheated, they just know they have to get better. <br />
<br />
10 million levels played in five days means people actually enjoy and continue to play the game. Hopefully it continues to spread and becomes even more successful as we push out the content updates to our fans. <br />
<br />
I have high hopes for the Android Market, I know that physics games generally do well there. The Amazon App of the Day was a big deal and we saw a ton of people, many more than we expected, downloading the game. Unfortunately with Android comes piracy and we've already seen signs with that. On the plus side, it means the game is fun and worth playing, so it just comes down to keeping things fresh so the pirated versions are out of date."</blockquote><br />
<br />
<b>SITE: <a href="http://www.indiepubgames.com/konas/" target="external" title="Konas Crate official web site">Kona's Crate</a><br />
SITE: <a href="http://www.darkwindmedia.com/" target="external" title="Darkwind Media">Darkwind Media</a><br />
PURCHASE: <a href="http://itunes.apple.com/us/app/konas-crate/id434278123?mt=8&ign-mpt=uo%3D4" target="external" title="Konas Crate on iTunes for iPhone iPod Touch and iPad">Kona's Crate @ iTunes</a><br />
PURCHASE: <a href="http://www.amazon.com/Indie-Pub-Konas-Crate/dp/B0057IQ0C2/ref=sr_1_1?ie=UTF8&s=mobile-apps&qid=1308812505&sr=1-1" target="external" title="Konas Crate for Android on Amazon Marketplace">Kona's Crate @ Amazon</a><br />
ALSO READ: <a href="http://wireless.ign.com/articles/117/1178579p1.html" target="external" title="Konas Crate Review">IGN</a><br />
ALSO READ: <a href="http://www.appletell.com/apple/comment/ipad-appidemic-konas-crate-hd/" target="external" title="iPad Appidemic: Konas Crate HD">Appletell</a></b>]]></description>
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		<title>Featured Indie Dev: Rodain Joubert from QCF Design discusses Desktop Dungeons</title>
		<pubDate>Fri, 24 Jun 2011 04:47:23 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/rodain-joubert-qcf-design-desktop-dungeons-featued-indie-game-developer</link>
		<guid>http://www.indiepubgames.com/news/rodain-joubert-qcf-design-desktop-dungeons-featued-indie-game-developer</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/digiwrld1" alt="Jay Watts">Rodain Joubert</a><br />
<b>Age:</b> 23<br />
<b>Game:</b> <a href="/game/Desktop_Dungeons" text="Desktop Dungeons">Desktop Dungeons</a><br />
<b>Location:</b> Cape Town, South Africa<br />
<b>Studio:</b> <a href="http://www.qcfdesign.com/" target="external" alt="QCF Design">QCF Design</a></td></tr></table></div>Desktop Dungeons by indie game designer Rodain Joubert proves that you never quite know whether or not - or even when - your game will take off.<br />
<br />
Desktop Dungeons was originally created early 2010 as a prototype for the South African development community Game.Dev (no relation to GameDev.net) but, after winning the <a href="http://igf.com/2011/03/minecraft_amnesia_top_winners_.html" target="external" title="Minecraft, Amnesia Top Winners At 13th Annual IGF Awards">Excellence in Design award at the 2011 Independent Games Festival</a> and growing fan support, the QCF team soon realized it need a bit more development attention.<br />
<br />
<h3>Welcome to the Dungeon</h3><br />
Desktop Dungeons is a bit difficult to explain even though the game appears to be extremely simple.<br />
<br />
"Desktop Dungeons is a short-session, single-screen roguelike puzzle game. Or, at least, that's how we can best describe it," said Joubert. "Settling on precise definitions tends to be tricky, since it tends to straddle the genre lines a little and even has a bit of trouble aligning itself exclusively to a casual or hardcore player base."<br />
<br />
Each time you play, you quickly create a new character using key traits and a single-screen dungeon is randomly generated. The dungeon is hidden until you move, simultaneously revealing nearby sections and regenerating a bit of your health and mana. Your character levels up as you defeat opponents and if luck, skill and strategy are all on your side, you can defeat the dungeon's Level 10 boss.<br />
<br />
"The original prototype was a crude, cryptic dungeon explorer with half a dozen imbalanced classes, a tiny smattering of monsters, absolutely no game progression and a complete lack of features that today's players take for granted."<br />
<br />
The newer, beta version of the game includes a revamped game system, more classes, more monsters, a Kingdom metagame structure, more dungeon types, tweaked glyphs, better balanced deities and improved art so a player's character "is absolutely guaranteed to not look like a giant yellow head."<br />
<br />
"Eventually, interest (in Desktop Dungeons) swelled to a critical point and we realized that the creaky old GM prototype absolutely had to be made into something proper," Joubert said. "So, after a few more version releases of the freeware alpha, we got to work on making a commercial version with Unity."<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Desktop Dungeons has received a makeover. The early versions (above top left) had a more pixelated, low res look whereas the full version (bottom right) will feature more textures, illustrated characters and improved item control.</div><br />
<br />
The alpha version of Desktop Dungeons for Windows and Mac is currently available as a free download and the fully upgraded, snazzier version can be pre-ordered ($10 for regular release and $20 for the special edition release).<br />
<br />
<h3>Keep 'Em Crawlin' For More</h3><br />
There's no question that dungeon crawlers are great games but, according to Joubert, having an immortal, recoverable avatar isn't always the best way to play.<br />
<br />
"Dungeon crawlers, or at least the ones which could be considered 'roguelikes,' put hairs on your chest. They're intelligent, unforgiving and full of meaningful choices and ever-present danger. The reality of permanent character death means that decisions are never taken lightly and I've always enjoyed the engagement that this inspires. Saving and loading can really put a dampener on a game's tension."<br />
<br />
Joubert, who started "poking about with making videogames" when he was ten, was able to inject a fair amount of danger into Desktop Dungeons from the start despite its retro, pixelated look.<br />
<br />
"(I)t's assumed that the graphics style is the result of an intelligent decision on my part. This is entirely untrue," Joubert confessed. "The original DD prototype had crude, tiny graphics because I was, and still am, a terrible and lazy artist. The visual improvements since then have merely been the efforts of more talented individuals making the best of my miserable attempts. Heck, I never expected the game to woo a global audience anyway. If you compare that to <a href="http://www.qcfdesign.com/?cat=8" target="external" title="SpaceHack">SpaceHack</a> or even the new Unity version of Desktop Dungeons, you'll be witnessing the difference between haphazard visual patching and actual, considered art styles."<br />
<br />
In addition to the deceptively retro appearance, Desktop Dungeons is riddled with game-related pop culture references and other bits of silliness including a shout-out to Super Meat Boy.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">One of the game culture goodies within Desktop Dungeons is the level boss Super Meat Man, a not-so-subtle nod to Team Meat's game, Super Meat Boy.</div><br />
<br />
"Off the top of my head, I can think of two other in-game bosses which stand as references to World of Goo and Borderlands and there's an abundance of nods and winks in the direction of Dungeon Crawl Stone Soup, too," Joubert said. "As a matter of fact, Desktop Dungeons' very own goat mascot is a fond poke at the 'common dungeon yak' of (Dungeon Crawl Stone Soup). I mean, seriously. A yak!? Both creatures share the trait of being gloriously out of place in an incredibly dangerous environment. They're also surprisingly difficult to take on, presumably because they've adapted to live in hostile dungeons instead of, say, on a farm."<br />
<br />
Even the studios' name, QCF, is an abbreviated form of a reference to an old school game move.<br />
<br />
"Quarter Circle Forward, the classic stick motion for good ol' fighting games everywhere,"  explains Joubert. "Ironically enough, we haven't actually designed any of those yet."<br />
<br />
<h3>Making A Scene While Workin' For 'The Man'</h3><br />
Aside from Joubert, QCf Design consists of Danny Day and Marc Luck ("primary investors in QCF Design, official name-choosers and general show-runners") and freelancers who work on art and sound.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The QCF Design team from left to right: includes Danny Day, Marc Luck and Rodain Joubert.</div><br />
<br />
The studio is located in South Africa which might not seem like a hub of game development. But, then again, seemingly unlikely places is where indie scenes often thrive.<br />
<br />
"(I)t's growing at a pretty steady rate and most senior members of the Game.Dev community now find themselves pursuing full-time careers in game design and related fields for numerous local organizations," said Joubert. "This may not sound particularly exotic on the surface but today's scene was almost unimaginable in South Africa just a couple of years ago. Until recently, only one or two dedicated studios had managed to make any sort of dent on the market at all, and they usually struggled to stay afloat for even one or two title releases.'<br />
<br />
Part of the issue is a simple lack of awareness by South African indie developers and gamers. It's typical to learn about local design courses or locally developed games moNths, even years later.<br />
<br />
"We're talking about a fairly sizable market of hardcore enthusiasts armed to the teeth with consoles, powerhouse PCs and all of the latest tech gadgets who somehow don't realize that not everything they plug in and play with comes from overseas. Heck, local devs are so shy that even other local game developers know little about them."<br />
<br />
That trickling awareness has made it a bit difficult to find funding, meaning even indie teams like QCF have to periodically work on advergames just to get by.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">One of QCF's advertorial projects was the mobile phone game Colgate Smile Protector commissioned by Colgate in 2009 (three screen shots above).</div><br />
<br />
"They were more business than passion but they paid the bills and we firmly believe that even these sort of games can be fun and rewarding if a bit of care and thought is put into them," Joubert said. "When you get down to it, it really doesn't make sense that a game magically becomes inferior because of brand association. It's just that such games tend to be too much of an 'afterthought' for a company's marketers to care much about quality and genuine engagement. We tried to better that on products that we personally put work into."<br />
<br />
Even though it might seem to go against indie sensibilities to create a game or two for companies or products like Colgate, Joubert said the experience was personally valuable.<br />
<br />
"I think the core drive behind going indie, as opposed to corporate, is the natural inclination towards freedom. QCF was assertive and lucky enough to interact with clients who trusted us enough to let us do our own thing with the advergames and, in the end, the only constraints necessary were related to the product mentions and themes."<br />
<br />
For example, instructions from companies would be as generic as, "Create a football game of some kind (and) it should feature our energy drink," and everything esle was left to QCF.<br />
<br />
"In the end, it felt a lot less like we were being pressed upon and more like we were stepping into a stereotypically dull and weary corner of the market and saying, 'Hey, here's a look at what happens when you apply that right mix of passion and flexibility,'" explained Joubert. "And since none of our contracts were long-term, we didn't have to deal with any residual obligations when we went "full indie" and started self-funding Desktop Dungeons. Blind revulsion of 'The Man' has always struck me as a rather vague and unnecessary ideology unless you're actively being kept snared. And in this case, I really can't say we were."<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">In Desktop Dungeons most of the map is hidden until you move, unveiling opponents, glyphs, items, chests and paths previously hidden from view are uncovered.</div><br />
<h3>Rodain Joubert's Advice for Indie Developers</h3><blockquote>"Make the games you want to play. Everything else is just a rule to bog down flexibility. Or perhaps just a suggestion to consider."<br />
<br />
"Adhering too strictly to any particular 'style' in the first place is begging for stagnation, and that limits learning."<br />
<br />
"If you make a game that you feel you 'should' be making, it's probably going to turn out inferior.<br />
<br />
Don't set contrived standards. Don't get pretentious. Don't mimic stuff because you know it's popular. Don't make something you know you'll hate. Don't have a fixed "game prototyping" schedule. Don't bully yourself into thinking of new ideas. Don't ever forget why you wanted to make games in the first place.<br />
<br />
I don't know how often this idea leads to success but I do know how often it leads to fun."</blockquote><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<b>SITE: <a href="http://www.qcfdesign.com/" target="external" alt="QCF Design">QCF Design</a></b><br />
PLAY: <a href="http://www.indiepubgames.com/game/Desktop_Dungeons" title="Desktop Dungeons at indiePub">Desktop Dungeons @ indiePub</a><br />
SITE: <a href="http://www.desktopdungeons.net/" target="external" title="Desktop Dungeons">Desktop Dungeons</a></b><br />
<br />
<i><b>Photos: Taken by Ed Kock</b></i>]]></description>
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		<title> New Xbox Live Indie Games for week ending June 24, 2011 (update)</title>
		<pubDate>Fri, 24 Jun 2011 03:05:38 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-24-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-24-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's another crowded week on Xbox Live's indie channel with several decent looking games and a few obvious clunkers. (I'm pointing at you, Hide and Scare. A visual shock "game," really? I thought we'd stopped those quickie Flash annoyances online a couple years ago.)<br />
<br />
The top of this week's best bets list is Solar 2 which is 400 MP but definitely worth it. Check out <a href="http://www.indiepubgames.com/news/jay_watts_murudai_solar_2_featured_indie_dev" target="external" title="indiePub interview with Jay Watts about Solar 2">indiePub's interview with the game's creator, Jay "Murudai" Watts</a>.<br />
<br />
This rest of this week's best bets include strategy game Grid Legion - Deviant Remix, shifting puzzle game Shift It, battling bees in Avatar Battle Bees, retro Platformance: Temple Death, international conflict game World Wars, tabletop extreme game BloodyCheckers and action-adventure game TIC (and latecomer Total Miner).<br />
<br />
Below is a list of games released between June 18 and June 24, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">There is a lot of grid-y goodness in Grid Legion (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Grid-Legion-Deviant-Remix/66acd000-77fe-1000-9115-d802585508b0" target="external" title="Grid Legion - Deviant Remix">Grid Legion - Deviant Remix</a><br />
(240 MP, 06/18/2011, Wind Jester)<br />
Grid Legion is an easy to learn but difficult to master, innovative strategy gameplay experience. Play cards to build structures, train combatants, and cast spells. Fight for resources on a grid to grid combat system. Play your friends online. Create a custom deck from over 120 cards. Make and share maps. Learn how to play from easy to follow tutorial levels.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hide-and-Scare/66acd000-77fe-1000-9115-d802585508b1" target="external" title="Hide and Scare">Hide and Scare</a><br />
(80 MP, 06/18/2011, Silver Dollar Games 2)<br />
Boo! Haha.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/A-Game-About-My-Cat/66acd000-77fe-1000-9115-d802585508b2" target="external" title="A Game About My Cat">A Game About My Cat</a><br />
(80 MP, 06/19/2011, thelostone)<br />
Go for high scores and do tricks as you sled the legendary slopes of Mt. Kittimanjaro. Also includes a laser pointer toy for your cat.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shift-It/66acd000-77fe-1000-9115-d802585508b3" target="external" title="Shift It">Shift It</a><br />
(240 MP, 06/19/2011, Peabrain)<br />
Shift It is a little logicgame, where you must put stones together to clean the stages against the time.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Don't just play in space, play with space in Solar 2 (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Solar-2/66acd000-77fe-1000-9115-d802585508b4" target="external" title="Solar 2">Solar 2</a><br />
(400 MP, 06/19/2011, Murudai)<br />
In most games you see stars in the background, you shoot asteroids or you live on planets. But in Solar 2 you ARE these objects! Enter a universe where you must prove yourself to the resident god-like figure by doing its many bizarre and varied tasks. Or just ignore it and see how big you can grow! The massive sequel to "Solar".<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Who-is-the-Best-Math/66acd000-77fe-1000-9115-d802585508b5" target="external" title="Who is the Best: Math">Who is the Best: Math</a><br />
(80 MP, 06/19/2011, FourthDimensional)<br />
Ever wonder why your teachers made you learn math? Why to one day be on the cover of a game of course! Play through 5 modes of play and multiple difficulty levels in this Brain Age inspired game. Compete against players from around the world in the Global Challenge. The top player after 30 days will have his/her avatar featured on the cover.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">It has your avatar. It has battles. It has bees. It's Avatar Battle Bees (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Battle-Bees/66acd000-77fe-1000-9115-d802585508b6" target="external" title="Avatar Battle Bees">Avatar Battle Bees</a><br />
(80 MP, 06/20/2011, Torturas)<br />
Avatar Battle Bees is an arena battle game for up to 8 players online, featuring both deathmatch and objective based game modes. Customise your avatar's own bee and battle it out against the AI in single player wave defense mode, or take on your friends with up to 4 player local and up to 8 player online combat!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">It looks like a lot of retro gaming love went into Platformance: Temple Death (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/PLATFORMANCE-Temple-Death/66acd000-77fe-1000-9115-d802585508b7" target="external" title="PLATFORMANCE: Temple Death">PLATFORMANCE: Temple Death</a><br />
(80 MP, 06/20/2011, Magiko Gaming)<br />
While filming her latest movie, famous starlet Grace Belly gets abducted by a sect of evil savages. You decide to go and rescue her down the 'Temple Death'- a place filled with evil traps where only the fools can survive. --Warning: Fun platformer ahead! Contains lots of deadly traps, scoreboards, rewards, flopwards, 3 difficulty modes. Can you finish the Insane mode ?!?<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Partake in various international conflicts on a small scale in the appropriately named World Wars (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/World-Wars/66acd000-77fe-1000-9115-d802585508b8" target="external" title="World Wars">World Wars</a><br />
(240 MP, 6/20/2011, Swissplayers Game Studios)<br />
Take the command of the 101th airborne on June 6, 1944! Struggle along the heavily-fortified French coastline to bring the decision day to a success. Then German troops invade Norway in a cloak-and-dagger operation, facing heavy battles with naval units. Finally clear the way from Stalingrad to Berlin with Soviet troops in order to bring the Third Reich to fall. Does Hitler survive? You decide...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Case-o-Games/66acd000-77fe-1000-9115-d802585508b9" target="external" title="Case o Games">Case o' Games</a><br />
(240 MP, 06/20/2011, Hypercube Games)<br />
A collection of six full-length, high-quality games from genres such as action, puzzle, tower defense, platformer, and many more. This was created by over 20 developers, and 100% of the profits from this game will go to benefit the Child's Play charity.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">What has now become an office expression, it's Bloody Checkers (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/BloodyCheckers/66acd000-77fe-1000-9115-d802585508ba" target="external" title="BloodyCheckers">BloodyCheckers</a><br />
(80 MP, 06/20/2011, kerry)<br />
This Medieval Game emerged from the dark ages to settle violent matters in a more civilized way.... Work your way through this 3D adventure, rescue the Queen, and play against 20 members of the royal family. Explore the Castle. Level up. Learn spells. Purchase traps. Play online. Destroy your opponent in the most violent game of checkers ever seen. *Rage Quitting fully supported.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/TIC-Part-1/66acd000-77fe-1000-9115-d802585508bb" target="external" title="TIC: Part 1">TIC: Part 1</a><br />
(240 MP, 06/21/2011, RedCandy Games)<br />
Take on the role of a unicycling, wall-drilling, helicoptering, mining robot, Tic, in the first 3 chapters (+9 challenges!) of the artfully-crafted action-adventure series from RedCandy Games™. Stunning 3D-composited high definition visuals, a catchy soundtrack, captivating story, and fast-paced gameplay makes this a rare and unforgettable experience only on XBLIG.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Angry-Hand-of-God/66acd000-77fe-1000-9115-d802585508bc" target="external" title="The Angry Hand of God">The Angry Hand of God</a><br />
(80 MP, 06/21/2011, Alex Kaiser)<br />
You are a god. You are angry. Time to smite some mortals. Use lightning bolts of divine retribution to completely level cities. But be careful! You only have limited charge. Take advantage of conduction, panicking people, stampeding elephants and more to destroy as much of each city as possible!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Games-Master-Xbox-Game-Guides/66acd000-77fe-1000-9115-d802585508bd" target="external" title="Games Master Xbox Game Guides">Games Master:Xbox Game Guides</a><br />
(80 MP, 06/21/2011, Paul Fisch 1)<br />
Games Master features over 500 Game Guides and Walkthroughs for popular XBOX 360 games. All guides are fully Searchable.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Possibly one of the best game names ever, Fluffy Operation Overkill (screen shot above) also has decent - albeit it very bloody - graphics.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Fluffy-Operation-Overkill/66acd000-77fe-1000-9115-d802585508be" target="external" title="Fluffy: Operation Overkill">Fluffy: Operation Overkill</a><br />
(240 MP, 06/22/2011, SO SO DEV Games)<br />
A virus. Mad animals. And a squirrel in a hazard suit. Fluffy: Operation Overkill is run and gun gameplay at its finest with powerful weapons, devastating special attacks, physics powered violence, epic boss fights and a rewarding skill kill highscore system. Oh yeah, and it has got zombies. Get ready for a rollercoaster ride into hell!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/When-Maidens-Attack/66acd000-77fe-1000-9115-d802585508bf" target="external" title="When Maidens Attack">When Maidens Attack</a><br />
(80 MP, 06/22/2011, Creaturesoft)<br />
Action-RPG Platformer; gain experience, improve your attributes, collect gems and purchase powers. Your prized possessions have been stolen. Fight through 23 insanely zaptastical areas! 2-4 hours of re-playable fun! Can you get back what is yours?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Send-In-Jimmy/66acd000-77fe-1000-9115-d802585508c0" target="external" title="Send In Jimmy">Send In Jimmy</a><br />
(80 MP, 06/22/2011, Stamp)<br />
Evil aliens have infiltrated the landing zones and it is up to Jimmy to ensure they get a warm, fiery welcome. Jimmy will show them respect with infinite ammo, fire casting and explosions. Get em Jimmy! With procedural textures and enhanced outdoor environments, Send In Jimmy will blow your mind and induce combustion.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Mars-Revenge/66acd000-77fe-1000-9115-d802585508c1" target="external" title="Mars Revenge">Mars Revenge</a><br />
(240 MP, 06/22/2011, Jrett)<br />
You pilot a flying saucer on a mission to defend the Earth from the invading Martian forces. Your ship is the latest in space technology, outfitted with advanced evasive maneuver capabilities as well as upgradable weapons and armor. Watch out for the Martians with their space ships and thier grim space creatures! If you like old school space shooters, then this might be too much for you!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Beach-Paddle/66acd000-77fe-1000-9115-d802585508c2" target="external" title="Beach Paddle">Beach Paddle</a><br />
(240 MP, 06/23/2011, Team Shuriken)<br />
Can you be the Beach Paddle champion?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Total-Miner-Forge/66acd000-77fe-1000-9115-d802585508c3" target="external" title="Total Miner: Forge">Total Miner: Forge</a><br />
(240 MP, 06/24/2011, Greenstone Games)<br />
Total Miner is a block mining sandbox game. It has Creation, Combat, Survival, Crafting and RPG elements. Share your creations over Xbox LIVE.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Typing-Horde-Invasion/66acd000-77fe-1000-9115-d802585508c4" target="external" title="Avatar Typing: Horde Invasion">Avatar Typing: Horde Invasion</a><br />
(80 MP, 06/24/2011, Pixel Psyche)<br />
Stop an onslaught of angry Avatars by…typing? Logical enough! Can you type the sentences you're given before the enemies cross your path? Featuring 8 enemy types and 2 modes of play, the action is sure to last. With over 1,500+ sentences to type and the ability to create your own, you're almost guaranteed to develop a fun case of carpal tunnel! *Chatpad or Keyboard required.<br />
<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>Dev Blog: Q&A with Darkwind Media</title>
		<pubDate>Thu, 23 Jun 2011 03:22:25 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-02</link>
		<guid>http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-02</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both;"></div>For the second development blog for the game <a href="http://www.indiepubgames.com/konas/" target="external" title="Konas Crate">Kona's Crate</a> (be sure to read the <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01" title="Dev Blog Meet Darkwind Media and their game Konas Crate">first dev blog</a>), we (indiePub) asked <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01" target="external" title="Matt Mikuszewski from Darkwind Media">Matt Mikuszewski from the Darkwind Media team</a> to answer a few questions.<br />
<br />
Kona's Crate is a physics-based puzzler where player deliver a wooden crate through twisty paths filled with obstacles by controlling a dual-jet powered delivery platform. It launched today (June 23, 2011) on for iPhone, iPod Touch, iPad and Android.<br />
<br />
Below you'd find out more about Darkwind Media, the game and a little something those of us from Rochester, New York (USA), call the Garbage Plate.<br />
<br />
<b>indiePub: What is a "Darkwind" and how did you come up with your name?</b><br />
<br />
<b>Darkwind Media:</b> "Darkwind Games" was the name of one of our team member's high school efforts to create games when he first envisioned creating a company for game development. Under this name, he made simple pong-like titles in tools like GameMaker and Flash. While in college, a few of us had started pursuing game competitions and, as a throwback to that first team name (and with no other ideas to speak of) we worked under the name "Darkwind Games." When the studio decided to incorporate in 2007, years after the game competition attempts, we continued forward with the Darkwind name for nostalgic reasons.<br />
<br />
<b>iP: Why start your own studio?</b><br />
<br />
<b>DW:</b> Working for someone else was never really an option for us. We've always felt the desire to be on our own. Starting your own studio means that you take on additional responsibilities that come from running a business, but you also get the benefits of having complete control over your work. Besides that, we're in it for the glory of being a well respected game studio.<br />
<br />
<b>iP: What is Darkwind Media's philosophy on games and gaming?</b><br />
<br />
<b>DW:</b> As part of our philosophy, we are always working on at least one game. If we're not actively developing one, we're busy working on conceptualizing and building the design document for a future title. To us, the main purpose of our games is to provide the player with a fun and enjoyable experience they want to come back to. We're also all avid gamers and go out of our way to maintain an active involvement with market research. Sometimes we've found ourselves staying up until 4 a.m. doing 'research.'<br />
<br />
<b>iP: What does Darkwind do that is different from other game developers or studios?</b><br />
<br />
<b>DW:</b> I'm sure we're not 100% different from every other game studio out there but I'd like to think we're one of the few who also run a successful consulting business. We have worked with - and continue to work with - many big names in the gaming and electronics industries. Our relationships with these companies give us a unique perspective on the future of gaming, which will ultimately help push our studio to the next level.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The Darkwind Media team includes Chris Chris Cascioli (left), Matt Mikuszewski (front center), Colin Doody (back center) and Brian Johnstone (right). (Photo by <a href="http://www.katside.com/" target="external" title="Katharine Sidelnik">Katharine Sidelnik</a>)</div><br />
<br />
<b>iP: How has the studio changed since it started?</b><br />
<br />
<b>DW:</b> Since our conception, we've had several major changes occur. One of the biggest changes was in the size of our team. We've steadily increased the number of full-time and part-time workers to take on more work. Additionally, we have many contractors who regularly perform work for us. We've also moved into several different office spaces over the years, to accommodate for our growing team. We've gone from a few guys crammed in a college apartment to claiming an entire hallway in a business incubator.<br />
<br />
<b>iP: What suggestions do you have for anyone who wants to start their own game studio?</b><br />
<br />
<b>DW:</b> Go for it! You are the only one holding yourself back. It doesn't have to be a full-time job to start, work during your free time or on the weekends. If you know other people interested, create a small team. Take the time to write your ideas down and form a basic game design document. The more you organize in the beginning, the smoother the project will go. Don't let feature creep get the best of you, stick to your original plan and execute it properly. The difference between a good game and a great game is polish, not additional features.<br />
<br />
<b>iP: How has Darkwind – the group and the goals - changed since it first started?</b><br />
<br />
<b>DW:</b> When we originally started, we had a long term goal of becoming a full fledged game studio. We had also planned on selling a piece of software we created for sale, called Luster. Luster is a generalized interactive 3D application development platform, which allows designers and developers to quickly create & share interactive applications such as games, data visualizations, etc. We spent several years developing Luster and performing client services such as web and flash development. Fast forward to today, where our client services have transformed into mostly 3D consulting and fewer web jobs, and Luster is no longer in active development. We're positioning ourselves as Unity3D experts while we continue to transition into our ultimate goal of being a full fledged game studio.<br />
<br />
<b>iP: What were some of the unforeseen obstacles you had to overcome?</b><br />
<br />
<b>DW:</b> Starting and growing a multifaceted business means that everybody takes on a variety of responsibilities. One of the biggest obstacles is staying focused on the development of a project and maintaining timeline goals. This can be challenging when you also have to deal with continuing client relationships, organizing the accounting books, paying employees, securing future jobs, etc. It takes time to perfect but properly estimating how long a project will take and laying out a set of milestones goes a long way in assuring everything is executed properly. Another obstacle we overlooked was the fact that our team is split up across several cities. Sitting in the same room as your teammates creates an environment where rapid back-and-forth communication is the norm. This is great for collaboration and getting feedback from your team. When other teammates are spread across the country, it becomes important to go out of your way to keep them updated on important details and decisions that were made in casual conversation in the main office.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The title screen for Kona's Crate, available for iPhone,. iPod Touch and iPad on June 23, 2011. The game will also be available later in 2011 for Android.</div><br />
<br />
<b>iP: What was your inspiration for Kona's Crate?</b><br />
<br />
<b>DW:</b> Kona's Crate was accidentally stumbled upon during the development of our Luster engine. One day we had made the decision to switch physics engines and in the process needed to assess all of the features. Someone created a quick prototype to test out the application of forces on physics bodies. There was a platform, a box and two thruster forces. When they showed the rest of the team, we were instantly hooked and decided it was time to build ourselves a game.<br />
<br />
<b>iP: Are there plans for a Kona's Crate sequel (or updated version)? If so, how would it be different? If no, why not?</b><br />
<br />
<b>DW:</b> We have thought long and hard about a Kona's Crate sequel and it's definitely a possibility. I think it all rests upon the success of the current version. If all goes well, we would love to implement all the different ideas we have floating around. As for the differences, we would love to include multiple 'mini-game' modes, additional mechanics, a richer social gaming experience, upgrades and customizations.<br />
<br />
<b>iP: How long did Kona's Crate take to complete?</b><br />
<br />
<b>DW:</b> There have been several iterations of Kona's Crate on various platforms (for example, XNA and Luster), and each time we get a little better at it.<br />
<br />
<b>iP: Describe how you came up with the look and mechanics of the game.</b><br />
<br />
<b>DW:</b> The look of the game came about slowly. The stone blocks were there from the beginning, as was the island and the tree. We knew that the game would take place outside with skies and mountains. At one point we threw a simple gold decal on some of the blocks and we suddenly realized some Aztec flavor would go well with our stone and nature theme. The entire process was very organic with design happening as the gameplay was developing. We experimented quite a bit with the skies and the terrain to get the right colors and detail that we wanted as a backdrop.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Kona's Crate (screen shot above) includes several obstacles including explosive crates.</div><br />
<br />
<b>iP: How did you deal with escalating difficulty within the game?</b><br />
<br />
<b>DW:</b> Slowly escalating difficulty is an important aspect of any game. As a game designer, the last thing you want is to turn away a potential player because the game is too difficult (or too easy). We've had the pleasure of hosting several playtesting events where we invited friends & family to sit down and play the latest versions of the game. We were able to quietly monitor people play the game as if they just purchased it. It provided insight into how quickly they were able to pick up the controls, maneuvers that were easy to learn, maneuvers that were difficult to learn, easy levels, difficult levels, impossible levels and so on. Taking feedback from each round of testing, we were able to come up with a level progression that helped teach a new player the ropes as painlessly as possible.<br />
<br />
<b>iP: What development tools did you use and why did you choose those tools?</b><br />
<br />
<b>DW:</b> We have decided to use the Unity3D platform to create the mobile version of Blocks. Unity3D is great because it provides you with all the necessary tools to make a complete game, including a very robust editing environment. The main reason that we chose Unity3D over other engines, however, was the fact that it allows you to create a game project once and export it to various platforms. This significantly reduces duplication of effort in getting a multi-platform game. We can focus on creating a polished game, without worrying about maintaining multiple versions.<br />
<br />
<b>iP: What were some of the challenges porting the game to various platforms?</b><br />
<br />
<b>DW:</b> Many of the more difficult challenges we've encountered while porting the game from PC to Xbox to Mobile have been hardware limitations. With every game, you want it to look great and perform smoothly. This can be a difficult task depending on what device your game is running on. On a PC, we were forced to deal with a seemingly infinite amount of hardware possibilities, both on Mac and Windows machines. This created a lot of headaches when dealing with some of our more advanced shaders and visual techniques. We solved this with a mix of autodetection of video card capabilities and supplying the user with graphical options. On Xbox, we strived for, and achieved, 60 FPS on 1080p displays. This was extremely difficult to achieve but, after a lot of teamwork, we made that machine do what we wanted it to do. On mobile platforms, performance is even more of an issue. This made us re-think many of our assets and ways of writing our code to be as optimized for mobile platforms as possible.<br />
<br />
<b>iP: What advice do you have for indie developers?</b><br />
<br />
<b>DW:</b> One of the most challenging aspects of being an indie developer is getting your game in front of as many eyeballs as possible. My advice would be to start spreading the word about your game as you develop it, making it a passion of yours. Set up a development blog and to post about interesting problems you've solved, or new artwork and features you've designed. Post videos and screenshots of your latest builds to show people how well you're progressing. Tell people about it and get them to play it. You'll gain followers who will eventually buy and help promote your game, as well as receive some great feedback from your devout fans.<br />
<br />
<b>iP: What can we expect next from Darkwind?</b><br />
<br />
<b>DW:</b> Depending on how well Kona's Crate does, we could be working on a sequel or a completely different title. We have several ideas that have been simmering on the back burner, one of them being an ambitious fantasy game with RPG elements. There are also several smaller scale mobile games that we would love to make but it ultimately depends on how well our first game goes.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The <a href="http://garbageplate.com/" target="external" title="classic Garbage Plate from Nick Tahous">classic Garbage Plate from Nick Tahous</a> (above) is a Rochester, NY, original that doesn't have much to do with video games but is the sustenance of many late nights such as those you might experience with marathon development sessions. (Photo: <a href="http://www.roadfooddigest.com/post/2010/08/18/2nd-Nick-Tahou-Opens.aspx" target="external" title="Road Food Digest">Road Food Digest</a>)</div><br />
<br />
<b>iP: What do you think of the current Garbage Plate Special – and every restaurant having its own version - vs. the classic?</b><br />
<br />
<b>DW:</b> You can't go wrong with the classic, after all that's where it all started. I like to think that every restaurant having its own version is a good sign that the garbage plate is here to stay. They offer slight variations and variety to people who prefer different flavors and textures in their plates, which is good for competition. I'm a big fan of thinking outside of the box once in a while, so I find myself getting a new crazy combination like Philly steak & cheese or an Italian sausage plates.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
Also check out the <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01" title="Dev Blog Meet Darkwind Media and their game Konas Crate">first Development Blog by Darkwind Media on indiePub</a>.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<b>PLAY: <a href="http://www.facebook.com/konascrate" target="external" title="Konas Crate on Facebook">Kona's Crate @ Facebook</a><br />
SITE: <a href="http://www.konascrate.com/" title="Konas Crate web site">Kona's Crate</a><br />
SITE: <a href="/profile/Darkwind+Media">Darkwind Media @ indiePub</a><br />
SITE: <a href="http://www.darkwindmedia.com/" title="Darkwind Media" target=-"">Darkwind Media</a></b>]]></description>
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		<title>Making and selling visual novels and dating sims</title>
		<pubDate>Tue, 21 Jun 2011 05:58:32 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/how_to_make_dating_sims_visual_novels_winter_wolves</link>
		<guid>http://www.indiepubgames.com/news/how_to_make_dating_sims_visual_novels_winter_wolves</guid>
		<description><![CDATA[Although both visual novels (VNs) and dating sims have been gaining popularity in western markets, many people still don't know exactly what they are or, more likely, have the wrong idea about them.<br />
<br />
Visual novels are a graphic novel of sorts with flat or basically animated tableaus and a story with optional paths the reader can follow. Dating sims are very similar in that the reader chooses from on-screen options but the purpose is to develop personal relationships with in-game characters. These games can have rather complex paths with multiple endings.<br />
<br />
To be clear, they originated in Japan and, while many visual novels or dating sims are erotic (or at least sexy) in nature, it's not true that all dating sims have erotic content.<br />
<br />
It's really a shame that people automatically label these games as "adult only" because, in most of cases, is not true. In the case of indie developers, few include racy themes or art as they are often trying to appeal a more family-friendly audience.<br />
<br />
<h3>GETTING STARTED</h3><br />
While it certainly helps - especially for gameplay - it's really not necessary to play original Japanese visual novels or dating sims.<br />
<br />
For example, I've produced four visual novels and four dating sims. Some have been quite successful even though I have not played many Japanese games.<br />
<br />
Instead, having very good writing skills is far more important for both visual novels and dating sims (although a bit more important for the visual novels).<br />
<br />
Writing skills also means coming up with original plot ideas and carefully planning each path. These of games are very similar in structure to the old Choose Your Own Adventure books where the plot changes and follows a different path based on the reader's choices.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The visual novel <a href="http://www.bionicheartgame.com/" target="external" title="Bionic Heart">Bionic Heart</a> (2009, Mac, Win, Linux) by Tycoon Games is set in 2099 London and offers "bionic beings, complex technologies, relationships and romance." It is fully voiced and has 24 different endings.</a></div><br />
<br />
<a href="http://www.bionicheartgame.com/" target="external" title="Bionic Heart">Bionic Heart</a> was perhaps the most complex visual novel I've made so far (and the only one to be featured in some popular Japanese websites). I did everything with a spreadsheet program but there are also other useful "mind-mapping" programs including <a href="http://freemind.sourceforge.net/wiki/index.php/Main_Page" target="external" title="FreeMind">FreeMind</a>. It's not always necessary to use them - especially with good tools like <a href="http://www.renpy.org" target="external" title="RenPy">Ren'Py</a> available - but they can help.<br />
<br />
For dating sims, the best way is to split the story into scenes. Those games usually have several characters that you can date and, through gameplay, you advance every subplot scene by scene.<br />
<br />
Both visual novels and dating sims usually have a "Gallery Screen" where you can replay previous scenes which are typically still images. Usually the endings all feature a beautiful art moment but you can also use it for other particularly important points of the story.<br />
<br />
Those games are also famous for having many endings. In fact, the more the better because it is normal to replay a game several times to unlock them all. It's a lot like achievements in other genres.<br />
<br />
<h3>MAKING THE GAME</h3><br />
You have a great idea for a story and all of your characters are fleshed out so now it is time to make the game.<br />
<br />
There are many free visual novel tools but, if you want to have flexibility and power of coding your custom stuff, there is simply nothing as good as <a href="http://www.renpy.org/" target="external" title="RenPy">Ren'Py</a>. That tool combines the powerful Python language with a full set of commands that lets you easily create a visual novel or dating sim. Learn to use it well enough and you can also create a visual novel role-playing hybrid much like my <a href="http://www.planetstronghold.com" target="external" title="Planet Stronghold ">Planet Stronghold</a>.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">The sci-fi role-playing game <a href="http://www.planetstronghold.com" target="external" title="Planet Stronghold ">Planet Stronghold</a> by Winter Wolves (2011, Mac, Win, Linux) uses the visual novel format to offer turn-based combat.</div><br />
<h3>CONTENT SIZE & ART STYLE</h3><br />
As you might imagine, visual novels include a lot of art. I'd dare to say that, for a commercial product, the art is as least as important as the writing, if not more. <br />
<br />
Unfortunately this means that, if you're on a tight budget, it may be hard to create a visually appealing game. That does not mean, however, that you need to have countless images.<br />
<br />
My first visual novel, <a href="http://www.heileen.com/" target="external" title="Heileen">Heileen</a>, was made of 15 different painted backgrounds and 16 characters, each one with different outfits and expressions. That is the shortest and smallest VN I've made. Some of my upcoming games have 20 characters, each one with 5-6 expressions, animated eye, animated lips and three or four different outfits along with animated backgrounds.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Visual novel <a href="http://www.heileen.com/" target="external" title="Heileen">Heileen</a> by Tycoon Games is set in the 17th century and stars 18-year-old Heileen as she follows her uncle to the New World.</div><br />
<br />
In terms of the art style, it does seem that manga is the dominant art style for VNs. Last year, for example, I tried to make <a href="http://www.verablanc.com/" target="external" title="Vera Blanc">a visual novel with comic book style art (Vera Blanc)</a> but the results were disastrous and sales were dismal.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Winter Wolves' visual novel <a href="http://www.verablanc.com/" target="external" title="Vera Blanc">Vera Blanc</a> (2010, Mac, Win, Linux, iOS) is a mystery detective story with comic book style art.</div><br />
<br />
<h3>SELLING IT</h3><br />
I won’t go into too much detail for the standard usual development process, so here's the quick rundown: Test the game, test it again, ask other people's opinion, polish it and test it again.<br />
<br />
Once you have a decent product, it's time to sell it.<br />
<br />
When people ask me for advice, I always tell them there is not a single, universal, valid answer. There are several ways to sell your VN or dating sim and I know people who are successfully making a living using very different methods.<br />
<br />
Here are my top suggestions.<br />
<br />
<b>~ Freeware</b><br />
The basic idea here is first to gain popularity and a following through a few decent free VNs or dating sims and then try to sell new games to your fans. This is a good choice if you're just starting and don't have much money. Good examples are <a href="http://www.sakevisual.com" target="external" title="Sakevisual">Sakevisual</a> which released a very popular otome dating sim called <a href="http://www.sakevisual.com/realistair/index.html" target="external" title="RE:Alistair">RE:Alistair</a>. There's also the already famous <a href="http://blog.scoutshonour.com/" target="external" title="Christine Love">Christine Love</a>, author of <a href="http://scoutshonour.com/donttakeitpersonallybabeitjustaintyourstory/" target="external" title="Digital A Love Story and Dont Take it Personally Babe, It Just Aint Your Story">Digital: A Love Story and Don’t Take it Personally, Babe, It Just Ain’t Your Story</a>.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption"><a href="http://blog.scoutshonour.com/" target="external" title="Christine Love">Christine Love</a>'s free dating sim game <a href="http://scoutshonour.com/donttakeitpersonallybabeitjustaintyourstory/" target="external" title="Digital A Love Story and Dont Take it Personally Babe, It Just Aint Your Story">Digital: A Love Story and Don’t Take it Personally, Babe, It Just Ain’t Your Story</a> (2011, Mac, Win, Linux) has three different endings and is set in a set in a 2027 private high school.</div><br />
<br />
<b>~ Go "Big" & Use Portals</b><br />
Another way is to think "big." Invest a year and a lot of money on a game to get it fully voiced, professionally written, include plenty of high-end art, etc. Then use portals to sell your games. A good example is the game <a href="http://www.shira-oka.com/" target="external" title="Shira Oka">Shira Oka</a> which sells through multiple portals: Impulse, GamersGate, Nekomura Games, Mac App Store and GamersGate.<br />
<br />
<b>~ Direct Sales</b><br />
Put it on your site and sell it. This is what I'm doing. All games on my site are sold mostly directly. While I have some games on portals, my direct sales are 90% of my income. A couple other companies doing well with VN direct sales are <a href="http://www.hanakogames.com/" target="external" title="Hanako Games">Hanako Games</a> and <a href="http://sakurariver.ca/" target="external" title="Sakura River">Sakura River</a>.<br />
<br />
<b>~ Online, Social and Mobile Devices</b><br />
These are much newer outlets for western market VNs and dating sims. I've only just started doing it, so I cannot say much about the results. Certainly, trying can't hurt as long as you know how to deliver your game to each of these outlets.<br />
<br />
<b>~ Frequency</b><br />
Rather than focusing a game for a year or longer, I try to release three or four games a year. A development cycle of three to four months for each game is what brings more long-term ROI (return on investment). A short development cycle doesn't necessarily mean average game. My latest two games, <a href="http://www.planetstronghold.com/" target="external" title="Planet Stronghold">Planet Stronghold</a> and <a href="http://www.winterwolves.com/rememberme.htm" target="external" title="Always Remember Me">Always Remember Me</a>, are the best selling games I've ever made since I started making these types of games in 2008 and each took only a few months to complete. Always Remember took about four months and Planet Stronghold a bit longer at six or seven months.<br />
<br />
<h3>KEEP THINGS SIMPLE</h3><br />
One thing I learned when doing dating sims, is that you must not over complicate things. If you add too much detail, make the UI crowded (full of options, typical of strategy games) or if you don't include a good tutorial, you're going to target the wrong market. Dating sim players don't want a complex strategy game or simulation. For example, my game Spirited Heart, one of my most successful games to date, has a very simple interface. There may be a lot of options - several jobs, increase your skills, six datable characters, a marriage option, a calendar system with holidays, three different races and more – but this light strategy blends very well with the various scenes of the romance subplots.<br />
<br />
I really believe the trick is to balance the gameplay with the scene frequency to keep the player motivated to play and maintain interest in the story.<br />
<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Winter Wolves' stat-based dating sim <a href="http://www.winterwolves.com/rememberme.htm" target="external" title="Always Remember Me">Always Remember Me</a> (2011, Mac, Win, Linux) includes an original soundtrack, manga artwork and eight different endings.</div><br />
<h3>FINAL ADVICE</h3><br />
The demand for VNs and dating sims is growing every day and so are the number of people making them. A friend of mine recently decided to start his own studio, called <a href="http://moacube.com/" target="external" title="Moacube">Moacube</a>, developing his first VN using non-manga art and top quality video and audio production. Likewise, new studios are always popping up.<br />
<br />
My final word of advice: Making visual novels and dating sim style games really are works of love and passion. Don't underestimate the amount of time and effort it takes to write a good story, create good gameplay and develop interesting characters. If you approach it only from a commercial point of view, you may be disappointed by the results.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<br />
<i>Celso Riva is an indie game developer that runs the <a href="http://www.winterwolves.com/" target="external" title="">Winter Wolves website</a>. He has been designing and developing games for almost 7 years and has done everything including gameplay design, writing, coding and marketing. In late 2008 he embraced the manga art style and the visual novel and dating sim genres, becoming a point of reference in the English visual novel market with 8 titles released so far and many more in the works including visual novels, dating sims and J-RPG. You can follow him on <a href="http://twitter.com/pcmacgames/" target="external" title="">Twitter</a> or <a href="http://www.winterwolves.net/blog/" target="external" title="Winter Wolves blog">read his blog</a> to learn more.</i>]]></description>
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		<title>New Xbox Live Indie Games for week ending June 17, 2011 (updated)</title>
		<pubDate>Fri, 17 Jun 2011 07:50:56 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-17-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-17-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Looks like I was wrong about there being a post-E3 drought of games. There were several games that went live late last Friday (<a href="http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-10-2011" target="external" title="New Xbox Live Indie Games for week ending June 10, 2011 updated">June 10, 2011</a>) and a bunch posted by the middle of this week.<br />
<br />
Best bets this week look to be a colorful space shooter with a rock theme called Righteous Axe, a math-Tetris mashup called Sum Fighter, a remote controller helicopter game titled Pixelbit Helicopter Challenge, a game where you get to be the bird called Poopocalypse (yes, it is exactly what you think and it rocks - see the video below), icon puzzle game Them Blockz, goofy RPG shooter Lair of the Evildoer and cranky-block dropper game Mad Blocker Arcade.<br />
<br />
Positive nods go to late updates puzzle game Block the Laser and retro side-scrolling fighter Kung Fu Fight! as well.<br />
<br />
Below is a list of games released between June 11 and June 17, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added (so check back).<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Righteous Axe by SoftwareByEugene.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Righteous-Axe/66acd000-77fe-1000-9115-d8025855089b" target="external" title="Righteous Axe">Righteous Axe</a><br />
(80 MP, 06/11/2011, SoftwareByEugene)<br />
Righteous Axe rocks out the space shooter genre with revolutionary guitar-based controls, seizure-inducing particle effects, hot multiplayer action, and a hardcore soundtrack to boot. So grab your gamepad and come on in! And if you want a real challenge, grab your Guitar Hero controller! ... and a friend!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Topochopper/66acd000-77fe-1000-9115-d8025855089c" target="external" title="Topochopper">Topochopper</a><br />
(80 MP, 06/11/2011, E-Bouma)<br />
Fly your helicopter from city to city without running out of time. Gaining money, time and knowledge with every city you find. Use items such as speedboosts and cityfinders to help complete the levels. Topochopper contains more than 47000 cities around the world ! The best topo learning experience on XBox yet !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Call-Me-Skyfish/66acd000-77fe-1000-9115-d8025855089d" target="external" title="Call Me Skyfish">Call Me Skyfish</a><br />
(80 MP, 06/11/2011, Uplion)<br />
Skyfish is an angry orange fish who must bubble-shoot and tongue-swing his way through this humorous and silly platform adventure. He now faces his greatest enemies like his ex-girlfriend, floating heads, tsunamis, screaming cats, and a radioactive stick-figure hedgehog!! Laid back silly fun is here!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/4-in-1-Cardgame-Collection/66acd000-77fe-1000-9115-d8025855089e" target="external" title="4-in-1 Cardgame Collection">4-in-1 Cardgame Collection</a><br />
(80 MP, 06/13/2011, ReaperGamingStudios)<br />
Welcome to 4-in-1 Card-game Collection, brought to you by Reaper Gaming Studios. This package contains 4 variants of single-player solitaire, each challenging and addictive in it's own way. Featuring demon, super demon, calculation, and one foundation, and fun for all! Also features global scoreboards and unlockable awardments.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Icebreaker/66acd000-77fe-1000-9115-d8025855089f" target="external" title="Icebreaker">Icebreaker</a><br />
(80 MP, 06/13/2011, DualOpAmp29)<br />
Skill and luck are required in your search of the Yeti as you break through 40 treacherous levels of ice and snow terrain. Surprising rewards await you at the completion of the game. Compete against peers for global high score.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Card-Creator/66acd000-77fe-1000-9115-d802585508a0" target="external" title="Card Creator">Card Creator</a><br />
(80 MP, 06/13/2011, Teaser Creations)<br />
Create your own unique Greeting Cards! Send them to friends/family with and without Xbox. Your friends don't need to purchase the App to view your cards! Fun and easy - Try now!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Sum Fighter by MDCopp.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Sum-Fighter/66acd000-77fe-1000-9115-d802585508a1" target="external" title="Sum Fighter">Sum Fighter</a><br />
(240 MP, 06/13/2011, MDCopp)<br />
Sum Fighter is a hectic math based puzzle fighter. Players choose one of six highschool archetypes to battle their way through a math competition. Sum Fighter plays like Tetris Attack. Remove large combos of blocks from your board to dump blocks on your opponent�s board. As you clear your board of blocks your character gains energy to unleash its own unique skill on your opponent.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Pixelbit Helicopter Challenge by Game Group.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Pixelbit-Helicopter-Challenge/66acd000-77fe-1000-9115-d802585508a2" target="external" title="Pixelbit Helicopter Challenge">Pixelbit Helicopter Challenge</a><br />
(80 MP, 06/14/2011, Game Group)<br />
Test your piloting skills in 30 challenges over 5 levels. Collect stars, fly through hoops, shoot targets, navigate touch pads and hover pads to gain awards to unlock more challenges and faster helicopters. Find out more at pixelbitgames.webs.com and follow us on Twitter @pixelbitgames<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ye-Olde-Hangman-Game/66acd000-77fe-1000-9115-d802585508a3" target="external" title="Ye Olde Hangman Game">Ye Olde Hangman Game</a><br />
(80 MP, 06/14/2011, DualOpAmp29)<br />
With hand selected words and phrases listed in 7 different categories, this classic word game - set in the wondrous, medieval times - is sure to give you hours of fun gameplay. The hangman is counting on you to save him. Can you help him, or is he doomed?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Trigger-Finger/66acd000-77fe-1000-9115-d802585508a4" target="external" title="Trigger Finger">Trigger Finger</a><br />
(80 MP, 06/15/2011, Lighthouse Games Studio)<br />
Kill or be killed in this intense Shooter. Use multiple weapons and upgrades to forge the ultimate strategy that best suits your style of play. Push your aim and reaction times to the limit as you crush your friends and compete against the world.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Astro-Tempest/66acd000-77fe-1000-9115-d802585508a5" target="external" title="Astro Tempest">Astro Tempest</a><br />
(240 MP, 06/15/2011, Hardcore Techies Game Studios)<br />
Astro Tempest is a fast pace arcade style game with modern enhancements such as high definition graphics and 3D elements. Use your ships advanced navigation and weapons systems to hunt down and blowup asteroids. Prevent them from destroying major cities such as New York and Tokyo. Collect ship upgrades to help fight the battle. Each level becomes progressively more difficult with new challenges!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bubble-Buster-360/66acd000-77fe-1000-9115-d802585508a6" target="external" title="Bubble Buster 360">Bubble Buster 360</a><br />
(80 MP, 06/15/2011, Final Boss Productions)<br />
Bubble Buster 360 is a re-imagining of a classic game mechanic. Protect your bubble cannon by popping surrounding bubbles before they get too close. With many levels of difficulty, from extremely easy to insanely difficult, over 60 levels, puzzle, endless, and time-attack modes, Bubble Buster 360 offers fun for the entire family!<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Heavy metal meets vengeful bird in the slop-bomb dropping game, Poopocalypse (screen shot above, video below).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Poopocalypse/66acd000-77fe-1000-9115-d802585508a7" target="external" title="Poopocalypse">Poopocalypse</a><br />
(80 MP, 06/15/2011, Wolpertinger Games)<br />
Go on a pooping spree as a vengeful, fat pigeon! This twin-stick poop'em up comes with a big load of famous pristine landmarks, a hot pile of squishy trophies and an online top droppers highscore list! You are the messenger of the Poopocalypse!<br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=UTNsaQTU-zI</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Monster-Escape/66acd000-77fe-1000-9115-d802585508a8" target="external" title="Monster Escape">Monster Escape</a><br />
(80 MP, 06/16/2011, Pixel Polish Games)<br />
onster Escape is an action-puzzle hybrid where players navigate their monsters safely through levels. Along the way they must make a pathway with puzzle pieces to connect the landscape and avoid a variety of enemies. Each level requires a new approach while still allowing multiple solutions.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Them-Blockz/66acd000-77fe-1000-9115-d802585508a9" target="external" title="Them Blockz">Them Blockz</a><br />
(80 MP, 06/16/2011, GLHF Games)<br />
In this game you can complete 42 levels. The game works in a way that blocks stick to the player, basicly limiting the movement of the player. Later on you have to use the same blocks to gain usage of otherwise useless blocks.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lair-of-the-Evildoer/66acd000-77fe-1000-9115-d802585508aa" target="external" title="Lair of the Evildoer">Lair of the Evildoer</a><br />
(80 MP, 06/16/2011, Going Loud Studios)<br />
The evil Dr. Odious has you trapped in his lair. He’s also not very fond of you. Make your escape by battling through hundreds of monsters, collecting over 25 weapons and leveling up as you go. Procedurally generated levels will keep you on your toes in this action RPG shooter, ensuring a different experience with every playthrough!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Mad-Blocker-Arcade/66acd000-77fe-1000-9115-d802585508ab" target="external" title="Mad Blocker Arcade">Mad Blocker Arcade</a><br />
(240 MP, 06/17/2011, Open Emotion Studios)<br />
Developed using the XNA framework, Mad Blocker Live is an expansion of the original flash game featuring new Modes exclusive to this version of the game such as a unique 2 player battle mode and some extra special block types. Mad Blocker Live is a fresh new version of the game. See how many Fluzzel's you can free!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Paint-Ball-Splashes-of-Fun/66acd000-77fe-1000-9115-d802585508ac" target="external" title="Paint Ball - Splashes of Fun">Paint Ball - Splashes of Fun</a><br />
(80 MP, 06/17/2011, CandelaCreations)<br />
Shoot paint balls at your opponent and make a splash. Take fun to the next level across roads, parks, rail roads and so on. Stealth, blobs, turrets, teleport and cars make this a fun splashing adventure. May the best player win!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Kung-Fu-FIGHT/66acd000-77fe-1000-9115-d802585508ad" target="external" title="Kung Fu FIGHT!">Kung Fu FIGHT!</a><br />
(80 MP, 06/17/2011, Nostatic Software)<br />
Fight the bad guys, save the girl - you know the drill!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Block-the-Laser/66acd000-77fe-1000-9115-d802585508ae" target="external" title="Block the Laser">Block the Laser</a><br />
(80 MP, 06/17/2011, John D'India)<br />
In Block the Laser, your goal is to reach the exit while evading deadly lasers along the way. To accomplish this you’ll have to step on floor buttons to turn lasers on or off, open and close doors, or activate turnstiles which push anything that stand in their way. You can also manipulate mirrors to redirect the laser’s path or use doors and turnstiles to block the laser.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Fredriksdal-Assault/66acd000-77fe-1000-9115-d802585508af" target="external" title="Fredriksdal Assault">Fredriksdal Assault</a><br />
(240 MP, 06/17/2011, All-templates.biz)<br />
Fredriksdal Assault is a multiplayer game in two game modes, Assault and Deathmatch, where you can play with split screen, over a local network (System Link) or over the Internet (LIVE).<br />
<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Indie Games is staging a second "Uprising"</title>
		<pubDate>Thu, 16 Jun 2011 13:05:43 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indie_games_summer_uprising_2011_event</link>
		<guid>http://www.indiepubgames.com/news/indie_games_summer_uprising_2011_event</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><a href="http://indiegames.com/2011/06/indie_games_summer_uprising_an.html" target="external" title="IndieGames.com">Indie Games</a> is running another "Uprising" event that any indie developer can enter. Providing you are working on an Xbox Live game, that is.<br />
<br />
According to the Indie Games web site, entries can be submitted until June 24, 2011, and two selected games will be released each week via the Xbox Live Indie Channel beginning August 22, 2011, through the week of September 12, 2011.<br />
<br />
The schedule for the event (which is noted as being "tentative") is as follows:<br />
<ul><li>June 27, 2011 - Absolute last day for nominees.</li><li>July 4, 2011 - Voting begins.</li><li>July 18, 2011 - Voting ends.</li><li>August 1, 2011 - Ideally you'll be submitting your game into peer review close to this date.</li><li>August 22, 2011 - Promo begins</li></ul>According to the 2-per-week schedule above, that's about eight games. The entry list was up to about 50 games when I checked earlier today (June 16, 2011) and likely growing by the hour. The <a href="http://www.indiegames-uprising.com/" target="external" title="Indie Games 2010 Winter Uprising event">previous Uprising-themed event had 14 games</a> on Xbox Live.<br />
<br />
To enter, you need to have a Xbox Live game ready to play by September 2011 and <a href="https://spreadsheets1.google.com/spreadsheet/viewform?formkey=dHZWenQ1YXgzRHBXX0ViMlNsMlBxRkE6MQ" target="external" title="Indie Games Summer Uprising 2011 entry form">complete the entry form on the promotion web site</a>.<br />
<br />
In case have entered your game in the <a href="http://www.dreambuildplay.com/Main/Default.aspx" target="external" title="2011 Dream.Build.Play Challenge ">2011 Dream.Build.Play Challenge (DBP)</a> as well, IndieGames has noted that, "Microsoft has explicitly stated that DBP eligibility does not affect your options of when and how to release any of your titles."<br />
<br />
<b>READ: <a href="http://indiegames.com/2011/06/indie_games_summer_uprising_an.html" target="external" title="IndieGames.com">Indie Games</a><br />
SITE: <a href="http://www.liveindiegaming.com/UprisingNominees.aspx" target="external" title="Indie Games Summer Uprising 2011">Indie Games Summer Uprising 2011</a><br />
ENTER <a href="https://spreadsheets1.google.com/spreadsheet/viewform?formkey=dHZWenQ1YXgzRHBXX0ViMlNsMlBxRkE6MQ" target="external" title="Indie Games Summer Uprising 2011 entry form">2011 Indie Games Summer Uprising</a></b>]]></description>
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		<title>The importance of fun (and potential perils of a leap of faith)</title>
		<pubDate>Thu, 16 Jun 2011 06:12:49 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/importance-of-fun-perils-of-leap-of-faith-by-alex-neuse</link>
		<guid>http://www.indiepubgames.com/news/importance-of-fun-perils-of-leap-of-faith-by-alex-neuse</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption">BIT.TRIP RUNNER, created by Gaijin Games and released 2009, is the fourth game in the BIT.TRIP series of games(screen shot above).</div><br />
Video game developers are toy-makers and the purpose of a toy is to provide some sort of diversion or non-practical value to the person who uses the toy.<br />
<br />
Even so, I would argue that there is practicality in toys and this practicality stems from fun.<br />
<br />
If you are a game developer like me, you want to create products of worth and, because of this drive to contribute positively to the world, it is dangerous to assume that simply because you've created a toy, it is inherently fun.<br />
<br />
This couldn't be further from the truth.<br />
<br />
First, a game must be fun to engage the player.<br />
<br />
Second, the player must be engaged to derive true meaning from the game.<br />
<br />
Finally, you won't have created anything of worth without delivering some kind of meaning to the player.<br />
<br />
Without enjoyment of some kind, people disengage. For this reason, it is incredibly important in game development to make sure that you have found the fun before doing anything else.<br />
<br />
I will give a couple examples from my own development experience to support the notion that one should not take a leap of faith where fun is concerned.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">BIT.TRP BEAT, created by Gaijin Games and released in 2009, blends music, Pong-style gameplay and colorful visuals (screen shot above).</div><h3>BIT.TRIP EXAMPLE1.BEAT</h3>As the development studio behind the <a href="http://www.bittripgame.com" target="external" title="">BIT.TRIP</a> series of games, <a href="http://www.gaijingames.com" target="external" title="Gaijin Games">Gaijin Games</a> has managed to capture fun with the simplest game mechanics. <br />
<br />
BIT.TRIP BEAT, for example, is essentially Pong but pitching a game that is 'essentially Pong' doesn't necessarily convey the fact that the game is actually quite fun. In fact, to prove to ourselves that it could be fun, we decided to prototype the game even though it was based on the simplest of mechanics. <br />
<br />
We knew that when implemented correctly, Pong could be fun. We didn't know whether or not we could make our single-player rhythm/music version of it fun.<br />
<br />
So, before production began, we implemented a very brief musically synced one-player version of Pong. What we learned was that any control type other than analog input of some kind (ideally a spinner controller) made the game tremendously un-fun. But, more importantly, we learned that there was quite a bit of fun to be had given the right control scheme.<br />
<br />
By prototyping BIT.TRIP BEAT and focus-testing both the prototype as well as the concept we realized that the game had to be played using motion controls. We learned that it could be artistically abstract. And we learned that people wanted a numerical scoring system rather than the shapes we had proposed.<br />
<br />
We learned many things through our prototype of BIT.TRIP BEAT but, most importantly, we learned that we couldn't just take things for granted.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">BIT.TRIP FATE, created by Gaijin and released in 2010, combines arcade-style shooter and rhythm-based gameplay (screen shot above).</div><h3>BIT.TRIP EXAMPLE2.FATE</h3>Conversely - and with four successful games under our belt - we started working on BIT.TRIP FATE, an arcade-style shmup. There are plenty of roadmaps for success in that genre: R-Type, Gradius, Raiden, etc. This would be a slam-dunk.<br />
<br />
So, we started working on the game without a solid prototype in place. <br />
<br />
Sure, we had a rough prototype, but we failed to focus test it and it wasn't as fun as any of our previous prototypes. Instead of spending the time and effort up front to make the prototype fun, we told ourselves that it would all come together. We were missing the particles, the music, the art, etc.<br />
<br />
By believing that it would all come together in the end, we took a leap of faith and moved forward.<br />
<br />
Of the six BIT.TRIP games, BIT.TRIP FATE was by far the most difficult game in the series to make. It also took the longest.<br />
<br />
It's probably no surprise that we reinvented the game several times over the course of development. In fact, it wasn't until the final month of development when we finally landed on the game's hook and found its fun.<br />
<br />
Moving forward from that point on it was incredibly easier than all the previous work we had done.<br />
<br />
Before finding the fun, none of us wanted to come to work. All of us were depressed. No one really knew where the game was going, let alone whether it was even good. <br />
<br />
After we found the fun, along came the confidence, the inspiration and the joy.<br />
<br />
Taking our leap of faith at the beginning of development hurt each of us as individuals, stagnated the project and left us all aimless.<br />
<br />
We learned through our leap of faith on BIT.TRIP FATE that taking things for granted led to much more work and frustration.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Commander Video from the BIT.TRIP games knows how to run. With low-res rainbows in tow.</div><h3>BIT.TRIP MORAL</h3>The worst part is that as the project Director, I should have known better.<br />
<br />
I've worked on too many games that couldn't find their fun. Ironically, those products contained all the components for fun to be discovered too, which is what's so dangerous about leaps of faith.<br />
<br />
In any game, there's always just enough to it that tricks people into believing that it will all come together in the end. But, if it hasn't come together in pre-production, it isn't going to happen without a lot of hard work and patience, as was the case with BIT.TRIP FATE.<br />
<br />
These examples illustrate how easy it is to talk yourself into taking a leap of faith and how doing so will either make your game un-fun or make your development team work much harder to eventually find the fun. They also illustrate how even the simplest of mechanics can be improved by allowing yourself to discover the fun through prototyping and focus testing.<br />
<br />
As a developer, you must find your fun as soon as possible because the more leaps of faith you make, the less focused your message becomes. Your message, as a video game developer, starts with fun.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i><a href="/profile/CommanderVideo" title="Alex Neuse at indiePub">Alex Neuse</a> is a 14-year industry veteran and has a wide breadth of talents, having held jobs in QA, Production, Design and Management at multiple companies including LucasArts Entertainment Company, Activision and Santa Cruz Games before founding <a href="http://www.gaijingames.com" target="external" title="Gaijin Games">Gaijin Games</a> in 2007. An avid gamer, he once pondered that "sometimes a really good video game is just awesome." This catchphrase has become Gaijin Games' mantra.</i><br />
<br />
<b>SITE: <a href="http://www.gaijingames.com" target="external" title="Gaijin Games">Gaijin Games</a><br />
SITE: <a href="http://www.bittripgame.com" target="external" title="">BIT.TRIP</a></b>]]></description>
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		<title>Featured Indie Dev: Hersh Choksi from Intrinsic Games</title>
		<pubDate>Wed, 15 Jun 2011 06:33:33 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/intrinsic_games_hersh_choski_amoebattle_indie_developer</link>
		<guid>http://www.indiepubgames.com/news/intrinsic_games_hersh_choski_amoebattle_indie_developer</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 7px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/digiwrld1" alt="Jay Watts">Hersh Choksi</a><br />
<b>Age:</b> 24<br />
<b>Game:</b> <a href="/game/Amoebattle" text="Amoebattle">Amoebattle</a>, <a href="http://intrinsicgames.com/Games/DivergentShift" target="external" title="Divergent Shift">Divergent Shift</a><br />
<b>Location:</b> Los Angeles, CA (USA)<br />
<b>Studio:</b> <a href="http://intrinsicgames.com/" target="external" alt="Intrinsic Games">Intrinsic Games</a></td></tr></table></div>Usually when you see a game being announced for one of Nintendo's systems, you pretty much expect a franchise or big development company behind it. <br />
<br />
In the case of DSiWare, however, indie developers like Intrinsic Games are able to release their own visions of gaming goodness for a major system.<br />
<br />
"We looked at the DS's library and were surprised to see a lack of RTS (real-time strategy) games for the platform," said Intrinsic Games' President Hersh Choksi. "We realized that there was an opportunity to fill that gap and introduce the genre to players who may not have played an RTS before."<br />
<br />
The result was <a href="/game/Amoebattle" text="Amoebattle">Amoebattle</a> (pronounced "amoeba-battle"), a adorable take on squad-based real-time strategy games featuring single-celled creatures that will be available later this year (2011) as DSiWare.<br />
<br />
"We chose to go with amoebas partly because nobody else had but mostly due to the creative flexibility it offered us," said Choksi. "We're able to define the visual shape and characteristics of each amoeba to visually portray that amoeba's characteristics, which is important in a real-time strategy game."<br />
<br />
In the game, the top screen shows a minimap, amoeba configuration and objectives. The bottom touchscreen is where you control the action by circling your tiny troops, drawing where you want them to go and assigning them tasks. As the game progresses, you can use different types of amoebas (with varying traits, of course), build them up, split them into more amoebas and direct more complex combat.<br />
<br />
"We started by developing a prototype version using the Warcraft III map editor to help us figure out and balance the units in the game," Choksi explained. "We conducted a number of internal playtests and continuously iterated until we felt comfortable with the direction of the game and the balance. In the meantime, our engineer was starting to build the infrastructure and tools we'd need to create a handheld RTS... The designers started by brainstorming mission ideas, then planning level layouts on paper, before creating the maps in our custom level editor. The art team began concepting the amoebas and what the world would look like at that level, then worked on creating the actual in game assets. And our engineer worked closely with the design team to implement the game's features and assets."<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>The game has an older, bitmappy look which is not entirely the fault of the system. If you look closely, you'll notice more subtitles than you might expect.<br />
<br />
"We wanted to create a colorful and vibrant world for players to explore and have the game look appealing to as wide an audience as possible. For this reason, we decided to go with a pixel art style for the game," Choksi said. "The backgrounds are actually watercolor paintings, which are scanned and formatted to the DS's resolution."<br />
<h3>Evolving into a Team</h3>Intrinsic has become familiar with making DS games, having previously released a platformer-puzzle game called Divergent Shift where you control mirror-images of the same character on two screens.<br />
<br />
"We formed Intrinsic Games at first for the distribution of Divergent Shift with Konami," explained Choksi. "It started as a group of students working on bringing our platformer to DSiWare. We were able to put together a strong team of fellow classmates and friends for the student project. Afterward, the opportunity arose to continue working with the core team of Divergent Shift. We decided to jump in and continue as Intrinsic Games."<br />
<br />
Choski wasn't always interested in making video games, however.<br />
<br />
"Although I've been playing games nearly my entire life, I didn't jump into game development until my senior year at the University of Southern California," he said. "My roommate at the time, Keith (Riley), was putting together a student team for a project he was developing and I joined on as producer. From that point forward I was in game development."<br />
<br />
That game, then called Reflection, did pretty well for Choski and his team, winning the <a href="http://www.igfmobile.com/finalists2009.html" target="external" title="2009 IGF Mobile award for Next Great Mobile Game">2009 IGF Mobile award for Next Great Mobile Game</a>. That award got the game noticed by Konami which helped get the game published. It was released 2010 as a DSiWare game under the name Divergent Shift.<br />
<br />
"As with almost any publisher or development partner, there were both ups and downs but, at the end, it was great to have the support of such a well-known company behind the game," Choski said of the experience of working with a major game company.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>Naturally, all of that time together making games has helped strengthen team Intrinsic.<br />
<br />
"We're utilizing what we learned from previous commercial projects that we worked on individually, class projects, and Divergent Shift to create projects that continually raise expectations and challenge us."<br />
<br />
Even after working with Konami, Choski said he and his team maintain never lost their indie sensibilities and will continue to make indie games.<br />
<br />
"As indie developers, we can, and are encouraged to, create games that are extremely unique," he said. "It's up to us to drive the direction of the company and the quality of the games we release. That's really exciting. And absolutely we're indie developers. We don't think that the definition of indie developers is limited by what platforms one develops for. It's all about the spirit of the company and the development of the projects."<br />
<br />
<h3>Hersh Choksi's Advice for Indie Developers</h3><blockquote>"Scope well, be well.<br />
<br />
At the start of a project, it's fun to brainstorm a ton of ideas, but finishing a project is more important than starting one. Unfortunately, there isn't an unlimited amount of time and resources (yet! Hopefully someone, somewhere is inventing a way to freeze or slow down time), so once a project enters production, and as it undergoes development, it's important to figure out and focus on the elements that are most important to that title."</blockquote><br />
<br />
<b>SITE: <a href="http://intrinsicgames.com/" target="external" title="Intrinsic Games">Intrinsic Games</a><br />
SITE: <a href="http://intrinsicgames.com/Games/Amoebattle" target="external" title="Amoebattle">Amoebattle</a><br />
SITE: <a href="http://intrinsicgames.com/Games/DivergentShift" target="external" title="Divergent Shift">Divergent Shift</a></b>]]></description>
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		<title>E3 2011: Day 3 recap (with a dose of WWDC)</title>
		<pubDate>Fri, 10 Jun 2011 09:23:16 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/e3-2011-expo-day-3-recap-and-highlights</link>
		<guid>http://www.indiepubgames.com/news/e3-2011-expo-day-3-recap-and-highlights</guid>
		<description><![CDATA[E3 2011 is officially over. Most - if not all - of the attendees are now in some form of hibernation, attempting to recuperate from the audio and visual onslaught from the previous few days.<br />
<br />
It is typically the slowest day of the expo as many journalists begin their treks home and some booths seem to go into sleep mode mid day.<br />
<br />
Even so, here's the last recap of the highlights, reactions and notable happenings during the final official day (June 9, 2011) of E3 2011.<br />
<br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Melissa, Cris, Paul and Lance from CraveOnlin accept their certificate for the Longest Fighting Game Marathon  from a Guinness World Records representative. (Image: Guinness World Records)</div><br />
<h3>DAY 3 - Thursday, June 9, 2011</h3><ul><li>Guinness World Records awarded a few certificates yesterday including one to IGN.com for the "Most Popular Video Games Website." According IGN's press release,the award was "based on its audited <a href="http://www.comscore.com/" target="external" title="comScore">comScore</a> figure for February 2011, attracting 20,516,000 readers to <a href="http://ign.com" target="external" title="IGN">IGN.com</a> alone – almost two million readers ahead of its nearest competitor." Also awarded at E3 was the title for the "Longest Videogames Marathon Playing A Fighting Game" to four members of <a href="http://www.craveonline.com/" target="external" title="CraveOnline">CraveOnline</a> for a Mortal Kombat battle that lasted 32 hours, 5 minutes and 47 seconds. The next edition of the Guinness World Records Gamer's Edition will be available January 2012. (<a href="http://www.guinnessworldrecords.com/" target="external">Guinness World Records</a>)</li><br />
<br />
<li>Sony released more information - primarily updated the FAQs page on the site - for the PlayStation Vita. Some of the highlights include: the 3G PS Vita can be tethered to a phone via Bluetooth but may not be able to connect to other Bluetooth devices, games will be stores on Flash memory cards but no built-in storage, it will play PSP, PSPmini, PS Suite and PSone games, it will be region free, the battery cannot be removed and there are no video output ports. (<a href="http://us.playstation.com/support/answer/index.htm?a_id=2254" target="external" title="PlayStation Vita previously Next Generation Portable NGP FAQs">Playstation</a>)</li><br />
<br />
<li>PopCap released a major updated to Plants vs. Zombies for iOS. The company essentially added the aspects from the PC version that were not included in the iOS release: A Zen Garden, new achievements and new mini games (including Zombotany and Zombiquarium). (<a href="http://www.gamertell.com/gaming/comment/plants-vs.-zombies-for-ios-updated-with-new-features/" target="external" title="Plants vs. Zombies for iOS updated with new features">Gamertell</a>)</li><br />
<br />
<li>Press for the PS Vita seems to remain positive. Even NPR, which typically fumbles around describing games and game events (including this year's E3), focused on Sony and the Vita, commending the company for beginning its press conference with an apology. NPR politely reminded listeners about Sony's history with home entertainment equipment (yay for the WalkMan) and worsening annual losses. (<a href="http://www.npr.org/2011/06/10/137078293/sony-ready-to-move-past-hackers-losses" target="external" title="Sony Ready To Move Past Hackers Losses">NPR</a>)</li><br />
<br />
<li>Nintendo, on the other hand, isn't so happy with the way the Wii U announcement was received. Nintendo Global President Sato Iwata told the London Evening Standard: "Because we put so much emphasis on the controller, there appeared to be some misunderstandings. We should have made more effort to explain how it works." Later in the article he's quoted as saying, "We haven't made any kind of blunder, but I should have shown a single picture of the new console, then started talking about the controller. The console is not drastically different, and Wii U is about the controller. The console itself will be almost invisible." (<a href="http://www.thisislondon.co.uk/standard-business/article-23959157-mark-prigg-interviews-the-nintendo-boss-about-the-poor-share-price-reaction-to-the-new-wii-console.do" target="external" title="Nintendo’s President Already Has Some Wii U Regrets">London Evening Standard</a>)</li><br />
</ul><br />
<br />
<h3>Meanwhile, at WWDC 2011...</h3><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div><ul><li>Apple gave out twelve awards for excellence in iOS and Mac OS X apps at the WWDC. Four were for games: Cut the Rope (iPhone, Chillingo), Golfscape GPS Rangefinder (iPhone, Shotzoom), Infinity Blade (iPhone, Chair Entertainment Group) and Osmos (iPad, Hemisphere Games). The winners received a glowy cube-shaped award, a MacBook Air, an iPad 2 and an iPod Touch. And, of course, you can buy their apps via iTunes. (<a href="http://www.appletell.com/apple/comment/wwdc-2011-apple-design-award-winners-announced/" target="external" title="WWDC 2011: Apple Design Award winners announced">Appletell</a>)</li></ul><br />
<br />
<br />
<div class="" style="clear:both;"></div><br />
]]></description>
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		<title> New Xbox Live Indie Games for week ending June 10, 2011 (updated)</title>
		<pubDate>Fri, 10 Jun 2011 06:09:40 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-10-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-june-10-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>It's E3 and Apple's Worldwide Developers Conference (WWDC) week, which may mean the indie game releases might slow down for a while as everyone recuperates. Even so, we have new indie games this week.<br />
<br />
It's hard to believe but, for the second week in a row I'm putting an avatar-based game on my best bets list. This time it's Avatar World Wave which mixes ice skating (on an ice hockey rink) and word games for a co-operative party game. Other best bets for the week include Pick, which uses music on your computer or Xbox, Berzerk clone Insanity X, and Techno Kitten Adventure!, a game that puts adorable insanity in a shooter (kittens, yellow submarines, cherubs, rainbows and pterodactyls). QuadSmash, a vehicle fighting game that looks pretty dern cool, comes in at an unusually high price of 400 MSP.<br />
<br />
Below is a list of games released between June 4 and June 10, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added (so check back).<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Abmastrophy/66acd000-77fe-1000-9115-d8025855088c" target="external" title="Abmastrophy">Abmastrophy</a><br />
(80 MP, 06/04/2011, The Awakening)<br />
Have you ever wondered . . .<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Arc-Lancer/66acd000-77fe-1000-9115-d8025855088d" target="external" title="Arc Lancer">Arc Lancer</a><br />
(80 MP, 06/04/2011, Angel of Osmond)<br />
The galaxy is shrinking. Exploration remains as the current mode of man...but some parts of this great black void are better left unchecked... Lancer Corp. Arc Division is tasked with deep space exploration, an admirable notion, but from the depths of the abyss, a new enemy emerges...one that could doom all humanity.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">In Pick (screen shot above) you use the music on your Xbox or Windows PC to play a timed button matching game a la Guitar Hero, sans guitar.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Pick/66acd000-77fe-1000-9115-d8025855088e" target="external" title="Pick">Pick</a><br />
(80 MP, 06/05/2011, Hollywood1945)<br />
Why pay 80 MS Points for a song when you could pay 80 MS points for all of them? With Pick, the guitar music rhythm game from Ionic Games, play any song from your Xbox Hard drive or your PC music library! Keep track of your high scores and never be limited to a set playlist of songs again! You Pick It, You Play It! Pick supports most standard guitar controllers.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Insanity-X/66acd000-77fe-1000-9115-d8025855088f" target="external" title="Insanity X">Insanity X</a><br />
(80 MP, 06/06/2011, Aetherbyte)<br />
You are a rebel warrior imprisoned in The Evil Robot Master's domain. In order to escape, you must traverse room after room of the electrified wall maze while destroying his robotic minions. A throwback to classic arcade games, this game will test your reflexes, your skill, and most of all, your sanity! Are you insane enough to survive?<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Dr-Lis-Extreme-Beam-Machine/66acd000-77fe-1000-9115-d80258550890" target="external" title="Dr Lis Extreme Beam Machine">Dr Li's Extreme Beam Machine</a><br />
(80 MP, 06/06/2011, studio1012)<br />
A simple puzzle game where the objective is connect four same colored balls together and make them explode! Earn points and drop uncolored gray balls on your opponents! Includes single player and 2-player local multiplayer.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Ice hockey meet Scrabble and Xbox Live avatars in the cross-genre multiplayer mashup, Avatar World Wave (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Word-Wave/66acd000-77fe-1000-9115-d80258550891" target="external" title="Avatar Word Wave">Avatar Word Wave</a><br />
(80 MP, 06/07/2011, GouldComputing)<br />
Get ready for family fun! Develop both sides of your brain, combining action skating and real time word spelling. Challenge friends and family and see who can earn all the awards and rack up the best career statistics. Each game you play earns ribbons and experience points. Experience will level up your Avatar and bring on a more challenging AI and faster reaction times to your commands.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Bamdizzle/66acd000-77fe-1000-9115-d80258550892" target="external" title="Bamdizzle">Bamdizzle</a><br />
(80 MP, 06/07/2011, LAWill Games)<br />
In a world where colored balls constantly fly at you, a paddle is the only answer. Take control of your destiny in this exciting 4 player ball blocking extravaganza. Feast your eyes on the 8 different paddle color options. Feast your ears on the 5 sound effects. And seriously feast your brain on the seemingly limitless game modes you can create with complete control over the game's rules.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">The title, description and title screen of Techno Kitten Adventure (screen shot above) make my eyes bleed. Strangely enough, in a good way.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Techno-Kitten-Adventure/66acd000-77fe-1000-9115-d80258550893" target="external" title="Techno Kitten Adventure!">Techno Kitten Adventure!</a>(240 MP, 06/08/2011, 21 Street Games LLC)<br />
Navigate a kitten by jetpack, fueled by hopes and dreams, through a fantastical world of techno music. *New Graphics *New Levels *New Kittehs *New Music = U Can Has: 1. DREAM Featuring Frisco – Sea of Love (Hixxy Remix) 2. CLOUD Featuring Re-Con – Like A Rainbow 3. LAVA Featuring Styles & Breeze – You’re Shining + 9 NEW Kittehs!<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">QuadSmash (screen shot above) offers four-player vehicle combat and a single-player mode.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/QuadSmash/66acd000-77fe-1000-9115-d80258550894" target="external" title="QuadSmash">QuadSmash</a><br />
(400 MP, 06/10/2011, Creative Patterns)<br />
QuadSmash is a frantic couch-multiplayer arcade game. Fight to death with your high-speed vehicle against your friends in various arenas. Multiple game modes including smashball (a sort of football match if football was played on a motorcycle!) and deathmatch (classic FFA or team based). And there's even a single-player campaign for you lonely riders. How great is that?<br />
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<a href="http://marketplace.xbox.com/en-US/Product/9-Ball-Pool-Champion/66acd000-77fe-1000-9115-d80258550895" target="external" title="9 Ball Pool Champion">9 Ball Pool Champion</a><br />
(80 MP, 06/10/2011, Maximinus)<br />
Classic 9 Ball pool, with 4 player party mode, and cooperative play against the computer. Featuring multi rebound Cheat-O-Laser for insane trickshots!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Xtremes-vs-Zombies/66acd000-77fe-1000-9115-d80258550896" target="external" title="Xtremes vs Zombies">Xtremes vs Zombies</a><br />
(80 MP, 06/10/2011, Golconda)<br />
2012 Apocalypse ended the lives of many on this planet. The feeble survivors assembled wrecks and created Xtremes in their war against the rising zombie hordes. Features two compelling modes Classic and Survival with special powers. Will you lead these amazing Xtremes in this last World War?<br />
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<a href="http://marketplace.xbox.com/en-US/Product/The-Great-Paper-Adventure/66acd000-77fe-1000-9115-d80258550897" target="external" title="The Great Paper Adventure">The Great Paper Adventure</a><br />
(240 MP, 06/10/2011, Valryon)<br />
The Great Paper Adventure is a single-direction scrolling shooter with funny 2D graphics and awesome chiptune music composed by Spintronics. Explore many levels, defeats giant bosses and discover a fantastic and papered world !<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Egyptian-Rat-Smash/66acd000-77fe-1000-9115-d80258550898" target="external" title="Egyptian Rat Smash">Egyptian Rat Smash</a><br />
(80 MP, 06/10/2011, dreamboy8701)<br />
This is a card based reflex game. The goal of the game is to collect all of the cards! Win the pile with face cards or by being the first to press the button when a pair is on the pile!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Ricochet-Assassin-Lost-Levels/66acd000-77fe-1000-9115-d80258550899" target="external" title="Ricochet Assassin Lost Levels">Ricochet Assassin Lost Levels</a><br />
(80 MP, 06/10/2011, TheJKer)<br />
Ricochet Assassin Lost Levels is a Bowman Hybrid. You are an Assassin armed with a Bow and Explosive tipped arrows. Bouncing your arrows off of walls using the correct trajectory will turn your target into a flurry of smoke, fire and gore! Test your skill in 30 levels of mind bending ricochets and challenge a friend through 10 competitive two player levels.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Crazy-Hobo/66acd000-77fe-1000-9115-d8025855089a" target="external" title="Crazy Hobo">Crazy Hobo</a><br />
(80 MP, 06/10/2011, Broke Down Games)<br />
There's demons everywhere, and I know what to do to demons. Point my boom stick at em and exorcise their face off! -- Kill waves of demons using a variety of weapons and abilities in this 3D overhead action game.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>E3 2011: Day 2 recap (with a little WWDC ditty)</title>
		<pubDate>Thu, 09 Jun 2011 06:47:02 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/e3-2011-expo-day-2-recap</link>
		<guid>http://www.indiepubgames.com/news/e3-2011-expo-day-2-recap</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>With the big press conferences out of the way, the second official day of E3 2011 (Wednesday, June 8, 2011) was pretty much par for the course: More games, more booth babe photos, a few celebrity sightings and a lot of reactions to the new systems (Wii U and PlayStation Vita).<br />
<br />
Here's a quick look at some of the E3 highlights and chatter from Day 2 (and we may add more as attendees recuperate and begin to post more about the previous day).<br />
<br />
<ul><li>The general consensus seems to be that Sony finally pricing a system - or anything - to make it more affordable is a very, very good thing. Sony has promised the Wi-Fi PlayStation Vita handheld game system will start at $249 (and the 3G version will sell for $299). Bioshock's Ken Levine was heard saying, "I'm excited about the price. That will open it up for more people."(<a href="http://ps3.nowgamer.com/news/6082/ken-levine-excited-about-ps-vita-price" target="external" title="Ken Levine Excited About PS Vita Price">NowGamer</a>)</li><br />
<br />
<li>On the flip side, reactions to the name of Nintendo's next Wii system, called the Wii U (pronounced "we-you"), are a bit more mixed, usually tending toward mockery. I don't know about you but I cannot help humming, "Wii U, Wii me," a la Lionel Richie. (<a href="http://articles.cnn.com/2011-06-07/tech/wii.u.name_1_twitter-users-reggie-fils-aime-press-conference?_s=PM:TECH" target="external" title="Whats up with the Wii U name">CNN</a>)</li><br />
<br />
<li>Sony had some PS Vita memory cards on display that sure look a lot like SD cards. But, they are not. Lucky for us and our wallets, the Vita will include an SD card slot. (About frackin' time). (<a href="hetima-sokuhou">Hetima Sokuhou</a>)</li><br />
<br />
<li>Seems Microsoft forgot to mention a couple things at its press conference: Cloud storage and Beacons. The latter is a way to let friends know you want to play games and your status, working along with Facebook. Kinda cool but not  as big as deal as cloud storage which will store pretty much everything associated with your gamertag info.(<a href="http://www.gamertell.com/gaming/comment/e3-2011-xbox-live-getting-cloud-storage-and-beacons/" target="external" title="E3 2011 Xbox Live getting cloud storage and Beacons">Gamertell</a>)</li><br />
<br />
<li>Nyko announced a few peripherals including a Kinect camera enhancer called the Zoom. There were also a slew of 3DS items: A charge cradle with stereo speakers called the Shock N' Rock, an alarm clock called Play Clock and a grip with battery called the Power Grip.(<a href="http://nyko.com/" target="external" title="Nyko web site">Nyko</a>)</li><br />
<br />
<li>Almost forgot, earlier in the week OnLive announced that, Fall 2011, it will be bringing its cloud gaming service to iPad and Android. Youi'll be able to play games either with the device's touchscreen or with OnLive's Wireless Controller. OnLive will also be releasing a web browser with 10 gigbits per second connection speed.(<a href="http://www.gamertell.com/gaming/comment/e3-2011-onlive-coming-to-ipad-and-android-tablets-this-fall/" target="external" title="E3 2011 OnLive coming to iPad and Android tablets this Fall">Gamertell</a>)</li><br />
<br />
<li>And, in case you doubt E3 is all fun and games, Nival has added an element to its booth that solidifies the 'fun' part of that to help promote Prime Wold: A bouncy castle complete with a jumpy booth babe (with a tail, even). (<a href="http://www.gamertell.com/gaming/comment/e3-2011-nival-prime-world-best-booth-gimmick-of-show/" target="external" title="Prime World Bounce Castle">Video courtesy of Gamertell</a>).</li></ul><br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=Z1arRzOu1Us</div><br />
<br />
<h3>WWDC 2011: THE MUSICAL</h3>Here's a geeky, somewhat awkward yet fun musical tribute to Apple's Worldwide Developer's Conference (WWDC) by Song-A-Day guy Jonathan Mann. It's also one of the most concise recaps of an event I can recall. Note the quick knock on Game center. (<a href="http://www.appletell.com/apple/comment/wwdc-2011-the-musical-video/" target="external" title="WWDC 2011 The Musical video">Appeltell</a>)<br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=xmxQLVE0cPk</div><br />
]]></description>
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		<title>E3 2011: Press Day and Day 1 recap (with a side of WWDC)</title>
		<pubDate>Wed, 08 Jun 2011 08:45:07 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/e3-2011-press-day-recap-and-day-1-recap</link>
		<guid>http://www.indiepubgames.com/news/e3-2011-press-day-recap-and-day-1-recap</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both"></div>The first official day of E3 2011 (June 7, 2011) is over and, as usual, there were plenty of games on display like a loud and colorful circus.<br />
<br />
Of course, most of the press conferences actually took place on Monday (June 6, 2011), a day before the exhibit doors opened.<br />
<br />
Making things even more complicated for some journalists is that Apple is having its five-day Worldwide Developers Conference 2011 (WWDC) the same week in San Francisco, CA.<br />
<br />
Here's a quick recap of the various announcements from what I like to call Press Day and some highlights from the first official day of E3 2011.<br />
<br />
<h3>PRESS DAY - Monday, June 6, 2011</h3><br />
<b>Microsoft</b> led with an early morning conference that included the official announcement of Xbox Live Diamond (a TV streaming service) and a focus on Kinect and its upgrades including voice commands and finger tracking. There will be Kinect support for several franchises including: FIFA, Tiger Woods, Madden NFL, Mass Effect 3, Star Wars and Ghost Recon Future Soldier. Microsoft also has ten new content partners for Xbox Live including YouTube and Live TV. (<a href="http://www.gamertell.com/gaming/comment/live-blog-microsofts-e3-2011-press-conference/" target="external" title="Gamertell E3 2011 Microsoft press conference Live blog">Gamertell</a>)<br />
<br />
<b>EA</b> followed suit with a press conference that included the announcement of its re-branded digital download and distribution service now called called Origin and, of course, plenty of games: Mass Effect 3 to be released March 6, 2012, Need For Speed: The Run, The Old Republic, SSX coming January 2011, FIFA 12, Madden, Sims Social for Facebook, Battlefield 3 and others. (<a href="http://www.giantbomb.com/news/e3-2011-live-blog-electronic-arts/3328/" target="external" title="GiantBomb EA Press Conference Live Blog">GiantBomb</a>)<br />
<br />
<b>Ubisoft</b>, celebrating its 25th anniversary, had the third press conference of the day and touted its lineup of games: Rayman Origins, Driver San Francisco, Far Cry 3, Tin Tin, Ghost Recon: Future Soldier, free Ghost Recon Online, Track Mania 2, Mania Planet, Raving Rabbids Alive & Kicking for Kinect, Just Dance 3, Wordsmith, YourShape: Fitness Evolved and another Assassin’s Creed. (<a href="http://loot-ninja.com/2011/06/06/e3-2011-liveblog-%E2%80%93-ubisoft-press-conference/" target="external" title="LootNinja Ubisoft E3 2011 Press Conference Live Blog">LootNinja</a>)<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Sony's new handheld game system, formerly called the NGP (for "Next Generation Portable"), gets a real name and affordable prices. The PlayStation Vita (above) will start at $250 for a Wi-Fi model and $300 for a 3G (AT&T) model. (Sony)</div><br />
<b>Sony</b> hit cleanup as the fourth and final official press conference of the day. They appropriately started with an apology for all of the down time. The biggest announcement was the new handheld. Formerly called the NGP, it's officially being called the PlayStation Vita with the WiFi model being an atypically un-Sony affordable starting price of $250 and a 3G version to cost $300. Both are expected to be available this holiday season (2011). It will include a 5 in. OLED touch screen, touch pad on the back, sixaxis motion controls and cameras. There were, of course, many games to promote by Sony and other companies, including  (just a few): Street Fighter x Tekken, Battlefield 3, Saints Row The 3rd, Bioshock Infinite, Sly Cooper: Thieves in Time, Resistance 3  and Uncharted 3. Sony also promised a "more affordable" 3D entertainment system with glasses, 24 in. 3D HDTV and Resistance 3. (<a href="http://www.engadget.com/2011/06/06/live-from-sonys-e3-2011-keynote/" target="external" title="Live from Sony's E3 2011 keynote!">Engadget</a>)<br />
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<h3>EXPO DAY 1 - Tuesday, June 7, 2011</h3><br />
<div class="centeredMedia" style="clear:both;"></div><div class="caption">Nintendo's new Wii U controller (above) got far more stage time  - and media attention - than the HD console that will drive it. (Nintendo)</div><br />
<b>Nintendo</b> started the day with its much-anticipated press conference. The big deal was the new system, called the Wii U (as in "we you"), to be released 2012. Little was said about the system - it will be HD - but the controller will include a 6.2 in. HD touch screen, twin analog pads, camera, microphone, two speakers, gyroscope, accelerometer and your standard, old style Nintendo buttons. Interestingly, the <a href="http://www.gamertell.com/gaming/comment/e3-2011-wii-u-gameplay-footage-was-composed-of-ps3-and-xbox-360-games/" target="external" title="E3 2011: Wii U gameplay footage was composed of PS3 and Xbox 360 games">footage to show off Wii U games were taken from PS3 and Xbox 360 games</a>. Some of the games announced for Wii U include: Legend of Zelda, Smash Bros., Darksiders II, Lego City Stories, Assassin’s Creed, Batman: Arkham City, Tekken, Tom Clancy’s Ghost Recon Online, Dirt, and Ninja Gaiden 3: Razor’s Edge. More 3DS games were announced as well including: Luigi’s Mansion 2, Kid Icarus: Uprising, Super Mario 3D, Star Fox 64 3D and Mario Kart 3DS. The Legend of Zelda: Four Swords will also be released as a free DSiWare game. (<a href="http://www.gamertell.com/gaming/comment/e3-2011-crucial-bulletpoints-from-nintendos-press-conference-wii-u-3ds/" title="E3 2011: Crucial bulletpoints from Nintendo’s press conference">Gamertell</a>)<br />
<br />
The <b>IndieCade</b> booth was, of course up and running. We've already <a href="http://www.indiepubgames.com/news/indiecade_e3_2011_indie_game_lineup" target="external" title="IndieCade's E3 2011 indie game lineup">listed the lineup</a> on the site but here's a quick E3 booth walkthrough (thanks to <a href="http://www.gamertell.com/gaming/comment/e3-2011-a-short-walk-through-the-indiecade-booth/" target="external" title="E3 2011 A short walk through the IndieCade booth">Gamertell</a>):<br />
<br />
<div class="centeredMedia" style="clear:both;">youtube_ws:watch?v=DBSzr5SYIg0</div><br />
<br />
Otherwise, for the most part, the day was the usual deluge of playable games and trailers. Some of the notable games on display include: Halo 4 and a  Halo CE remake, Luigi's Mansion 2, Mass Effect 3 and its Kinect support, more games using Sony's Move and other exclusives (inFamous 2, Uncharted 3, Resistance 3, Dust 514, Need for Speed: RUN, Battlefield 3), Batman: Arkham City, Kinect: Disneyland Adventures and Pikmin for Wii U. Some journalists also got hands-on time with Sony's Vita. (<a href="http://www.gameinformer.com/b/news/archive/2011/06/07/979723.aspx" target="external" title="E3 2011 Day Two Recap">GameInformer</a> & <a href="http://e3.gamespot.com/story/6318154/e3-2011-day-one-wrap-up?tag=top_stories%3Btitle%3B6/" target="external" title="E3 2011: Day One Wrap-Up">GameSpot</a>)<br />
<br />
The only other notable event that some extra coverage for the day was that <b>THQ</b> once again embraced the booth babe concept with a VIP (bikini) Car Wash. This year they were promoting Saints Row: The Third with ladies in tiny purple bikinis. Classy. (<a href="http://www.gamertell.com/gaming/comment/e3-2011-thq-holding-a-bikini-car-wash-in-parking-lot/" target="external" title="E3 2011: THQ holding a bikini car wash in parking lot">Gamertell</a>)<br />
<br />
<h3>WWDC 2011 - Monday June 6, 2011</h3><br />
<b>Apple</b> announced at its WWDC 2011 keynote address on June 6, 2011, that the Game Center is being expanded. Now you'll be able to see friends of friends and their game scores, send and receive friend recommendations, buy games via Game Center, improved support for turn-based games and the ability to see all the apps you've purchased, even if not for that specific device. Apple also announced MobileMe will be replaced by iCloud for cloud-based backup , storage and streaming. (<a href="http://www.appletell.com/apple/comment/wwdc-2011-apple-announces-improved-game-center/" target="external" title="WWDC 2011: Apple announces improved Game Center">Appletell</a>)]]></description>
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		<title>Featured Indie Devs: The eclectic minds and games of Digital Eel</title>
		<pubDate>Wed, 08 Jun 2011 06:19:57 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/digital-eel-featured-indie-game-developers-brainpipe-fastforward</link>
		<guid>http://www.indiepubgames.com/news/digital-eel-featured-indie-game-developers-brainpipe-fastforward</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515; clear:both;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/Ripcord" alt="Rich Carlson">Rich Carlson</a><br />
<b>Age:</b> 54<br />
<b>Role:</b> Design, sound, music and sometimes art.<br />
<b>Location:</b> Kirkland, WA<br />
<b>Studio:</b> <a href="http://www.digital-eel.com/" target="external" alt="Digital Eel web site">Digital Eel</a></td></tr></table></div>Trying to get a straight answer out of Digital Eel is like trying to grab a fist full of Jell-O. Just when you think you get a good grasp, it quickly oozes between your fingers and only a few bits of iridescent goo actually stick to your palm.<br />
<br />
Digital Eel congealed into a cohesive mass back in 2001 with the three-man team of Rich Carlson, Ikka Keränen and Bill "Phosphorous" Sears. About four years later, they also absorbed a "fourth Eel" named Ed Zavada, a coder who the three original Eels have never actually met.<br />
<br />
Their games are visually and audibly eclectic, packed with plenty of retro energy to spare. There's quite a bit of old school sci fi, for example, in <a href="http://www.shrapnelgames.com/Digital_Eel/WW/WW_page.html" target="external" title="Weird Worlds Return to Infinite ">Weird Worlds: Return to Infinite Space</a> (Windows, Mac and iPad) and <a href=""http://www.shrapnelgames.com/Digital_Eel/BP/BP_page.html" target="external" title="Brainpipe">Brainpipe</a> (Windows, Mac and Steam). They even give a few games away for free (<a href="http://www.digital-eel.com/organism/" target="external" title="Dr Blobs Organism">Dr. Blob's Organism</a> and <a href="http://www.digital-eel.com/sais/" target="external" title="Strange Adventures in Infinite Space">Strange Adventures in Infinite Space</a>). Their next game to be released is <a href="http://www.digital-eel.com/" target="external" title="Data Jammers FastForward">Data Jammers FastForward</a> featuring a neo-retro look and high-speed track combat.<br />
<br />
Digital Eel is often (and intentionally) enigmatic, periodically clever and always interesting. There's just not an easy way to work their words into a comprehensible context so, instead, here are some slightly askew responses to seemingly straightforward questions.<br />
<br />
<h3>indiePub: What is a "digital eel?"</h3><b>Ikka Keränen:</b> It's the next step in the evolution of the electric eel. Like if you replaced the old-fashioned electric eel's vacuum tubes with microprocessors.<br />
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<b>Rich Carlson:</b> It's equal parts worm, snake and fish, made up of data and pixels.<br />
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<b>"Phosphorus":</b> That’s the code name for our multidimensional time vortex. It receives binary code from an area of space known as the "Purple Nebula." It’s really just an old short wave radio that has been broken for years. One day back in late 1999 it started to transmit weird alien signals. Luck was with us because Iikka was a Finnish boy scout in his youth, so he wrote down the transmission and we converted it into the game known as "Plasmaworm."<br />
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<h3>iP: You guys have been around and working together for quite a while. Why (and how) for so long? And why indie?</h3><b>IK:</b> Why not? There's no particular reason I'd stop.<br />
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<b>RC:</b> We're buddies. Friends last a long time together. We each have our own paths and interests but we've also really enjoyed the results of sharing ideas and smacking stuff together. Why indie? If you want to make games that are actually original, it's the way you have to go. Of course, if you have nothing unique or crazy or dangerous to say, there's a commercial route out there for you.<br />
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<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515; clear:both;"></div><br />
<b>Name:</b> Iikka Keränen<br />
<b>Age:</b> 34<br />
<b>Role:</b> Design, code and art.<br />
<b>Location:</b> Seattle, WA<br />
<b>Studio:</b> <a href="http://www.digital-eel.com/" target="external" alt="Digital Eel web site">Digital Eel</a></td></tr></table></div><b>PHOS:</b> Our alien friends - the overlords - insist on several conditions before we can use these transmissions, and the consequences for breaking any of those rules is the total destruction of our solar system. And they really mean it. The first rule is they MUST be released as indie games. So we really don’t have a choice unless we want the sun vaporized. Kawangi?<br />
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<h3>Why the "NO DRM" button at the top of the site?</h3><b>PHOS:</b> That’s their - the overlords - second rule.<br />
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<b>IK:</b> That went up there at a time when mainstream DRM systems were getting so Draconian that it was actually unsafe to legally install some commercial games - from Sony installing rootkits to Starforce destroying your CD drive. They may have gotten better since then but it's still a selling point that our software doesn't contain any nasty surprises.<br />
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<b>RC:</b> We don't support Draconian Digital Rights Management schemes or software. We want folks to be able to transport, archive, install and uninstall Digital Eel games as freely and simply as possible, with no hassles and no Big Brother.<br />
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<h3>How has Digital Eel changed over the years?</h3><b>IK:</b> Very little. It's still basically the three of us creating games we like.<br />
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<b>PHOS:</b> We have gotten older.<br />
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<b>RC:</b> Eel has stayed Eel with the same personnel since 2001. Our reasons for doing this and goals remain the same. What changes are the ideas.<br />
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<h3>What are some of your favorite games that you've made?</h3><b>PHOS:</b> All of them.<br />
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<b>IK:</b> I like Weird Worlds a lot. It's a game that spawned a nice community of fans and mod makers around it. I would like to someday make something for this audience again; maybe some kind of a game that is all about sharing player-created content.<br />
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<b>RC:</b> I like them all too because each one was a completely fascinating, wholly engrossing, experience. Each represents an obsession and a labor of love. Not to mention that each one has up to a year, or more, worth of life stories and memories attached to it. Some had special significance for me. Strange Adventures in Infinite Space was a game I'd fantasized about making for a long time. Dr. Blob's Organism was about bringing Conway's Life to life - how can I explain the deep, silly fun of that, as well as making it 'arty?' Brainpipe got the best reviewer comment I've ever heard: Brainpipe is "like having sex with Yog Sothoth" (<a href="http://playthisthing.com/brainpipe" target="external" title="PlayThisThing Brainpipe review">PlayThisThing</a>). Hey, these are the moments that make life worth living.<br />
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<h3>What part do modders and feedback from others - devs, friends, families, cats, on - play in your game development?</h3><div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515; clear:both;"></div><br />
<b>Name:</b> Bill "Phosphorus" Sears<br />
<b>Age:</b> "Timeless"<br />
<b>Role:</b> Design, illustrative art and music.<br />
<b>Location:</b> "The land beyond beyond."<br />
<b>Studio:</b> <a href="http://www.digital-eel.com/" target="external" alt="Digital Eel web site">Digital Eel</a></td></tr></table></div><b>PHOS:</b> None. These games are developed by forces from beyond Earth, probably as some sort of mind control devices. They want to control humans, and implant suggestions during gameplay.<br />
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<b>IK:</b> Personally, I came from the mod community and that's always going to be with me. Many of our 'smaller' games aren't very suitable for mod making, but when we make a game on the scale of Weird Worlds it only makes sense to have it be as expandable as possible.<br />
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<b>RC:</b> We've reacted to gamer comments and concerns post-release but we generally don't hobnob about an unreleased game outside of back and forths with the guys who test for us. The core group is involved right away, almost as soon as we get something happening on the screen. It's very tight.<br />
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<h3>Weird Worlds seems to have made the rounds. It looks like you've been submitting it to indie game competitions for about 5 or 6 years...</h3><b>PHOS:</b> Weird Worlds is a very powerful weapon in our arsenal. A lot of gamers have been infected by it already. When the proper time comes, they are our zombies. We must infect more.<br />
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<b>RC:</b> Weird Worlds and Strange Adventures are, and I don't mean this in an egotistical way, awesome. The fastest of roguelike fast food. An instant space opera in a bun. Why nobody else has copied the design or taken it another step stymies me. I hope we can make another one sometime too. And there are other ways.<br />
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<h3>How did Brainpipe come about? Seems it has been around for a couple years...</h3><b>IK:</b> Brainpipe was actually released on Steam in the summer of 2009, just a few months after its initial release. In the meantime, we were concentrating on getting the Mac version out among other things.<br />
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<b>RC:</b> Brainpipe was 'beamed in' by alien mind control lasers. Phos mentioned this kind of thing going on. Weird creatures from another direction manipulated us into creating a photopsychic virus disguised as a harmless videogame to unravel humanity's humanity in preparation for what? Who knows. The really scary thing is, they may have planted that story in our heads to hide their true intentions. Clearly, Brainpipe is much deeper than we think and far more dangerous than we suppose. Look, it changed little Billy, okay?! Ask Phos.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">In Brainpipe: A Plunge to Unhumanity (screen shot above), you are hurled down a psychedelic tunnel where you collect icons and avoid pretty much everything else. Each level has a different color scheme and several layers of audio overlap and change with the speed of your iris for an especially trippy gaming experience.</div><br />
<h3>Is Brainpipe a departure for Digital Eel?</h3><b>PHOS:</b> No, it’s an arrival.<br />
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<b>IK:</b> Not really. Several of our games are in this category of "microgames" that explore a single gameplay concept, like a traditional arcade game.<br />
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<b>RC:</b> Oh, Eel took off a long-g-g time before Brainpipe.<br />
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<h3>Talk a bit about FastForward. At first glance it looks a bit like Brainpipe...</h3><b>PHOS:</b> It is pure evil and humans should not really play either game. The soundtrack will actually mutate your DNA.<br />
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<b>IK:</b> FastForward certainly has similarities to Brainpipe - like moving forward at an accelerating speed and avoiding obstacles - but it's a whole new world filled with new things and new ways to interact with them.<br />
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<b>RC:</b> What? It's supposed to look like Farmville. Did I screw up the screenshots? FastForward is a zippy trippy arcade game experience, and is more interactive. There's bombs and powerups and enemies and actual levels and so on. It does rest on Brainpipe's shoulders in terms of audio. All the stops.<br />
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<h3>What do you do when you are not making games?</h3><b>PHOS:</b> Exist in a featureless grey void.<br />
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<b>RC:</b> I try to not make games, which never works, so I start making them again. Dang!<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">In FastForward (screen shot above) you control a small ship along a wavy, sometimes split course while avoiding obstacles, destroying opponents and collecting gems-like objects. It's a high-speed course that includes a lot of bright colors, explosions and audio.</div><br />
<h3>You also have a big emphasis on music in your games and have won a few awards for music in games. Why is that?</h3><b>PHOS:</b> Music is God and you cannot put enough God into your games.<br />
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<b>RC:</b> I'm a musician so it's a natural thing for me. But a videogame is a unique place to experiment with sound and music - in time, motion and space. And right away, there's this choice. Play it safe, try to sound like other games, or deliberately invite trouble by making something surprising happen. We go for the latter because why would you waste an opportunity like that? It's also easier than it may seem because the whole realm of existing game sound and music only comprises a very narrow band of what's entirely possible. All the rest is there to be used and most of it has never been tried. So, go nuts, right?<br />
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<h3>What is your philosophy about games and making games?</h3><b>PHOS:</b> Everyone should do it.<br />
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<b>IK:</b> To me, the most important thing is that I'm having fun playing it. If I make a game that I myself enjoy, then at least one person will like it - as opposed to trying to appease a theoretical audience that may or may not like the end result. Or even exist.<br />
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<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d; clear:both;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515; clear:both;"></div><br />
<b>Name:</b> Ed Zavada<br />
<b>Age:</b> 30-something<br />
<b>Role:</b> Code and Mac ports.<br />
<b>Location:</b> Charlottesville, VA<br />
<b>Studio:</b> <a href="http://www.digital-eel.com/" target="external" alt="Digital Eel web site">Digital Eel</a></td></tr></table></div><b>RC:</b> It's fun to make these little constructs of thought and imagination. It's also a formidable task each time. It's just worth doing. Make the game you want to make because life's too short and you could be hit by a bus. You might also stand a chance of selling a few copies.<br />
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<h3>What aesthetic - or reactions - are you striving to achieve with your games in terms of the look, sound, gameplay and so on?</h3><b>IK:</b> The visual look of our games varies a lot. It's kind of like exploring how far we can go in various directions with just one or two artists. It's always an interesting challenge. In gameplay, I feel the most important thing is never wasting the player's time. You should never encounter boredom or tedium.<br />
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<b>RC:</b> Something that doesn't look, sound or play like other games. Something that plays effortlessly and transports the player somewhere. It doesn't have to be the Reefs of Kizmar but it couldn't hurt.<br />
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<h3>There seems to be a certain hippie vibe going on with you guys and your games but you guys don't seem to be '60s stragglers. What's going on there? At the risk of mixing decades, the music - at least in the VooDoo download - seems to be heavily influenced by the '80s.</h3><b>PHOS:</b> Yup, we rock in multiple dimensions. We have a plasmaworm in the band!<br />
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<b>RC:</b> I was 10 in the '60s, so I'm really a '70s straggler. Our stuff reflects styles we all like. Certainly 'lowbrow' art, the underground comic book art of the '70s, surrealism, comic books and hand-animated movies in general - rather than the usual sorts of sci fi or fantasy influences - influence the way the art in the games look. It's a complex mix and a really cool one, I think. The 'VooDoo' music from all those games was created by people in the 2000s who grew up in the '60s and '70s, so I guess '80s would be...? Really there's no thought of creating music like any era or style. It just has to be something different and fun that "fits" and enhances a screen or level in some interesting way.<br />
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<h3>Free download of VooDoo Interface? It's name your price but I'm a cheap bastard. Why make it virtually free?</h3><b>PHOS:</b> So all the cheap bastards can hear it, too.<br />
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<b>RC:</b> We give a lot of stuff away for free. It's good karma, and getting free stuff is always fun, so it's cool. Also, unlike entertainment corporations that want to keep IPs locked up for centuries, we want to support culture by contributing to the public domain, and get the message out there so others will too.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Another screen shot of FastForward (above) showing a bit more action.</div><br />
<h3>What are some of your future projects?</h3><b>RC:</b> I don't know! They're in the future!<br />
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<b>PHOS:</b> Levitation and thought weapons.<br />
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<h3>Indie games, indie music, what about indie comics - sorry - graphic novels?</h3><b>PHOS:</b> Sounds good to me. Indie projects rule all space and time.<br />
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<h3>What advice do you have for other indie devs?</h3><b>RC:</b> Most of the things people tell you are evil in life are not, and the same goes for games, whatever that means. Make the game you WANT to make with like-minded folks for your own pleasure. Don't make the game you think will make money or you will attract different people who want to do that instead. Fail. Regularly. Embrace it. Deal with it. Otherwise you'll never succeed because you never learned anything (except how to play it safe). Never swallow gum erasers.<br />
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<b>PHOS:</b> Don’t watch network television or Fox News. It will rot your brain.<br />
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<b>SITE: <a href="http://digital-eel.com" target="external" title="">Digital Eel</a></b>]]></description>
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		<title>Dev Blog: Meet Darkwind Media and their game, Kona's Crate</title>
		<pubDate>Mon, 06 Jun 2011 06:09:52 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01</link>
		<guid>http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-01</guid>
		<description><![CDATA[<div class="centeredMedia" style="clear:both;"></div><div class="caption">The Darkwind Media team includes Chris Chris Cascioli (left), Matt Mikuszewski (front center), Colin Doody (back center) and Brian Johnstone (right). (Photo by <a href="http://www.katside.com/" target="external" title="Katharine Sidelnik">Katharine Sidelnik</a>)</div><br />
Hello and welcome to our first indiePub blog post. The purpose of this blog is to help keep you informed about the development process for our upcoming mobile game, <a href="http://www.konascrate.com/" title="Konas Crate web site">Kona's Crate</a>, and give you some insight into our team and how we work together.<br />
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We hope to learn a few lessons, answer questions some of you may have, and get to know you along the way. Before we dive into anything technical, you should first meet the <a href="http://www.darkwindmedia.com" target=Z"external" title="Darkwind Media">Darkwind Media</a> team.<br />
<h3>About Darkwind Media</h3><div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both;"></div>The members of Darkwind Media knew each other long before we became an official company. We were all students at the Rochester Institute of Technology (RIT) where we studied in the related fields of Game Design & Development, New Media Interactive Development and Software Engineering.<br />
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Getting to know each other during college, we all shared a passion for gaming, both as players and aspiring developers. We’ve spent countless hours gaming together in the dorms as well as sitting around sharing our brilliant (and not so brilliant) game ideas.<br />
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When the company was finally formed in 2007, we decided to take it slow and use our technical skills to make money which would serve as the base for our future game development aspirations. We worked on various types of projects for clients including web applications, flash applications, 3D consulting and medical visualizations, to name a few. During this time, we’ve always had a game idea or prototype being fleshed out.<br />
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This allowed us to test out and play some of the ideas we had without being fully invested in any of them. We found that creating small prototypes and playing them together gave us a very good idea of what the final game could ultimately be. Many ideas were tossed out but some proved fun and remain on the back burner for future projects.<br />
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Today we continue to maintain solid relationships with many of our clients but have been diving deeper into the game development arena.<br />
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The <a href="http://marketplace.xbox.com/en-US/Product/Blocks-Indie/66acd000-77fe-1000-9115-d80258550799?cid=search" target="external" title="Blocks Indie">Xbox Live Indie Games version of our game (Blocks Indie)</a>, was released at the end of January 2011. Kona's Crate is the culmination of the last 5 (or so) months of work and it has taught us a lot.<br />
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We would like to share some of the lessons we’ve learned along the way to help other indie developers in the indiePub community.<br />
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<div class="centeredMedia" style="clear:both;"></div><div class="caption">Kona's Crate is being released Summer 2011 for Mac, Windows, Android and iOS.</div><h3>About Kona's Crate</h3>Kona's Crate is a physics-based racing game that entices both casual and competitive players with its unique gameplay.<br />
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The object of the game is simple: Deliver a wooden crate to a magical floating island.<br />
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The crate rests upon a jet-powered platform and requires the player to individually control the jets in order to deliver it. The crate can - and will - fall off the platform, so gameplay requires a mix of balance, finesse and speed control for a successful delivery. Along their path, the player is confronted with obstacles designed to impede their progress.<br />
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To us, the best part of Kona's Crate is the simplistic game mechanic. A lot of games have very similar mechanics but are masked by large art budgets (to appear different from the rest). As indie developers, we don’t have the luxury of spending tons money on art, so we need to rely on the core game mechanic being the thing that hooks people.<br />
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Kona's Crate has been around as a concept for almost a year but it has evolved quite a bit since its initial conception. During the development process we had friends and family give us feedback on the game. Because of them, we were able to spot the positive and negative aspects and adjust accordingly.<br />
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Ultimately, the mobile version will be the best version yet and we’re excited to share it with everyone here at indiePub. <br />
<h3>Meet the Darkwind Media Team</h3><br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both;"></div><b>Matt Mikuszewski</b><br />
<b>Hometown:</b> Adams, Massachusetts<br />
<b>Favorite Game:</b> Zelda: A Link to the Past<br />
<b>Hobbies & Interests:</b> Pool, fishing, disc golf, soccer, basketball, astronomy, video games.<br />
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After graduating from Rochester Institute of Technology with a degree in New Media Interactive Development, Matt decided he wanted to work for himself. He was a freelance web developer for a little longer than a year, starting several companies along the way. After connecting with Darkwind Media, Matt continued to create quality web applications for clients but got his feet wet with game development. He’s currently focusing on game design as he believes this is a critical aspect of any game. Matt would love to talk to you about anything (especially over a delicious IPA).<br />
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<div class="" style="vertical-align:text-top; float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both;"></div><b>Colin Doody</b><br />
<b>Hometown:</b> Lynnfield, Massachusetts<br />
<b>Favorite Game:</b> American McGee’s Alice<br />
<b>Hobbies & Interests:</b> Composing music, playing the hammered dulcimer, watching the Boston Celtics, running, playing soccer, keeping things interesting<br />
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Colin Doody got involved in game development in the eighth grade by joining various game development and modding communities. He spent most of his high school days drafting (painfully ambitious) game ideas. He went to the Rochester Institute of Technology and enrolled in the New Media Information Technology program to focus on game development. In 2007 he partnered with Brian Johnstone to form Darkwind Media, focusing on game related technology consulting with the goal of creating their own unique ip in mind. He finished his education at RIT with a master's degree in game design and development and is looking forward to whatever challenges come next.<br />
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<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515; clear:both;"></div><b>Brian Johnstone</b><br />
<b>Hometown:</b> Rochester, NY<br />
<b>Favorite Game:</b> Elder Scrolls: Morrowind<br />
<b>Hobbies & Interests:</b> Soccer, guitar, games, billiards, and keeping it real<br />
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Brian started programming early in high school and became interested in 3D graphics by the time he started his Software Engineering degree at Rochester Institute of Technology. He got involved with the open-source 3D rendering engine Ogre and remains a core developer for the project. He began pursuing game development when he joined forces with the Darkwind team in 2007. Brian remains, to this day, one of the foremost code magicians in the world, spinning wondrous solutions in the deep recesses of his inexplicably magnificent mind.<br />
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<b>Chris Cascioli</b><br />
<b>Hometown:</b> Easton, PA<br />
<b>Favorite Game:</b> Portal<br />
<b>Hobbies & Interests:</b> Video games, card games, graphics programming, guitar, racquetball<br />
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Chris attended the Rochester Institute of Technology where he received a BS in Information Technology and an MS in Game Design & Development. As a student, Chris worked on several computer graphics demos and games, one of which was featured during the Microsoft Gamefest 2007 keynote. Since graduating, he has been working at Darkwind Media as well as teaching in the Interactive Games & Media department at RIT. His main areas of interest are game design and graphics programming.<br />
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<div class="centeredMedia">~ ~ ~</div><br />
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Also check out the <a href="http://www.indiepubgames.com/news/darkwind-media-konas-crate-dev-blog-02" title="Dev Blog 01 Q&A with Darkwind Media">second Development Blog by Darkwind Media on indiePub</a>.<br />
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<div class="centeredMedia">~ ~ ~</div><br />
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<b>PLAY: <a href="http://www.facebook.com/konascrate" target="external" title="Konas Crate on Facebook">Kona's Crate @ Facebook</a><br />
SITE: <a href="http://www.konascrate.com/" title="Konas Crate web site">Kona's Crate</a><br />
SITE: <a href="/profile/Darkwind+Media">Darkwind Media @ indiePub</a><br />
SITE: <a href="http://www.darkwindmedia.com/" title="Darkwind Media" target=-"">Darkwind Media</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending June 3, 2011 (update)</title>
		<pubDate>Fri, 03 Jun 2011 06:40:13 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-june-3-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-june-3-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>There are several decent looking games - in terms of the graphics - this week including a few with Asian inspired art. There are even a couple avatar-based games that actually appear to be (*gasp*) enjoyable.<br />
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This week's best bets include ninja game Akane the Kunoichi, twin-stick shooter Astro Cluster, shapely puzzle game Shape Shop, space shooter Monsters In Neon Space, party-style game Sumo Squash!, mystery game Esoterica America and, yes, even, Avatar Fantasy RPG.<br />
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Below is a list of games released between May 28 and June 3, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added (so check back).<br />
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<div class="centeredMedia"></div><div class="caption">Jump, kick and otherwise knock others about in this street brawler-ish Akane the Kunoichi (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Akane-the-Kunoichi/66acd000-77fe-1000-9115-d8025855087b" target="external" title="Akane the Kunoichi">Akane the Kunoichi</a><br />
(80 MP, 05/28/2011, Haruneko)<br />
You are Akane, a Kunoichi ninja secretely loving her master Goro, a noble samurai. One day Goro is kidnapped by the evil Hiromi and her minions – you have to rescue him, but it won't be an easy task! Many enemies will try to stop you, and you'll have to be brave to fight against the evil ninjas and huge monsters loyal to Hiromi.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Why-Did-I-Buy-This/66acd000-77fe-1000-9115-d8025855087c" target="external" title="Why Did I Buy This?">Why Did I Buy This?</a><br />
(80 MP, 05/29/2011, Silver Dollar Games 3)<br />
It's you versus the telemarketer. The only way to win is to lose.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Astro-Cluster/66acd000-77fe-1000-9115-d8025855087d" target="external" title="Astro Cluster">Astro Cluster</a><br />
(80 MP, 05/29/2011, Scott Lowther)<br />
Dominate the galaxy in this unusual multiplayer twin-stick shooter. Destroy your enemies, take their clusters and navigate cosmic dangers across a wide variety of levels and game modes. Improve your skills in the co-op campaign then take the fight online to prove who is the Cluster Master!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Avatars-Dont-Bleed/66acd000-77fe-1000-9115-d8025855087e" target="external" title="Avatars Don't Bleed">Avatars Don't Bleed</a><br />
(80 MP, 05/31/2011, SoGameSoftware)<br />
Use your avatar to beat 30 levels of extreme platforming with double jumps, spinning saws, spikes, sliding and canons.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Look at all the pretty shapes in Shape Shop (screen shot above). Think it's a Tetris knockoff? Not really.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Shape-Shop/66acd000-77fe-1000-9115-d8025855087f" target="external" title="Shape Shop">Shape Shop</a><br />
(80 MP, 05/31/2011, matt nauman)<br />
Ghost factories? Mini camels? Sugar skulls? These things don't just create themselves, people. Punch your timecard and get busy in the bowels of the Shape Shop. Rotate, flip, and combine the bossman's pentomino supply into the right configurations, and you just might earn your union card. And you're out of sick days, but nice try.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Monsters-In-Neon-Space/66acd000-77fe-1000-9115-d80258550880" target="external" title="Monsters In Neon Space">Monsters In Neon Space</a><br />
(80 MP, 05/31/2011, Monster Bite Games)<br />
In this space shooter you will destroy hordes of space monsters using your choice of three different upgradable guns and bombs along with other upgradable abilities. These abilities will give you the edge to survive through the monsters' space and their planet. If you think you're up for it play through the game on hard difficulty using the powerful but dangerous gravity bomb.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Remember the old threat, "Yeah, well my dad will sit on you!" threat? Now you can live it in the party game Sumo Squash! (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Sumo-Squash/66acd000-77fe-1000-9115-d80258550881" target="external" title="Sumo Squash">Sumo Squash!</a><br />
(80 MP, 05/31/2011, F4T C4T)<br />
Local multi-player party game featuring 2-4 Sumo's attempting to sit on each others heads! Features free for all, team play and tag based game modes across 16 arenas taking alternative Sumo wrestling to a whole new level.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Fantasy-RPG/66acd000-77fe-1000-9115-d80258550882" target="external" title="Avatar Fantasy RPG">Avatar Fantasy RPG</a><br />
(80 MP, 06/01/2011, AwesomeGamesStudio)<br />
Fight with monsters, cast powerful spells, loot magic items and save the innocent. Do it all playing as your Xbox LIVE Avatar! There's also special difficulty for hardcore gamers. All that for only 80 MSP!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Superstar/66acd000-77fe-1000-9115-d80258550883" target="external" title="Avatar Superstar">Avatar Superstar</a><br />
(80 MP, 06/01/2011, DigitalDNA2)<br />
Be the star of the show, with your own music, in Avatar Superstar! Use your Microphone or Kinect to sing to your favorite songs, and see how you measure up to your favorite artists. Sound like a real pro with “SuperTune” automatic tuning technology. Are you the next Avatar Superstar?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Super-Sequence-3/66acd000-77fe-1000-9115-d80258550884" target="external" title="Super Sequence 3">Super Sequence 3</a><br />
(80 MP, 06/01/2011, DandySoft)<br />
Now you can play all the modes from Super Sequence 1 & 2 to play an amazing assortment of challenging levels. Combine your favorites modes to create over 450 ways to play! Now including songbird and farm animal themes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Brain-Jump-2/66acd000-77fe-1000-9115-d80258550885" target="external" title="Brain Jump 2">Brain Jump 2</a><br />
(80 MP, 06/02/2011, Bandana Games)<br />
Jump start your brain! 10 challenging games including Sudoku, anagrams, odd one out, general knowledge and money.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sudo-Quick/66acd000-77fe-1000-9115-d80258550886" target="external" title="Sudo-Quick">Sudo-Quick</a><br />
(80 MP, 06/02/2011, Diki)<br />
The faster way to play Sudoku! Race against the clock to complete Sudoku puzzles in record breaking times.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A single screen shot (above) of Esoterica America does not do justice to the varied art styles used in the game.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Esoterica-America/66acd000-77fe-1000-9115-d80258550887" target="external" title="Esoterica America">Esoterica America</a><br />
(240 MP, 06/03/2011, V7 Entertainment Inc.)<br />
Esoterica America is an exciting mystery that weaves together the world of secret societies, esoteric literature, and personal and collective enlightenment. Sam, the son of a venerable Illuminati, goes on a search to uncover the truth behind his father's disappearance. Along the way, Sam encounters different lodges, different philosophies, and even different species.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bunker-Buster/66acd000-77fe-1000-9115-d80258550888" target="external" title="Bunker Buster">Bunker Buster</a><br />
(80 MP, 06/03/2011, Magiko Gaming)<br />
Blast your way through 32 levels of destruction madness. Put your piloting skills to the test with planes, helicopters... and missile launcher mounted jetpacks that cut through rocks like butter. Collect Rewards but avoid Flopwards! From the makers of Platformance: Castle Pain comes a game about: bombs and bombers, skills and rankings, babes and bunkers. BUNKER BUSTER!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Horned-Toad-Hornswaggle/66acd000-77fe-1000-9115-d80258550889" target="external" title="Horned Toad Hornswaggle">Horned Toad Hornswaggle</a><br />
(80 MP, 06/03/2011, GBCoder29)<br />
You are one of the last of your kind. The endangered Horned Lizard, sometimes known as the Horned Toad. You are trying to survive by eating ants, but must defend yourself by the only ways you know how. Squirting blood at your enemies and running away. Play this fast paced twin stick top down shooter today.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shooting-Gallery/66acd000-77fe-1000-9115-d8025855088a" target="external" title="Shooting Gallery">Shooting Gallery</a><br />
(80 MP, 06/03/2011, Utopioneer Games)<br />
Shooting gallery with 4 players. Play with or against each other and win coins to purchase upgrades.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Tacticolor/66acd000-77fe-1000-9115-d8025855088b" target="external" title="Tacticolor">Tacticolor</a><br />
(80 MP, 06/03/2011, errcw)<br />
A fast-paced real-time strategy game about conquering the world. Play against the computer or your friends in this epic battle of tactics and tension.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>Featured Indie Dev: Jay Watts gets intergalactic with Solar 2</title>
		<pubDate>Wed, 01 Jun 2011 07:02:19 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/jay_watts_murudai_solar_2_featured_indie_dev</link>
		<guid>http://www.indiepubgames.com/news/jay_watts_murudai_solar_2_featured_indie_dev</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/Murudai" alt="Jay Watts">Jay "Murudai" Watts</a><br />
<b>Age:</b> 22<br />
<b>Game:</b> <a href="/game/Solar_2" alt="Solar 2 at indiePub">Solar 2</a><br />
<b>Location:</b> Tasmania, Australia<br />
<b>Studio:</b> <a href="http://murudai.com/" target="external" alt="Murudai: Independent Game Development">Murudai</a></td></tr></table></div>Do you wish you could play God with the galaxy? Do you lack the skills necessary to adsorb asteroids and fling around planets? Well, then, my indie gaming friend, Jay Watts has made Solar 2 which may be just the game for you.<br />
<br />
"Instead of seeing stars in the background, shooting asteroids or living on planets, Solar 2 has you actually playing as stars, planets and asteroids," Watts explained. "It puts you into a vast physics sandbox universe with no boundaries where you can smash about or grow or whatever."<br />
<br />
Solar 2 is the sequel to Watts' <a href="http://marketplace.xbox.com/en-US/Product/Solar/66acd000-77fe-1000-9115-d802585501c9" target="external" title="Solar">Solar</a> (2009, Xbox Live Indie Channel), which was, as he describes, "a huge hit."<br />
<br />
"I could write a novel on how the Solar concept has evolved," Watts explained. "The simple, streamlined, addictive gameplay took dozens of design iterations to get to. I played with many, many ideas before finally settling on what I have now."<br />
<br />
There, he had to go and mention evolution. That means we now need to go back and find out about his past.<br />
<br />
<h3>His Past</h3>"Like any respectable developer these days I certainly grew up with games," Watts said. "I played RTS (real-time strategy) games on my computer like Age of Empires and Stronghold. And I had a Nintendo 64 where I played all the popular games like Super Mario 64, Ocarina of Time, Goldeneye 007, Perfect Dark and more. But, I didn't get into the development side until much later in life. I really enjoyed science and it was what I entirely focused on in High School."<br />
<br />
"I went to University (in Australia) to get a degree in Biotechnology - think genetic engineering" continued Watts. "It was only after I was well into my degree that I picked up Flash programming on the side and found I really enjoyed it. I kept teaching myself and I got better and better. I discovered Microsoft XNA, developed Solar 1 and it was a huge hit. I decided after I finished (college) to continue with making games since I enjoyed it so much and I've done so well it's now my full-time career. I've never been educated or trained in programming or game development, I've never worked in the industry or anything and I've only been making games for a few years. You wouldn't believe that seeing where I am today, indie game dev is just the perfect fit for me."<br />
<br />
And, naturally, a game developer has to start somewhere.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In Solar 2 (screen shot above) your celestial object grows as you absord other objects, eventually evolving into a larger mass with greater gravity.</div><br />
"First game I made was well before I properly got into game dev, it was a little school project in Grade 10," recounted Watts. "I made a basic little shooter where you played as a maggot shooting a boot, anvil and brick to protect lots of little maggots. Made with HTML and JavaScript. I have a few more little games I made in Flash but none of these were ever finished. The first game I ever released was Solar 1."<br />
<br />
Watts also tried his hand at a few more oddball games including <a href="http://marketplace.xbox.com/en-US/Product/Unplugged/66acd000-77fe-1000-9115-d802585505ea" target="external" title="Unplugged">Unplugged</a> (Xbox Live), a game where you shoot food to prevent it from going down a drain.<br />
<br />
"That game was a reality check. Players might not like these weird ideas as much as I do," said Watts. "My future games will be much more careful to be interesting to players as well as weird and unusual."<br />
<br />
<div class="centeredMedia"></div><div class="caption">New promotional art for the game Solar 2. (Courtesy of Jay watts).</div><h3>His Present</h3>His current project, Solar 2 (PC) will be available later this month (mid June 2011) on Steam, then later Xbox Live Arcade and online. The game was also a <a href="http://www.indiepubgames.com/news/independent-propeller-awards-semi-finalists-list-2011-indiepub" title="indiePub announces 2011 Independent Propeller Awards semi-finalists and Honorable Mentions">semi-finalist in indiePub's 2011 Independent Propeller Awards</a>.<br />
<br />
"Solar 2 is virtually complete at this point," Watts said. "I'm mainly just fixing bugs, doing minor tweaks and adding secrets and other cool things that I think of. Also getting ready to do some marketing."<br />
<br />
The game is primarily a solo project with the exception of the music by <a href="http://flavors.me/jpneufeld" target="external" title="JP Neufeld">JP Neufeld</a>, which Watts said he commissioned because, as he put it, there was "no way I could do music as good as he can." As for the look of the game, Watts balanced his skills and abilities to find a happy medium.<br />
<br />
"I carefully designed Solar 2 to make the most of my limited graphical skills," said Watts. "That was actually how the idea was first conceived, because I could draw a nice planet. Working on my own has allowed me to make all aspects of the game seamlessly work together and be greater than the sum of its parts. However for future games I will probably work with an artist, as there are many game ideas I'd like to make that I just can't do myself."<br />
<br />
<div class="centeredMedia"></div><div class="caption">Throughout the game you can collect other celestial objects - including asteroids and planets - that can develop space crafts and shields to help defend you against attacking planets.</div><h3>His Future</h3>Speaking of future projects, Watts said he's primarily concentrating on Solar 2 but does have a yet-to-be-released game called Mind Over Metal he'd like to finish, a few Flash games and some ideas he'd like to "play with." I'm guessing he'll avoid cheese as primary game characters (at least for a while).<br />
<br />
"The way I think about game design is creating worlds," Watts quite appropriately said. "Create a complex world with rules that people can think about and apply to the gameplay. Create background stories, create reasons for everything to be like it is, it'll make the world far more believable and immersive. I like to think of an original idea or gameplay mechanic, build a world around it, then merge the gameplay into that world as seamlessly as possible to create something very immersive that people can really latch onto and think about."<br />
<br />
That mentality may be what is keeping Watts in the indie game scene instead of pursuing a career with a larger game company.<br />
<br />
"...I am an ideas man and I want to see my ideas made into games," Watts said. "I wouldn't mind working for a studio but I couldn't do it as just a basic programmer. It would be a huge waste of my talents and I'd just get frustrated and quit. If I could somehow through some witchcraft or black-magic get a more management position in a talented studio - without going through the lower ranks where I'd just quit because I wouldn't be able to stand not having any control over the project - then I could make some truly stunning games."<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of Solar 2 showing some planet sucking action.</div><br />
<h3>Jay Watts' Advice for Developers</h3><blockquote>"Simple. Find what you enjoy doing and keep doing it! If you enjoy it then you'll do it more. If you do it more you'll get better at it.<br />
<br />
Doesn't matter what it is, you could enjoy doing design, character modeling, a specific part of programming, whatever.<br />
<br />
Don't try and force yourself to do something you don't enjoy, because you wouldn't be good at it and your game will suffer because of it.<br />
<br />
Either limit your game design to things you do enjoy doing (like I did) or get on a team where you can contribute just the part you enjoy and can do well.<br />
<br />
All to often do I see games with very obvious weaknesses that just ruin it, no matter how good the rest of it is. If you can't do it, design your game so you don't have to do it or get someone on your team to do it for you instead."</blockquote><br />
<b>SEE: <a href="/game/Solar_2" alt="Solar 2 at indiePub">Solar 2 @ indiePub</a><br />
SITE: <a href="http://murudai.com/" target="external" alt="Murudai: Independent Game Development">Murudai</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending May 27, 2011</title>
		<pubDate>Fri, 27 May 2011 06:27:12 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-may-27-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-may-27-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>A couple more avatar-based games were released this week including an online multiplayer role-playing game (Avatar Legends) and ubiquitous decision making hand game (Avatar's Rock Paper Scissors), the former of which looks especially fun.<br />
<br />
Other best bets this week look to be competitive falling objects color matching game Refractor, airline organization game Plane Traffic and flippy puzzle game UpBot Goes Up.<br />
<br />
Below is a list of games released between May 21 and May 27, 2011. Descriptions are from the Microsoft site (so don't blame us) and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations. Late additions may be added later (so check back).<br />
<br />
<div class="centeredMedia"></div><div class="caption">Hangman 360 (screen shot above) is ye olde paper game Hangman. For your Xbox 360. See what they did there?</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Hangman-360/66acd000-77fe-1000-9115-d80258550870" target="external" title="Hangman 360">Hangman 360</a><br />
(80 MP, 05/21/2011, Angel Z)<br />
One of the most popular games of all time, now for your Xbox 360! Includes 30 word categories, 3 difficulty levels, high scores and many backgrounds to customize the game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E9%89%84%E3%81%8D%E3%82%87%E3%82%93%E3%82%AC%E3%83%BC%E3%83%AB/66acd000-77fe-1000-9115-d80258550871" target="external" title="鉄きょんガール">鉄きょんガール (Iron Girl Kyon)</a><br />
(80 MP, 05/21/2011, Pink Hurricane)<br />
Iron Girl Kyon is a cute action puzzle game. Play the heroin Kyon and attack monsters with iron maces!! The monsters who are hit will change colors randomly. When monsters of the same color are lined up, they will disappear. Try to win big by the line-up attack! Will Kyon achieve her dream of becoming a princess by protecting the Treasure Vault!? Enjoy our game full of lovely characters♪<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Conquest/66acd000-77fe-1000-9115-d80258550872" target="external" title="Conquest">Conquest</a><br />
(80 MP, 05/21/2011, Jason Keiderling)<br />
Conquest is a live action vehicle combat game with real time strategy elements. Your goal is to destroy your opponents base before they destroy yours. You can build defense turrets and construct AI controlled drones that you can command to help you accomplish this.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatars-Rock-Paper-Scissors/66acd000-77fe-1000-9115-d80258550873" target="external" title="Avatars Rock Paper Scissors">Avatar's Rock Paper Scissors</a><br />
(80 MP, 05/22/2011, rmm5)<br />
Classic game of rock paper scissors with avatars. Play against the computer or a friend.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Refractor (screen shot above) is a competitive falling object color matching puzzle game. Phew, say that 5 times fast.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Refractor/66acd000-77fe-1000-9115-d80258550874" target="external" title="Refractor">Refractor</a><br />
(80 MP, 05/23/2011, CurbDog Media Inc)<br />
Refractor is an insanely addictive action puzzle experience in glorious eye popping 1080p that is both approachable and challenging for the pros. The killer visuals and custom soundtrack adjust to in-game progress. Experience the rush in single-player mode, cooperative mode, or crush your friends to bitter destruction in battle.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Battle-For-Venga-Islands/66acd000-77fe-1000-9115-d80258550875" target="external" title="Battle For Venga Islands">Battle For Venga Islands</a><br />
(80 MP, 05/23/2011, Adam Spragg Games)<br />
Engage in a fierce battle for control of the mystical Venga Islands! Capture regions for either King Burr the Little or Queen Allison the Wise by fighting hordes of skeletons, trolls, ogres, and more. Gold LIVE players will share a dynamic, persistent world that will change as regions are captured, lost, and recaptured by other players.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/UpBot-Goes-Up/66acd000-77fe-1000-9115-d80258550876" target="external" title="UpBot Goes Up">UpBot Goes Up</a><br />
(240 MP, 05/23/2011, IshiEiketsu)<br />
The bots must reach their launch pads. They can only move in one direction, but luckily, they're good at working together! An easy to learn, hard to master puzzle game. &gt;&gt; Portals! 60 levels! Excellent music! Colour-blind mode! One-button mode!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/7-gunfighters/66acd000-77fe-1000-9115-d80258550877" target="external" title="7 gunfighters">7 gunfighters</a><br />
(80 MP, 05/24/2011, Attacker)<br />
A gang of seven notorious outlaws has been getting out of hand. They think they are the toughest gunfighters in the state. Teach those scoundrels a lesson! Pull out your revolver and shoot down the bad guys.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Plane Traffic (screen shot above) will remind iOS gamers of every decent looking Flight Control clone.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Plane-Traffic/66acd000-77fe-1000-9115-d80258550878" target="external" title="Plane Traffic">Plane Traffic</a><br />
(80 MP, 05/26/2011, need1D)<br />
Try to navigate each plane to its designated runway. Avoid plane crashes! Sounds simple? It's not!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Avatar Legends (screen shot above) lets you and your Xbox buddies kill creatures with your Xbox Live avatars.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Legends/66acd000-77fe-1000-9115-d80258550879" target="external" title="Avatar Legends">Avatar Legends</a><br />
(240 MP, 05/26/2011, Barkers Crest)<br />
Slay monsters and cast spells with your Avatar! Create and share worlds over Xbox LIVE with the RPG Builder. Features: 10+ hour adventure, 6 player LIVE multiplayer, unlockable titles, global highscores, multiplayer map builder and sharing, and much more! Save the world with your Avatar today! Avatar Legends is for gamers of all ages and skill levels. Limited Time only 240msp.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Sausages-2/66acd000-77fe-1000-9115-d8025855087a" target="external" title="Zombie Sausages 2">Zombie Sausages 2</a><br />
(80 MP, 05/27/2011, magma2280)<br />
The zombie sausages are back! Including a brand new two player mode. There is nowhere you can hide, these sausages are trying to take over the world.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a> </b>]]></description>
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		<title>Headcase Games hosting indie dev meetup during E3 2011</title>
		<pubDate>Thu, 26 May 2011 06:59:04 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/e3-2011-indie-developer-meetup-headcase-games</link>
		<guid>http://www.indiepubgames.com/news/e3-2011-indie-developer-meetup-headcase-games</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;" alt="Headcase Games Logo" title="Headcase Games Logo"></div>Mobile game developer Headcase Games sent out an email to E3 media members yesterday (May 25, 2011) inviting them to an indie developer meetup to take place during E3 2011.<br />
<br />
The event will take place at 1 p.m., June 8, 2011, at BottleRock ("Rockin' Wine Bar") located at 1050 Flower Street (enter on 11th Street), Los Angeles, CA 90015. That means, of course, that you do not actually have to be attending E3.<br />
<br />
Also note that the tiny text at the bottom of the <a href="http://www.texturemonkey.com/temp2/e32k11.jpg" target="external" title="e3 2011 indie meetup invitation graphic">invitation graphic</a> reads: "This is not a complimentary event. Food & drinks are up to you."<br />
<br />
If you want to attend you will need to RSVP with Headcase Games at <a href="mailto:http://www.headcasegames.com" title="Headcase Games RSVP Email Address">info@headcasegames.com</a>. I'm not certain if it's PR or real but there are warnings that the event may change venue if enough people RSVP.<br />
<br />
Here's the original email from Headcase Games Co-Founder, Ron Albert:<br />
<blockquote>We at Headcase Games are sponsoring a mobile/indie developer meetup at E3 this year (<a href="http://www.retrogameoftheday.com/#e3meet" title="Indie E3 2011 Meetup" target="external">info here</a>).<br />
<br />
In spite of the fact that mobile and independent gaming scenes are heating up bigtime, it's hard not to notice that there is still lackluster attention paid to this end of development at E3; so, I decided to start a meetup myself. In the short time since I've posted this blog I've got many RSVPs from several other developers and media/marketing folks, so clearly there is some similar feeling out there :) It would also be a good opportunity for you bigger websites to catch a bunch of devs in one fell swoop and see what they are up to...<br />
<br />
Thanks for your time and I hope to see you at the convention!</blockquote><br />
If you go, tell 'em indiePub sent ya. (Someone toast an oak-y red for me, will ya?)<br />
<br />
<b>SITE: <a href="http://www.headcasegames.com" target="external" title="Headcase games">Headcase Games</a><br />
SITE: <a href="http://bottlerockla.com/" target="external" title="BottleRock">BottleRock</a></b>]]></description>
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		<item>
		<title>Featured Indie Dev: Zach Barth finds a fine formula with SpaceChem</title>
		<pubDate>Wed, 25 May 2011 06:56:41 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/zach_barth_spacechem_featured_indie_dev</link>
		<guid>http://www.indiepubgames.com/news/zach_barth_spacechem_featured_indie_dev</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/krispykrem" alt="Zach Barth at indiePub">Zach Barth</a><br />
<b>Age:</b> "Mid-Twenties"<br />
<b>Game:</b> <a href="http://www.indiepubgames.com/game/SpaceChem" alt="SpaceChem at indiePub">SpaceChem</a><br />
<b>Location:</b> Seattle, WA (USA)<br />
<b>Studio:</b> <a href="http://www.zachtronicsindustries.com/" target="external" alt="Zachtronics Industries">Zachtronics Industries</a></td></tr></table></div>Indie developer Zach Barth (no relation to either Zach Braff from Scrubs or Barth from <i>You Can't Do That on Television</i>) was studying computer science and computer engineering at the <a href="http://www.rpi.edu/" target="external" alt="Rensselaer Polytechnic Institute">Rensselaer Polytechnic Institute</a> (RPI) when he joined the game development club.<br />
<br />
It wasn't until late his first year in college that he realized making video games was even a career option.<br />
<br />
"After designing games - albeit terrible ones - all of my life, everything clicked into place as games became my primary method of creative expression," Barth said.<br />
<br />
The games he began making were primarily engineering-style games where you construct a circuit or a mechanical process to solve a puzzle. Some of his early games include a block assembly game called <a href="http://thesiteformerlyknownas.zachtronicsindustries.com/?p=635" target="external" alt="Manufactoid">Manufactoid</a>, hardware hacking, reverse circuit building game <a href="http://thesiteformerlyknownas.zachtronicsindustries.com/?p=636" target="external" alt="Ruckingenur">Ruckingenur</a> (and sequels) and <a href="http://thesiteformerlyknownas.zachtronicsindustries.com/?p=726" target="external" alt="The Codex of Alchemical Engineering ">The Codex of Alchemical Engineering </a>.<br />
<br />
Barth also created a block-based digging and building game called <a href="http://thesiteformerlyknownas.zachtronicsindustries.com/?p=713" target="external">Infiniminer</a> which came across a bit of bad luck. That's not to say that the game wasn't good but, when Barth made Infiminer available to download April 2009, he didn't obfuscate the code. That essentially meant he unintentionally released the game's code open and free to the world. Barth's hard lesson from the experience: "I learned to obfuscate my code!"<br />
<br />
To its credit, Infiminer became Marcus "Notch" Persson's inspiration for <a href="http://www.minecraft.net/" target="external">Minecraft</a> (from <a href="http://notch.tumblr.com/post/227922045/the-origins-of-minecraft" target="external" alt="The origins of Minecraft">Persson's blog concerning the origins of Minecraft</a>: "But then I found Infiniminer. My god, I realized that that was the game I wanted to do.").<br />
<br />
Barth was a bit hesitant to comment on the relationship between Infiminer and Minecraft. "There isn’t really much to say," Barth said. "I made Infiniminer, which featured a procedural block-world that allowed for exploration, digging, and building. Minecraft, inspired by Infiniminer, also featured a procedural block-world that allowed for exploration, digging, and building. They are similar in this regard, but different in many others."<br />
<br />
Barth's most recently released game is SpaceChem, a puzzle game where, as a Reactor Engineer, you create elaborate factories to transform raw materials into various valuable and useful chemical products. To do this you design a routine with various paths and actions that move elements into the proper configurations to form specific molecular formations. It's loosely based on chemical engineering and each puzzle has seemingly limitless solutions.<br />
<br />
SpaceChem is what happens when an engineer decides to make video games.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In SpaceChem (screen shot above), you work inside the reactor, orchestrating the movement of atoms to create bonds and form  molecules in a synchronized chain reaction.</div><br />
"After I finished The Codex of Alchemical Engineering I envisioned a pseudo-sequel that would use actual molecules and multiple bond strengths, although I put it aside early on because I didn’t want to make something so derivative so soon after," explained Barth. "A year later, after visiting <a href="http://www.seattle.gov/parks/park_detail.asp?ID=293" target="external">Gas Works Park in Seattle</a>, it occurred to me that I could take the chemistry-codex idea and combine it with the idea of building chemical pipelines. With this, the idea for SpaceChem was born."<br />
<br />
SpaceChem was created with fellow Zachtronics Industries personnel (Collin Arnold did the programming, Keith Holman "anti programming," visuals by Ryan Sumo, music by Evan Le Ny, sound by Ken Bowen and narrative by Hillary Field) and has received a few nods including being named a <a href="http://www.indiepubgames.com/news/independent-propeller-awards-semi-finalists-list-2011-indiepub">semi-finalist in indiePub's 2011 Independent Propeller Awards</a> and, more recently, received the Genre Buster Award in the Extra Credits Innovation Awards (<a href="http://www.escapistmagazine.com/news/view/110194-Winners-of-the-Extra-Credits-Innovation-Awards" target="external">Escapist Magazine</a>).<br />
<br />
"I think that a fair number of people like engineering games for the same reason that a large number of people like engineering: To a degree, we’re wired for it," Barth said. "The reason we have so many fantastically engineered things today is because of the human predisposition for problem solving and building stuff."<br />
<br />
Solving problems and building chemical reactions is popular enough for SpaceChem to have warranted a Japanese translation.<br />
<br />
"Although we had planned for localization from the beginning, and had support for it in the product, we did have to hack in support for Japanese characters," Barth explained. "The one language that I had originally said was completely out of scope for the project ended up being the first language we translated the game into."<br />
<br />
<div class="centeredMedia"></div><div class="caption">This is an early sketch of SpaceChecm by Zach Barth (<a href="http://www.zachtronicsindustries.com/the-making-of-spacechem/" target="external" alt="The Making of SpaceChem">from the Zachtronics Industries web site</a>).</div><br />
As with most indie games, SpaceChem has evolved since it's original inception (see the sketch above) and continues to be a work in progress while available to purchase.<br />
<br />
"You never have all the answers when you start working on a game, simply because you haven’t encountered all of the problems yet. Features that weren’t developed until we were well under way with the game include the 'magic lines' that are drawn as you place instructions inside of reactors - I originally imagined we would only draw symbols - and the ability to record a video and upload it to YouTube - I originally imagined that we would only export images."<br />
<br />
Barth includes a level editor in SpaceChem, as he does with nearly all of his games (due to "customer demand, primarily, although I guess it’s also just a sensible thing to do"), but players' level are sometimes put back into the SpaceChem.<br />
<br />
"I’m also a fan of exercising editorial control over which player-created levels are pushed back to players, although that may or may not be because of deeply seeded control issues."<br />
<br />
Since graduating from RPI in 2008, Barth has been working as a developer (SDE) at Microsoft, a job that will end in a few weeks.<br />
<br />
"For the most part it's just like any other job, in that it took up a lot of my time, about 8 hours a day, during which I wasn't making indie games," Barth explained, "It's not very exciting."<br />
<br />
Even so, Barth was a bit secretive concerning his future indie game projects ("I can assure you that I have top men working on these projects") but, rest  assured, there are more plans for SpaceChem.<br />
<br />
"We’re currently working on some initiatives related to the long-tail of SpaceChem, such as more issues for The Journal of Reaction Engineering and spinning up on some new ideas," Barth said. "In the future, you can expect fresher, more innovative gaming experiences that only Zachtronics Industries can deliver... I’m still working with the original SpaceChem team in what is still and will always be a team effort."<br />
<br />
<h3>Zach Barth's Advice for Indie Developers</h3><blockquote>If you find yourself in a situation where you have to make a hard decision, imagine yourself thirty years in the future and think about how you’d feel had you made each choice.<br />
<br />
Also, make more games!</blockquote><br />
<h3>A Few More SpaceChem Screen Shots</h3><br />
<div class="centeredMedia"></div><div class="caption">In SpaceChem, you are trying to get all the reactors to work together to transform a set of chemical substances into something else.</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">This is the Periodic Table of Elements for Zachtronic Industries' SpaceChem (above). And if you think that the game misrepresents chemistry, "I think that anyone who makes that claim is completely correct!" says Barth. "I have not, however, encountered anyone who felt that SpaceChem’s misrepresentation of chemistry damaged the game, which makes me think that it’s okay."</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">As the game progresses, the molecular chains become more complex, requiring more actions to combine, rotate and move molecules. Each puzzle has multiple solutions.</div><br />
<b>SEE: <a href="http://www.indiepubgames.com/game/SpaceChem" alt="SpaceChem at indiePub">SpaceChem @ indiePub</a><br />
SITE: <a href="http://www.spacechemthegame.com/index.php" target="external" alt="SpaceChem ">SpaceChem</a><br />
SITE: <a href="http://www.zachtronicsindustries.com/" target="external" alt="Zachtronics Industries">Zachtronics Industries</a></b>]]></description>
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		<title>Crafting meaningful gameplay</title>
		<pubDate>Mon, 23 May 2011 07:43:06 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/crafting_meaningful_gameplay</link>
		<guid>http://www.indiepubgames.com/news/crafting_meaningful_gameplay</guid>
		<description><![CDATA[To make a truly incredible game experience, you can’t just write a great story, create phenomenal art assets or score powerful music. You must also design meaningful game mechanics.<br />
<br />
You need to infuse your game mechanics with the same ideas as every other aspect of your game to build a truly significant experience.<br />
<br />
Games have the capability to let the player experience true love, the loss of a loved one or just have a good time. They can even offer seemingly impossible experiences like meeting aliens or passing through intergalactic wormholes.<br />
<br />
Conveying all that through game mechanics is not quite as cut-and-dry as doing it through story, visual art or music but it can be done.<br />
<br />
<div class="header3">Two Examples of Meaningful Gameplay</div><br />
Meaningful gameplay not only tells a story but it also gives you a better understanding of how the game works.<br />
<br />
A game that really embodies this idea is Flash game <a href="http://www.kongregate.com/games/Contrebasse_/love" target="external" title="Love by Contrebasse">Love</a> (2010, Contrebasse). In Love you play as a box that tries to attain happiness by being in close contact with other boxes – known as "Others" - that are also moving around on their own. If you are far away from an Other it moves much faster than you but, if you are close to it, it moves at the same speed as you. Get too close (in other words, collide) and you lose. <br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of the game Love where closeness counts.</div><br />
At first glance the game seems simple and shallow but, every time you die, "Random Tips" help you or explain some aspect of the game. Here are some examples:<br />
<br />
<blockquote>"The more Others there are around you, the more it feels like the world goes at your own pace. However, once you are alone, it becomes clear this is just an illusion."<br />
<br />
"Don’t stay with the same Others out of habit. If it's obvious you would be happier elsewhere, move on right away instead of hoping for a change that won’t happen."</blockquote><br />
These so-called random messages can be applied to gameplay in both a direct way (to offer game strategies) and in terms of the game's greater ideas (adding to the idea of how real-world love really works).<br />
<br />
The first example's dual meanings are that you have to be careful and not collide with Others and that being close to people can change your perception of the world. The second message, in gameplay terms, suggests that you should always be looking for optimal proximity to score the most points and, in real-world terms, suggests that you should not stay in an unhealthy situation because it is comfortable but, instead, be looking for the situation that is best for you.<br />
<br />
Another example of well-crafted gameplay is <a href="http://hcsoftware.sourceforge.net/passage/" target="external" title="Passage by Jason Rohrer">Passage</a> (2007, Jason Rohrer). In Passage, time passes no matter what you do so, whether you choose to move your man forward or sit still and do nothing, you slowly age and eventually die. <br />
<br />
As you move forward through the game world you eventually see a female character. If you interact with her, she starts moving with you and the player’s avatar becomes the couple. But, because she is with you, some areas become impassible. Eventually she will die and you are forced to continue on without her (until your death).<br />
 <br />
<div class="centeredMedia"></div><div class="caption">When you begin the game Passage, your avatar is alone (screen shot above).</div><br />
<div class="centeredMedia"></div><div class="caption">Eventually you meet a girl.</div><br />
<div class="centeredMedia"></div><div class="caption">By being with the girl - and you can decide to go it alone - some paths become impassible.</div><br />
<div class="centeredMedia"></div><div class="caption">Eventually, the girl becomes old and dies, leaving you to finish the game alone.</div><br />
Unlike Love's descriptive text, Passage’s meaning – marriage and commitment - is a bit more obvious after your first play through. If you choose to start a relationship with the woman, your life and, in turn, what you can do, changes because you are now traveling with someone else. Because some paths become impassable with her, it alters how the game works and your view of the game's world. When she dies and you are once again on your own, you are forced to shift back to an old view of the world.<br />
<br />
Both games below stand out because their gameplay does more than make a fun game experience. It builds on and supports the other ideas presented by the experience to give a bigger meaning to the whole game.<br />
 <br />
<div class="header3">Creating Meaningful Gameplay</div><br />
Creating meaningful gameplay is especially challenging because it requires you to approach your game's design – and engage the player - from a slightly different perspective. There's really not a linear path to follow – and it can be highly game-specific - but there are some key elements to keep in mind.<br />
<br />
<div class="header3">Know Your Message</div><br />
No matter what that message is, even if it is something as simple as "Sharing is nice," you need to consider the message and how it will be conveyed. Having a message is great but, if you cannot articulate that message or have not considered all the aspects of the message, it may feel hollow or forced.<br />
<br />
Consider all the aspects of your idea and how to utilize it in the best way to support one central theme that takes precedence over everything else. It’s like writing a research paper. The idea you’re presenting is your thesis and the game mechanics are your supporting paragraphs. You must use those game mechanics correctly and powerfully to create a truly compelling argument. <br />
<br />
To know your message and truly understand what you want to say, you will have to spend some time considering your idea and what it leads to. Try having brainstorming sessions where you think about your message and all the ideas that are related to it or how you can talk about it. Then write down everything you can about those offshoot ideas and see where that takes you. It's likely that just thinking about your original message or theme will cause you to come up with other themes or ideas you can build on.<br />
	<br />
This part of the process is going to be most similar to the early design stages of any other game. You want to consider all of your options and try and find those that will fit best with - and give the most support to - what you’ve already decided.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div><div class="header3">Know Your Game</div><br />
Along with considering the message, you also have to consider the game. If you really want to get this message across, you cannot make 95% of the game a meaningless first-person shooter and then try and sell some random message to the player in the final five minutes of the game. <br />
<br />
The important thing is to not limit yourself or limit how you might communicate ideas to the player. Passage’s message is incredibly powerful and well executed even though the only form of direct interaction with the game is through the movement of the game character. The game's creator was able to convey his entire message with just the basic game mechanic and game interaction.<br />
<br />
When considering different ways to teach the player or convey your message you should consider every way in which the player interacts with the game, not just so-called fun ways. One good method for coming up with ideas is to look at other games for inspiration and see how they convey their ideas. Working with others to brainstorm or think things through can also be very helpful. Above all, though, remember not to rule anything out until you’ve thoroughly considered how effective or ineffective it could be. Anything can be a powerful tool when used correctly.<br />
<br />
<div class="header3">Create Complete Message-Game Integration</div><br />
To be truly successful with your message, or in building your meaning, you need to work it into every aspect of the game. To do this you should consider how the different gameplay mechanics interact with each other and how the different elements of your games are portrayed.<br />
<br />
In Love you get points by being close to Others (don't be a loner) but die if you get too close (be careful to allow those in your relationship to maintain their unique identify and, quite literally, personal space). This is a great example of adding meaning through the way different mechanics interact.<br />
	<br />
In Passage, there is a large blurry, scrunched up area on one side of the screen. Even though this scrunched up area has no actual tangible effect on the gameplay (beyond obscuring unseen areas) it still contains a lot of meaning. The scrunched area to the right is both an unvisited area and your unknown future, which becomes clearer as you age. As you continue moving forward, or age, the area behind you becomes scrunched, both condensing and blurring your past experiences.<br />
<br />
<div class="header3">Test Your Game</div><br />
Make certain to test your game as much as possible. Feedback from those who play your game will help you to see how well you are illustrating your ideas and how much is actually coming across to players.<br />
<br />
Testing also allows you to put out alternate treatments of your message so that you can find the best or most appropriate way to illustrate your ideas. Besides, no one ever made a perfect game on his or her first try.<br />
<br />
<div class="header3">Final Thoughts</div><br />
Crafting meaningful gameplay can be very challenging because it requires a lot more work than when your only goal is to make it fun. When working on a game, make certain to spend time on every aspect and consider all the ways you can do things. Games with meaningful gameplay require a lot of experimentation - and perfection - to work correctly so do not be discouraged if it does not work right away.<br />
<br />
Crafting meaningful gameplay takes a lot of effort but, if you do it right, you can make a game that is more than just a "sum of its parts" and do more than entertain your players, you can you can teach them.<br />
<br />
<b>PLAY: <a href="http://www.kongregate.com/games/Contrebasse_/love" target="external" title="Love by Contrebasse">Love</a><br />
PLAY: <a href="http://hcsoftware.sourceforge.net/passage/" target="external" title="Passage by Jason Rohrer">Passage</a></b><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i><a href="/profile/DaveSilver" title="David Silverman">David Silverman</a> is a student at the Rochester Institute of Technology on the verge of attaining his Undergraduate degree in Game Design and 3D Modeling. He has been designing and developing games for almost 6 years and has done everything including gameplay design, writing, art creation and even QA management. He is currently working on a number of different indie game projects and you can find some <a href="http://davesilvermanart.com/" target="external" title="David Silverman Web Site">examples of his work at his website</a>. Finally, you can find his currently in-production game, <a href="http://chromathud.com/" target="external" title="Chromathud">Chromathud</a>.</i>]]></description>
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		<title> New Xbox Live Indie Games for week ending May 20, 2011 (updated)</title>
		<pubDate>Fri, 20 May 2011 06:59:08 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-may-20-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-may-20-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>The theme this week seems to be bombs (as in explosive devices, not sucky games) with both Bomb Locker and The Bomber being released on the same day.<br />
<br />
Best best this week look to be tilty puzzler Mr. Gravity, multiplayer plane game Paper Craft, adorable flying bee-pig shooter bumblepig, side-scrolling fighter Sky Ninja War, save-the-center shooter Nucleon and the Minesweeper-style puzzle game called Bomb Locker.<br />
<br />
Below is a list of games released between May 14 and May 20, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Marble-Puzzle/66acd000-77fe-1000-9115-d8025855085f" target="external" title="Marble Puzzle">Marble Puzzle</a><br />
(80 MP, 05/14/2011, Earth Base Games)<br />
A classic IQ game dating back to the 17th century, Marble Puzzle challenges players to remove as many marbles as possible on a triangular board. Difficulty increases with each level as each new board setup offers fewer ways to win and it ramps up even more across three challenge modes. Few will find all the possible solutions in challenge mode.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Tears-of-Ashes/66acd000-77fe-1000-9115-d80258550860" target="external" title="Tears of Ashes">Tears of Ashes</a><br />
(80 MP, 05/14/2011, Dreams2Bits)<br />
Discover what has happened on the island, why everyone has disappeared and unveil your destiny. This is a short narrative game in which you unfold the story by relating ideas to create new ones.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Wireframe-y rotation puzzling goodness in Mr. Gravity (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Mr-Gravity/66acd000-77fe-1000-9115-d80258550862" target="external" title="Mr. Gravity">Mr. Gravity</a><br />
(80 MP, 05/16/2011, Angry Newton)<br />
Shift gravity to navigate Mr. Gravity through a series of challenging (and most times perilous) puzzles to find Mrs. Gravity! While moving through these puzzles be sure to collect the gems along the way, but be careful...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Speed-7/66acd000-77fe-1000-9115-d80258550863" target="external" title="Speed 7">Speed 7</a><br />
(80 MP, 05/16/2011, Namic Games)<br />
Speed 7 takes the classic card game of Speed to the next level with combos, score, wild cards, and bomb cards. If you like to be awarded for fast gameplay and scoring combos, then you ust try this game. Go up against 12 different AI characters, each with their own style of playing in Story Mode. Do you have what it takes to win? Play against friends to see who is the best.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Apple-Orchard-Math/66acd000-77fe-1000-9115-d80258550864" target="external" title="Apple Orchard Math">Apple Orchard Math</a><br />
(80 MP, 05/17/2011, Wardell)<br />
Practice your math while picking Apples from the Apple Orchard. Fill the Apple Tree with 10 Apples and learn your score!<br />
<br />
<div class="centeredMedia"></div><div class="caption">PaperCraft is a combat game with paper planes (screen shot above). I hope it doesn't rain in the game or the planes would all get rather soggy.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/PaperCraft/66acd000-77fe-1000-9115-d80258550865" target="external" title="PaperCraft">PaperCraft</a><br />
(80 MP, 05/17/2011, VG Porcinity)<br />
It's like if Rambo got all of James Bond’s tech into Maverick's fighter jet that was made out of paper. The thinking man’s 4 player co-op twin-stick action shooter. As deep or as shallow as you like. Get your meta-game on with strategic resource and upgrade management, open world mission selection, and on-the-fly tactical adjustments. Or just shoot, dodge, power-up and get the high score.<br />
<br />
<div class="centeredMedia"></div><div class="caption">bumblepig (screen shot above) looks so cute yet so destructive. I guess pigs need to be hybrids to fly.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/bumblepig/66acd000-77fe-1000-9115-d80258550866" target="external" title="bumblepig">bumblepig</a><br />
(80 MP, 05/17/2011, Kindling)<br />
A color-matching twist on the classic top-down scrolling shooter. Help bumblepig pollinate flowers and earn money to buy himself some fancy new clothes. Master the perfect lines through each level to earn top scores and unlock rewards.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Sky Ninja War (screen shot above) screens The Karate Kid from ye olde Atari days to me.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Sky-Ninja-War/66acd000-77fe-1000-9115-d80258550867" target="external" title="Sky Ninja War">Sky Ninja War</a><br />
(240 MP, 05/17/2011, WINGLAY)<br />
Here comes the New Ninja Hero! Beat the enemies with Shuriken, Katana and many skills you'll get on each stage!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Nucleon (screen shot above) offers another variation in the save-the-center arcade shooter genre.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Nucleon/66acd000-77fe-1000-9115-d80258550868" target="external" title="Nucleon">Nucleon</a><br />
(80 MP, 05/18/2011, Craig Brown)<br />
You are the Electron, guardian of the atomic nucleus. Destroy incoming radiation particles before they hit the Proton at the center of the atom. Use your Electron powers to transform into an electric bolt, arcing to nearby radiation. The Neutrons will shield the all-important Proton too, but once they are destroyed, you're the only defense. Destroy the radiation. Defend Nucleon!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Bomber/66acd000-77fe-1000-9115-d80258550869" target="external" title="The Bomber">The Bomber</a><br />
(240 MP, 05/18/2011, RandaSlayer)<br />
The Bomber is an arcade-style 2D shooter. Shoot down airballoons with your tank and collect the goods to increase your rank! The game features 12 single-player levels and 4 unlockable challenges.<br />
<br />
<div class="centeredMedia"></div><div class="caption">The Bomb Locker (screen shot above) is essentially Minesweeper with hexagons and random puzzles. OK, that still sounds addictive.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/BombLocker/66acd000-77fe-1000-9115-d8025855086a" target="external" title="XamLance Studios">XamLance Studios</a><br />
(80 MP, 05/18/2011, XamLance Studios)<br />
BombLocker is a puzzle game inspired by Minesweeper, but with several improvements. Use reason, clues and hints to locate and lock bombs hidden within a field of hexagons. Each level is random, but difficulty increases as you progress. If you like sweeping mines, you will love locking bombs.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Octave-Bar-Clock/66acd000-77fe-1000-9115-d8025855086b" target="external" title="Octave Bar Clock">Octave Bar Clock</a><br />
(80 MP, 05/19/2011, Hdmann)<br />
Unique time telling method combines sophistication and class with utility. Each bar graph is assigned its own piano octave and therefore visually and audibly represents time changes. The Octave Bar Clock also serves as a fully functional alarm clock.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hedge-Wizard/66acd000-77fe-1000-9115-d8025855086c" target="external" title="Hedge Wizard">Hedge Wizard</a><br />
(80 MP, 05/19/2011, Zombie Bonsai)<br />
You and your loyal servant wander the world seeking out the only thing all wizards truly love: gold. Use your spells, wits and helpful local peasants to get the gold before the village or your tower is burned, flooded, buried, eaten by zombies or in some other way horribly destroyed. The game includes over twenty puzzling levels.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dragon-Forge/66acd000-77fe-1000-9115-d8025855086d" target="external" title="Dragon Forge">Dragon Forge</a><br />
(80 MP, 05/19/2011, Fun Factory Entertainment)<br />
Unleash the deadly force of the dragon! Fight archers with bow and arrow, and mages with powerful magic! Earn upgrades and bring entire castles crashing to the ground! With awesome 3D, Hi-Def graphics, and killer goth-rock soundtrack. Dare you unleash the dragon!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Call-of-the-Underworld/66acd000-77fe-1000-9115-d8025855086e" target="external" title="Call of the Underworld">Call of the Underworld</a><br />
(240 MP, 05/20/2011, SCFWorks)<br />
Call of the Underworld is a top-down shooter in the vein of Japanese bullet hell games. Pick one of four teams and make your way through over 100 densely packed bullet patterns. Aim for the highest score, or simply try to survive through all 10 stages. A practice mode is available, and replays of your played games can be saved and watched again later.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Rushing-Punch-%E3%83%A9%E3%83%83%E3%82%B7%E3%83%B3%E3%82%B0%E3%83%91%E3%83%B3%E3%83%81/66acd000-77fe-1000-9115-d8025855086f" target="external" title="Rushing Punch">Rushing Punch</a><br />
(80 MP, 05/20/2011, Divider1109jp)<br />
3D Fighting game. Attack all enemies with your punch! There are 6 stages!<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Lie Indie Games Weekly Update at indiePub">New Xbox Live Indie Games Weekly Update @ indiePub</a></b>]]></description>
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		<title>Featured Indie Dev: Richard E. Flanagan is one FRACT-ing good designer</title>
		<pubDate>Wed, 18 May 2011 06:57:29 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/richard-e-flanagan-fract-featured-indie-game-dev</link>
		<guid>http://www.indiepubgames.com/news/richard-e-flanagan-fract-featured-indie-game-dev</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/richardeflanagan">Richard E. Flanagan</a><br />
<b>Age:</b> 30<br />
<b>Game:</b> <a href="http://www.indiepubgames.com/game/FRACT">FRACT</a><br />
<b>Location:</b> Montreal, Quebec (Canada)<br />
<b>Studio:</b> <a href="http://www.fractgame.com/" target="external">Phosfiend Systems</a></td></tr></table></div>When an artist changes careers, you can pretty much expect something beautiful will still result.<br />
<br />
After about ten years as a professional graphic designer for web, advertising and print, <a href="/profile/richardeflanagan" title="Richard E Flanagan at indiePub">Richard E. Flanagan</a> returned to school (University of Montreal) in 2009 to learn about game design.<br />
<br />
"I’ve always wanted to be involved in the making of games and the timing just seemed right to make the jump," Flanagan explained about his career change. "I had some great opportunities in my previous career with some amazing teams and some inspiring projects but I always felt like I something was missing. Fortunately for me, and due to a very ideal set of circumstances, timing and luck, it was an easy decision to pursue games."<br />
<br />
"The recession was starting to affect the web industry at the time and clients were a lot more hesitant when it came to spending on creative, interesting projects," Flanagan continued. "Also, the Ubisoft Campus, which I had looked into in the past, was accepting applicants to their postgraduate game design program, which at only eight months long seemed pretty appealing. Most importantly, though, I had an immensely supportive girlfriend, now wife, who, along with my family, gave me the push I needed."<br />
<br />
While learning about game design, one of Flanagan's old ideas crept back, eventually culminating into the game <a href="http://www.indiepubgames.com/game/FRACT" title="FRACT at indiePub">FRACT</a> which also served as his final independent project for school.<br />
<br />
"The concept for FRACT really is a passion project, as it combines a lot of things I love: electronic music, lo-fi aesthetics, graphic design, and some analog culture," Flanagan said. "Also, blowing a world apart into rough, angular geometry in the name of design sounds like a good idea any day."<br />
<br />
FRACT is a first-person puzzle game in the vein of Myst but set in an abstract, musical world of vivid, vector-style structures and anti-gravity objects. You solve various puzzles using in-world clues, which you must find, to unlock and revive massive mechanisms.<br />
<br />
<div class="centeredMedia"></div><div class="caption">The screen shot above shows a walkway to one of the puzzle panels in Richard E. Flanagan's PC game, FRACT.</div><br />
"I really wanted to build a world that felt completely alien, yet decipherable," Flanagan said. "While there are sections of the current 'beta' that achieve this more elegantly than others, the responses I’ve been getting are suggesting I got pretty close to the mark."<br />
<br />
Flanagan describes his programming skills as "rudimentary at best," which result in many of the game's puzzles being what he calls "binary in nature."<br />
<br />
"I was eager to learn something new, and after seeing a one-man team cobble together a playable prototype with Unity in an hour or two, I figured it was worth investigating," said Flanagan. "It turned out to be an excellent tool for me, as it provided a fairly elegant workflow, a very intuitive interface and one of the most helpful and well-organized developer communities I could imagine. I still found myself limited by my lack of technical abilities but I think it’s a testament to Unity that a as a lone developer with little programming skill, I managed to cobble together the FRACT beta."<br />
<br />
Despite his "little programming skill," Flanagan managed to create an experience enjoyable enough to have been named a semi-finalist in <a href="/news/independent-propeller-awards-semi-finalists-list-2011-indiepub" title="">indiePub's 2011 Propeller Awards</a> and a <a href="http://igf.com/2011/01/2011_independent_games_festiva_12.html" target="external" title="13th Annual Independent Games Festival">Student Showcase winner in the 13th Annual Independent Games Festival</a>.<br />
<br />
"I built this world for myself, so it’s humbling to hear that others want to play in it, too," Flanagan said.<br />
<br />
As with most indie game projects, FRACT is not complete. Flanagan plans to develop a full version (notice that he often refers to FRACT as a "beta") with the help of a technical director and his wife as the producer.<br />
<br />
"In terms of gameplay... I feel as though I only scratched the surface of where I wanted to go with the world of FRACT," Flanagan said. "...Moving forward though, I will have some technical muscle to help bring these ideas to life."<br />
<br />
<div class="centeredMedia"></div><div class="caption">The game's audio changes you wander around the 3D world of FRACT (screen shot above). Here is one of the larger machines in the game which you have to unlock, activate and manipulate to solve the game.</div><br />
<div class="header3">Art and Games</div><br />
Naturally, I felt compelled to ask Flanagan about his take on the seemingly never ending games-as-art debate.<br />
<br />
"I’m surprised that this subject is still up for discussion, as for me there is no question that games can be art," said Flanagan. "Games have delivered profound - if not more - experiences that rival some of the most affecting books, films and music I’ve read, watched or listened too... (G)ames are unique in the fact that players are so deeply implicated in the experience of decoding their respective messages. While I think it is tricky to design systems in which these communications become expressive and meaningful, there is awesome potential for games as an artistic medium."<br />
<br />
Flanagan noted that some of the inspirations for FRACT include Cyan's Myst series, Rez and Disney's original TRON movie, both of which are well regarded for their visual styles.<br />
<br />
"There are also a lot of sub-influences coming from graphic design including data visualization, typography, interfaces and grids. Yes, I’m that type of design geek," admits Flanagan. "Sonically and mechanically I was very inspired by a lot of the classic Warp Records artists as they provided a blueprint for a lot of my own musical explorations including Boards of Canada, Aphex Twin, Jega, and of course Autechre. The tools I would use to make music also became a major source of inspiration, from software like impulse tracker and Ableton Live, to hardware such as turntables, drum machines and analog synths."<br />
<br />
His love of art can certainly be traced back to his childhood which helped him develop an appreciation for art, music and science.<br />
<br />
"Growing up I was really fortunate to have parents that encouraged creativity as the main form of family entertainment. Whether that implied arts and crafts, or building Rube Goldberg machines out of toilet paper rolls and other found objects, we were always making things."<br />
<br />
<div class="centeredMedia"></div><div class="caption">As you solve the puzzles in FRACT (screen shot above), the 3D machines begin to work together, changing the look and the sounds of the game's world.</div><br />
For a short time, Flanagan even toyed with the idea of becoming an architect but instead followed what he called a "more immediately creative" path.<br />
<br />
"...(W)hile I loved making things for a living I missed the structure and systems that science provided and returned to school to get a greater understanding for the rules of design."<br />
<br />
As for switching careers again, I don't think he's going anywhere. As Flanagan succinctly states, "I am confident now that I’ve found my true calling in games."<br />
<br />
<div class="header3">Richard E. Flanagan's Advice for Developers</div><br />
<blockquote>"While I’m not entirely sure I’ve earned my indie stripes yet, I can say that one of the most important discoveries I made during the development of FRACT was the indie community itself.<br />
<br />
Not only did I get a chance to meet some of my personal heroes at the GDC (Game Developers Conference) but I’ve also met some really awesome indies in my hometown of Montreal. Having these people as friends and resources is proving not only immensely helpful for feedback and advice but very inspirational.<br />
<br />
So if there were one bit of advice I could give to aspiring indie developers like myself, it would be to get involved, meet people and show your work to others.<br />
<br />
You’ll be amazed at just how generous and supportive the indie community can be.</blockquote><br />
<br />
<b>PLAY: <a href="http://www.indiepubgames.com/game/FRACT" title="FRACT at indiePub">FRACT at indiePub</a><br />
SITE: <a href="http://richardeflanagan.com/" title="Richard E Flanagan" target="external">Richard E. Flanagan</a><br />
SITE: <a href="http://www.fractgame.com" target="external" title="Phosfiend Systems">Phosfiend Systems</a></b>]]></description>
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		<title>Game Programming Tips: The benefit of a BlackBoard class</title>
		<pubDate>Tue, 17 May 2011 06:32:40 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/game_programing_tips_blackboard_class_unity</link>
		<guid>http://www.indiepubgames.com/news/game_programing_tips_blackboard_class_unity</guid>
		<description><![CDATA[When working within a system that is heavily component-based, implementing a BlackBoard class will help alleviate communication between different components. <br />
<br />
A BlackBoard is simply a class with the sole responsibility of holding onto information. This helps consolidate references when accessing outside information in components along with streamlining communication with other game objects.<br />
<br />
Without a BlackBoard it is easy for code to become spaghetti with multiple components that all need information from each other to do their job properly.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A BlackBoard class – either static or dynamic – can help to simplify the overall architecture of your code.</div><br />
There are two different types of blackboard classes.<br />
<br />
The first type, a static BlackBoard, is the simplest to implement and use. It is purely a class with a lot of public member variables.<br />
<br />
The second type is a dynamic BlackBoard which contains a dynamically created list of values. In Unity you can achieve this by using an ArrayList and a struct/class for stored value.<br />
<br />
Here is a quick example of what could be stored in the ArrayList:<br />
<br />
<ul>struct BBPost{ <br />
<ul>    int nID; // its position in the array list<br />
    string sType; // type of info stored also note to speed up searching an enum would work better<br />
    BBStorageBase cInfo; // BaseClass for different storage types to derive from<br />
</ul>}</ul><br />
<br />
Of course it is also possible - and a good idea - to combine both a static and dynamic class into one BlackBoard class.<br />
<br />
Another benefit of implementing a BlackBoard is that saving and loading become a lot easier as all the important data is in one central spot. From my experience static blackboards work well with interobject communication where a dynamic blackboard provides a good way to communicate between objects but, as always, that isn’t absolutely the case.<br />
<br />
The BlackBoard also works well for different approaches to AI, which will be covered later.<br />
<br />
<i>Editor's Note: This is a follow-up to "<a href="http://www.indiepubgames.com/news/using-unity-gameobject-structure-programming-tips" title="Game Programming Tips Using Unity's GameObject structure">Using Unity's GameObject structure</a>."</i><br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i>Jon Schreiber is an AI/gameplay programmer who has been working in game development for the past five years. Some of his past projects include The Conduit, Astro Boy and Flame Sim. If you have suggestions for future articles you can contact <a href="/profile/FuzzyHater" title="Jon Schreiber at indiePub"> Jon either through his indiePub bio page</a> or via email at <a href="mailto:jschreiber@indiepub.com">jschreiber@indiepub.com</a>.</i>]]></description>
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		<item>
		<title>IndieCade's E3 2011 indie game lineup</title>
		<pubDate>Mon, 16 May 2011 11:20:11 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiecade_e3_2011_indie_game_lineup</link>
		<guid>http://www.indiepubgames.com/news/indiecade_e3_2011_indie_game_lineup</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>IndieCade has announced the games that will be on display in its Indie Game Showcase at E3 2011 (aka booth 4052 in North Hall).<br />
<br />
E3 is taking place June 7 through 11, 2011, at the Los Angeles Convention Center in Los Angeles , CA (USA).<br />
 <br />
Notice that the first game listed on IndieCade's list - <a href="/news/robin-arnott-deep-sea-2011-indie-dev-independent-propeller-award-winner-intel-intel-innovation-award" title="Deep Sea by Robin Arnott">Deep Sea by Robin Arnott</a> - won the Intel Innovation Award in indiePub's 2011 Independent Propeller Award competition, presented March 13, 2011, at South by Southwest in Austin, TX (USA).<br />
<br />
The list below was sent to E3 media by IndieCade and includes 16 showcase games and two attendee participation games that are moderated by IndieCade each year (as part of its "overall marketing and play efforts").<br />
<br />
<div class="centeredMedia"></div><div class="caption">This is what you look like while playing Deep Sea, an immersive audio game experience created by sound designer Robin Arnott. The mask keeps the player in complete darkness so the only sensory feedback for hunting down a sea creature is sound. (Neil Tekamp/indiePub)</div><br />
<b>Title:</b> <a href="http://www.wraughk.com/show.php?title=DeepSea" target="external" title="">Deep Sea</a><br />
<b>Developer:</b> Robin Arnott<br />
<b>Platform:</b> Installation<br />
<b>Description:</b> Deep Sea is a game about being vulnerable. In this audio-only game, players don a mask that obscures their vision and takes over their hearing, plunging them into a world of blackness occupied only by the sound of their own breathing and the rumbles made by unseen terrors. It was first commissioned by the NYU Game Center, and created by Robin Arnott, for their first annual "No Quarter" exhibition in 2010.<br />
<br />
<b>Title:</b> <a href="http://www.indiepubgames.com/game/Desktop_Dungeons" target="external" title="Desktop Dungeons">Desktop Dungeons</a><br />
<b>Developer:</b> QCF Design<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> Desktop Dungeons is a quick-play puzzle roguelike for Mac and PC. Players are tasked with completing a randomly generated, single screen dungeon as part of a larger unlock-heavy meta-game. Desktop Dungeons was created by QCF Design. The game is hard, rewarding and engrossing. Designed to assuage a desire to play roguelike games in 10 minute sessions, Desktop Dungeons seeks to make everything the player does a meaningful choice.<br />
<br />
<b>Title:</b> <a href="http://www.etc.cmu.edu/projects/acg/" target="external" title="Fusion">Fusion</a><br />
<b>Developer:</b> Carnegie Mellon<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> Fusion is a team v team arena-style game where each player can choose to play as a Soldier (FPS), Pilot (racer) or Hacker (puzzle). The three modes are all strongly based off traditional genres, but their interactions inside Fusion allow all players to share the same social gaming experience, without watering down their preferred gameplay genre. Designed by a group of student at Carnegie Mellon’s ETC, Fusion is a prototype combining three very different genres into an integrated, balanced and multi-genre game.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div><b>Title:</b> <a href="http://hohokum.posterous.com/" target="external" title="Hohokum">Hohokum</a><br />
<b>Developer:</b> Honeyslug with Richard Hogg<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> Hohokum is a colorful exploration based adventure game built in flash. Players control a space worm, flying around rescuing people from their city under attack. Hohokum was created as a collaboration between indie developer Honeyslug and artist Richard Hogg. Hohokum masterful visual design shows as a gem among independent projects.<br />
<br />
<b>Title:</b> <a href="http://ibbandobb.com/" target="external" title="Ibb and Obb">Ibb and Obb</a><br />
<b>Developer:</b> Richard Boeser<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> Ibb and Obb is a cooperative game for two. Together you’ll have to find your way through a world where gravity isn’t the boring one-directional force you always thought it was. A videogame that takes the player to a world with different rules and goals, Ibb and Obb was created as an Unreal Tournament mod by Richard Boeser, and challenges you to learn how to survive through cooperation and teamwork.<br />
<br />
<b>Title:</b> <a href="http://www.inevitablethegame.com/" target="external" title="Inevitable">Inevitable</a><br />
<b>Developer:</b> Dystopian Holdings<br />
<b>Platform:</b> Tabletop (board game)<br />
<b>Description:</b> Inevitable is a satirical board game set in a slapstick dystopian future. Players are the chosen representatives of groups running a political campaign against HappyCOM-9, the all-seeing, all-knowing computer that serves as the Exalted Decider in the world of the game. Created by Dystopian Holdings, Inevitable is a successful hybrid of the chance-based pleasures of roll-and-move games, the wheeling and dealing of negotiation-based games, the drama and tension of collaborative beat-the-system games and the narrative richness of character-driven role-playing games.<br />
<br />
<b>Title:</b> <a href="http://www.x10interactive.com/jigsaw/" target="external" title="Jigsaw Mansion">Jigsaw Mansion</a><br />
<b>Developer:</b> Extend Interactive<br />
<b>Platform:</b> Mobile (iPad)<br />
<b>Description:</b> Jigsaw Mansion is an experiential adaptation of the jigsaw puzzle, bringing the classic table game to a digital platform. Created by Extend Interactive, Jigsaw Mansion provides a faithful jigsaw experience in a full-featured digital application, using the intuitive touch interface of the iPad. Multiple jigsaw cutting techniques including Trick Edge, Spiral and Rose cuts, create unique puzzles and original puzzle designs, and beautiful high definition art continues the best traditions of jigsaw puzzles.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div><b>Title:</b> <a href="http://www.hynam.org/HY/kis.html" target="external" title="Kiss Controller">Kiss Controller</a><br />
<b>Developer:</b> Hye Yeon Nam<br />
<b>Platform:</b> Installation<br />
<b>Description:</b> Kiss Controller is an experimental project that allows users to control a bowling game by moving their tongues while kissing. Unlike existing physical input devices, Kiss Controller seeks to generate the emotional experience of a kinetic act while users play the game with their body. Kiss Controller was developed by Hye Yeon Nam at the Georgia Institute of Technology. Kissing is an intimate that has yet to be proposed as an input schema in the mainstream industry.<br />
<br />
<b>Title:</b> <a href="http://selectparks.net/~julian/levelhead/" target="external" title="levelHead">levelHead</a><br />
<b>Developer:</b> Julian Oliver<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit. levelHead was created as an artwork by Julian Oliver.<br />
<br />
<b>Title:</b> <a href="http://metagame.localno12.com/" target="external" title="Metagame">The Metagame</a><br />
<b>Developer:</b> Local No. 12<br />
<b>Platform:</b> Tabletop (card game)<br />
<b>Description:</b> The Metagame is a card game about videogames. It is simple to learn and fun to play, and can be played by a small group of game fans, a classroom of students, or by thousands at a conference. You play the game by combining game cards - videogame trading cards - with comparison cards that say things like "Which game tells a better story" or "Which game is more of a work of art?" Created by Local No. 12 as a conference game, The Metagame has been successfully kick started for its first official print run.<br />
Note: Two of the game developers are IndieCade conference co-chairs John Sharp and Colleen Macklin.<br />
<br />
<b>Title:</b> <a href="http://www.papasangre.com/" target="external" title="Papa Sangre">Papa Sangre</a><br />
<b>Developer:</b> Somethin’ Else<br />
<b>Platform:</b> Mobile (iPhone)<br />
<b>Description:</b> An audio only game designed for handheld devices that use procedurally generated binaural audio. Players navigate Papa Sangre's palace: a Day of the Dead-themed hell-hole with no graphics. Avoid the bad things. Find the good things. Rescue the soul of someone you love; do the right thing; escape. Papa Sangre was devised by Somethin' Else, backed in part by Channel 4 in the UK, and inspired by a black-room theatre game that forced players to concentrate on what they could hear. (Sangre y Patatas).<br />
<br />
<b>Title:</b> <a href="http://www.indiepubgames.com/game/Q.U.B.E." target="external" title="QUBE">Q.U.B.E.</a><br />
<b>Developer:</b> Toxic Games<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> Q.U.B.E. is a first person puzzle solving game for PC set in a structure made from white cubes. Colored cubes in the environment can be manipulated by the player using a pair of technologically enhanced gloves. Using these colored cubes as tools, the player must complete a series of challenging puzzles. Created by Toxic Games, Q.U.B.E. cleverly integrates a unique visual world and a player’s intuitive physics and visual understanding to create engrossing puzzles.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Screen shot of Skulls of the Shogun by Haunted Temple Studios.</div><br />
<b>Title:</b> <a href="http://skullsoftheshogun.com/" target="external" title="Skulls of the Shogun">Skulls of the Shogun</a><br />
<b>Developer:</b> Haunted Temple Studios<br />
<b>Platform:</b> PC/Video (Xbox 360)<br />
<b>Description:</b> Skulls of the Shogun is an arcade strategy game designed for the Xbox 360. Players take turns controlling their armies of phantom samurai in the lush & eerie samurai afterlife. Skulls of the Shogun was developed by Haunted Temple Studios. Grid-less movement & freeform tactics give players a wide range of expression in their strategy. Skulls of the Shogun makes the interface as accessible as possible, and encourages new, interesting multiplayer gameplay not seen in contemporary videogame design (commercial or independent).<br />
<br />
<b>Title:</b> <a href="http://www.pedestrianentertainment.com/" target="external" title="Steam Brigade">Steam Brigade</a><br />
<b>Developer:</b> Pedestrian Entertainment<br />
<b>Platform:</b> PC/Video<br />
<b>Description:</b> IndieCade festival, Steam Brigade is a side-scrolling real time strategy game aesthetically designed as an interactive painting. Steam Brigade is set in an alternate history where airships and steam-powered tanks rule the battlefield. With a stunningly beautiful painterly style and an epic storyline, Steam Brigade, created by Pedestrian Entertainment, brings an aesthetically complete experience to the table..<br />
<br />
<b>Title:</b> <a href="http://www.flickr.com/photos/wiseguysevents/5321828131/" target="external" title="Twistianopolis 500">Twistianopolis 500</a><br />
<b>Developer:</b> Wise Guys Events<br />
<b>Platform:</b> Installation<br />
<b>Description:</b> Twistianopolis 500 is a live action racing game played on a custom-made Twistianapolis 500 racetrack, a giant, 20' x 8' Twister mat. The object of the game is to be the first to reach the finish line, moving down the track using only the combinations announced by the caller (eg, "Left foot blue"). Game play is quick - about 5 minutes – and players will get chummy and break a sweat, from contorting and from laughing. Originally created for a Hasbro themed game show by Wise Guys, Twisitanopolis 500 is a clever re-imagining of Hasbro's classic party game.<br />
<br />
<b>Title:</b> <a href="http://www.copenhagengamecollective.org/where-is-my-heart/" target="external" title="Where is My Heart">Where is My Heart?</a><br />
<b>Developer:</b> Bernie Schulenberg<br />
<b>Platform:</b> Mobile (PSP)<br />
<b>Description:</b> The core mechanic of Where is my Heart?, created by Bernie Schulenberg, is the Comic Panel Effect. Players control three monsters, navigating puzzles and challenges in a game world that is cut up into little square pieces, shuffled like cards and thrown back onto the screen.<br />
<br />
<div class="header3">BOOTH GAMES</div><br />
<b>Title:</b> <a href="http://www.indiecade.com/index.php/2010/free_ninja/" target="external" title="Ninja">Ninja</a><br />
<b>Developer:</b> Unknown<br />
<b>Platform:</b> Big Game<br />
<b>Description:</b> Ninja is a turn-based game of large scale combat and tag. Players, a single motion at a time, try to tag one another out, starting in a circle, and condensing into a one on one ninja duel. Ninja is a compelling and engrossing alternative live action game, it uses design concepts developed in video games and beings them back into the space of physical play.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Humans vs. Zombies concept photos created by Nathan Sorrentino and Mukarram Ismail (IndieCade).</div><br />
<b>Title:</b> <a href="http://humansvszombies.org/" target="external" title="Humans vs Zombies">Humans vs. Zombies</a><br />
<b>Developer:</b> Gnarwhal Studios<br />
<b>Platform:</b> Big Game<br />
<b>Description:</b> Humans vs. Zombies (HvZ) is a game of moderated tag played at schools, camps, neighborhoods, military bases and conventions across the world. Human players must remain vigilant and defend themselves with socks and dart blasters to avoid being tagged by a growing zombie horde. Designed by Gnarwhal Studios.<br />
<br />
<b>READ: <a href="http://www.indiecade.com/index.php/news/entries/indiecade-annual-e3-indie-game-showcase/" target="external" title="IndieCade at E3 2011">IndieCade at E3 2011</a><br />
SITE: <a href="http://www.e3expo.com/" title="E3 Expo" target="external">E3 Expo</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending May 13, 2011 (updated)</title>
		<pubDate>Fri, 13 May 2011 06:37:32 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-may-13-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-may-13-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>"Arcade" seems to be the new red - or Ranch dressing or organic or electric car whichever unrelated pop culture comparison you want to make - when it comes to the bulk of indie games on Xbox Live. If it's not in the game's description, the game often pulls obvious inspiration from older arcade games (see 10 Amazingly Awful Games below). Maybe that's just because we not-so-secretly miss the days of musty, quarter-sucking arcades. There are also a couple this-or-that games that went live this week (which I hope does not become a trend).<br />
<br />
As usual, I digress. This week's best bets look to be top-down racing game Urban Micro Racers, arcade hurricane sim greenTech+ and platform-puzzle game Blocks That Matter.<br />
<br />
Below is a list of games released between May 7 and 13, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Spankers-Army/66acd000-77fe-1000-9115-d80258550853" target="external" title="Spanker's Army">Spanker's Army</a><br />
(80 MP, 05/07/2011, CameronC)<br />
Lead your troops in battle, smash your enemies, and enjoy this fun adventure!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Stick-Em-Up-VS-Arena/66acd000-77fe-1000-9115-d80258550854" target="external" title="Stick 'Em Up: VS Arena">Stick 'Em Up: VS Arena</a><br />
(80 MP, 05/07/2011, WickedWorx)<br />
Compete in an awesome stickman deathmatch against your friends or computer controlled bots. Play free-for-all or 2v2 teams through 8 different arenas, 3 featuring spaceships which can be piloted to gain an aerial advantage!<br />
<br />
<div class="centeredMedia"></div><div class="caption">You are a hurricane trying to save the world from a nuclear disaster in greenTech+ (screen shot above).</div><a href="http://marketplace.xbox.com/en-US/Product/greenTech/66acd000-77fe-1000-9115-d80258550855" target="external" title="greenTech+">greenTech+</a><br />
(80 MP, 05/09/2011, Optum)<br />
Get ready to save the world from the threat of global meltdown with your mighty hurricane in this action-packed arcade experience! Steer pollution into cleaning centers and watch out for the high-pressure zones. The follow up to Vertigo Games competition winning title, greenTech, this new version features sixteen levels, upgraded graphics, unlockables and a classical, relaxing soundtrack.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Last-Pod-Fighter/66acd000-77fe-1000-9115-d80258550856" target="external" title="The Last Pod Fighter">The Last Pod Fighter</a><br />
(80 MP, 05/09/2011, Fighter9)<br />
Fight your way through waves of ships in this 3D arcade style space shooter! Use your laser blasters and specialized weapons called "Pods" to destroy your enemies. The Pods' effects range from giving your ship a speed boost to creating a gravity well to suck in your enemies. Rack up the points in Survival or play through Arcade mode where you'll fight your way through to face the capital ships!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/10-Amazingly-Awful-Games/66acd000-77fe-1000-9115-d80258550857" target="external" title="10 Amazingly Awful Games">10 Amazingly Awful Games</a><br />
(80 MP, 05/10/2011, thedeadstu)<br />
Just when you thought it was safe to switch on your X-Box! 10 Amazingly Awful Games contains 10 different games from space shooters to block breakers through to bean eating! Some games support up to 4 local players competitive or co-op. Have fun and don't say you weren't warned!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shoot-or-Date/66acd000-77fe-1000-9115-d80258550858" target="external" title="Shoot or Date">Shoot or Date</a><br />
(80 MP, 05/10/2011, Silver Dollar Games 1)<br />
If only there was a third option...<br />
<br />
<div class="centeredMedia"></div><div class="caption">A cor-worker asked if that was Grand Theft Auto 1 on my screen when they saw Urban Micro Racers (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Urban-Micro-Racers/66acd000-77fe-1000-9115-d80258550859" target="external" title="Urban Micro Racers">Urban Micro Racers</a><br />
(80 MP, 05/11/0211, Josep Monzonis)<br />
Fun top-down racing game where you control little cars racing over exciting tracks. Race in 20 different tracks with 20 different cars to earn all the trophies. Start your engines and prepare for the craziest and most addictive racing game ever. Urban Micro Racers is the fastest, most fun top down racer with a lot of cars to collect, loads of levels to race. Are you ready?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Story-Tale-Mania-Apocalypse/66acd000-77fe-1000-9115-d8025855085a" target="external" title="Story Tale Mania Apocalypse">Story Tale Mania Apocalypse</a><br />
(80 MP, 05/11/2011, Deviant Spark)<br />
Story Tale Mania Apocalypse is a hilarious story game that will leave you laughing. Players can choose words for a story or quickly begin a story using "Shuffle" mode to automatically select words. New words can be added to the game to create truly dynamic stories. Story Tale Mania Apocalypse is different every time you play and by adding new words the game never gets old.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Who wants to play with insignificant blocks when you can play with Blocks That Matter (screen shot above)? </div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Blocks-That-Matter/66acd000-77fe-1000-9115-d8025855085b" target="external" title="Blocks That Matter">Blocks That Matter</a><br />
(240 MP, 05/12/2011, Swing Swing Submarine)<br />
Combine your platforming and puzzle-solving skills in this incredible mashup! Playing as the Tetrobot, you can collect blocks of matter, recycle them into new shapes and trigger chain reactions. Contains 100% natural Slime extract.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Heavy-Payload-2/66acd000-77fe-1000-9115-d8025855085c" target="external" title="Heavy Payload 2">Heavy Payload 2</a><br />
(80 MP, 05/12/2011, William Ulrich)<br />
Heavy Payload 2 is an aerial shoot 'em up set over the European Theater of World War II. The game has two modes (Arcade and Advanced) with 18 missions and 4 difficulty settings. Heavy Payload 2 has more enemies, faster machine guns, carpet bombing, a new map and other audio/visual enhancements.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sex-or-Love/66acd000-77fe-1000-9115-d8025855085d" target="external" title="Sex or Love">Sex or Love?</a><br />
(80 MP, 05/13/2011, Alex Blickenstaff)<br />
Sex, or Love... Which are you destined for?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/GORK/66acd000-77fe-1000-9115-d8025855085e" target="external" title="G.O.R.K.">G.O.R.K.</a><br />
(80 MP, 05/13/2011, ThotLab Games)<br />
Battle your way through 12 levels of intense action as you seek revenge against your misguided creators.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a><br />
READ: <a href="http://www.indiepubgames.com/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="Xbox Live Indie Games Weekly Update at indiePub">Xbox Live Indie Games Weekly Updates @ indiePub</a> </b>]]></description>
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		<item>
		<title>Featured Indie Dev: Matt Gilgenbach and his Retro/Grade game (and bow tie)</title>
		<pubDate>Wed, 11 May 2011 06:45:19 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/matt-gilgenbach-retro-grade-bow-tie-featured-indie-dev</link>
		<guid>http://www.indiepubgames.com/news/matt-gilgenbach-retro-grade-bow-tie-featured-indie-dev</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<div class="caption">(Image courtesy of Matt Gilgenbach)</div><br />
<b>Name:</b> <a href="/profile/MattGilgenbach">Matt Gilgenbach</a><br />
<b>Age:</b> 28<br />
<b>Game:</b> <a href="httphttp://www.retrogradegame.com/" target="external" title="Retro Grade">Retro/Grade</a><br />
<b>Location:</b> Los Angeles, CA (USA)<br />
<b>Company:</b> <a href="http://24caretgames.com/" target="external">24 Caret Games</a><br />
</td></tr></table></div>Some people try to hide their geekitude but indie developer Matt Gilgenbach appears to wear it quite comfortably (and a bit literally).<br />
<br />
A co-founder of 24 Caret Games, Gilgenbach can often be seen at events promoting his company rather appropriately wearing a bright yellow miner's hat and a matching bow tie.<br />
<br />
"As an indie developer, I want to call attention to our game (Retro/Grade)," Gilgenbach explained to indiePub. "We are self-funding the game, so we don't have a marketing budget, so I am trying to get people interested any way I can. I figured the miner's hat and bow tie was a good way to do that. I do wear bow ties whenever I get the chance, though. They are hard as heck to tie but it's worth the effort."<br />
<br />
Some might consider Gilgenbach a bit of a prodigy when they learn he began programming in Microsoft Quick Basic at age nine. Yes, nine.<br />
<br />
"I'm not sure what kind of nine-year-old starts programming," he jibed. "A very nerdy one? The kind that grows up to make video games?"<br />
<br />
Gilgenbach earned a degree in Computer Science from the University of Michigan in only three years and, soon after, began working for Heavy Iron Studios. His retail game programming credits include Secret Agent Clank (as Lead Gameplay Programmer), Ratchet & Clank: Size Matters, Ratatouille, The Incredibles and Spongebob Squarepants: The Movie.<br />
<br />
"I learned a lot from my coworkers and it is always really exciting to see the product of your hard work on the shelves in a game store," Gilgenbach said. "I've always dreamt of making my own games since I started programming. Making quirky and creative titles is a lot harder on large teams."<br />
<br />
Gilgenbach's current project, Retro/Grade, will be released in 2011 for PlayStation Network. The game stars Rick Rocket, "space pilot extraordinaire," who won a massive space battle that disrupts the space-time continuum so everything is now going in reverse. Naturally, Rick has to fix things. It is a music-based space shooter that works with either a guitar or standard PS3 controller.<br />
<br />
Although Retro/Grade has not yet been released, it was nominated for an IGF (Independent Games Festival) award and won the 2010 IndieCade Audience award.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of Retro/Grade by 24 Caret Games. (Courtesy of 24 Caret Games)</div><br />
"We thought it'd be neat to play a game where time is reversed, so we came up with interesting gameplay based around that," Gilgenbach explained. "The response has been quite positive... Most importantly, when gamers play it, they get hooked, which is the best response a game developer can hope for."<br />
<br />
Gilenbach and the other members of 24 Caret -  Co-Founder and Programmer Justin Wilder, Art Director Jeff Parrott and Artist Joe Grabowski - continue to work on the game, constantly tweaking it for its upcoming PS3 release because. As Gilgenach put it, "(I)t is  very hard to create something that meets our high expectations. Luckily, we are very hard workers."<br />
<br />
There are, as you might expect, some noticeable differences between working for yourself and a larger game company.<br />
<br />
"You miss out on sanity checks from the rest of the team on whether your wild and crazy ideas are any good," Gilgenbach said of going from a larger to a smaller group. "I think, more often than not, this is a good thing because otherwise it can be difficult to do something new and creative when people on the team don't 'get it'."<br />
<br />
Even though Gilgenbach enjoyed working for larger game development companies, he had plenty of motivation to create his own.<br />
<br />
"...Creating a new studio is difficult but rewarding. There are many reasons to do it but I did it because I wanted to create new and original games. Going indie is great because you get full control of your game. I don't have to worry about other people telling me what to add in order to appeal to some demographic... It's important to find people who are really talented and really passionate about the work they do. Especially for indie games, you need that passion because otherwise it's too easy to quit when the going gets tough."<br />
<br />
<div class="centeredMedia"></div><div class="caption">Matt Gilgenbach explains how he put the engagement ring inside a hollowed out Xbox 360 battery pack to go with his game, A Mobius Proposal.</div><br />
Although Gilgenbach is busy working on Retro/Grade with his two 24 Caret friends, he did manage to squeeze in a solo creation which he used to propose to his wife (<a href="http://www.amobiusproposal.com/" target="external" title="watch A Mobius Proposal video">watch A Mobius Proposal video</a>). The game involves a Mobius strip, co-operative gameplay and a ring stuffed into a hollowed out Xbox 360 controller battery pack. And, she said, "Yes."<br />
<br />
"We had a quick civil wedding last year (2010) and are planning to have the ceremony sometime this year (2011)," said Gilgenbach. "My wife is planning the wedding, so I don't think it'll end up very game themed but we incorporated the characters from the game in our save-the-date cards."<br />
<br />
He did say his proposal game "turned out better than expected" and that he hopes to continue developing it but, for now, his main focus remains on the music-based game Retro/Grade.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of Matt Gilgenbach's game, A Mobius Proposal, which he used to propose to his then girlfriend (now wife).</div><br />
As for the future - because I could not resist time-related questions, considering Retro/Grade's theme - Gilgenbach believes video games will become "increasingly important in human culture" as they are used more often to express abstract ideas and convey alternate perspectives.<br />
<br />
"There is a lot of talk right now about serious games, gamefication, games as art and expanding the game audience. This is because people are just beginning to realize the potential of the interactive medium," Gilgenbach said. "Imagine a child playing a game where his 'character' is of an ethnicity that is discriminated or even hated in the culture where he is raised. Giving someone the perspective of walking a mile in someone else's shoes is an extremely powerful thing and there is no better way than video games. Imagine a student conducting physics experiments in a virtual world."<br />
<br />
"There is a huge artistic potential waiting to be realized. Everyone keeps saying there is no 'Citizen Kane' of video games. That should be qualified with <i>yet</i>. Citizen Kane wasn't made until 1941, 63 years after motion pictures were invented."<br />
<br />
And, lest you think that Gilgenbach doesn't know how to dress a bit more spiffily, check out the G4 makeover video way below. (And, no, he did not and does not receive any free Axe products).<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of Retro/Grade by 24 Caret Games. (Courtesy of 24 Caret Games)</div><br />
<div class="header3">Matt Gilgenbach's Advice for Developers</div><br />
As I do with most developers I interview, I asked if Gilgenbach had any advice for indie developers. Here's his response:<br />
<br />
<blockquote>"Learn as much as you can about everything relating to game development. The more you know about programming, game design, art, animation and sound, the more valuable of an employee you will be regardless of your discipline. Games are the interaction between those fields, so whatever you want to go into, the more you know about the others, the better work you can do."</blockquote><br />
<br />
Considering his lengthy programming experience and work on big-name games, I also asked Gilgenbach  to offer a few words of wisdom to more experienced developers. Although he was a little hesitant, here's what he offered:<br />
<br />
<blockquote>"...If I had to, I'd say they should try to remember why they started working in games. Many previous co-workers who have been in the industry for years don't have that sparkle in their eye when they show up to work in the morning that the new recruits do. It's not a perfect job, but at the end of the day, there are plenty of things less fun than making games for a living."</blockquote><br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=xYKXjoLDs5I</div><br />
<br />
<b>SITE: <a href="http://www.retrogradegame.com/" target="external" title="Retro Grade">Retro/Grade</a><br />
ALSO READ: <a href="http://www.indiepubgames.com/news/designing-difficulty-in-retro-grade-indie-game" title="Designing the difficulty for Retro/Grade">Designing the difficulty for Retro/Grade</a><br />
ALSO READ: <a href="http://www.binarycreativity.com/" title="Binary Creativity" target="external">Binary Creativity</a><br />
SITE: <a href="http://www.amobiusproposal.com/" target="external" title="watch A Mobius Proposal video">A Mobius Proposal</a></b>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending May 6, 2011 (updated)</title>
		<pubDate>Fri, 06 May 2011 08:47:51 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-may-6-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-may-6-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Not a ton of games this week and, surprisingly, not one themed for Mother's Day. Interestingly, there's one "App Pack" that promises 12 "apps" (buzzer, measurement conversion, etc.) and 4 games (a Snake clone, orb collection, tower defense and an infinite ball-drop game).<br />
<br />
The best bets for this week look to be a 3D bar-style pool game called Balls, customizable competitive strategy game Explosive Gas (I swear there is not a theme here), rhythm role-playing game Sequence and mission-based shooter Minions! A nod goes to Niji for its Asian-inspired watercolor-on-scrolls art style.<br />
<br />
Below is a list of games released between April 30 and May 6, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Rainbows abound in the tower swim game, Niji (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Niji/66acd000-77fe-1000-9115-d80258550847" target="external" title="Niji">Niji</a><br />
(80 MP, 04/30/2011, binary madness)<br />
Do you like swimming against the stream? Play Niji, a multiplayer tower swim experience that puts you into the role of Niji the Rainbow Fish. Scale waterfalls, jump from one into the other and perform flips to build up huge combos. Play alone to save your love Masu from the evil thundercloud Arashi and try to set new highscores or compete with up to three friends in three local multiplayer modes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/AppPack/66acd000-77fe-1000-9115-d80258550848" target="external" title="AppPack">AppPack</a><br />
(80 MP, 04/30/2011, RicolaVG)<br />
AppPack is an assortment of 12 Apps and 4 Games.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Shoot some pool in Balls (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Balls/66acd000-77fe-1000-9115-d80258550849" target="external" title="Balls">Balls</a><br />
Philip Muwanga proudly presents: Balls, a comprehensive bar room pool simulator for Xbox Live Indie games. Bring your avatar down to ‘Phil’s fruit & Juice bar’ and take on all comers in games of eight ball or nine ball. Customise the game’s setting to match your local pool rules then challenge the world over Xbox live. Also includes Grunt Assault, and demos of HexyTrench & Extreme Jigsaw Madness<br />
(80 MP, 4/30/2011, Vagabond1982uk)<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/flap/66acd000-77fe-1000-9115-d8025855084a" target="external" title="FLAP">flap!</a><br />
(80 MP, 05/01/2011, Hal Angseesing)<br />
In Flap you are Sir Erin. A brave knight on a quest to free the land of Erda from the rampaging Soastiks. The Soastiks are building magic standing stones to extract the Mana from the ground. Destroy the Soastiks to release Erda from their clutches! Flap is a simple sprite game designed for the xbox 360. It is simple to control and has a range of levels designed for all the family.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avoider/66acd000-77fe-1000-9115-d8025855084b" target="external" title="Avoider">Avoider</a><br />
( MP, 05/01/2011, Mexond)<br />
Don't let them get you!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Little guys with explosive gas in Explosive Gas (above). OK, it's not what you think unless you had impish gnome-like fellows with canisters of gas in mind.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Explosive-Gas/66acd000-77fe-1000-9115-d8025855084c" target="external" title="Explosive Gas">Explosive Gas</a><br />
(80 MP, 05/03/2011, Flathead Games)<br />
Fight it out in a battle royale to see who's the last man standing(and not on fire). Play with up to 8 players locally(2 per controller) or online. Includes multiple game modes and a full level editor that allows you to play your custom levels online or against merciless AI players.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Endless-Midnight-Zombie-Swarm/66acd000-77fe-1000-9115-d8025855084d" target="external" title="Endless Midnight: Zombie Storm">Endless Midnight: Zombie Storm</a><br />
(80 MP, 05/04/2011, tgfcoder)<br />
Blast your way through a horde of zombies with a top-notch arsenal! Compete for high scores and gain a variety of medals through challenging game modes.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/PowerSpinners/66acd000-77fe-1000-9115-d8025855084e" target="external" title="PowerSpinners">PowerSpinners</a><br />
(80 MP, 05/04/2011, Salvador Lopez)<br />
PowerSpinners is a really fast paced classic-style sports game. Test your skills against the AI (100 difficulty levels) or random opponents from around the world!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Control your minions in, well, Minions! (screen shot above), a mission-based squad shooter.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Minions/66acd000-77fe-1000-9115-d8025855084f" target="external" title="Minions">Minions!</a><br />
(80 MP, 05/04/2011, TurtleTossStudio)<br />
Minions! is a mission-based shooter that can be played from both top-down and third-person perspectives. You create a hero, accompanied by a wide range of different minions to help you complete each mission. As the challenges get tougher, your hero will unlock points to spend on upgrades and customized minions.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Tap along to Sequence (screen shot above), a rhythm-RPG hybrid.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Sequence/66acd000-77fe-1000-9115-d80258550850" target="external" title="Sequence">Sequence</a><br />
(240 MP, 05/05/2011, Feep)<br />
Sequence is a rhythm/RPG hybrid, featuring full voice acting and a soundtrack by Ronald Jenkees. Ascend the Tower and uncover the mystery surrounding the girl tracking your every move.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Music-Box/66acd000-77fe-1000-9115-d80258550851" target="external" title="Music Box">Music Box</a><br />
(80 MP, 05/06/2011, Facetious Creations)<br />
Music Box is a new type of music app, focusing on user experience and ease of use.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dwarven-Depths/66acd000-77fe-1000-9115-d80258550852" target="external" title="Dwarven Depths">Dwarven Depths</a><br />
(80 MP, 05/06/2011, Moonroof Studios)<br />
An multiplayer platformer that takes place underground. Dig down for gold, but you'll have to contend with monsters and other players. Gather treasure, lie in wait for an ambush, and lay devious traps. Procedurally-generated levels ensure that no two games are exactly the same. Struggle for subterranean supremacy!<br />
<br />
<b>READ: <a href="/search.php?q=new%20xbox%20live%20indie%20games&sort=articles&page=1" title="New Xbox Live Indie Games Weekly Update at indiePub">New Xbox Lie Indie Games Weekly Update @ indiePub</a><br />
SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>2011 Independent Propeller Award Winner: Uncanny Games (exclusive video, photos)</title>
		<pubDate>Thu, 05 May 2011 16:34:50 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/uncanny-games-fish-hunt-indie-developer-interview-independent-propeller-award-winner-best-art</link>
		<guid>http://www.indiepubgames.com/news/uncanny-games-fish-hunt-indie-developer-interview-independent-propeller-award-winner-best-art</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">Uncanny Games' Romain Leprince (far left) and Clément Lemaire (far right) hold their prizes for winning Best Art in the 2011 Independent Propeller Awards while posing with Zoo Games' CEO and President, Mark Seremet (center). (Neil Tekamp/indiePub)</div><br />
This year's Independent Propeller Awards was quite the international event with the <a href="/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw" title="2011 Independent Propeller Award Winners">seven winning teams</a> coming from five different countries: England, Netherlands, Germany, France and USA.<br />
<br />
Representing France were Romain Leprince  and Clément Lemaire from Uncanny Games which won the 2011 Propeller Award for Best Art for its PC (Windows) action-adventure game, <a href="/game/The_Uncanny_Fish_Hunt" title="The Uncanny Fish Hunt at indiePub">The Uncanny Fish Hunt</a>.<br />
<br />
In The Uncanny Fish Hunt you play as Siméon, a lone sailor who must risk bad weather and giant sea creatures in his little fishing boat to find his lost captain and bring food back to his small island village. The game begins with an animated story reminiscent of an old French puppet show which continues into the game with similarly dark hues, heavily outlined elements and stylized environments. The game is played using only a computer mouse.<br />
<br />
"The very first concept of The Uncanny Fish Hunt was proposed by our lead artist," Leprince explained about the origins of the game. "This person had lived his childhood on a small island and a lot of fisherman were going to fish... in the sea near the island."<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of the opening sequence of The Uncanny Fish Hunt which explains the game's story. (Provided by Uncanny Games)</div><br />
That idea was presented to teachers at <a href="http://www.supinfocomgroup.com/supinfogame-ecole-2.html" target="external" title="Supinfogame The School of Videogame in Valenciennes France">Supinfogame</a> (Valenciennes, France) and was chosen as a class project.<br />
<br />
"So we built (a game) around his concept, about this idea of a fisherman with no fish to fish and to feed the population of this small island," said Leprince who led a development team that included two graphic artists, two designers and a programmer.<br />
<br />
Much like the other developers who showcased their games in the indiePub booth during the 2011 South by Southwest ScreenBurn Arcade, Lemaire and Leprince enjoyed people playing their game for the first time.<br />
<br />
"I enjoy observing the player when they do not know the game and (watching) them test everything they can do in the game, kicking everywhere, moving everywhere, toying every imaginable (thing) on the boat," said Lemaire. "This is actually what we are trying to do, to give to the player an environment and to live an adventure. If he wants to fight, he fights. If he wants to fish peacefully, he can. If you want to explore the sea, you can...  This is a good example of a game where you (don't) fight and (no) blood."<br />
<br />
The team also took great care to make the game as easy to play as possible, with players using only a computer mouse instead of the sometimes finger twisting mouse-and-keyboard combination.<br />
<br />
<div class="centeredMedia"></div><div class="caption">This screen shot of The Uncanny Fish Hunt (above) shows Siméon in his small town. (Provided by Uncanny Games)</div><br />
"We wanted to make the game intuitive, (including) that feeling of loneliness on this great sea and a peaceful way to interact with all these devices," Leprince said. "It's very easy to use the boat. People say to me that the game is very quiet and peaceful. This is what I enjoy, that you can play it as a journey through a unique universe and discover great graphics and be cool with it."<br />
<br />
Both Leprince and Lemaire did offer some advice to other indie developers.<br />
<br />
"I think you just have to be passionate about what you do, to be convinced that it will work and make your game. Be unique and original," suggested Leprince. "Don't think  about what other people say about it, (like) '(It) won't work,' 'This is weird,' or 'What? Why did you make this choice?' We know, as a  team, why we made (those) choices..."<br />
<br />
"I can assure every indie game developer that originality is the way this industry is going..." Leprince continued. "I hope to see more and more originality. And I think every developer in this industry has to bring his own passion and his own way of thinking about video games."<br />
<br />
"I think there is no big secret," Lemaire suggested. "If you have a good idea and if you make a game (with) passion and not in regard (to) making money fast, you may create something very interesting."<br />
<br />
Leprince ended the interview with what may be one of the best - if not the most encapsulating - closing lines we have heard from any indie developer: "We love what we do and we hope we do it good."<br />
<br />
See more from indiePub's exclusive interview with Uncanny Games in the video below.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=6THiaOOQSJQ</div><br />
<div class="caption">(Mary Kish/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Clément Lemaire (left) and Romain Leprince (left) accept their Best Art award for their game The Uncanny Fish Hunt during the 2011 Independent Propeller Award ceremony held March 13, 2011, during the South by Southwest ScreenBurn Arcade in Austin, TX (USA). (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Romain Leprince talks to Meredith Molinari, host of PlayStation Network's reality series, The Tester, while she plays his game, The Uncanny Fish Hunt. To the far right is indiePub's own Managing Director of Mobile, Rob Cassidy. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Romain Leprince (left) and Clément Lemaire (right) talk about the developement of their game, The Uncanny Fish Hunt, while being interviewed in the indiePub booth during the 2011 South by Southwest ScreenBurn event in Austin, TX (USA). (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Uncanny Games' Director, Romain Leprince (right), explains his game to a 2011 South by Southwest attendee (left) in the indiePub booth. (Neil Tekamp/indiePub)</div><br />
<br />
<b>PLAY: <a href="/game/The_Uncanny_Fish_Hunt" title="The Uncanny Fish Hunt at indiePub">The Uncanny Fish Hunt</a><br />
SITE: <a href="" target="external" title="The Uncanny Fish Hunt">The Uncanny Fish Hunt</a></b><br />
<br />
<i>NOTE: Interview conducted by Mary Kish and Neil Tekamp. Video edited by Mary Kish. Article written by PJ Hruschak.</i>]]></description>
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		<title> New Xbox Live Indie Games for week ending April 29, 2011</title>
		<pubDate>Fri, 29 Apr 2011 09:39:48 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-xbla-indie-games-weekly-update-week-ending-april-29-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-xbla-indie-games-weekly-update-week-ending-april-29-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>What, no royal wedding games? No games featuring yellow hats and crumpets with clotted cream? (Oh, but there are a couple avatar-based games.)<br />
<br />
There are a lot of new indie games this week and several look pretty good. The best bets this week are lost-in-space game Cosmic Caverns (is it just me or does the avatar look like Will Ferrell?), The Red Ring of Death (for decent graphics and having the gonads to use that name), retro platformer Lasercat, creepy adventure game Decay - Part 4, retro wireframe space shooter Neon Prime, simulation game Little Kingdom and hacking sim Hack This Game (mostly because it reminds me of War Games).<br />
<br />
The Enigmatic Xbox Live Indie Game of the Week (the EXLIGoW? OK, I'll work on that) award goes to Art of Feedback Circuit for costing 400 MP, having no real description and trippy screen shots without meaning.<br />
<br />
Below is a list of games released between April 23 and 29, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/We-Come-In-Peace/66acd000-77fe-1000-9115-d80258550838" target="external" title="We Come in Peace">We Come in Peace</a><br />
(80 MP, 04/22/2011, BBQ Games)<br />
An alien race has been receiving transmissions from a far away planet and its your job to help them successfully navigate the solar system to Earth, but watch out for some surprises along the way, the Earthlings are not as friendly as the aliens first thought... Includes global leaderboards. A BBQ Games Charity Title - 50% of profits from each sale will go to the Micheal J Fox Foundation.<br />
<br />
<div class="centeredMedia"></div><div class="caption">If Hack this Game (screen shot above) was not inspired by the movie War Games, then I don't know what is.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Hack-This-Game/66acd000-77fe-1000-9115-d80258550839" target="external" title="Hack This Game">Hack This Game</a><br />
(80 MP, 04/25/2011, Utopioneer Games)<br />
Hack this game is a puzzle game that simulates hacking. Be the first to beat the game and get your avatar on the cover!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/oOberidiot/66acd000-77fe-1000-9115-d8025855083a" target="external" title="oOberidiot">oOberidiot</a><br />
(240 MP, 04/26/2011, Melon Mobile LLC)<br />
"Huh?" is what you usually say to people. That’s OK because where you come from everyone does. Aah, home, oOberland! A land of the finest idiocy, the smelliest cheese, the most evil oOberidiot... Well, he may not be evil but that’s not the point. The point is you’ve made up your mind to kick him out and become the new oOberidiot. Go now! Run up that tower! If you can…<br />
<br />
<div class="centeredMedia"></div><div class="caption">Little Kingdom (screen shot above) looks like a cute little kingdom sim.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Little-Kingdom/66acd000-77fe-1000-9115-d8025855083b" target="external" title="Little Kingdom">Little Kingdom</a><br />
(80 MP, 04/26/2011, laurent goethals)<br />
Little Kingdom is a simulation game. You're the leader of a small kingdom aiming to conquer the world. In this peaceful world without war or battle. Strengthen your economy and dominate the world with your influence. Choose your map, choose your teammate, and choose the AI levels! Little Kingdom is playable up to 4 players on the same screen. (without spliscreen)<br />
<br />
<div class="centeredMedia"></div><div class="caption">One screen shot of Neon Prime does not do this game justice as it gives homage to several classic space shooter arcade games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Neon-Prime/66acd000-77fe-1000-9115-d8025855083c" target="external" title="Neon Prime">Neon Prime</a><br />
(80 MP, 04/26/2011, Apocolyp4)<br />
Neon Prime is a retro style vertical space shooter with the player fighting their way through waves of enemies and bosses, over five stages to defeat the Neon Prime. As well as the story mode players can play through the 5 story level and 5 extra levels. A Neon Prime has entered our solar system. We sent our main fleet to engage it but contact has been lost. Now you are our only hope.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Decay's screen shots (one above) just creep me out. But I think they are supposed to, so that's a good thing.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Decay-Part-4-Final/66acd000-77fe-1000-9115-d8025855083d" target="external" title="Decay Part 4 Final">Decay – Part 4 (Final)</a><br />
(240 MP, 04/26/2011, Shining Gate Software)<br />
This is the last game of the Decay series. With multiple endings, it's up to the player how the story will end. Unlock all the extras and get your personal code for the new soundtrack.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Art of Feedback Circuit is a, uh, game with, er, just stare at the screen shot (above) for a while and tell me what you think.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Art-of-Feedback-Circuit/66acd000-77fe-1000-9115-d8025855083e" target="external" title="Art of Feedback Circuit">Art of Feedback Circuit</a><br />
(400 MP, 04/27/2011, JinCycle)<br />
フィードバック回路の芸術 (According to Google Translate: "The Art of the feedback circuit")<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Smouldering-Skies/66acd000-77fe-1000-9115-d8025855083f" target="external" title="Smouldering Skies">Smouldering Skies</a><br />
(240 MP, 04/27/2011, Distinction Games)<br />
Smouldering Skies is an old school top down shooter with fast paced game play, weapon upgrades, lush 3D rendered backgrounds and an array of unique bosses. Battle your way through hordes of enemies then defeat their master to move onto the next stage!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Workout/66acd000-77fe-1000-9115-d80258550840" target="external" title="Avatar Workout">Avatar Workout</a><br />
(80 MP, 04/27/2011, CandelaCreations)<br />
A new trainer is in town and avatars are invited for an intense workout session. Can your avatar keep pace with her or do you have a lazy couch potato on your hands? Compete with a friend's avatar or against an AI player.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Prank-Call/66acd000-77fe-1000-9115-d80258550841" target="external" title="Prank Call">Prank Call</a><br />
(80 MP, 04/27/2011, Neil Jones)<br />
It's time to trick the world in the ultimate Prank Call Game. You have to think fast as you try and out smart other xbox live players to complete your mission first.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Modern-Hunt/66acd000-77fe-1000-9115-d80258550842" target="external" title="Modern Hunt">Modern Hunt</a><br />
(80 MP, 04/28/2011, hhaunted)<br />
In Memory of the Old Times.....shoot at the birds! And you can also challange your friends in the Multiplayer mode!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/LaserCat/66acd000-77fe-1000-9115-d80258550843" target="external" title="Laser Cat">Laser Cat</a><br />
(80 MP, 04/28/2011, Dudefather)<br />
Jump, dodge and explore in the search for your Owlfriend who has been kidnapped by Wizzord the magic space frog! Playing as Lasercat, you need find all of the keys in the fortress to unlock Owl's prison cell. A retro styled exploration platform game featuring 225 rooms filled with traps, creatures and deadly, deadly lava.<br />
<br />
<div class="centeredMedia"></div><div class="caption">I applaud you, The Red Ring of Death (screen shot above), for getting through the Microsoft submission process with that name (and looking pretty good, too).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Red-Ring-of-Death/66acd000-77fe-1000-9115-d80258550844" target="external" title="The Red Ring of Death">The Red Ring of Death</a><br />
(80 MP, 04/28/2011, FourthDimensional)<br />
In a foreign world where game consoles sometimes break down, it is up to you to pilot the Binary Utility Device and defeat the Red Ring of Death before your console gets fried.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Rail-Panic/66acd000-77fe-1000-9115-d80258550845" target="external" title="Avatar Rail Panic">Avatar Rail Panic</a><br />
(80 MP, 04/29/2011, Bedroom Studio Entertainment)<br />
Avoid the obstacles that lie on the train cars. Jump the barrels of the right color, break the boxes and you will make more points! More barrels you will jump in sequence and multiply your score much more! Challenge your friends trying to make the highest record!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Cosmic Caverns (screen shot above) looks to be zaptastic and... come on! That's got to be Will Ferrell. I mean, just look at it.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cosmic-Caverns/66acd000-77fe-1000-9115-d80258550846" target="external" title="Cosmic Caverns">Cosmic Caverns</a><br />
(80 MP, 04/29/2011, Maximinus)<br />
Stuntman Joe is lost in space. Will he find a way out?<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>2011 Independent Propeller Award Winner: Turtle Sandbox for Creo (exclusive video, photos)</title>
		<pubDate>Wed, 27 Apr 2011 08:56:36 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/creo-turtle-sandbox-indie-dev-interview-independent-propeller-award-winner-technical-excellence</link>
		<guid>http://www.indiepubgames.com/news/creo-turtle-sandbox-indie-dev-interview-independent-propeller-award-winner-technical-excellence</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">Peter Angstadt (left) and Sam Torno (right) accept their 2011 Independent Propeller Award trophy and oversize check during the award ceremony held March 13, 2011, during the 2011 South by Southwest ScreenBurn Arcade in Austin, TX (USA). (Neil Tekamp/indiePub)</div><br />
If you have every played with an Erector set or Lego blocks then the idea behind Creo by Turtle Sandbox will make complete sense to you.<br />
<br />
Creo, a PC (Win) created by Lead Developer Peter Angstadt and Web Developer Sam Torno, is a 3D puzzle game where you build a mobile machine using a toolbox full of objects based on real-world physics. If, for example, you need to pass through a pond get to the goal, the vehicle you create will need to use a light material for the body so it can float and a combination of paddles and wheels so it can move across both land and water while maintaining momentum and control.<br />
<br />
"One of the things that makes the game interesting is that people will build something and expect it to work a certain way but then when they see it in the game, with the physics engine running behind it, it doesn't quite work the same way," Peter Angstadt explains. "It's interesting to see people's expectations about how physics should work and then how they actually work. We hope to teach a little bit about physics and give people a better intuition about how that works in the real world."<br />
<br />
The game, which won the 2011 Independent Propeller Award for Technical Excellence, is based on the Bullet Physics engine with a lot of custom code. Before building their own level editor for the current version of Creo, they would use text files to make changes.<br />
<br />
"For the second version of the game we made a level editor so we could iterate more quickly on the levels and also (add it) as an extra feature in the game," said Angstadt.<br />
<br />
<div class="centeredMedia"></div><div class="caption">This screen shot of Creo by Turtle Sandbox shows some of the objects that can be used to make your machine mobile in different terrains. (Provided by Turtle Sandbox))</div><br />
That quick edit-ability came in handy as Angstadt and Torno were often seen tweaking their game in the indiePub booth during South by Southwest. The constant improvements to their game also echoed their advice for other indie developers.<br />
<br />
"Get people playing your game as quickly as possible, iterate constantly - a lot - and then just keep at it," Angstadt suggests. "Keep going."<br />
<br />
"And take any feedback you get in stride. Good or bad. Definitely do your best to listen to the people that play your game and try to make it better for them, for sure," suggests Torno. "It's amazing how much we missed as developers playing it and then coming here and seeing this completely random group of people playing it. Definitely, get as many people playing it as you can for feedback."<br />
<br />
The Creo team certainly took all the feedback to heart, not only making frequent on-the-spot changes and planning for future improvements. <br />
<br />
"We've definitely learned a lot about lowering the barrier to entry," Angstadt said. "The game has a little bit of a steep learning curve and seeing people try and play it kinda shows that off. We're going to try and smooth that out going forward so the game is more approachable."<br />
<br />
See more from this interview in indiePub's exclusive video below.<br />
 <br />
<div class="centeredMedia">youtube_ws:watch?v=EPr9y-wA-8Y</div><div class="caption">(Mary Kish/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Peter Angstadt (right) demonstrates Creo to a 2011 ScreenBurn attendee in the indiePub booth. (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Peter Angstadt (left) and Sam Torno (right) are testing the latest changes they made to their game, Creo, during the 2011 ScreenBurn Arcade, improving it based on feedback received from gamers who played it in the indiePub booth. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Peter Angstadt (middle) and Sam Torno (right) try <a href="/game/Tiny_and_Big_-_Grandpas_Leftovers" title="Tiny and Big in Grandpas Leftovers">Tiny & Big in: Grandpa's Leftovers</a> before the doors open to the 2011 South by Southwest ScreenBurn Arcade in Austin, TX (USA). To the far left is <a href="/news/black-pants-game-studio-2011-indie-devs-independent-propeller-award-winners-unity-development-award" title="Sebastian Stamm from Black Pants Game Studio">Sebastian Stamm from Black Pants Game Studio</a> watching them play his game. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Peter Angstadt (middle) and Sam Torno (right) try other games in the indiePub booth during the 2011 ScreenBurn Arcade. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Mereidth Molinari, host of PlayStation Network's reality series, The Tester, smiles as she tries Creo in the indiePub booth while the game's creator's, Sam Torno (left) and Peter Angstadt (right), watch. (PJ Hruschak/indiePub)</div><br />
<b>PLAY: <a href="/game/Creo" title="Creo at indiePub">Creo</a><br />
SITE: <a href="http://creo.lathalir.com/" target="external" title="Creo web site">Creo</a><br />
SITE: <a href="http://turtle-sandbox.com/" target="external" title="Turtle Sandbox Games">Turtle Sandbox Games</a></b><br />
<br />
<i>NOTE: Interview conducted by Mary Kish and Neil Tekamp. Video edited by Mary Kish. Article written by PJ Hruschak.</i>]]></description>
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		<item>
		<title>New Xbox Live Indie Games for week ending April 22, 2011 (updated)</title>
		<pubDate>Fri, 22 Apr 2011 09:03:35 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-april-22-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-ending-april-22-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>I'm a little surprised there were not more Easter themed games released this week. Instead, we get a couple Zombie games (heh), a pair of games that use wire-frame style art and more games than usual that look rather good.<br />
<br />
This week's best bests include twin stick shooter Zombie Death Zone, bombing game Bomb Those Wheelers, tilting competition game Ultraviolet (which won the University of the West of England Best Games Technology Group Project award in 2010), cute puzzler Starzzle and retro arcade shooter Udder Chaos (coins, cows and aliens!).<br />
<br />
Below is a list of games released between April 16 and 22, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is currently $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Poker-Defense/66acd000-77fe-1000-9115-d8025855082b" target="external" title=" Zombie Poker Defense">Zombie Poker Defense</a><br />
(80 MP, 04/16/2011, MindsEdge)<br />
Poker anyone? A good hand such as a Full House gets you powerful towers. You better hope that you have the towers you need placed in strategic locations. The waves of Zombies have no mercy! And just when you think you are good, the boss will show up to challenge you your dominion. This game is non-stop fun.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Brain-Jump/66acd000-77fe-1000-9115-d8025855082c" target="external" title="Brain Jump">Brain Jump</a><br />
(80 MP, 04/16/2011, Bandana Games)<br />
Jump start your brain! Exercise your math, words and puzzle skills across 11 different games. Give your thumbs a rest and give your brain a workout by playing this game.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Udder Chaos (screen shot above) has coins, cows and aliens. All in a retro, bitmappy style. Good times.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Udder-Chaos/66acd000-77fe-1000-9115-d8025855082d" target="external" title=" Udder Chaos ">Udder Chaos</a><br />
(80 MP, 04/16/2011, Jusy Lover)<br />
Play with up to four players to protect your cows from invading aliens. Upgrade up your weapons, fire powerful machine guns, and clear the screen with smart bombs through wave after wave of enemies.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Help-Fight-Breast-Cancer/66acd000-77fe-1000-9115-d8025855082e" target="external" title="Help Fight Breast Cancer">Help Fight Breast Cancer</a><br />
(80 MP, 04/18/2011, Silver Dollar Games 1)<br />
Help Fight Breast Cancer.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Starzzle/66acd000-77fe-1000-9115-d8025855082f" target="external" title="Starzzle">Starzzle</a><br />
(80 MP, 04/18/2011, Bionic-Thumbs)<br />
Starzzle is an addictive puzzle game where you have to pick all stars over 84 levels across 4 different worlds. If you are man enough probe yourself finishing the existing 31 challenges and try to be in our top ten highscores!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Forget there was a movie with this name. Instead, try to remember this visually appealing tilting competition puzzle game called Ultraviolet (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Ultraviolet/66acd000-77fe-1000-9115-d80258550830" target="external" title="Ultraviolet">Ultraviolet</a><br />
(80 MP, 04/19/2011, TeamNeonex)<br />
Neonex Game’s Ultraviolet is a neo-retro arcade game where players must battle to control the board by collecting gems to manipulate the balance of the game. With simple controls and many tactics, do you have what it takes to win? University of the West of England Best Games Techology Group project 2010.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Bomb Those Wheelers (screen shot above) may initially look a lot like Defender but is, instead, a bomber game where you try to keep "Wheelers" from invading the mother ship.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Bomb-Those-Wheelers/66acd000-77fe-1000-9115-d80258550831" target="external" title="Bomb Those Wheelers">Bomb Those Wheelers</a><br />
(80 MP, 04/20/2011, Mexond)<br />
Use the alien bomb squad to stop the blue wheelers from reaching the mothership.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Farbles/66acd000-77fe-1000-9115-d80258550832" target="external" title="Farbles">Farbles</a><br />
(80 MP, 04/20/2011, South Seven Studios)<br />
Farbles is a deceptively simple retro style game featuring 30+ levels that will challenge your hand-eye coordination and dexterity skills.<br />
<br />
<div class="centeredMedia"></div><div class="caption">If you lvoe Burn Zombie, Burn, you;ll probably like the idea of this game Zombie Death Zone. Wave after wave of zombies. They just keep coming. For your brains!</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Death-Zone/66acd000-77fe-1000-9115-d80258550833" target="external" title="Zombie Death Zone">Zombie Death Zone</a><br />
(80 MP, 04/20/2011, diskyoz)<br />
1,000,000 Zombies, 60 Seconds, 6 Power Orbs, 5 Super weapons... Twin Stick Zombie shooter.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Maze-Game/66acd000-77fe-1000-9115-d80258550834" target="external" title="Maze Game">Maze Game</a><br />
(80 MP, 04/21/2011, Willow Games)<br />
Make your way through 20 mazes to rescue the princess from the evil brontosaurus. Collect coins along the way to purchase power-ups and suits.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bombies/66acd000-77fe-1000-9115-d80258550835" target="external" title="Bombies">Bombies</a><br />
(80 MP, 04/21/2011, Pentex)<br />
Zombie defence with a twist, see how many waves of bombies you can survive in this multiplayer shooter.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Kinetic Kube S (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Kinetic-Kube-S/66acd000-77fe-1000-9115-d80258550836" target="external" title="Kinetic Kube S">Kinetic Kube S</a><br />
(80 MP, 04/21/2011, Suitz Ethics)<br />
Kinetic Kube S is an electric blend of intense action and split second decisions served with a side of "zone to this" music and "cannot take your eyes away" graphics!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Monster-Talk/66acd000-77fe-1000-9115-d80258550837" target="external" title="Monster Talk">Monster Talk</a><br />
(80 MP, 04/22/2011, Neil Jones)<br />
Choose your favorite monster and give them a voice. Each monster has its own unique style for the ultimate voice changer.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>2011 Independent Propeller Award Winner: Robin Arnott for Deep Sea (exclusive video, photos)</title>
		<pubDate>Wed, 20 Apr 2011 09:14:30 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/robin-arnott-deep-sea-2011-indie-dev-independent-propeller-award-winner-intel-intel-innovation-award</link>
		<guid>http://www.indiepubgames.com/news/robin-arnott-deep-sea-2011-indie-dev-independent-propeller-award-winner-intel-intel-innovation-award</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">Robin Arnott talks about his gas mask audio game, Deep Sea, while being interviewed in the indiePub booth at the 2011 South by Southwest ScreenBurn event. (PJ Hruschak/indiePub)</div><br />
Indie developer <a href="/profile/WRAUGHK" title="Robin Arnott ion indiePub">Robin Arnott</a> is quite a colorful character which is the sensory opposite of his award-winning game, <a href="/game/Deep_Sea" title="Deep Sea on indiePub">Deep Sea</a>.<br />
<br />
Of course, Arnott - who can often be seen wearing a hat, bright sports coat and painted finger nails - is not your usual game developer.<br />
<br />
"I went to NYU film school to train as a sound designer for film and realized that my favorite stuff being done in the arts was being done in games, not film," said Arnott, who moved to Austin to focus on game audio.<br />
<br />
"Deep Sea is an experiment of mine in trying to create as immersive an experience as possible. That's something we're always trying to do as sound designers is really create immersion and try to make the player feel transported to another environment, to make them care, make them emote. This was a one-person experiment to see how far I can take some of that."<br />
<br />
To play Deep Sea you wear a modified gas mask that eliminates outside noises and light. Inside the mask are microphones that register your breathing and headphones that emit sound, the game's only feedback, which you use to track and kill sea creatures. Underwater weapons are fired using a joystick.<br />
<br />
Deep Sea, Arnott's first game, won the Intel Innovation Award in the 2011 Independent Propeller Award competition, presented at South by Southwest in Austin, TX (USA).<br />
<br />
"When I first made Deep Sea the decision to blind the player was made out of expedience because I wanted to make an immersive game and I didn't want to make any art. Yeah, it was that simple," Arnott said. "...I'm a sound guy so I figured, if I wanted to make a really good game it's gonna have to be sound only. I found as soon as I incorporated the gas mask as a mechanism for blinding the player I was really surprised at the enormous potential that had in transporting the player and making the player feel authentic anxiety, not just, 'Oh, this is a little nerve-wracking.'"<br />
<br />
Deep Sea, as Arnott describes it, is an ever-evolving game he improves each time people play it.  "It's a flawed experience. It will never be finished because it's an art project and I kind of blue sky with what I'm aiming to create."<br />
<br />
The game was originally created thanks to a commission by NYU's Game Center for the first No Quarter Exhibition and, using that funding, he was able to rebuild the game to make it more playable.<br />
<br />
<div class="centeredMedia"></div><div class="caption">This is what you look like while playing Deep Sea, an immersive audio game experience created by sound designer Robin Arnott. The mask keeps the player in complete darkness so the only sensory feedback for hunting down a sea creature is sound. (Neil Tekamp/indiePub)</div><br />
"One of the first versions of the game for No Quarter actually had two little infrared lights on the headphones and a Wii remote up top that was detecting the rotation of the player's head," Arnott said. "I thought, 'Well that makes a lot of sense because the player's going to be able to turn their head and get a sense of where they are.' It didn't work at all but this is my first game and there was so much in this game that was trial-and-error, problem solving, stuff that doesn't work."<br />
<br />
Arnott eliminated the WiiMote and infrared light tracking in favor of a pair of microphones to detect and capture breathing that is played back with appropriate sounds. "I've been learning to cut down on stuff that doesn't work and minimizing and shrinking it down to the core idea. That was a challenge for me because I like to go big but it's being small has been what's made the game as elegant as, I hope, it is."<br />
<br />
That, combined with a lot of audio research resulted in a version of deep Sea that he describes as "mechanically more simple than Asteroids." Part of the challenge for Arnott was finding the balance between the reality of under water audio with our Hollywood-ized expectations of muffled sounds.<br />
<br />
"Realistically, under water, you can't tell where a anything is coming from. You just hear a tap. It could come from any where because the way sound travels. But... there would be no game if you couldn't hear where things are."<br />
<br />
Arnott admits the game is not for everyone, noting that some people who play Deep Sea are unable to grasp a game that uses ears instead of "their main sense." And then there's the mask which simultaneously draws people to the game and yet scares some from giving it a try. And maybe for good reason.<br />
<br />
"It's a claustrophobic experience," Arnott says. "It's not designed to be a comfortable experience. It's got a lot of frustration built into the design. I'm often asked to make the game easier but I don't wanna. It's meant to be a difficult, frustrating, scary experience."<br />
<br />
"...I've had people rip off the mask because they are really scared which is great for me, not so great for them, but it's something that says I'm on the right track with this immersion thing and I'm doing something that's working.<br />
<br />
As advice for other developers who want to enter their game in a competition, Arnott suggests (quite appropriately) "not going in blind."<br />
<br />
"It's knowing people who can help you make your game what it needs to be for the competition. People who can give you the advice you need and people who will introduce you to the right people so that your game can get in the right hands. And just never applying for the late deadline because judges aren't going to get a chance to properly look at your game."<br />
<br />
Watch the video below for more from indiePub's exclusive interview with Robin Arnott, creator of the award-winning game Deep Sea.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=3lkdbQB6ZkU</div><br />
<div class="caption">(Mary Kish/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Robon Arnott (left) explains his game, Deep Sea, to several 2011 SXSW ScreenBurn Arcade attendees before they experience it in the indiePub booth. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">A 2011 ScreenBurn Arcade attendee plays Deep Sea while the game's creator, Robin Arnott (right) prepares another gas mask for the next gamer. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Robin Arnott (left) helps a SXSW ScreenBurn attendee put on a gas mask to play his game, Deep Sea, in the indiePub booth. (Neil Tekamp/indiePub)</div><br />
<br />
<b>LOOK/LISTEN: <a href="/game/Deep_Sea" title="Deep Sea on indiePub">Deep Sea</a><br />
SITE: <a href="http://www.wraughk.com/" target="external" title="WRAUGHK Audio Design">WRAUGHK Audio Design</a></b><br />
<br />
<i>NOTE: Interview conducted by Mary Kish and Neil Tekamp. Article written by PJ Hruschak.</i>]]></description>
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		<title>Designing the difficulty for Retro/Grade</title>
		<pubDate>Mon, 18 Apr 2011 08:18:20 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/designing-difficulty-in-retro-grade-indie-game</link>
		<guid>http://www.indiepubgames.com/news/designing-difficulty-in-retro-grade-indie-game</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"><table><tr><td><br />
<div class="caption">Indie developer Matt Gilgenbach (Courtesy of 24 Caret Games).</div></td></tr></table></div>Creating a title with the appropriate difficulty setting is often tricky especially for an indie game where you may not have the appropriate resources to arrange focus tests with multiple gamers who have varying skill levels.<br />
<br />
Even so, it's important to get the difficulty level of a game just right. If it’s too hard, players may get frustrated and quit. If it’s too easy, there’s the possibility your audience will quickly become disinterested.<br />
<br />
Here are several lessons we learned during <a href="http://www.retrogradegame.com/" target="external" title="Retro/Grade">Retro/Grade</a>’s development cycle, many of which we feel can be carried over into other genres.<br />
<br />
<div class="header3">You Are Not Your Audience</div><br />
When determining your overall difficulty setting, it’s very important to know your audience. Personal expectations tend to vary from player to player which is the primary reason mass market titles have multiple settings that span nearly all audience preferences.<br />
<br />
On the other hand, niche titles or limited releases will likely target a hardcore audience where a harsh setting may be necessary.<br />
<br />
It's important to remember that regardless of the game’s audience, creating a title in line with your personal skill set will probably be too difficult for most consumers.<br />
<br />
Game developers are traditionally more experienced than the average player and the considerable amount of time you’ve spent developing your title will have made you an expert at it. Eventually you will be unable to properly gauge how challenging your title really is.<br />
<br />
With that in mind, a fresh set of eyes will be vital throughout the development cycle.<br />
<br />
<div class="header3">Know Your Competition</div><br />
One of the things we’ve found helpful while developing Retro/Grade is to challenge genre conventions. Although people have expectations based on other titles in the genre, it’s important to study them and see if they are an appropriate match for your target difficulty.<br />
<br />
Retro/Grade is a rhythm game at its core and rhythm games traditionally score more heavily based on current performance. This can be frustrating when you receive a poor rating at the end of a song after performing 95 percent of it exceptionally well.<br />
<br />
Although this practice may be ideal for an arcade setting (where failing often translates into more money), the same theory doesn’t apply to a home setting. Perhaps someone tripped over the controller cable or ran in front of the TV. Maybe you lost the beat because you had to pause the game to take an important phone call. Many factors play roles in determining the overall difficulty, so consider them all.     <br />
<br />
<div class="centeredMedia"></div><div class="caption">Due to the widely varying skill levels of people who play rhythm games, Retro/Grade features a range of difficulty levels. These screenshots are from the same stage with the screenshot above representing from an easier difficulty and the screenshot below from the hardest setting.</div><br />
<div class="centeredMedia"></div><br />
<br />
For Retro/Grade we took a different approach. We decided to award medals based on overall performance and not just the score when the song was completed. We also included the Retro/Rocket power that allows the player to repeat sections where they had previously made mistakes. It’s a great tool to recover from mistakes like those mentioned above.<br />
<br />
Finally, we introduced a practice mode that allows unlimited use of the Retro/Rocket. In this mode players can repeat a troublesome section until it’s familiar.<br />
<br />
<div class="header3">Use Dynamic Difficulty Adjustment</div><br />
Dynamic Difficulty Adjustment (DDA), in theory, allows the game to assess the player's overall skill set to tailor the difficulty to meet their needs.<br />
<br />
On the surface that sounds great. In execution, however, it can sometimes create a frustrating experience for players if not properly implemented or if the user detects the fluctuation, belittling their accomplishments. The trick to overcoming this hurdle is performing the adjustment in a way that isn’t obvious to the player. <br />
<br />
The easiest variables to change (and the aspects developers often try to manipulate first) are usually the most noticeable. If you change the number of hit points for the player’s health, for example, the user will no doubt become aware of this. However, if you have regenerating health, it's harder for players to understand the ins and outs of the system, so you can adjust the speed at which it regenerates before the player will notice.<br />
<br />
Enemy health is another feature where sudden changes don’t typically work well. If an enemy takes 5 shots to kill instead of 6, the pattern will be instantly recognizable. Adjust the accuracy of enemy fire or the frequency at which they attack and the changes made to the difficulty will be much more challenging to notice.  <br />
<br />
The best variables are those that users cannot internally predict, so pretty much anything that seems "random" to a player is a great variable to change.<br />
<br />
Retro/Grade, for example, has power-ups that appear to be randomly chosen but are, instead, a clever disguise of our method to adjust the difficulty. We adjust the probabilities of the more helpful power ups based on the difficulty adjustment factor to help struggling players defeat a level.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Some player lasers have an orbiting effect. When unfired correctly, they award the player powerups (screen shot of a powerup above). The probabilities of the different types of powerups are adjusted based on our dynamic difficulty factor.</div><br />
<br />
<div class="header3">Calculating the Dynamic Difficulty Adjustment Factor</div><br />
Calculating the DDA factor was rather tricky but here are some important tips we learned on Retro/Grade.<br />
<br />
<ul><li>Save the difficulty adjustment factor. The player is not going to become more skilled at your game when not playing it.</li><br />
<li>Detect whether or not players are trying to fail repeatedly in order to make the game easier (which may also be an indication your DDA is obvious).</li><br />
<li>Carry over the difficulty adjustment factor from one level to the next. It is also a good idea to reduce the difficulty adjustment factor slightly when the player advances to ensure that the next level will still be challenging enough to keep them interested.</li></ul><br />
<div class="header3">Things to Avoid</div><br />
There are potential pitfalls when it comes to implementing DDA.<br />
<br />
In an effort to prevent the player from noticing, sometimes the difficulty is only applied to subsequent setups rather than adjusting the current one. I’ve found that this is problematic because the player can get frustrated while playing the current setup if nothing is done to help them succeed. Maybe an unskilled player comes across a rough spot in your difficulty curve. You don’t want the player to get stuck and give up, so adjusting the difficulty on the current setup is important.<br />
<br />
Another thing to watch out for is adjusting the difficulty too fast, which can make it more noticeable. Do it gradually enough and, like the boiling frog anecdote, a difficulty adjustment can go undetected. Done too quickly and, even if not immediately noticeable, they still might feel like a level is overly challenging - or just plain boring - compared to the previous stage and become disinterested.  <br />
<br />
<div class="header3">Test the Dynamic Difficulty Adjustment</div><br />
Once you implement a DDA system, it’s important to find a way to evaluate its effectiveness. The best way to do that is by letting people experience the game and log their progress.<br />
<br />
What to log may be very specific to your game and will vary from genre to genre. In Retro/Grade, for example, we noted how far a player advanced in a level and the corresponding difficulty value.<br />
<br />
Try to get as many people as you can to participate in your test groups. Use their progress to determine appropriate values for – or the balance between - both the difficulty and the difficulty adjustment factor.<br />
<br />
<div class="header3">Final Advice</div><br />
When in doubt, make it more forgiving.<br />
<br />
With careful consideration as to how to make your game mechanics support the difficulty you are aiming for and perfecting the DDA, you can create a fun title that everyone in your target audience can enjoy.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i><a href="/profile/MattGilgenbach" title="Matt Gilgenbach at indiePub">Matt Gilgenbach</a> is the co-founder of 24 Caret Games, the company behind the award-winning game Retro/Grade (to be available 2011 via PlayStation Network). His specialty is gameplay programming and he has developed games for a wide variety of platforms in the more than seven years he's been in the industry. You can reach Matt at <a href="mailto:IndieMatt@24caretgames.com">IndieMatt@24caretgames.com</a>.</i><br />
<br />
<b>SITE: <a href="http://www.retrogradegame.com/" target="external" title="Retro/Grade">Retro/Grade</a><br />
SITE: <a href="http://24caretgames.com/" target="external" title="24 Caret Games">24 Caret Games</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending April 15, 2011 (updated)</title>
		<pubDate>Fri, 15 Apr 2011 09:01:22 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-april-15-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-april-15-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>There have been very few new games listed this week with only four new to the indie channel as of Friday morning (April 15, 2011). Maybe we'll get a lot of entries later today (we'll update as we see 'em) or maybe a lot of devs are simply waiting to release their bunny-based and egg-matching games next week to coincide with Easter.<br />
<br />
With that, there are only a couple best bets this week: 3D combat sim Delta Energy 2.0 and robot shooting game (assuming I have properly translated it) Steel Infantry.<br />
<br />
<b>UPDATE:</b> Yep, three more games were added either late Friday or early Saturday (with a Friday date stamp), including multiplayer lacrosse game NLL 11.<br />
<br />
Below is a list of games released between April  9 and 15, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Tug-of-Four/66acd000-77fe-1000-9115-d80258550824" title="Tug of Four" target="external">Tug of Four</a><br />
(80 MP, 04/10/2011, none games)<br />
Tug of Four is a fast-paced party game meant for three or four players. All of the players control a single ball so try to not let the ball go in your goal. Manipulate your friends in this social game so that you can win.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Screen shot of Delta Energy 2.0.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Delta-Energy-20/66acd000-77fe-1000-9115-d80258550825" title="Delta Energy 2.0" target="external">Delta Energy 2.0</a><br />
(240 MP, 04/13/2011, Arithmancy)<br />
Delta Energy is a full combat simulation with tanks and air support units. The Game features a fully functional A.I. system, multiple player modes, and multiple teams to choose from. The game can be played with one of four teams, each with different objectives and capabilities.<br />
<br />
<a href=" http://marketplace.xbox.com/en-US/Product/Copter-Crush-2/66acd000-77fe-1000-9115-d80258550826" title="Copter Crush 2" target="external">Copter Crush 2</a><br />
(80 MP, 03/13/2011, Black Hat Games)<br />
Copter Crush 2 is finally here! Due to overwhelming popular demand, the Copter Crush series has returned to the Xbox, now with the new BlackX engine optimized for the Xbox 360. This release features new, fast-paced gameplay backed up by a never-before-seen multiplayer experience. Copter Crush 2 features cooperative 4-player gameplay with upgradable weaponry. Are you ready to take on the world?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E9%89%84%E9%8B%BC%E6%AD%A9%E5%85%B5/66acd000-77fe-1000-9115-d80258550827" title=" Steel Infantry " target="external">鉄鋼歩兵 ("Steel Infantry")</a><br />
(80 MP, 04/15/2011, racutarou)<br />
鋼鉄の銃撃戦、開幕。 機体を組み換え、理想の構成で戦場へ。 全14ミッションを戦い抜け。 ロボットシューティングゲーム。<br />
With a partial translation from <a href="http://babelfish.yahoo.com/" target="external" title="Yahoo Bable Fish">Yahoo! Babel Fish</a> and human help: Raising the curtain on a steel shootout.  Combine fuselage (steel parts, frames) to create your dream configuration and take it to the battlefield.  14 missions overall.  Robot Shooting game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/360-Video-Poker/66acd000-77fe-1000-9115-d80258550828" target="external" title="360 Video Poker">360 Video Poker</a><br />
(80 MP, 04/15/2011, Trolog)<br />
Experience the thrills of video poker and dare to risk it all on the Hi-Lo mini game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Undead-Empire/66acd000-77fe-1000-9115-d80258550829" target="external" title="Undead Empire">Undead Empire</a><br />
(80 MP, 04/15/2011, BigRook)<br />
Discover the secrets of a mysterious mansion located in middle of Nebraska. Play with your friends online in this co-op twin-stick action survival-horror shooter. Game includes story mode, online multi-player, survival mode, and online scoreboards.<br />
<br />
<div class="centeredMedia"></div><div class="caption">NLL 11 (screen shot above) supports one to four players, includes the 10 National Lacrosse League's 10 teams, 230 players, substitutions and fighting. </div><br />
<a href="http://marketplace.xbox.com/en-US/Product/NLL-11/66acd000-77fe-1000-9115-d8025855082a" target="external" title="NLL 11">NLL 11</a><br />
(400 MP, 04/15/2011, Carlo Sunseri)<br />
NLL 11 features the National Lacrosse League’s ten teams, 230 players, a new game engine, new artificial intelligence, franchise mode, league statistics, manual substitutions, fighting, and much more for only 400 MSP!<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames?SortBy=ReleaseDate" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>2011 Independent Propeller Award Winner: Black Pants Game Studio (exclusive video, photos)</title>
		<pubDate>Wed, 13 Apr 2011 14:31:56 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/black-pants-game-studio-2011-indie-devs-independent-propeller-award-winners-unity-development-award</link>
		<guid>http://www.indiepubgames.com/news/black-pants-game-studio-2011-indie-devs-independent-propeller-award-winners-unity-development-award</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">Johannes Spohr (left) and Sebastian Stamm (right) from Black Pants Game Studio accept their Unity Development Award at indiePub's 2011 Independent Propeller Award ceremony held March 13, 2011. (Neil Tekamp/indiePub)</div><br />
This week we're featuring Johannes Spohr and Sebastian Stamm from Black Pants Game Studio which created <a href="/game/Tiny_and_Big_-_Grandpas_Leftovers" title="Tiny and Big in Grandpas Leftovers on indiePub">Tiny & Big in: Grandpa's Leftovers</a>. The game won the Unity Development Award in <a href="/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw" title="indiePub 2011 Independent Propeller Awards">indiePub's 2011 Independent Propeller Awards</a>.<br />
<br />
Tiny & Big features a completely destructible environment where you control laser-toting Tiny who slices objects and, using a grappling hook and rockets, moves objects into place to solve puzzles or even launch them like projectiles.<br />
<br />
Spohr and Stamm, both from Germany, are members of a five-person team developing their own game engine (dubbed Scape Engine) which, along with its unique art style, helps give their game a handcrafted look.<br />
<br />
"The idea behind it is that you have to use the environment... you can cut the environment and use the pieces in ways to complete the game either to complete puzzle, to get somewhere you couldn't without those pieces lying freely around or to damage opponents in the game," explains Spohr who helped create the game's graphics engine. "The other thing which makes Tiny & Big really unique is the look which comes from comic book art...so you have a lighting component which does dynamic cartoon shading. In a lot of games it's kind of static so there are static objects which always have the same lighting and the same texturing but, with Tiny & Big, if an object moves, it gets dynamically painted like an artist draws pencil strokes on it."<br />
<br />
"The whole development process was a process of trial and error," adds Stamm. "We test(ed) many things. Some things are still in the game. Some things we kept out. First we wanted to make a multiplayer game. Then we thought, 'Let's make a game about two persons. One is Tiny and one is Big and one has a laser cutter and one is really huge and strong can pull stones and push stones around.' All these ideas turned out to be far too complicated for us.. so they flipped. We had one guy, Tiny, and another one is still (named) Big... but now he is much smaller than Tiny."<br />
<br />
The game's mood is a bit comical, mixing comic book style imagery - including oversized words reflecting sound effects (ie onomatopoeia) - and a little guy as the hero.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of Tiny & Big in: Grandpa's Leftovers featuring Tiny and his amazing laser slicing through a cactus with a "Fizzle!".</div><br />
"What we wanted to do was have some silly stuff going as a contrast to the enormous things which come down and create a lot of noise and a lot of dust and particles. It's very spectacular," Spohr said. "But, on the other side, there's this tiny guy and he's like a nerd or a guy who is really not some kind of hero, just a regular guy with some stupid glasses. When he gets hit in the head with a stone it looks really funny... We don't want to do a serious game with big weapons and space marines and aliens but more like some relate-able characters who is kind of like you and me but much more simple."<br />
<br />
A large part of Tiny & Big's appeal is that you can slice and dice any object in the game. Of course, making it work wasn't easy.<br />
<br />
"On our team, Florian (Grolig), our level designer, he's the one who had the great idea about the (large) stones and it's all cut-able and everything is dynamic," Stamm said. "I'm a programmer and have to do the physics work. (I was) standing there and shaking my head and saying, 'No, that won't work. You can't have a world that's fully destructible and dynamic and you can see five miles,' and all this stuff... But I'm very thankful for him and his work because that pushed the project and forced me as a programmer to think in different ways, in new ways to solve problems and to learn much about programming games."<br />
<br />
As the Independent Propeller Award judges and anyone who played Tiny & Big at South by Southwest can attest, it works.<br />
<br />
"A lot of people are saying, 'Oh we haven't seen that before. It's pretty innovative,'" Spohr said. "A lot of games currently do destructible environments but none of them are really free. You can choose where to use the laser or where to pull the object and I think that's a great part of the fun... It's not really always about solving puzzles or having someone killed, it's playing around with things that the game gives to you."<br />
<br />
As for advice for aspiring indie game developers, Spohr suggests making your game memorable especially if you plan to submit your game in a competition.<br />
<br />
"You can have great graphics and you can have great, really polished game play but if your game is too similar to other games people've played before, you don't have a great cahnce of being remembered," Spohr offers. "Have something in your game that is a one-of-a-kind feature which people remember. Do something completely crazy or maybe do a really ugly game because people will say, "Ooh, man, that's really ugly. Why should I play it?" And then they play it and say, 'OK, it's a really cool game. And it's ugly.'"<br />
<br />
See much more from this interview in indiePub's exclusive video below.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=JLINvvbTCwg</div><br />
<br />
<div class="centeredMedia"></div><div class="caption"><a href="http://www.indiepubgames.com/news/meredith-molinari-2011-propeller-awards-indie-game-co-host-sxsw">Meredith Molinari</a> (left), host of PlayStation Network's reality series, The Tester, and co-host of the 2011 Independent propeller Awards, laughs as she plays Tiny & Big in: Grandpa's Leftovers while the game's developers, Sebastian Stamm (center) and Johannes Spohr (right), watch. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Black Pants Game Studio's Sebastian Stamm (left) and Johannes Spohr (right) being interviewed in the indiePub booth during the 2011 South by Southwest ScreenBurn Arcade. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Tiny & Big's developers, Johannes Spohr (far left) and Sebastian Stamm (far right) watch as a 2011 ScreenBurn Arcade attendee plays their game, Tiny & Big in: Grandpa's Leftovers, in the indiePub booth. (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Sebastian Stamm (left) watches as fellow developer Johannes Spohr (center) demonstrates how to play their game, Tiny & Big in: Grandpa's Leftovers, to several ScreenBurn Arcade attendees in the indiePub booth. Note the upside-down underpants logo on Stamm's shirt which represents their development team, Black Pants Game Studio. (Neil Tekamp/indiePub)</div><br />
<br />
<b>PLAY: <a href="/game/Tiny_and_Big_-_Grandpas_Leftovers" title="Tiny and Big in Grandpas Leftovers">Tiny & Big in: Grandpa's Leftovers</a><br />
SITE: <a href="http://www.tinyandbig.com/" target="external" title="Black Pants Game Studio">Black Pants Game Studio</a></b><br />
<br />
<i>NOTE: Interview conducted by Mary Kish. Article written by PJ Hruschak.</i>]]></description>
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		<title>Game Programming Tips: Using Unity's GameObject structure</title>
		<pubDate>Tue, 12 Apr 2011 10:50:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/using-unity-gameobject-structure-programming-tips</link>
		<guid>http://www.indiepubgames.com/news/using-unity-gameobject-structure-programming-tips</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>For those new to Unity, the script system in it is based on components which is a bit of a change from the normal inheritance-based entity structure.<br />
<br />
While it is still possible to use inheritance in Unity’s script system, it is important that it isn’t always the first tool you reach for.<br />
<br />
For example, let’s say you’re making a Diablo-style game and you need to set up playable characters.<br />
<br />
One way to do this would be by making a CharacterBase with a PlayerBase derived from it with three sub classes (eg. fighter, ranger and mage). By doing this you move the shared functionality up the chain to share as much code as you can without rewriting it.<br />
<br />
A different way to set that up would be to make a very basic character class and put a lot of functionality components within it. One component, for example, could be one responsible for allowing that entity to receive damage. <br />
<br />
But, why put yourself through the pain of breaking things down to the basic functionality? Once it is pure functionality, it can then be reused in other things. <br />
<br />
The main benefit of using components is that, when you keep them focused and specialized, they can then be used across multiple entities with ease.<br />
<br />
Now, when it comes time to make some enemies, for example, they can include the same "receive damage" component. <br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>As the game progresses, you realize that some breakable barrels would make a nice addition.<br />
<br />
You are in luck because they, too, can use the same component. Adding and creating new objects later on becomes easier and easier to do as your component library increases. <br />
<br />
Plus you get the added benefit of being able to reuse the components in other projects since a fair number of them would be generic enough to work with many different styles of games.<br />
<br />
That doesn't mean you should just abandon inheritance as it can still play a vital role. <br />
<br />
I would recommend making a component manager - a BaseComponent class - to provide a common interface for all the different components made. <br />
<br />
One reason for creating a manager would be so that you can control the update function as well as the order in which they are called in case a dependency develops which requires one to update after the other.<br />
<br />
The components themselves can also benefit from having some inheritance within them. In fact, using inheritance within your components is a good way to keep custom code away from a generic foundation in a component.<br />
<br />
<div class="centeredMedia">~ ~ ~</div><br />
<i>Jon Schreiber is an AI/gameplay programmer who has been working in game development for the past five years. Some of his past projects include The Conduit, Astro Boy and Flame Sim. If you have suggestions for future articles you can contact <a href="/profile/FuzzyHater" title="Jon Schreiber at indiePub"> Jon either through his indiePub bio page</a> or via email at <a href="mailto:jschreiber@indiepubgames.com">jschreiber@indiepubgames.com</a>.</i>]]></description>
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		<title>New Xbox Live Indie Games for week ending April 8, 2011 (updated)</title>
		<pubDate>Fri, 08 Apr 2011 09:51:54 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-april-8-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-april-8-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>The releases this week, on a whole, are a bit more impressive than usual. I also noticed that there's not one Avatar-based game in the bunch (of course, the day is still young).<br />
<br />
This week's best bets include planet creation and defense game Origin X, highly stylized twin stick smashing game Monsters Swimming, custom car racing game Shifters, action crafting game FortressCraft Chapter 1 and, primarily for it's adorable avatar, The Most Addicting Sheep Game. (A late-entry nod goes to Notebook Adventures for its notebook sketch art style).<br />
<br />
Below is a list of games released between April 2 and April 8, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Cow Catch (screen shot above) reminds me a lot like ye olde Kaboom!</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cow-Catch/66acd000-77fe-1000-9115-d80258550819" target="external" title=" Cow Catch ">Cow Catch</a><br />
(80 MP, 04/03/2011, John Mitchell)<br />
Push your reflexes to the limits with this challenging game of endurance and skill. Featuring four progressive modes of stylish bovine action, defend the Earth against otherworldly invasion by intercepting genetically modified cattle being launched at rural communities. Save the world from destruction with the aid of your trusty wagon and become a legendary folk hero!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Origin-X/66acd000-77fe-1000-9115-d8025855081a" target="external" title="Origin X">Origin X</a><br />
(80 MP, 04/03/2011, Fun Factory Entertainment)<br />
Create a galaxy, colonize it's planets, and unleash the forces of gravity and fire in order to protect your civilization from extra-terrestrial attack! With 10 campaign levels, and literally hundreds of unique possible scenarios in sandbox mode - see how much space-strategy-awesomeness you can handle!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Monsters Siwmming (screen shot above) uses both thumb stick to control, much like cabinet arcade games.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Monsters-Swimming/66acd000-77fe-1000-9115-d8025855081b" target="external" title="Monsters Swimming">Monsters Swimming</a><br />
(80 MP, 04/03/2011, Monster Bite Games)<br />
In this twin stick action game you will need to avoid monsters and then smash them to bits with your axe so you can eat them. Monsters Swimming has 25 levels that become more and more challenging and 5 challenge levels that will test your avoiding, smashing and eating skills. So prepare to hack and devour.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shifters/66acd000-77fe-1000-9115-d8025855081c" target="external" title="Shifters">Shifters</a><br />
(240 MP, 04/03/2011, Third Eye)<br />
Tune your car, customize it's appearance, place your stake and race against other opponents over Xbox LIVE. Brag to your friends about Honors you've earned, and see how you compare to them in the Global Standings.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Tower defense game Swap Defense (screen above) has you defending a swamp. Get it? I knew you would.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Swamp-Defense/66acd000-77fe-1000-9115-d8025855081d" target="external" title="Swamp Defense">Swamp Defense</a><br />
(80 MP, 04/04/2011, EntwicklerX)<br />
Swamp Defense is a classic tower defense game for any beginners or defensive specialist. Fight your way through a large number of levels with different routes. Unique tower types help you to defeat the Swamp Monsters. Features: 5 different Towers (the family) , 8 types of enemies, 15 unique Levels with interesting routes, Endless waves (if you are good enough ;) ) unlockable levels<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shield-the-Beat/66acd000-77fe-1000-9115-d8025855081e" target="external" title="Shield the Beat">Shield the Beat</a><br />
(400 MP, 04/04/2011, MBrio)<br />
With music from Franz Ferdinand, DJ Champion, Malajube and many others, Shield the Beat is an addictive mix of rhythm and action. With only shields to defend your ship, escape from enemy fire by following the music. Innovative and intuitive controls challenge your rhythm as much as your thumbstick ability. Two Color and Mirror modes will put your brains' splitting skills to the test.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Retrocade-DataStream-Y2K600/66acd000-77fe-1000-9115-d8025855081f" target="external" title="Retrocade DataStream Y2K600">Retrocade: DataStream Y2K600</a><br />
(80 MP, 04/04/2011, QuimbyRBG)<br />
Hours of entertainment lies ahead of you as the arcade genre comes back with a vengeance! DataStream Y2K600 takes no prisoners on its way to resurrecting the pure unadulterated game play that the entire industry was built upon. No fancy graphics, no social media BS, and no silly advertising tie ins; Just rock solid retro fun. A MUST PLAY GAMING EXPERIENCE!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Sol-Intelligence/66acd000-77fe-1000-9115-d80258550820" target="external" title="Sol Intelligence">Sol Intelligence </a><br />
(80 MP, 04/07/2011, Angel of Osmond)<br />
Follow the path of a lone entity, known as Sol, who ventures forth into a world of circuits and servers. Just being brought into existence, Sol must find a way through the various realms and hubs of his new home. Fight Diodes, Transistors, Resistors and so much more as Sol finds out what freedom means and at what cost.<br />
<br />
<div class="centeredMedia"></div><div class="caption">FortressCraft Chapter 1 (screen above) may be trying to cash (or points?) in on the Minecraft fad but it at least looks pretty good.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/FortressCraft-Chapter-1/66acd000-77fe-1000-9115-d80258550821" target="external" title="FortressCraft Chapter 1">FortressCraft Chapter 1</a><br />
(240 MP, 04/08/2011, ProjectorGames)<br />
There's never been anything like FortressCraft on Xbox before now. A world of blocks that YOU create, on your own or online. Playing as your Avatar, place blocks to shape the landscape around you. Build huts, houses, forts, castles, cathedrals, towers, mazes… anything you can imagine. Find Relics - Boots of Speed, DestructoGun, FreezeRay and more! 512mb free space req to play<br />
<br />
<div class="centeredMedia"></div><div class="caption">The Most Addicting Sheep Games looks a bit adorable (screen shot above).</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Most-Addicting-Sheep-Game/66acd000-77fe-1000-9115-d80258550822" target="external" title="The Most Addicting Sheep Game">The Most Addicting Sheep Game</a><br />
(80 MP, 04/08/2011, BombdiggidyBullfrog)<br />
Run, jump and roll to the beat in the easy-to-learn tricky-to-master most addicting sheep game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Notebook-Adventures/66acd000-77fe-1000-9115-d80258550823" title="Notebook Adventures">Notebook Adventures</a><br />
(80 MP, 04/08/2011, Six3six Studios)<br />
Follow Cecil Jenkins on his first Notebook Adventure. The journey will be very tough but doable. Embark crossed over 40 pen and paper levels, avoid the spikes, climb the ropes, and DON'T FORGET THE KEY. Collect money to unlock the most challenging adventure yet. Warning this adventure can be very addicting.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>Dev Blog: Q&A with Cats in the Sky about Totem Destroyer Deluxe</title>
		<pubDate>Thu, 07 Apr 2011 14:57:14 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/cats-in-the-sky-totem-destroyer-deluxe-q-and-a-dev-blog</link>
		<guid>http://www.indiepubgames.com/news/cats-in-the-sky-totem-destroyer-deluxe-q-and-a-dev-blog</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
For the second installment of the Totem Destroyer Deluxe development blogs (<a href="/news/cats-in-the-sky-totem-destroyer-deluxe-dev-blog" title="Dev Blog Meet Cats in the Sky and their game, Totem Destroyer Deluxe">check out the first installment</a>), Cats in the Sky's Adriana Kei answers questions about the game, creating a game studio and developing international independent video games.<br />
<br />
<b>indiePub: Why start your own studio?</b><br />
<br />
<b>Cats in the Sky:</b> Here in Brazil most game studios are making advertisement games, serious games or simulation games. We wanted to make only entertainment games. We also wanted to make our own games so we thought it would be best to start our own studio. Another reason was that we like the indie mentality and the freedom to make games while avoiding companies as clients.<br />
<br />
<b>iP: What does Cats in the Sky mean? How did you come up with that name?</b><br />
<br />
<b>CATS:</b> Well, Adriana (Adriana Kei) has three cats and we were looking for an unusual name for our studio. So, we thought of many possibilities that could represent an "open mind," even a nonsense one. That's why we named our studio Cats in the Sky. It makes no sense but it has a bit of fantasy, in much the same way games can be anything we want them to be.<br />
<br />
<b>iP: What is Cats in the Sky's philosophy on games and gaming?</b><br />
<br />
<b>CATS:</b> Games are about fun and entertainment and there's nothing better than having fun while we work. We don't have an ambition like, "To be the world's biggest game development company." Instead, we want more than anything to be proud of the games we create down to the last detail.<br />
<br />
<b>iP: What does Cats in the Sky do that is different from other game developers and studios?</b><br />
<br />
<b>CATS:</b> We don't know if we do something really different from other game studios but we care a lot about our projects and the details in each part of the game. We believe in creating with passion. Sometimes, if one of us isn't feeling the passion, we take a break for a couple hours or even a day before returning to the game. <br />
<br />
We do like to create physics-based games. Our artwork is also different in our games because we use several styles and techniques. We tend to value handmade artwork. <br />
<br />
<div class="centeredMedia"></div><div class="caption">Cats in the Sky (from left to right) members include Guilherme Asthma, Adriana Kei and Gabriel Ochsenhofer. (Photo provided by Cats in the Sky)</div><br />
<b>iP: How has the studio changed since it started?</b><br />
<br />
<b>CATS:</b> Cats in the Sky started with three people: Gabs (Gabriel Ochsenhofer), Gui (Guilherme Asthma) and Adriana (Adriana Kei). We invited one person to be the main sound designer and composer (Murillo Denardo) for our games and we worked on the studio's first game with these 4 people. Depending on project, we sometimes invite others to work with us. They might be part of one project or, sometimes, they become part of Cats in the Sky's staff. For now, our studio has two teams to create and produce our games. We have seven people as main staff to work in those two teams.<br />
<br />
<b>iP: What suggestions do you have for anyone who wants to start their own game studio?</b><br />
<br />
<b>CATS:</b> Don't start! That would be the most sensible advice. (Hehehehe).<br />
<br />
Seriously, starting and maintaining a game studio is about commitment from each and every team member. This isn't about a weekend hobby or only having fun. We have fun working on our games, of course, but it's more about compromises and responsibility. It's about taking fun seriously and respecting different opinions. You must have a clear idea and a clear path of where you can go and what you want to do. Otherwise you are working in a circle, doing whatever you do for nothing. <br />
<br />
<b>iP: What were some of the unforeseen obstacles you had to overcome?</b><br />
<br />
<b>CATS:</b> For Brazilians like us, the worst thing is the difficulty in maintaining an official company. Everything here is complicated: Taxes are very high, there are big equipment costs (we must pay US $1,400 for an iPad with Wi-Fi + 3G / 32 GB,  for example) and there's a lack of government-based game development incentives. <br />
<br />
We have a friend who owns an animation studio (44 Toons) in Sao Paulo. He told us once: "In other countries like Europe, US and Canada, they are indie because it's cool to be. It's a lifestyle choice. Here in Brazil we're indie because (it) is the only option to work with real entertainment animation or games." We think that's accurate for all Brazilian game studios trying to survive making entertainment games. <br />
<br />
Another obstacle is the fact we're a Brazilian game studio. We don't have a big game industry in this country. Brazil doesn't have any history making games, which makes it more difficult to publish and to sell our games. While the whole world is paying attention to the indie game scene, most Brazilian players and the national press are looking for triple-A games. Basically, they only care about the mainstream.<br />
<br />
<b>iP: Tell us a bit about the development of Totem Destroyer Deluxe. What was your inspiration for Totem Destroyer?</b><br />
<br />
<div class="centeredMedia"></div><br />
<b>CATS:</b> The first idea (but I'm glad it turned out differently) was that you are an explorer researching and scavenging ancient ruins when you are ambushed by a local tribe who are very mad that you're in their territory. They want your skin and bones, so the only solution is to jump on the ruins and stomp on them so they fall on the pursuing tribe members. The final idea is different but the inspiration was the same: Indiana Jones and other treasure hunter movies (like The Mummy).<br />
<br />
<b>iP: What features were you able to include in the Deluxe version that could not be included in the original?</b><br />
<br />
<b>CATS:</b> The original game was simply web-based and didn't have the graphics and physics capacity of other devices. We were able to make a bigger arena for the game levels. Instead of having the screen limit the size of a level, a dynamic scrolling system meant we could create really big totems and puzzles. By not being web-based, we can also include better graphics because you don't need to download the game every time you want to play it. It allows more features, in general, that web-based versions couldn't handle.<br />
<br />
<b>iP: How long did Totem Destroyer Deluxe take to complete (compared to the original Totem Destroyer)?</b><br />
<br />
<b>CATS:</b> The first Totem Destroyer (2008), after fixing the final idea, took just a week to complete. TDD is a big project. It involved not only the programmer but a full team (four people) so it took a lot more time than the first game. We're still developing it.<br />
<br />
<b>iP: Describe how you came up with the look of the game.</b><br />
<br />
<b>CATS:</b> For the look of the first Totem Destroyer, I thought, "Quick and to the point." The totem parts needed to be simple shapes because the player needed to understand what would really happen when they collide. That's why they were grid-based shapes.  For the golden idols I thought about having weird, unique idols that look somewhat rare. <br />
<br />
<b>iP: How did you deal with escalating difficulty within the game?</b><br />
<br />
<b>CATS:</b> By trial and error. Of course, we planned some levels before actually building them on the level editor but you can only test your level idea by playing and adjusting the number of blocks to get the result you want. For every 10 levels we make, for example, we end up using only seven. The other three are discarded because they either had unpredictable results or simply didn't work. <br />
<br />
<div class="centeredMedia"></div><br />
<b>iP: How did you come up the sound style of the game?</b><br />
<br />
<b>CATS:</b> For the sound we planned on having music with modern instruments and synths but, at the same time, they needed to have some tribal or fantasy elements. For audio feedback, we chose to keep the same style from the original Totem Destroyer. There are seven songs that vary according to the level scenario, forming a loop of approximately two minutes. For TDD, the composer suggested different looping music. Each song has a 20-seconds introduction that will only play once. This is a nice solution because the intro fits with the beginning of the level and acts as a level introduction for the player. <br />
<br />
<b>iP: What were some of the challenges porting the game to various platforms?</b><br />
<br />
<b>CATS:</b> It was a challenge to port TDD to small mobile devices. First, the screen size, when compared to the desktop version, is a lot smaller so we had to modify some levels so that you can scroll by sliding a finger on screen. Second, because our primary targets were desktop computers there was a big performance going from a Dual/Quad core to a ~600Mhz processor. Finally, the build size was an issue. We wanted the game to look good but we had to keep an eye on the file size.<br />
<br />
<b>iP: What advice do you have for indie developers?</b><br />
<br />
<b>CATS:</b> Before starting your game production, you should carefully choose the engine, language and platform to avoid having to do all the work again if plan on your game ever being ported to other platforms. It shouldn't be rocket science to port to a similar programming language.<br />
<br />
Prototyping the game is also very important. For each new idea and decision, you should build and test a prototype. Prototypes make your process easier and faster (and, most of the time, cheaper).<br />
<br />
Create a Game Design Document (GDD). It is very important and it helps you to be taken seriously. It's also one of the better ways to keep the team abreast of the entire project and allows each member to  stay on task.<br />
<br />
<b>SITE: <a href="http://www.catsinthesky.com/" target="external" title="Cats in the Sky">Cats in the Sky</a></b>]]></description>
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		<title>2011 Independent Propeller Award Grand Prize Winner: Spiderling Game Studios for GLiD (exclusive video, photos)</title>
		<pubDate>Wed, 06 Apr 2011 11:48:53 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/glid-2011-independent-propeller-award-grand-prize-winner</link>
		<guid>http://www.indiepubgames.com/news/glid-2011-independent-propeller-award-grand-prize-winner</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">GLiD developers Marco Marino (left) and Matt Woolven (right) of Spiderling Game Studios get ready for the onslaught of gamers at the indiePub booth during the 2011 South by Southwest ScreenBurn Arcade in Austin, TX (USA). (Neil Tekamp/indiePub)</div><br />
<br />
This week we feature the two friendly blokes who created <a href="/game/GLiD" title="GLiD on indiePub">GLiD</a>, the game that won the Grand Prize in indiePub's 2011 Independent Propeller Awards.<br />
<br />
GLiD is a single-player ambient game that features a small, one-eyed spider-like creature with wings that uses webs to help move through an abandoned world, collect seeds and solve puzzles.<br />
<br />
The game's creators, Marco Marino and Matt Woolven, both from southern England, attribute their game at least in part to happenstance.<br />
<br />
"We generally just smash ideas together in the sense that I might write a bit of code then I might pass some to Marco and then he'll do a little bit," Woolven said.<br />
<br />
"A lot of it is just an accident," Marino said. "A lot of it we didn't plan, the two of us."<br />
<br />
"The concept for GLiD came from the way we worked," explains Woolven. "...It's a massive accident really. He started with wheels and then he had samurai swords for a bit. If it's cool we put it in."<br />
<br />
"I like the design of the character because he's weird and he wasn't planned at all," Marino said. "It's cool that he's this mish mash of different things."<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of GLiD (above) shows the spider-like robot using a web to traverse a gap.</div><br />
Both Woolven and Marino did study after their art schools - Marino studied computer animation and Woolven communication design - but neither are programmers so, as you can imagine, that meant a lot of extra work. They've both taken a break from school to continue working on GLiD.<br />
<br />
"Because we're not coders the issue we had was getting this web mechanic to work in a sound way that allowed the player to experience his sense of sponginess but without lopping it off," said Woolven.<br />
<br />
"We wake up about 1 in the afternoon and drink lots of coffee, stay up a bit -  too late, really - and then do it again," Marino said.<br />
<br />
All that work has certainly paid off as GLiD was awarded the Grand Prize which includes $50,000.<br />
<br />
"This has definitely given us the confidence to follow a career as game developers," said Marino.<br />
<br />
"This is definitely the path we want to go down," Woolven agreed. "(We want to) release this game and hopefully develop more games with the kind of creative approach we had with this one."<br />
<br />
"It feels really free and it is good to know that people enjoy the stuff we just cobbled together in our rooms," Marino added. "It's great."<br />
<br />
See much more from this interview in indiePub's exclusive video below.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=ne-r5w_xFfg</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Matt Woolven (left) and Marco Marino (right) work on GLiD on the show floor before the 2011 ScreenBurn Arcade opens its doors. (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Marco Marino (left) and Matt Woolven (right) explain elements of their Grand Prize-winning game, GLiD, to several gamers in the indiePub booth. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Marco Marino (left) and Matt Woolven (right) talk about making their Grand Prize-winning game, GLiD, while being interviewed in the indiePub booth. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Matt Woolven (left) and Marco Marino (right) accept their Grand Prize trophy and giant novelty check for $50,000 at indiePub's 2011 Independent Propeller Award ceremony that took place March 13, 2011. (Neil Tekamp/indiePub)</div><br />
<br />
<b>SEE: <a href="/game/GLiD" title="GLiD on indiePub">GLiD @ indiePub</a></b><br />
<br />
<i>NOTE: Interview conducted by Mary Kish. Article written by PJ Hruschak.</i>]]></description>
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		<title>The power of subtractive design in video game development (Part 2 of 2)</title>
		<pubDate>Tue, 05 Apr 2011 09:30:48 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/power-of-subtractive-game-design-part-2</link>
		<guid>http://www.indiepubgames.com/news/power-of-subtractive-game-design-part-2</guid>
		<description><![CDATA[No matter the genre of game or aspect of design you may be focusing on, subtraction is a technique worth exploring.<br />
<br />
Games are not utilitarian boxes for storing every idea that pops into a designer’s head. Instead, games are curio cabinets for displaying a unified collection of concepts.<br />
<br />
The process of subtractive design can be a powerful tool for bringing the best aspects of your game to the forefront.<br />
<br />
In Part 1 of this article, I defined subtractive design as "the act of reducing creative clutter" and looked at how it could be applied to gameplay.<br />
<br />
In this part, I will cover how it can be applied to a game's art, audio and narrative. After all, gameplay is not the only aspect of design where subtraction can be effective.<br />
<br />
<div class="header3">Subtractive Design as Applied to Art</div><br />
The visual style of a game is also a prime area to pare down extraneous features. When you take into consideration that most of our understanding of the world comes from our eyes, it makes sense that reducing visual clutter can clarify a game’s central concept.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Gaijin Games' Bit.Trip Runner (screen shot above) is an example of well executed subtractive design.</div><br />
Consider Bit.Trip Runner (2010). At its core, the game is about repetition and reflexes. Can the player successfully navigate the looming hazards of a treacherous environment? The task is demanding, given the quick pace of the game and the increasingly complicated maneuvers the player is forced to perform. The art style, on the other hand, is simple and elegant.<br />
<br />
For example, the player’s avatar, Commander Video, is a rudimentary figure, reminiscent of early 8-bit titles such as Pitfall! (1982). No doubt, the game would have retained significant charm if rendered in the photorealistic style of a title such as Mirror’s Edge (2008). But the chosen form allows Bit.Trip Runner’s core mechanics and gameplay to stand out.<br />
<br />
MadWorld (2009), another excellent example of subtractive design applied to art, is an unapologetically brutal expression of violence. As a reaction to the gory gameplay, the designers selected a stark, jarring color scheme (black, white and red). The lack of any other colors makes the experience much more visceral and enhances the murderous aggression that is the primary focus of MadWorld. <br />
<br />
<div class="header3">Subtractive Design as Applied to Audio</div><br />
Much like art, audio can also be improved by subtractive design.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>For example, Diablo II (2000) features a silent protagonist. No matter which class of character the player chooses to role-play with, no spoken dialogue is ever uttered, not even in response to direct questions from NPCs found throughout the game. Because character development and immersion are such integral parts of role-playing games, it’s important for the player to feel as though their avatar is an extension of themselves. Had Blizzard hired voice actors to record dialogue for Diablo II’s playable characters, countless gamers may have thought to themselves, "That’s not what I would have said in that situation."<br />
<br />
A few years ago, while working in the Applied Cognition and Technology lab at the University of Central Florida, a colleague of mine brought his Xbox into our office. He was playing Call of Duty and kept getting gibbed by a grenade at the same spot, over and over again, despite a clear auditory alarm ("Grenade!"). I finally sat next to him and guided him through the mission, pointing out the direction the grenade was coming from and telling him when to dodge. <br />
<br />
We quickly realized that his gaming skill was not the issue. Like the psychology nerds we were, we decided to analyze this particular shortcoming of the game’s design. Among our list of offending practices was overlapping audio. At the point in question, when the grenade alert sounds, the player’s NPC teammates are engaged in critical mission banter. The human brain cannot truly pay attention to more than one auditory cue at a time. <br />
<br />
A design that takes into account the principles of subtraction might have anticipated this scenario, and thwarted it like so: when a grenade alert plays, momentarily pause all teammate banter.<br />
<br />
<div class="header3">Subtractive Design as Applied to Narrative</div><br />
Machinarium, a gorgeous adventure title released in 2009 by Czech developer Amanita Design, is a brilliant example of how the concept of subtractive design can improve storytelling.<br />
<br />
The game features a fully realized story with numerous charming and quirky characters. Yet, despite ample interactions with these characters, neither is a word of dialogue spoken nor is any text rendered on screen.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Amanita Design's Machinarium (2009) utilizes subtractive design in its narrative without a single word of dialog.</div><br />
Instead, communication is achieved with graphical speech bubbles that contain simple illustrations and animations. Despite the rudimentary (or, if you’d like, shockingly primitive) presentation, each interaction’s impact on the player’s progress is quite clear.<br />
<br />
This system allowed the developers to create a game free from:<br />
<ul><li>The cost associated with hiring quality voice actors<br />
<li>The hassle of translating a game into multiple languages<br />
<li>The risk of making text illegible on certain digital displays <br />
<li>The worry of alienating customers with the bloated file size that stems from extraneous audio</ul>From the player’s standpoint, the focus of Machinarium remains squarely on its core mechanic of puzzle solving. The same cannot be said for Nintendo’s Super Paper Mario (2007).<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>When it comes down to it, Super Paper Mario is a two-dimensional platform game that plays with perspective. It also has significant RPG undertones. A fully developed story provides humor and context for the gameplay but it definitely slows the pace of the game to a crawl. By whittling the dialogue down to its bare minimum, Super Paper Mario could have been a far more enjoyable game, a sentiment echoed by IGN’s review (2007, "<a href="http://wii.ign.com/articles/778/778606p1.html" target="external" title="">Super Paper Mario Review</a>"): <br />
<blockquote>"The writing is well-crafted and humorous, but there is so much to read that it actually interrupts the flow of the game."</blockquote><br />
<div class="header3">Less is More</div><br />
Nowhere is it more apparent that simplicity, elegance and prudence are virtues than in the realm of indie games.<br />
<br />
Titles including Super Meat Boy and A Reckless Disregard for Gravity succeed, despite having a small fistful of mechanics, a smattering of rudimentary textures and minimal narrative elements. <br />
<br />
The old adage is right: Less is more.<br />
<br />
Reflecting on the ancient Chinese game Go, <a href="http://edition.cnn.com/chat/transcripts/2000/12/1/wright.chat/" target="external" title="Chat with Wii Wright">SimCity creator Will Wright once stated</a>, "I've always been fascinated with the idea that complexity can come out of such simplicity."<br />
<br />
Subtractive design is an effective way to ensure that we remain in the company of the world’s greatest games.<br />
<br />
<br />
<i><a href="/profile/David+J+Sushil" title="David J Sushil">David J. Sushil</a> is a professor of Game and Simulation Programming at DeVry University. He is also the owner of <a href="http://www.badpilcrow.com" target="external" title="Bad Pilcrow">Bad Pilcrow</a>, an independent game studio in Orlando, Florida. His most recent game, <a href="/game/Vanessa_Saint-Pierre_Delacroix_And_Her_Nightmare" title="Vanessa Saint Pierre Delacroix and Her Nightmare">Vanessa Saint-Pierre Delacroix & Her Nightmare</a>, was awarded Best Design in indiePub’s 3rd Independent Game Developers Competition and was a Professional Finalist in the 2011 Indie Game Challenge.</i>]]></description>
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		<title>Opinion: Do away with cultural cannibalism and memetic inbreeding for the sake of better games</title>
		<pubDate>Mon, 04 Apr 2011 09:57:38 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/do-away-with-cultural-cannibalism-memetic-inbreeding-for-the-sake-of-better-games-opinion</link>
		<guid>http://www.indiepubgames.com/news/do-away-with-cultural-cannibalism-memetic-inbreeding-for-the-sake-of-better-games-opinion</guid>
		<description><![CDATA[Have we all taken a nosedive into the shallow end of the meme pool and broken our necks? <br />
  <br />
This isn't the first year I've been unamused and underwhelmed with games. And I mean just about all games across the board. Sure, there are the exceptions but there are fewer and fewer as time goes on.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>I recently replayed (and for the first time beat) Final Fantasy IX (2000) and it keeps floating in my head as game of the year. This past year. 2010. Why haven't any of the supposedly great new games impressed me more?<br />
  <br />
Let's take a look at why many recent games have not been front-runners of excitement.<br />
<br />
Increasing development costs and outdated project management have caused too many of us developers to play it safe and avoid risky innovation.<br />
<br />
Allow me to coin a couple new terms. The first is cultural cannibalism.<br />
<br />
Consider this story from Dr. Paul Ekman, a scientist and researcher of human emotions and body language that Valve referenced for facial animation in Half Life 2. In his book, Emotions Revealed (2003), Ekman describes a tribe of Stone Age people in New Guinea he studied.  These people had a tradition of eating tribe members who died due to natural cause in respect for their fallen peers. This tribe knew nothing of modern society so they thought this was good and normal. They were baffled as to why some of their tribe were dying. The researchers discovered a slow virus, much like AIDs, that was transmitted through their cannibalism. Difficult to detect, these people had a virus lurking in their bodies because they respected their own too much (and in the wrong way).<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>Cannibalism seems rather silly, outrageous, gross, or stupid to any of us in the "civilized" world. It generally goes against things that most people beyond the Stone Age hold to be valuable.<br />
<br />
So why do we encourage cultural cannibalism?<br />
<br />
The problem with modern video games lurks under the surface like that virus in that Stone Age tribe. You can't see it and it might not even be causing a problem for many people right now but it eventually will, just like that virus. <br />
<br />
Video games are viciously devouring each other by copying what successful games are doing and duplicating it to create bigger, fewer, apparently better games.<br />
<br />
Video games (among other media, which happen to show similar trends) create culture for our world and the result of this cannibalization is innovation dying off.<br />
<br />
I recall art Eidos Montreal Director, Jonathan Jacques-Belletête (Deus Ex: Human Revolution, coming 2011), at GDC 2010 showing a slide of many different current generation console games and asking the audience how many different games were there. No one could distinguish any of the games. It can be seen in most genres, platforms and demographics.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>Look at all the FarmVille (mid 2009) in the social network game space. It's actually a clone of Slashkey's Farm Town (early 2009) but, once Farmville became popular, everyone started making games just like it. Including FarmVille makers Zynga. Now we have a lot of FarmVille clones crowding the market on Facebook.<br />
<br />
We have so narrowly defined what is accepted and expected in games that they have ultimately become the worst scenario: Boring. They lack the all-important fun factor.<br />
<br />
Scarier, still, is that when games fail to create enjoyment, they start looking like work instead of play. That's may be acceptable for so-called serious games but, for entertainment games, it's a death note.<br />
  <br />
The second term deals with another cause for an innovative stalemate: Memetic inbreeding.<br />
<br />
Memes are ideas that propagate, procreate and interact much like genes do. Among sexual organisms on Earth all have processes for finding or attracting a mate, mating, producing offspring and raising them to survive. Basically, while you are getting busy with your sexual partner, your genetic code mixes, matches and replicates so you have a new creature that's similar to the parents but unique in some ways. I don't mean to get all Darwin on you but it's beneficial for species survival to have genetic variety. It increases the adaptability and, thus, the long-term survivability of a species.<br />
<br />
Take, for example, the royal families of Europe during the middle ages. Often Kings had good genes. Many were warriors, strong and intelligent to boot. At least, that's how it started. Then they got conceited. As only royal families were deemed good enough to marry and mate with other royal families, problems arose in the gene pool. Europe had several countries but not enough to pretend that it gave young prince charming many choices in mates. This inbreeding took some of the best genetic code and stagnated it.<br />
<br />
Modern societies encourage everyone from royalty to the working class to branch out for partners to mix genes so that the species becomes more adaptable.<br />
<br />
<div class="" style="float:right; margin:0px 0px 0px 7px; border:0px solid #151515;"></div>Meanwhile, back at the memes, our amazing ideas are getting burnt out and overdone. "Another first-person shooter, really!?" "Oh, but this time it's third-person because that totally makes me care about no-neck space Marines acting like frat boys and shooting aliens, robots or zombies with a contrived story for the millionth time." (Note the sarcasm.)<br />
<br />
Yes, games like that can still stand out. Take Mass Effect 2 (2010-11), one of the better games of the year. The reason it stands out has very little to do with space Marines shooting aliens, though. It has great gameplay, a compelling story and characters you can actually care about. The problem with giving games like that too many accolades is that people start making other games that look like it on the surface but fail to have their great qualities. And then there's the issue of variety. <br />
<br />
What happens when all of us in the game industry make only games that fall into less than 10 different types that are becoming increasingly similar? So far, there have been few  problem but what happens when people lose interest in the same type of game telling the same story in the same context with the same gameplay?<br />
<br />
Here's what I suggest.<br />
<br />
Go out and have figurative "memetic" sex with a stranger that is very different from you. And raise the intellectual offspring as if they are your own. Because they are.<br />
<br />
In other words, make a game that has a fresh concept or something inspiring that isn't another popular game yet. <br />
<br />
Let the inspiration come from anywhere.<br />
<br />
<div class="" style="float:right; margin:0px 0px 7px 7px; border:0px solid #151515;"></div>Wake up in that math class and learn about hyper-dimensional interaction and make the world's first 6-dimensional game. Meet a friend from a country you don't know much about. I have met some fun people from the Dominican Republic and one of my friends taught me to dance the basic steps to bachata and merengue. Infuse those into a game like Dance Dance Revolution (2001) or Dance Central (2010).<br />
<br />
Please note that I'm not telling you to do anything with your sex life. That's your business, not mine. I'm saying that you need to bring in new ideas and expose yourself to new ways of thinking, ideas, cultures and people. If you don't believe in doing it for yourself (which could also increase your personal success), do it for all of us who care about the survival of our wonderful idea that we call video games.<br />
<br />
You don't have to mimic everything you learn but this process of experiencing new culture for inspiration will help you become more creative and enrich your brain's ability to go in exciting new directions. <br />
<br />
Innovation is less about doing something new and more about doing something meaningful and relevant. Don't be afraid to try fun different things. What's most important is the valuable experience you create for your audience. Make something that resonates with them while drawing on your new cultural experiences.<br />
<br />
<br />
<i><a href="/profile/apyoungblood" title="Alan Youngblood at indiePub">Alan Youngblood</a> is an indie game developer from Raleigh, NC, USA. He encourages you to post anything you have to say in the Comments section below. Off-topic or additional questions and comments can be directed to him on twitter: <a href="http://twitter.com/apyoungblood" title="Alan Youngblood at Twitter" target="external">@apyoungblood</a>. Your comments shape future articles so say what resonates with you and what you would like to read.</i>]]></description>
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		<title>New Xbox Live Indie Games for week ending April 1, 2011 (updated)</title>
		<pubDate>Fri, 01 Apr 2011 10:56:08 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/ new-xbox-live-indie-games-weekly-update-april-1-2011</link>
		<guid>http://www.indiepubgames.com/news/ new-xbox-live-indie-games-weekly-update-april-1-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>There are a few higher-priced indie games on Xbox Live again this week as well as – of course – a couple Xbox avatar-based games.<br />
<br />
For the Xbox avatar games there is a Snake clone called, you guessed it, Avatar Snake and Shoot Your Self where you use your avatar as an explosive projectile.<br />
<br />
The best bets for this week look to be card battle game Duodcad, role-playing tower defense game Knights of Jadora, multiplayer bug-based attack game Hoardzz and, for its silly-but-deadly factor (and  its "burn down the place" Office Space premise), Inflamous. <br />
<br />
Below is a list of games released between March 26 and April 1, 2011. Descriptions are from the Microsoft site (so don't blame us for the unique grammar and spelling) and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In the indie shooter Conquest of the Planet Earth (screen shot above) you have to protect the planet from bug- and bat-like creatures from another planet.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Conquest-of-the-planet-earth/66acd000-77fe-1000-9115-d8025855080c" title="Conquest of the planet earth" target="external">Conquest of the planet earth</a><br />
(240 MP, 03/27/2011, Diego Salazar)<br />
This is a game in 3D. Where strange creatures want to eliminate the whole humanity. You must defend at any expense. Good luck.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/PuzzleLights/66acd000-77fe-1000-9115-d8025855080d" title="Puzzle Lights" target="external">Puzzle Lights</a><br />
(80 MP, 03/28/2011, x35mm)<br />
A relaxing puzzle game! Sit down with a cup of tea and leave the days problems behind as you wrap your head around various puzzles, ranging from easy to the near-impossible, all to a soothing, relaxing soundtrack and calming visuals! Features 25 pre-built puzzles, or choose from one of 36 difficulties and test your brain against a near-endless supply of randomly generated puzzles!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Shoot-Your-Self/66acd000-77fe-1000-9115-d8025855080e" title="Shoot Your Self " target="external">Shoot Your Self</a><br />
(80 MP, 03/28/2011, Red Swimmer Games)<br />
Ever Wanted to use Your Avatar as an Artillery Shell to Blow Up Buildings? Now You Can!<br />
<br />
<div class="centeredMedia"></div><div class="caption">In Hoardzz (screen shot above) you and up to three other gamers create bug armies and attack each other. Sounds creepy, crawly and fun.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Hoardzz/66acd000-77fe-1000-9115-d8025855080f" title="Hoardzz"  target="external">Hoardzz</a><br />
(80 MP, 03/28/2011, gamemakersanonymous)<br />
Gather your friends and family for an exciting 4-player adventure! Gather armies of bugs to build the largest hoard, then convert them into 3 different attack bugs to be the last bug standing! With 7 levels, 4 difficulty levels, English and Spanish languages, and great artificial intelligence, prepare yourself for hours of competitive game play!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/City-Condemned/66acd000-77fe-1000-9115-d80258550810" title="City Condemned"  target="external">City Condemned </a><br />
(80 MP, 03/28/2011, Golconda)<br />
Free the Condemned City from rotten zombies and loathsome bats. Featuring three amazing modes Deliverance, Mission and Weekend modes. Experience the ultimate sniping action and earn prestige points, awards and upgraded weapons.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Inflamous/66acd000-77fe-1000-9115-d80258550811" title="Inflamous"  target="external">Inflamous</a><br />
(80 MP, 03/28/2011, Milkstone Studios S.L.)<br />
Burn the office down! Are you ready to set fire to your fellow colleagues?<br />
<br />
<div class="centeredMedia"></div><div class="caption">Avatar Snake, screen shot above, takes Xbox Live avatars and turns them into a conga line a la the classic Snake game.</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Snake/66acd000-77fe-1000-9115-d80258550812 title="Avatar Snake" target="external">Avatar Snake</a><br />
(80 MP, 03/29/2011, Latin Soul Studio)<br />
Snake Game, with Avatars!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Insane-Bash/66acd000-77fe-1000-9115-d80258550813" title="Insane Bash" target="external">Insane Bash</a><br />
(80 MP, 03/30/2011, Mad Ninja Corp.)<br />
Are you ready for the sporting challenge that is "Insane Blur:Summer Commonwealth Runfastathon 2011" ? - Race with up to TWENTY NINE buddies on one Xbox - or just race on your own to beat the high scores! Fun for all the family, friends, neighbors and anyone else you can squeeze in your living room!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Knights-Of-Jadora/66acd000-77fe-1000-9115-d80258550814" title="Knights of Jadora"  target="external">Knights of Jadora</a><br />
(240 MP, 03/30/2011, Njal)<br />
An RPG themed tower defense game, with a gripping story and intense combat.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Duodecad (screen shot above) is a customizable, collectible card game you can play locally or across Xbox Live. Collect 'em all!</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Duodecad/66acd000-77fe-1000-9115-d80258550815" title="Duodecad"  target="external">Duodecad</a><br />
(240 MP, 03/30/2011, Heavenly Software)<br />
Duodecad is an arcade card battle and trading game. Configure each game exactally how you like it choosing to keep it simple or make it complex. Play against the AI or against a friend either locally or over LIVE and win yourself all the cards!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Barnstormer/66acd000-77fe-1000-9115-d80258550816" target="external" title="Barnstormer">Barnstormer</a><br />
(80 MP, 03/31/2011, Games4Kids)<br />
Retrieve your coins from the farm, but be careful as the farmer has sent out his helicopters to try and stop you claiming back the coins that are rightfully yours. Make sure you storm the barns to get all the coins you can. Includes global Hi-Score table.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cell/66acd000-77fe-1000-9115-d80258550817" target="external" title="Cell">Cell</a><br />
(80 MP, 04/01/2011, 2.0 Studios)<br />
Cell is a cellular life game, where your goal is to grow into the biggest cell. Using a clever mix of cautious thinking and twitch reflexes to eject your cell’s mass to propel you through each level, whilst carefully avoiding larger cells. Absorb your way through 45 levels that entertain and challenge you with gravity wells, intelligent cells and much more.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/PewPewPewPewPewPewPewPewPew/66acd000-77fe-1000-9115-d80258550818" target="external" title="PewPewPewPewPewPewPewPewPew">PewPewPewPewPewPewPewPewPew</a><br />
(240 MP, 04/01/2011, Josh Schonstal)<br />
Two people use two microphones to control one jet-pack equipped, shape shooting space-man. Requires two microphones or headsets.<br />
<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>Fractal announced for iPad, coming Spring 2011</title>
		<pubDate>Thu, 31 Mar 2011 09:39:49 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/fractal-announced-for-ipad</link>
		<guid>http://www.indiepubgames.com/news/fractal-announced-for-ipad</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div>Zoo Entertainment and indiePub today (March 31, 2011) officially announced plans to release Cipher Prime Studio's <a href="http://www.playfractal.com/" title="Fractal web site" target="external">Fractal</a> for iPad.<br />
<br />
<a href="/game/Fractal" title="Fractal">Fractal, called a "new ambient music puzzler experience" by the developers</a>, is currently available for PC (Win) and Mac and will be available Spring 2011 for iPad ($4.99).<br />
<br />
Here' the game's description straight from the press release:<br />
<blockquote>"Fractal is a rich environment that lives and breathes with the player.  Amazingly intuitive but still complex, players cluster and chain their way through a pulsing technicolor dreamscape that includes more than 30 varying levels and 60 challenging puzzles. Players arrange fractals, defined as a rough or fragmented geometric shape that can be split into parts, by pushing them into larger clusters that will bloom, exploding outward. Clusters of any size are possible, chain reactions can go on indefinitely and power-ups allow the player to clear an entire board in an instant. Three different modes of play - Campaign, Puzzle, and Arcade - create varied problems and emphasize different aspects of gameplay. <br />
<br />
...Cipher Prime's new MusicBox audio engine ebbs and flows with the pace of gameplay."</blockquote><br />
Also check out <a href="/search.php?q=cipher&sort=articles&page=1" title="Cipher Prime interviews at indiePub">indiePub's previous interviews with Cipher Prime</a>.<br />
<br />
<b>READ: <a href="/game/Fractal" title="Fractal at indiePub">Fractal @ indiePub</a><br />
SITE: <a href="http://www.playfractal.com/" title="Fractal web site" target="external">Fractal</a><br />
SITE: <a href="http://www.cipherprime.com/">Cipher Prime</a></b>]]></description>
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		<title>2011 Independent Propeller Award Winner: Happy Candy Co. for Chewy (exclusive video, photos)</title>
		<pubDate>Wed, 30 Mar 2011 11:06:18 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/happy-candy-co-independent-propeller-award-winner-2011</link>
		<guid>http://www.indiepubgames.com/news/happy-candy-co-independent-propeller-award-winner-2011</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">Vladimir Bondarev (left) and Chris Hekman (right) discuss their game, Chewy, in the indiePub booth during the 2011 South by Southwest ScreenBurn Arcade in Austin, TX (USA). (PJ Hruschak/indiePub)</div><br />
<br />
The award-winning indie developers we're featuring this week won Best Design in <a href="/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw" title=" indiePub 2011 Independent Propeller Awards ">indiePub's 2011 Independent Propeller Awards</a> for their game <a href="/game/Chewy!" title="Chewy">Chewy</a>.<br />
<br />
Representing Happy Candy Co. and claiming their prize at the award ceremony held during the South by Southwest ScreenBurn were Chris Hekman and Vladimir Bondarev, both from the Netherlands.<br />
<br />
Chewy is a 2D platformer that stars a cute, sticky wad of that leaps, creeps, splits and forms into a bubble on its way through unassumingly dangerous environments to return to the bubblegum factory. It was developed by a group of students as part of the International Game Architecture and Design course at the NHTV in Breda (The Netherlands).  <br />
<br />
The group's first, pre-Chewy game was originally very different but, after the teacher made a few small suggestions (including the use of a grappling hook as a mode of transportation), they turned the game's main avatar into gum.<br />
<br />
"With little time on our hands we spent the whole weekend without sleeping, over 30 hours, coding and prototyping the game and presenting it to the teachers," Bondarev explained.<br />
<br />
"I had a hangover the first day and you had a hangover the second day, I remember," said Hekman. "It was kind of horrible. It was a really last minute attempt to get a passing grade and it was purely by accident that it actually worked out as well as it did."<br />
<br />
"It was fun and that's what kept us going," Bondarev said. "The concept of the game was fun to do and previous games we tried it was just boring."<br />
<br />
"It really felt right," Hekman agreed.<br />
<br />
For both, their entry into programming was a little, well, wily.<br />
<br />
"I bought a game called Nox and I started getting involved in the game hacking scene and that was really how I got into game development," explained Heckman. "I really liked tearing the game apart and finding all the files they didn't delete from the game so you could get prototype objects they made during development back into the game. I especially liked making myself immortal and going into other people's games and ruining their fun… from there I learned programming. I made my own RAM-editing tool in official BASIC, which was horrible, and eventually I learned JAVA and C++ at our school now."<br />
<br />
The first time Bondarev applied to a game development program, he mistakenly turned in a project that was rendered at too low a quality.<br />
<br />
"Because they didn't like it I was so disappointed," Bondarev said. "In the meantime I had to work. I had to earn money. I had an assignment to work with a very large Excel spreadsheet and this was my first time learning about programming…. Yeah, I learned (programming) through Excel. I had two months to have it completed so in three-and-a-half weeks I wrote a macro so that I (could) press a button and, in five minutes it was done. I didn't tell them at first because I knew that if I told them they'd be like, 'OK, thank you, bye-bye.' … then I was accepted to Breda."<br />
<br />
Hekman and Bondarev did offer some advice for new developers (while laughing at each other for admittedly being cliché).<br />
<br />
"Have it (be) unique. Very unique," Bondarev said, with Hekman quickly responding. "What? No… The actual thing we learned was, 'Don't care if you fail.' Because if we didn't horribly fail, we wouldn't be here."<br />
<br />
"Keep an open mind and look around and you can see something happening and you can always integrate them into the game," Bondarev continued. "Be open minded."<br />
<br />
Watch the video below for more from indiePub's exclusive interview with Chris Hekman and Vladimir Bondarev, developers of Chewy.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=SI0tsud5YGU</div><div class="caption">(Mary Kish/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Vladimir Bondarev (left) and Chris Hekman (right with trophy) accept their 2011 Independent Propeller Award for Best Design at the award ceremony on March 13, 2011, during the South by Southwest ScreenBurn Arcade in Austin, TX (USA). (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Chris Hekman (left) and Vladimir Bondarev (right) pose and ponder while people play their award-winning game, Chewy, in indiePub's 2011 SXSW ScreenBurn Arcade booth. (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Vladimir Bondarev (pointing) descirbes some of the many fine elements of Chewy to a SXSW attendee playing the game and several onlookers in indiePub's 2011 SXSW ScreenBurn Arcade booth. Fellow developer Chris Hekman is behind him (to the right) playing a another finalist's game. (Neil Tekamp/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Meredith Molinari, host of the PlayStation Network reality series The Tester and co-host of the 2011 Independent Propeller Awards ceremony, plays indie game Chewy while the game's developers are being interviewed. (PJ Hruschak/indiePub)</div><br />
<br />
<b>PLAY: <a href="/game/Chewy!" title="Chewy">Chewy</a></b><br />
<br />
<br />
<i>NOTE: Interview conducted by Mary Kish with help from Neil Tekamp. Written by PJ Hruschak.</i>]]></description>
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		<title>The power of subtractive design in video game development (Part 1 of 2)</title>
		<pubDate>Tue, 29 Mar 2011 10:49:19 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/power-of-subtractive-game-design-part-1</link>
		<guid>http://www.indiepubgames.com/news/power-of-subtractive-game-design-part-1</guid>
		<description><![CDATA[The craft of making interactive entertainment is as much about destruction as construction.<br />
<br />
Subtractive design - the act of reducing creative clutter – helps to pare a project down to its most effective features, allowing a game’s core aspect room to breathe.<br />
<br />
It's also an effective way to deal with the ever-present danger of feature creep, as in the tendency of developers to add feature after feature, until nothing ever gets finished.<br />
<br />
<div class="header3">I See the Light</div><br />
The power of subtractive design was made clear while I was developing Vanessa Saint-Pierre Delacroix & Her Nightmare (2010). The game is a simple 2D platformer with one major distinction: Vanessa’s otherwise flat world is mapped to a three-dimensional cube. As Vanessa explores her environment, the player may rotate each face of the cube in ninety degree increments. The effect is something like a cross between Super Mario Bros. (1985) and Rubik’s Cube (1974).<br />
<br />
Early on I included a fairly obvious feature that allowed the player to rotate the game’s camera in order to study the cube from different angles. When I tested early builds of the game with some trusted individuals, the outcome was depressing.<br />
<br />
Rather than experiencing the enjoyment that comes from directing Vanessa through the environment, players would spend minutes on end studying each face of the cube, searching for a solution to the puzzle without making any moves.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In David J. Sushil's game, Vanessa Saint-Pierre Delacroix & Her Nightmare (screen shot above), camera control was removed to help make the game more enjoyable.</div><br />
<br />
It wasn’t fun.<br />
<br />
So, with some reservations ("Players are going to expect to rotate the camera,") I cut the feature. Immediately, feedback improved. By removing an aspect of the design that wasn’t aligned with the game’s core values, the overall experience appreciated. <br />
<br />
That is subtractive design at its finest, strengthening a product by removing unnecessary things.<br />
<br />
<div class="header3">Knowing What to Cut</div><br />
Knowing what to remove from a game’s design is easy in theory but often difficult in practice.<br />
<br />
Ask yourself, "Does this feature reflect my game’s basic nature?" If the answer is "Yes," it stays. If "No," it goes.<br />
<br />
A typical way to understand how subtractive design works is to imagine that your game is a tree. The sturdiest part - the trunk - represents the most basic aspects of your game. This could include genre (action-puzzle), your central hook (making portals), your plot outline (test subject escapes deadly research facility) and your overall theme (defiance).  As you venture outward from the trunk, branches, twigs and leaves represent diminishingly minor aspects of your game.  <br />
<br />
Portal (2007) would be a strikingly different game if the player suddenly had to manage a typical role-playing game style economy: Kill enemies, collect their stuff, sell it in town, buy better weapons and find tougher enemies.<br />
<br />
The biggest branches are usually the easiest to identify as being incompatible with a game’s central core.<br />
<br />
If adding role-playing elements to Portal seems like an obviously incompatible design decision that would never see the light of day, consider the case of Brütal Legend (2009). A chief criticism of the game is that it’s genre soup. It can’t decide if it’s an action game, an adventure game, a real-time strategy game, a vehicle sim or a music-rhythm game.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Double Fine's heavy metal-themed genre mashup game, Brütal Legend (2009, Xbox and PS3), is an example of a game that could have been made better by removing unessential and unnecessary elements.</div><br />
<br />
At its core, Brütal Legend is an homage to heavy metal culture. Perhaps dropping the adventure and real-time strategy branches - which have the least elements in common with the game’s central concept - would have strengthened the overall experience of the game.<br />
<br />
Of course, there is never a substitute for sufficient testing. The goal of every game developer should be to entertain players. Let their feedback guide (but not rule) your decision-making. <br />
<br />
Subtractive design can be applied to every facet of your game. The following sections provide a few examples of how other projects have benefited from subtraction.<br />
<br />
<div class="header3">Subtractive Design Applied to Gameplay</div><br />
Kirby’s Epic Yarn (2010) is a kid-friendly platformer with a subtle puzzle-solving mechanic. The visual style of the game is gorgeous. The world and its inhabitants resemble strings of yarn, knitted patterns, buttons and fabric.<br />
<br />
Perhaps the most startling aspect of this Epic Yarn's design is its approach to player death: There is none. Although Kirby can be harassed by a variety of enemies, his health is never affected and he cannot die. There are no lives, no continues and no penalties for making mistakes (except perhaps the loss of a few collected beads, which unlock non-critical game content).<br />
<br />
In an interview with Nintendo’s CEO, Saturo Iwata, Kirby’s coordinator, Emi Watanabe demonstrates her proclivity for subtractive design. She states (2010, <a href="http://us.wii.com/iwata_asks/kirbysepicyarn/vol1_page2.jsp" target="external" title="Iwata Asks Kirby’s Epic Yarn">Iwata Asks: Kirby’s Epic Yarn</a>), regarding early prototypes of the game:<br />
<blockquote>There were thorns everywhere. There were thorns up above and thorns down below. You'd think someplace was soft and jump down, but an enemy with thorns would be lying in wait. I really liked the yarn motif, so I thought, "Why am I experiencing something so harsh in this fun-looking world of yarn?" I was saying things like, "This isn't what I want to do in this cute world of yarn!"</blockquote><br />
<div class="centeredMedia"></div><div class="caption">Nintendo's Kirby franchise did well to eliminate a seemingly standard element of most games in Kirby's Epic Yarn (2010, Wii).</div><br />
<br />
Failure is almost universally accepted as an essential component of a game’s design. While Nintendo’s "E for Everyone" attitude certainly may have influenced the decision to remove player death, it cannot be denied that the threat of punishment stands in antithesis to the game’s conceptual core.<br />
<br />
By excluding failure, the overall experience is enhanced.<br />
<br />
Subtractive design also becomes apparent in the basic gameplay of other popular titles. For example, in the original version of A Boy and His Blob (1990), the player begins the game with a limited number of jellybeans. Running out of certain flavors will result in situations where the player cannot complete the game. In Majesco’s 2009 remake, the player’s jellybean arsenal never runs out. By allowing the player access to unlimited jellybeans, Majesco created a game that focused squarely on the critical theme of unfettered exploration.<br />
<br />
In Part 2 of this article, we will cover how subtractive design can be applied to other aspects of games, including art, audio and narrative.<br />
<br />
<br />
<i><a href="/profile/David+J+Sushil" title="David J Sushil">David J. Sushil</a> is a professor of Game and Simulation Programming at DeVry University. He is also the owner of <a href="http://www.badpilcrow.com" target="external" title="Bad Pilcrow">Bad Pilcrow</a>, an independent game studio in Orlando, Florida. His most recent game, <a href="/game/Vanessa_Saint-Pierre_Delacroix_And_Her_Nightmare" title="Vanessa Saint Pierre Delacroix and Her Nightmare">Vanessa Saint-Pierre Delacroix & Her Nightmare</a>, was awarded Best Design in indiePub’s 3rd Independent Game Developers Competition and was a Professional Finalist in the 2011 Indie Game Challenge.</i>]]></description>
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		<title>Marketing 101 Part 2: Connecting with customers might be more important than your game</title>
		<pubDate>Mon, 28 Mar 2011 12:12:02 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/how-to-market-your-video-game-part-2</link>
		<guid>http://www.indiepubgames.com/news/how-to-market-your-video-game-part-2</guid>
		<description><![CDATA[In the previous article ("<a href="/news/how-to-market-your-video-game-part-1">Marketing 101: Understanding the basics of marketing your game</a>") I discussed what marketing is and why it's important to you.<br />
<br />
Now on to the part where you start achieving more measurable results: Connecting.<br />
<br />
If you have done the prior steps – defining your audience and yourself - you now intuitively know what to do better. It is imperative to be genuine. Consumers are becoming increasingly keen at sniffing out a rat disguised as the "hot new item." With my previous company we even got to the point where we stopped making promises.<br />
<br />
I do not suggest this.<br />
<br />
Instead, use a healthy dose of discernment and make only the promises you want to and know you will deliver. In other words…<br />
<br />
<div class="header3">Stay Focused</div><br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Focus is now key. You should market to your strengths and let everything else slide. It's better to get 80% of a small niche blog on board with your game than to have less than .0000000001% of everyone else loving it. <br />
<br />
Recent marketing trends are a big advantage to indies because we already make games that target niche markets. People used to want to connect with the peak of the bell curve of audiences but that's no longer working (which should make it undesirable). We find incredibly mediocre products because they have a little something for everyone and a lot of nothing beyond that. People would rather have something focused in their one interest that does it well rather than something that does everything poorly. So, target niche blogs, one group at one conference or one Facebook group but, by all means, remain focused.<br />
<br />
<a href="http://www.gdcvault.com/play/1012305/Indies-and-Publishers-Fixing-a/" target="external">2D Boy's Ron Carmel (co-creator of indie hit World of Goo) said at the 2010 Game Developers Conference</a> that the smaller, focused sources equal big sales bumps. He told a packed audience that being on the cover of Time magazine may boosts your ego but it doesn't necessarily sell many units.<br />
<br />
<div class="header3">Get Prepared</div><br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>First you need your "elevator pitch." I'm sure you've already heard this term but, in a world of 140-character tweets, we are forced to cram more value into less space.<br />
<br />
For those who haven't heard the term, it's basically just what you say about your game or product to quickly sell someone your idea in the time it takes elevator to traverse a few floors.<br />
<br />
Referring again to previous steps you will want to include your benefits to your customer, who you are and what makes your game uniquely better than all the others. <br />
<br />
Leave out anything that isn't absolutely important. Part of what you say is also what you do not say.<br />
<br />
Now that you know your pitch, rehearse it to the point that, when you actually have 30 seconds of face time with someone (maybe even in an actual elevator), you can confidently sell them on your game.<br />
<br />
<div class="header3">Spread the Word</div><br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Next you will want to put the elevator pitch in digital form. Create a "Tag Line" (a catchier, easier version of the elevator pitch) that makes it easier for people to retweet the word or phrase.<br />
<br />
From mainstream games there's the unforgettable "Gotta catch 'em all" of the Pokémon franchise. It refers to what you are doing in the game (catching Pokémon) and implies you'll miss something unless you collect – and evolve - every in-game character.<br />
<br />
Then get some people to start spreading it. Make a YouTube trailer. Make a playable web demo.<br />
<br />
But don't be annoying. Elevator pitches and tag lines are your message and you will want to spread them but do it only in places where people will care about it. You can actually harm yourself by annoying customers. This is a new trend in marketing that people weren't aware of in the past.<br />
<br />
Take, for instance, Evony (2009). Have you ever played the game? Have you ever wanted to? Well, if you are like me then there's a big "No" to both. In case you missed the web banners, they basically have scantily clad women beckoning people to play. Sex sells, right? Wrong. Sex sells sex.<br />
<br />
It ticks people off when the game that promises one thing ends up being like Farmville. There's nothing necessarily wrong with that type of game, just don't lead us to believe it has fashion models in skimpy clothing when it doesn't. This is a quick route to making cranky gamers who write bad reviews which hinder sales.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>That rage-quit reaction brings us to getting your game reviewed. Consider this: Have you bought a new computer or HDTV lately? Did you look up reviews for it? Yeah? Your customers most likely look up (and write) reviews, too. It only takes moments for customers to exchange information about their experience with you and, now, the rest of the world, so do what you can to make sure it's always good.<br />
<br />
<div class="header3">Know Where People Care (About You and Your Game)</div><br />
First, if other people ask about you or your work, they are certainly interested. Put yourself out there in a non-threatening way. People don't always want to be confronted with a product offering that might ask for money. Free game demos, blogs with related (but not infomercial-style) content and physical presence at local and global industry events are all good ways to spark interest in you. They will come to you after you get their attention. This time around they will be much more willing to buy in to what you have to sell.<br />
<br />
Second, ask people – and publications – whether or not they are interested in your game. Pull out your elevator pitch and approach web sites like indiePub and Kotaku and ask if their viewers might like to hear about you. If they respond that their readers don't care, don't take it as a rejection, take it as a refinement of your search. Ask them why they do not feel your story is a good fit. Once you know why you may realize sites like RockPaperShotgun.com are a better venue, for instance.<br />
<br />
Also, ask for suggestions when you get turned down. Once you find a good online community, continue to be genuine and honest. The internet has a way of calling out lack of authenticity almost faster than you can dream it up. Avoid promising or advertising something you don't have. Focus on your strengths.<br />
<br />
<div class="header3">Increase Your Game's Accessibility</div><br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Release a demo. The easier it is for people to get to your game, enjoy it and (at some point) pay you for it, the better you will do.<br />
<br />
Sony's PSN+ baffles me how they only give paying subscribers a demo. Do you know why retail apparel stores have all the colors, styles and sizes on display as well as changing rooms? If the customer sees herself or himself using the product and enjoys it, s/he might as well have already bought it. The only thing left is to clear the way to the register for them to check out. If the customer already played and enjoyed part of your game, they are far more likely to want to buy the whole thing.<br />
<br />
<div class="header3">Hire a Marketing Person (or Not)</div><br />
So this is a good bit of work, maybe you ought to hire a dedicated person for marketing? Not so fast, young Padawan. You can, by all means, hire someone if needed and you are able. Previous business wisdom suggests all tech-start-up companies should employ marketing to development staff at a 2:1 or 3:1 ratio. After all, that's what made Apple successful and continues to make them successful. They have a lot of ace marketers. But that's a huge cost and one that could be avoided if you are smart.<br />
<br />
New marketing techniques suggest that companies should do away with marketing departments. What? Didn't I just say that you need them to outnumber other staff? Well, ironically, that's still the case. While new-school marketing has no dedicated departments for that work, it tasks everyone in the company with marketing. This is actually a much better way to do it. Everyone should already have vested interest in their product, so why not let them say what's so good about it?<br />
<br />
<div class="header3">Now Get Going</div><br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Marketing is important, even for completely free games because you will want people to enjoy your game. The only difference is that money never changes hands. Either way, it’s colossal importance to you, whether you know it now or not.<br />
<br />
Remember to know your audience and what’s in it for them. Know yourself, your game, your company and what you stand for. Start making meaningful, honest, open, easy connections with people in person, online or where ever you can meet people.<br />
<br />
Be your marketing and remember that it can be simple, easy and fun. You will get the best results when you enjoy what you do.<br />
<br />
<br />
<i><a href="http://www.indiepubgames.com/profile/apyoungblood">Alan Youngblood</a> is an indie game developer from Raleigh, NC (USA). He encourages you to post anything you have to say in the Comments section below. Off-topic or additional questions and comments can be directed to him on twitter: @apyoungblood. Your comments shape future articles so say what resonates with you and what you would like to read.</i><br />
<br />
<b>READ: <a href="/news/how-to-market-your-video-game-part-1">Marketing 101: Understanding the basics of marketing your game</a></b>]]></description>
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		<title>New Xbox Live Indie Games for week ending March 25, 2011</title>
		<pubDate>Fri, 25 Mar 2011 09:36:47 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-of-march-25-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-week-of-march-25-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div> Looks like several indie devs simultaneously <a href=" http://www.indiepubgames.com/news/xbox-live-indie-games-top-20-best-first-week-sales-for-2010"  title=" Xbox Live lists indie games with best first-week sales for 2010">received the message that people like games with "Avatar" in the title</a>. These games usually incorporate your Xbox Live avatar in the game (get it?) but that does not always mean the games are particularly innovative or amazing. This week there were three released on the same day:  Bouncing Avatars, Avatar Fighting and Dude, Where's My Avatar?, each selling for 80 MP (US $1.00).<br />
<br />
The best bets for this week look to be shooting space racer SpaceCraft, colorful multiplayer (up to 16 players) Abronium Tournament, town building and wilderness exploration game Pioneerz, sky shooter Allied Assault Squadron and 3D shooter Lil Demons: Splatter.<br />
<br />
Below is a list of games released between March 19 and March 25, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP ($10 for 800 MP or $1.00 for 80 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cute-Pets/66acd000-77fe-1000-9115-d802585507f9" target="external" title=" Cute Pets ">Cute Pets</a><br />
(80 MP, 03/18/2011, Latin Soul Studio)<br />
Match 3 or more Pets to uncover the cute picture.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Screen shot of SpaceCraft by Jonas.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Spacecraft/66acd000-77fe-1000-9115-d802585507fa" target="external" title=" SpaceCraft">SpaceCraft</a><br />
(80 MP, 03/19/2011, Jonas)<br />
Action game featuring advanced game play and physics. Single and Cooperative play! Death match and Racing mode! 36 levels filled with action, chaos, puzzles and lots of fun!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/MoonLander/66acd000-77fe-1000-9115-d802585507fb" target="external" title=" MoonLander">MoonLander</a><br />
(80 MP, 03/19/2011, Bounding Box Games LLC)<br />
You have arrived into lunar orbit with only a small amount of air and fuel remaining. You must break orbit and navigate your spacecraft down to the moon’s surface in search of a safe landing. Only a skilled set of hands will guide you to safety while fighting the force of gravity and managing air and fuel reserves.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Abronium-Tournament/66acd000-77fe-1000-9115-d802585507fc" target="external" title=" Abronium Tournament">Abronium Tournament</a><br />
(240 MP, 03/19/2011, Mexond)<br />
Join the Abronium cyber world for a hot thrilling tournament competition. Gather friends/family and build your own cool tournament using 35 different maps from 10 different game modes (EG: Race, CTF, Soccer, Chase & Fetch). With up to 16 players in a local game you’ll have the perfect party booster. Play one-to-one or gather up in teams to see who will score the most or get knocked out.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bouncing-Avatars/66acd000-77fe-1000-9115-d802585507fd" target="external" title=" Bouncing Avatars">Bouncing Avatars</a><br />
(80 MP, 03/20/2011, Running Pixel)<br />
Trapped in a bubble you can only bounce and climb up. Your goal is to rise as high as you can while avoiding dangerous objects, insidious platforms and much more. Play alone for the record or against your friends in a funny multiplayer match!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Fighter/66acd000-77fe-1000-9115-d802585507fe" target="external" title=" Avatar Fighting">Avatar Fighting</a><br />
(80 MP, 03/20/2011, Mr Brian)<br />
A fighting game... with avatars!!!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Dude-Wheres-My-Avatar/66acd000-77fe-1000-9115-d802585507ff" target="external" title=" Dude Where's My Avatar">Dude, Where's My Avatar? </a><br />
(80 MP, 03/20/2011, Robot Foot Games)<br />
Don't get lost in the crowd! Use those quick reflexes to find your avatar and beat scores from your friends... and the WORLD!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Allied-Assault-Squadron/66acd000-77fe-1000-9115-d80258550800" target="external" title=" Allied Assault Squadron">Allied Assault Squadron</a><br />
(240 MP, 03/21/2011, Aeternus Studios)<br />
In Allied Assault Squadron (AAS), the player experiences aerial combat as a member of an elite World War II fighter pilot team. AAS is a top down 2D aerial shooter in which the player controls one of six World War II era fighter planes, on a mission to clear the grounds and skies of enemies.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lazy-Gamer/66acd000-77fe-1000-9115-d80258550801" target="external" title=" Lazy Gamer">Lazy Gamer</a><br />
(80 MP, 03/21/2011, Silver Dollar Games 3)<br />
I can't feel my legs... [ This games contains Coarse Language. Player Discretion is Advised ><br />
<br />
<div class="centeredMedia"></div><div class="caption">Pioneerz (screen shot above) by Laurent Goethals, brings back memories of Oregon Trail.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Pioneerz/66acd000-77fe-1000-9115-d80258550802" target="external" title=" Pioneerz">Pioneerz</a><br />
(400 MP, 03/22/2011, laurent goethals)<br />
A pioneer's life : protect your town, gather food, explore the wilderness, fight hostiles animals, conquier ennemies town... The road is harsh to make a peacefull kingdom. Pioneerz is the sequel of pioneer. It revisit and improve all of pioneer aspect (battle, world generation, city building...)<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Infinity-Danger/66acd000-77fe-1000-9115-d80258550803" target="external" title=" Infinity Danger">Infinity Danger</a><br />
(80 MP, 03/22/2011, Milkstone Studios S.L.)<br />
Fight against an almighty enemy that evolves to exploit your weak points! Inspired on the 2003 computer game "Warning Forever"<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Strategic-Warfare-Conflict/66acd000-77fe-1000-9115-d80258550804" target="external" title=" Strategic Warfare: Conflict">Strategic Warfare: Conflict</a><br />
(80 MP, 03/22/2011, Dugrab Studios)<br />
Become the hero of Triburius. Fight through 15 levels and face off against 11 unique AI styles and 8 different puzzles. A fast paced realtime strategy game where you will face-off against trolls, two-headed giants, demons and more...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Satellite/66acd000-77fe-1000-9115-d80258550805" target="external" title=" Satellite">Satellite</a><br />
(80 MP, 03/23/2011, K73SK)<br />
Starting from a small body, build a large satellite in the orbit of any of the four rocky planets of your choice! Be careful, though! Strategy is the *key* to making sure you build a strong satellite. Try to build a satellite and see how good you are to find out what we mean! Choose from either side, being the pirates or the good ol' federation!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/AardBloxX/66acd000-77fe-1000-9115-d80258550806" target="external" title=" AardBloxX">AardBloxX</a><br />
(80 MP, 03/23/2011, Bat Country Entertainment)<br />
AardBloxX is a 3D puzzle game designed to exercise your mind. Blocks are sent at you which must be fit into flat planes at an increasing pace. You will have a blast playing this game, and it will help keep you mentally sharp and improve your spatial awareness! With two modes for both new and advanced players, it allows you to tweak gameplay to your liking for the best puzzle experience.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/CTG/66acd000-77fe-1000-9115-d80258550807" target="external" title=" CTG">CTG</a><br />
(80 MP, 03/23/2011, DeRail Games)<br />
Take on hordes of grannies in HD and make their dentures fly, you get an arsenal of weapons at your disposal: gravity gun, grenades, crazy madness and MEGA BLASTER. Make the grannies fly into the granny grinder when they attack in buses, rascals they even got cannons and kamikaze-allies. You can actually combo the grandmothers into the grinder for more points and awesomeness.<br />
<br />
<div class="centeredMedia"></div><div class="caption">MatthewM's Lil' Demons: Splatter (screen shot above) even includes a 3D mode.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Lil-Demons-Splatter/66acd000-77fe-1000-9115-d80258550808" target="external" title=" Lil Demons Splatter ">Lil' Demons: Splatter</a><br />
(80 MP, 03/24/2011, MatthewM)<br />
Kill the demons, absorb their blood for powerups! Lil' Demons: Splatter includes Wave Survival and King of the Hill game modes, piles of weapons, and supports multiple 3D rendering modes including anaglyph glasses. All for just 80 points!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/CEPINAS/66acd000-77fe-1000-9115-d80258550809" target="external" title=" CAPINAS">CAPINAS</a><br />
(80 MP, 03/24/2011, PetrosA)<br />
CEPINAS is a sci-fi Space Shooter / Strategy game. Conquer planets with the "CONQ" weapon, defend them against the aggressive invanders and become the new emperor of the universe. Choose wisely your path to victory, become a unstoppable one man Army or make your conquered planets to self-defending battlestations.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Can-You-Handle-2-At-Once/66acd000-77fe-1000-9115-d8025855080a" target="external" title=" Can You Handle 2 At Once ">Can You Handle 2 At Once?</a><br />
(80 MP, 03/25/2011, Stegersaurus Games)<br />
So you think you're pretty good don't you? Got used to the old 1 on 1, but how about 2 at once? Do you have the speed, dexterity, and focus for that kind of challenge? Only one way to find out...<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Oozi-Earth-Adventure-Ep-1/66acd000-77fe-1000-9115-d8025855080b" title="Oozi Earth Adventire Ep 1" target="external">Oozi: Earth Adventire Ep. 1</a><br />
(80 MP, 03/25/2011, AwesomeGamesStudio)<br />
Oozi: Earth Adventure is where classic platformer gameplay meets modern visuals and hand-drawn art. 5 story mode levels, 7 extra challenge levels for hardcore gamers, time limited arcade mode and dozens of enemies. All that for only 80 MSP!<br />
<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>Four tips I wish someone gave me when I started making games</title>
		<pubDate>Thu, 24 Mar 2011 09:33:49 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/ advice-i-wish-someone-gave-me-when-i-started-making-indie-video-games</link>
		<guid>http://www.indiepubgames.com/news/ advice-i-wish-someone-gave-me-when-i-started-making-indie-video-games</guid>
		<description><![CDATA[When you first started making games, you were probably a bit like me. You didn't know much about the process but thought it would be neat to create your own game. So you fired up your computer and got to work, spending weeks or even months crafting the perfect game. It was going to be the best game the world had ever seen.<br />
<br />
Maybe it was. But for most of us, our first game is something we try to avoid bringing up.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div>If you've been in the industry for a decent amount of time, you're probably going to look back on that game with dislike, maybe even disgust.<br />
<br />
"How could I have used those graphics?" "What was I thinking when I coded that!?"<br />
<br />
Those are questions that usually pop into my head when looking back at my first game. It was a multi-mode Pong-style game with levels and upgrades. It was going to take the Flash games scene by storm. In actuality, it was a flop with less than 10 thousand views.<br />
<br />
<div class="header3">What if you could do it all over?</div><br />
Here are four tips I would give to myself, the budding game developer, if I could go back in time.<br />
<br />
<div class="header3">1. Spend More Time Learning the Language</div><br />
When you first start making games, it can be easy to get caught up in the excitement of it all. You have this great idea for a game and want nothing more than to make it into a realization. So, you find yourself cutting corners, re-using other developers' code and not truly learning the language.<br />
<br />
By rushing your learning, you are dooming your game from the start. With minimal coding knowledge, you are not going to know how to implement all the features you would have liked into your game. You might cut out those super cool achievements you had originally intended to include due to a lack of knowledge.<br />
<br />
Instead, spend some time coding. Make some practice games, read a couple good books or tutorials and learn to code properly. It can be a pain but you'll find that learning to code right will save you time in the long run. It will help you make higher quality games in a faster amount of time.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div> <div class="header3">2. Hire an Artist</div><br />
Artists come in many different forms but, as a game developer, you’re going to want to focus on two main types: Graphics and audio.<br />
<br />
Let’s start with graphics. Unless you've got some experience in graphic design, programmer graphics are probably what your game will have. And programmer graphics are icky.<br />
<br />
Poor graphics bring down the quality of your game. I don't care how awesome your gameplay is. If you've got terrible graphics, I'm probably not going to play it. You know why? Because I'm not going to hear about it.<br />
<br />
Portals, review sites and magazines will rarely feature a game with bad graphics on their front page. Sure, sometimes there are exceptions, but they're few and far between.<br />
<br />
If you know you aren't good at graphics design, then <a href="http://freelanceflashgames.com/news/2009/03/25/the-big-guide-to-hiring-an-artist/" target="external" alt="Freelance Flash Games" text="Freelance Flash Games">look into hiring an artist</a>. You will be glad you did.<br />
Games are all about immersing the player in an experience. The ambiance of your music combines with each well timed swish of a sword or bang of a gun to help create that experience. Audio done right accents the gameplay, drawing the playing into the style and feel of it. Audio isn’t going to make a game, but it certainly can break it.<br />
<br />
How do you avoid "breaking" your game with audio?<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div>The first thing you’ll want to do is have good sound effects. While epic, level-shattering sounds are fun, the most important sounds are the ones that players are going to be hearing over and over and over again throughout your game (such as gunshots or coin collecting). Make sure these are high quality and in-synch with the animation.<br />
<br />
The second aspect of sounds is music. A nice, appropriate background loop can bring out the best in a game. For example, if your game is a fun little puzzler, it probably isn’t a good idea to have a hardcore metal song in it. Take the time to look at different loops you could use, then pick one and, please, give us the option to mute it(!).<br />
<br />
<div class="header3">3. Focus On the Core Mechanics</div><br />
There are tons of cool, implementable features you can add to your game to make it more fun and enjoyable for the player: Upgrades, high scores, achievements, customization, etc. As a newbie, it can be very enticing to start playing around with all these neat features before you've perfected the actual gameplay.<br />
<br />
Don't get stuck in this trap.<br />
<br />
Playing around with features before you have a fun gameplay mechanic can be a huge time waster.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div>Sometimes it will work out and you end up with a hit game. But, often times, it doesn't.<br />
<br />
You will have spent so much time implementing your achievements or upgrade system that you'll have forgotten the essential concept of a fun game: Gameplay.<br />
<br />
When this happens, you often end up with a grinding sort of game where players are merely playing to reach the next level, upgrade or high score. This can result in some very ugly comments from frustrated players.<br />
<br />
So save yourself the trouble. Perfect your game mechanics. Once you're sure they're fun on their own, then you can start adding cool features to make your game even better.<br />
<br />
<div class="header3">4. Get Feedback</div><br />
I know it's your first game and you can't wait to release it to the public for the awesome reviews to start pouring in. But, if you don't take some time to gather feedback before going through the sponsorship process or releasing it, you aren't going to be happy with the results.<br />
<br />
You can try testing your game yourself but, unless you're really dedicated, you aren't going to find all the mistakes. And, even if you did, you can't provide the type of opinions testers will be able to give. For that, you need feedback.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px; border:0px solid #151515;"></div>The first people I always go to are my friends and family for the simple reasons that they cheap and easy (I mean, easily accessible). I’ll sit them down and ask them to play my game. I won’t tell them anything about it. I just sit and observe. By doing this, I can spot design flaws, detect difficulty and ask follow-up questions after they’ve finished playing.<br />
<br />
Unfortunately, in most cases, friends and family tend to be supportive. What if you want some real critiques?<br />
<br />
You don’t want to release your game to the public just yet but a viable option is sending out your pre-released game to a select group of testers, developer friends or fans.<br />
<br />
These testers can point out bugs and gameplay flaws that you might not have realized before. Flaws that could have crippled your game in the wild. Better to catch them now - when it can be fixed - than after a potential sponsor or reviewer has played your game.<br />
<br />
<div class="header3">Back to Reality</div><br />
Those are the four tips I’d give myself if I could go back in time.<br />
<br />
What about you? What would you change if you could go back and remake your first game?<br />
<br />
<br />
<i><a href="http://www.indiepubgames.com/profile/RyanWolniak" title="Ryan Wolniak indiePub profile">Ryan Wolniak</a> is a Flash game developer and blogger from <a href="http://freelanceflashgames.com/news/" target="external" title="Freelance Flash Games">Freelance Flash Games</a>. He encourages you to post your thoughts in the Comments section below. Off-topic or additional questions and comments can be directed to him on twitter: <a href="http://twitter.com/ffgdirector" target="external" title="Twitter ffgdirector">@ffgdirector</a>.</i>]]></description>
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		<title>Minecraft the movie!? Oh, it'll be a documentary...</title>
		<pubDate>Tue, 22 Mar 2011 13:13:56 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/minecraft-movie-documentary-by-2-player-productions</link>
		<guid>http://www.indiepubgames.com/news/minecraft-movie-documentary-by-2-player-productions</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Minecraft creator Markus "Notch" Persson smiles as he talks about his game, Minecraft, in the current short film about him by 2 Player productions.</div><br />
<br />
And you thought indie games couldn't make onto the big screen.<br />
<br />
OK, so maybe it's not quite the "big" screen (yet) but a 20-minute documentary about Minecraft will now become a feature-length documentary.<br />
<br />
Titled <i>Minecraft: The Story of Mojang</i>, 2 Player Productions is about done soliciting fan funding for the feature-length film via the <a href="http://www.kickstarter.com/projects/2pp/minecraft-the-story-of-mojang" target="external">Kickstarter web site</a>.<br />
<br />
If you decide to pitch in to the cause, you get bonuses depending on the amount you contribute including your name in the credits, special edition signed DVDs, a poster, a signed pick axe and toys. Their goal is $150,000 and they've already beat it. The contribution period ends 2:49 a.m. (EDT), Saturday Mar 26, 2011, so, if you want the bonus goodies, you'd better act now.<br />
<br />
Here's part of their plea to get you to give the monies:<blockquote>"Your investment will allow us to make frequent visits to the Mojang office in Sweden and other locations around the globe throughout 2011. Support would also allow us to enrich the film by hiring additional crew to handle post-production effects, audio engineering, an original musical score, and the production and shipment of unique Backer rewards. To incentivize donations, we are reuniting with merchandising team Fangamer to produce a wide variety of exciting products - all of them exclusive to this four-week campaign period."</blockquote><br />
The full-length documentary is promised to be released in 2012 ("provided the world doesn’t end") and will be available as a two-disc "exhaustive" DVD set.<br />
<br />
Minecraft is a sandbox-style indie game created by Markus "Notch" Persson where you mine and build (get it?). The game - which is still in development - went public May 2009. Thanks to paid support, Persson was able to form the company Mojang to continue developing the game. December 2010 it went Beta and, a month later, sold more than 1 million total units (now up to 1.5 million).<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=Ax9kmoyzl1Y</div><br />
<br />
There is currently a six-minute version of the film available on the <a href="http://www.kickstarter.com/projects/2pp/minecraft-the-story-of-mojang" target="external">Kickstarter</a> page and a 20-minute version (watch above) is also on <a href="http://www.gametrailers.com/video/documentary-kickstarter-minecraft/710787" target="external">Gametrailers</a>.<br />
<br />
<b>SITE: <a href="http://www.2playerproductions.com/" target="external">2 Player Productions</a><br />
VIA: <a href="http://www.geekchicdaily.com/story/Games/Minecraft-The-Movie-Markus-Notch-Persson-Minecraft-Documentary" target="external">GeekChicDaily</a></b>]]></description>
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		<title>2011 Independent Propeller Award Winner: Thomas Brush for Skinny (exclusive video, photos)</title>
		<pubDate>Mon, 21 Mar 2011 14:49:07 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/thomas-brush-skinny-independent-propeller-award-winner-2011</link>
		<guid>http://www.indiepubgames.com/news/thomas-brush-skinny-independent-propeller-award-winner-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Indie developer Thomas Brush accepts his trophy for Best Audio during the 2011 Independent Propeller Awards ceremony held March 13, 2011, during South by Southwest in Austin, TX (USA). (Neil Tekamp/indiePub)</div><br />
The first indie developer we're featuring from our 2011 award-winning lineup is Thomas Brush.<br />
<br />
Brush recently won Best Audio in the 2011 Independent Propeller Awards for his Flash-based game <a href="http://www.indiepubgames.com/game/Skinny" alt="Skinny">Skinny</a>. He won a similar award last year (2010) in <a href="http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced">indiePub's 3rd Independent Game Developers' Competition Awards</a> for his game <a href="http://www.indiepubgames.com/game/Coma">Coma</a>, which will be published later this year (2011) by Zoo Games for PSP, Android, iOS, PSN and PC.<br />
<br />
In talking about Skinny, Brush seemed a bit afraid that it is a bit too similar to Coma, although he worked hard to make it unique.<br />
<br />
"For example, all the images are really deep graphics," Brush told indiePub. "It's not just solid tones. There's a lot of texture to the game. Also... the camera follows the character. And the story is a lot different. You are not in a dream world, you are in the future...<br />
<br />
"It's not like you just run around and get items for people. It's more like you talk with people, you shoot your arm around, you jump from wall to wall. I tried to incorporate more game mechanics."<br />
<br />
The story for Skinny wasn't in place when Brush began making the game. Instead, it let it come more naturally, about four or five months into the game's development.<br />
<br />
"It's about this robot thing, Skinny, that goes through the world and is told what to do by this lady called Mama and you don't really know who she is," explains Brush. "She's telling you that the world is radioactive and you have to rescue the whole world and basically plug them into the system so that they are safe from the radioactive material. Throughout the game you find out that she is a liar. It's kinda like Coma in that you are working for two different sides and you don't really know who you are working for."<br />
<br />
Brush said that Skinny does have a political theme but he'd much rather the player figure it out on their own than explain it.<br />
<br />
"I'm not going to say it now but I want people to finish the game and figure out exactly what I'm saying about the government and industry telling us what to believe and how we're supposed to act."<br />
<br />
Brush also has a more abstract goal in the game.<br />
<br />
"I also want (players) to feel atmospheric and cozy. When they finish the game I want them feel the way people feel at a U2 concert. Just happy and emotional."<br />
<br />
Brush did offer a few suggestions for new developers, whether they enter contests or not.<br />
<br />
"Work hard and be patient," said Brush. "Wait for emails. Don't think about money, think about letting people see your game. Be willing to just distribute it for free. See what people say, get lots of feedback, keep working on it, keep changing things and wait for emails from people like indiePub because they might just want to work with you."<br />
<br />
Watch more from indeiPub's interview in the exclusive video below.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=ShrKukJqcWs</div><div class="caption">(Mary Kish/indiePub)</div><br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Indie developer Thomas Brush ponders a question while being interviewed in the indiePub booth at the 2011 South by Southwest ScreenBurn Arcade. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Thomas Brush talks about developing his 2011 Independent Propeller Award-winning game, Skinny, in the indiePub booth at the 2011 South by Southwest ScreenBurn Arcade. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Meredith Molinari, host of the PlayStation Network reality series The Tester and co-host of the 2011 Independent Propeller Awards ceremony, plays indie game Skinny while the game's developer, Thomas Brush, gives some advice. (PJ Hruschak/indiePub)</div><br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Indie developer Thomas Brush looks on as actress and model Meredith Molinari plays his game, Skinny, in the indiePub Booth the 2011 South by Southwest ScreenBurn Arcade. (Photo by PJ Hruschak/indiePub)</div><br />
<br />
<b>PLAY: <a href="http://www.indiepubgames.com/game/Skinny" alt="Skinny">Skinny</a></b><br />
<br />
<br />
<i>EDITOR'S NOTE: Interview conducted by Mary Kish with help from Neil Tekamp. Written by PJ Hruschak.</i>]]></description>
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		<title>Marketing 101 Part 1: Understanding the basics of marketing your game</title>
		<pubDate>Fri, 18 Mar 2011 16:48:47 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/how-to-market-your-video-game-part-1</link>
		<guid>http://www.indiepubgames.com/news/how-to-market-your-video-game-part-1</guid>
		<description><![CDATA[You've pulled a lot of all nighters and worked really hard on your great idea and now it's the world's best game. All you need to do is kick back and let the money come in, right?<br />
<br />
Before you put money down on that Lamborghini, think again.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="header3">Case in Point</div><br />
An indie developer and friend Nic Allen made Cylinder (2009, screen shot to the right), a game I still consider to be one of the best on my iPhone, up there with the likes of Angry Birds and Chaos Rings. Nic's told me many times that it's not even as good as he wanted to make it (had he been given more time and a better budget). But, sadly for Nic, making a kick-ass game wasn't enough. What he made ended up awesome but got lost in a flood of apps on the app store. He didn't make enough money to make payroll for his one-man development studio. He missed out on marketing and it cost him in potential profits.<br />
<br />
Nic made some money but not what he should have. He surely learned a hard lesson from that project and now I'm trying to help you benefit from his - and what turns out to be a fairly common - mistake. Specifically, not marketing your game. Marketing will help fill the gap between having something to sell and putting it in enough hands to make a profit.<br />
 <br />
<div class="header3">Defining Marketing</div><br />
Marketing is the core of any business or productive effort. Basic business practice takes the owners' skills and passions and combines them in a meaningful way to meet another person's need or desire. Marketing is simply the process of making that connection. Having either side alone does no one any good, except maybe some possible cathartic benefits for the creators. When marketing connects the two, you have a mutually beneficial relationship that enhances both.<br />
<br />
<div class="header3">Getting Started</div><br />
Marketing may not be your forte and, to be honest, that's not necessary. Even so, it should always be your priority. You will want good marketing even with a free product (I mean free as in no financial cost, not just freemium aka pay-as-you-go). Marketing is so important that most established game studios – and non-game companies - spend as many resources on it as they do on development.<br />
<br />
Let's think from a simple economic standpoint: If you are putting 800 hours of labor and investing $2000 in the tools to make a game, you'll want to spend at least 800 hours of labor and $2000 on marketing.<br />
<br />
The marketing industry may be undergoing many changes right now but let's start with the basics.<br />
 <br />
<div class="header3">Know Your Audience</div><br />
One of the most important things is that you sell benefits, not features. Here's an example to clarify: "I bought Super Smash Bros Melee because I enjoyed playing it with several friends," versus, "I bought SSBM because it has multiplayer options." This distinction teases out the importance of benefits over features. In the first scenario, we know this guy is getting enjoyment and socialization. Those are the things that entice people to buy a game. The person in the second scenario may not ever play the game with anyone else and, thus, may not enjoy it.<br />
<br />
In other words, you should be able to answer, "What's in it for me?" for the person you are selling to.<br />
 <br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Also, know the age group you are targeting. If you are marketing to teenagers, keep in mind that someone born in the mid 1990s might not get jokes like, "Well, excuse me, princess!" from a Zelda cartoon that aired when they were two years old.<br />
<br />
Next, as Greek philosopher Plato said…<br />
<br />
<div class="header3">Know Thyself</div><br />
You already know your focus, strengths, weaknesses and priorities. You should also know what you stand for. You cannot stand for everything but that shouldn't stop you from standing for something and being proud of it. It can be as simple as making games with cartoony graphics or as idealistic as making games that promote world peace. This part is literally "all you" but you need to think it through and, if it helps, write it out, too.<br />
<br />
You are the expert on knowledge about yourself and what you have to offer. If you allow other people to tell you who you are, you will lose vision and direction. On the other hand, by knowing yourself, you present confidence that people can and will want to latch on to. People are attracted to something that presents itself as solid. By knowing who you are and what you stand for, you are pulling in more customers that will be happier to trade their money for your game.<br />
<br />
<div class="header3">More to Come…</div><br />
You should now be well equipped with imperative knowledge of yourself, your company, your product and, the most important part of the equation, your audience.<br />
<br />
Check indiePub.com for more practical ways to make marketing work for you with the next installment in this series.<br />
<br />
<br />
<i><a href="http://www.indiepubgames.com/profile/apyoungblood">Alan Youngblood</a> is an indie game developer from Raleigh, NC, USA. He encourages you to post anything you have to say in the Comments section below. Off-topic or additional questions and comments can be directed to him on twitter: @apyoungblood. Your comments shape future articles so say what resonates with you and what you would like to read.</i>]]></description>
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		<item>
		<title>Top 5 things I learned at the 2011 Mochi Flash Gaming Summit</title>
		<pubDate>Thu, 17 Mar 2011 16:22:58 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/top-five-things-learned-at-2011-mochi-flash-gaming-summit</link>
		<guid>http://www.indiepubgames.com/news/top-five-things-learned-at-2011-mochi-flash-gaming-summit</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Whether you’re a seasoned Flash guru or aspiring indie developer, there was no better place to be (February 27, 2011) than the Flash Gaming Summit in San Francisco, CA (USA). Hosted annually by Mochi Media, the summit is a nexus for developers in the Flash games industry to meet up, share ideas, and learn from each other.<br />
<br />
Everything about the summit screamed indie: The passion, the camaraderie, the energy and the excitement.<br />
<br />
Technology providers including Adobe, Electrotank, Unity and Kontagent discussed new tools and platform versions soon to be available for developers. Industry veterans including Paul Preece and David Scott (Casual Collective), Isaac Aubrey (Popcap Games) and Chris Benjaminsen (Nonaba.com, Player.IO) openly shared stories about their success transitioning from aspiring game designers to getting paid to do what they love and become successful companies. Artists, designers, and developers mingled freely throughout the day, sharing ideas and war stories (as well as drinks at the end of the day).<br />
<br />
As a social game creator preparing to full-scale launch my first product, I attended the summit with two goals: Learn strategies to effectively monetize and market my game and connect with other professionals to learn about upcoming trends in the industry. Below I share the highlights of what I discovered.<br />
<br />
<div class="header3">1. Flash is Becoming More Viable than Ever (Especially for Indie Developers)</div><br />
Adobe Platform Evangelist Lee Brimelow and Flash Player Product Manager Thubault Imbert kicked off the summit with their keynote speech, proudly proclaiming Adobe’s slogan for 2011: “We ♥ Gamers”. According to Adobe, social, mobile and web gaming portals currently comprise 27% of the overall game market. Industry trends predict rapid increase in these platforms, with mobile gaming in particular expected to increase in generated revenue from $5.6 to $11.4 billion by 2014.<br />
<br />
Adobe, to support the future of gaming, is enhancing the capabilities of Adobe AIR Runtime and iOS Packager for better native-source performance and adding a full 3D API to Flash Player. Code named “Molehill,” the new API will give programmers direct control over the GPU, allowing them to add video, 3D animations and even 2D bitmap graphics on a separate stage level and create graphically immersive games with responsive frame rates. The best implementation of the technology shown was a game called Zombie Tycoon, a 3D real-time strategy game that allows the player to control hordes of zombies that could be ordered to ravage the remains of post-apocalyptic city. <br />
<br />
To everyone’s surprise, the Adobe team made these new technologies available as part of their incubator program at the conclusion of their presentation.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>If you aren’t already using Flash and AS3 in your game project, now is definitely the time to consider checking out what Adobe has to offer. The AIR framework empowers you with the ability to code in a single, strong-typed programming language and publish your application to PC, Mac, internet browsers, Android, Blackberry and iOS. Backed by the prospects of Molehill, indie developers will be able to take their games to next level regardless of the platform.<br />
<br />
<div class="header3">2. Polish Your Game</div><br />
Whether you’re working to polish your game for licensing or self-publishing, polish is taking that extra step of detail to ensure your game stands above the rest. It may surprise you that the most effective way to polish your game is not overloading it with extra features, graphics or detail. Instead, ensure your game effectively delivers expected gameplay basics. While extra features can certainly add to your game, you should decide in favor of basic functionality when it comes to meeting your release deadline.<br />
<br />
Some particular tips for decent functionality include:<br />
<br />
<ul><li>Make certain your game has multiple methods of input and ideally customizable controls so that players can play the game the way that best suits them.</li><br />
<li>Include basic functions like a Pause button, Quick Restart, Mute, Menu, Settings, ability to save game, etc. Make sure your menus are easy to navigate and obvious to find.</li><br />
<li>Create an in-game tutorial, preferably one that flows seamlessly with the gameplay that progressively introduces new gameplay elements with each level.</li></ul><br />
<div class="header3">3. Make Your Social Game a Success by Providing Multiple Ways to Interact</div><br />
For synchronous games, or games that require active users to play with, you have the problem of critical mass. Even if your game is well-designed and interesting enough to draw new users, it will struggle without a large user base of active players because new users will leave if they can’t immediately find games to join.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>To succeed as a social game, you need to ensure your game provides ways to interact with the community whether there are active players online or not.<br />
<br />
Here are three ideas for engaging your users:<br />
<br />
<ul><li>Provide asynchronous game support. If your game is currently real-time and turn-based, you could offer the option to play the game asynchronously (similar to a chess game being played over email). This provides a particularly viable option for mobile users where players could sign in, initiate their turn commands, sign-off to do something else and then return to the game later to see how their opponent responded before making their next move.</li><br />
<li>Build a persistent world. Even if your game is not a MMO, you can still incorporate individual game interactions into a persistent world. Imagine a chess world where each game represented a battle in the war of Black vs. White. You could have a map representing the territories controlled by each faction that shifts borders depending on the outcome of individual game results. This empowers users to shape the world with each game played.</li><br />
<li>Provide users with persistent goals. Rewarding players with experience, leveling, ranks or unlocks for each game played can often deliver that last bit of incentive to play "just one more game."</li></ul><br />
<div class="header3">4. Instate a System to Measure your Game Metrics</div><br />
There’s no doubt that marketing is a critical part of any game’s success but, according to industry expert Dave Scott, Executive Producer for Casual Collective: "Before you invest a penny on ads, make absolutely certain you have a metrics system in place to track the effectiveness of your advertising campaign to ensure the money you are putting into advertising is returning more than the cost of advertising."<br />
<br />
Metrics systems are tools that measure how players are using your game, spending money and referring other users. You can create your own metrics by storing game interactions in a database or by using existing tools including <a href="http://playtomic.com" target="external">Playtomics</a> and <a href="http://www.kontagent.com" target=-"external">Kontagent</a>.<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Once you have your metrics system in place and you’re ready to get the word out about your game, Facebook ads are one of the most effective ways to advertise. This is because they are low cost and can be targeted to find users specifically interested in the type of game you’ve created.<br />
<br />
Five hundred dollars is a good starting budget to advertise with for a single-person development studio (and about as much as you should risk in determining whether or not your game can make more money than it costs to advertise).<br />
<br />
<div class="header3">5. Supercharge Your Career by Contributing to the Industry</div><br />
Perhaps the most prominent insight of the summit was realizing the importance of connecting with your peers and openly sharing what you are developing and how you are developing it.<br />
<br />
Blog, post to forums, write articles, Twitter, attend summits, join communities and maintain contact with fellow game developers. If you discover technical solutions to industry problems, make your findings available to the public.<br />
<br />
It may sound strange, especially if you embrace the corporate mindset of keeping secrets safe from the competitors but my take is that the game industry works like karma. If you devise industry solutions in solitary isolation or absorb ideas from others without sharing them, you break the momentum - or positive progression - of the industry and ultimately hinder your own progression. Many developers spend their time reinventing wheels and rediscovering solutions to problems already solved instead of focusing on the next series of industry problems. By publicly sharing your discoveries, you help move others forward and give them the opportunity to one day share a solution that will help you.<br />
<br />
Besides, by consistently sharing viable information with the game development community you may become known as an industry expert and earn invaluable respect, recognition and exposure and from your peers.<br />
<br />
<b>SITE:</b> <a href="http://mochiland.com/articles/flash-gaming-summit-wrap-up-session-recordings-photos-more" target="external">Flash Gaming Summit @ MochiBlog</a><br />
<b>SITE:</b> <a href="http://labs.adobe.com/technologies/flashplatformruntimes/incubator/features/molehill.html" target="external">Molehill @ Adobe</a><br />
<br />
<i>By <a href="http://www.indiepubgames.com/profile/RossD20Studios">Ross Przybylyski</a></i>]]></description>
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		<title>New Xbox Live Indie Games for week ending March 18, 2011</title>
		<pubDate>Thu, 17 Mar 2011 10:09:57 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-18-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-18-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Yay for more indie games with super simplistic names!<br />
<br />
Topping that list is LOAD with an equally simplistic description, "It's the miracle of life." (I'll let you figure out what all that means.) There's also the cap-lacking "A tricky game with a cookie" and the here's-exactly-what-I-am Black Jack Card Counter.<br />
<br />
As for Best Bets this week, Bureau – Agent Kendall looks to have some nice visuals with a fairly adult theme (although a hefty price of 400 MP for an indie channel release) and Solve It – Pack 1 appears to be cute 3D puzzler.<br />
<br />
Below is a list of games released between March 12 and March 18, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">A screen shot of LOAD, a game with a simple description ("It's the miracle of life") and imagery that looks a heck of a lot like a sperm traveling through a cell-lined tube. You figure it out.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/LOAD/66acd000-77fe-1000-9115-d802585507ef" target="external">LOAD</a><br />
(80 MP, 03/12/2011, Silver Dollar Games 3)<br />
It's the miracle of life.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Black-Jack-Card-Counter/66acd000-77fe-1000-9115-d802585507f0" target="external">Black Jack Card Counter</a><br />
(80 MP, 03/14/2011, Mister Hyde)<br />
You have heard the stories about people going to Vegas, counting cards, and getting rich. To bad you can't keep dozens of numbers and probability tables in you head. Let your Xbox will take care of the details of keeping track of the cards and sorting thru the tens of thousands of possible hands to calculate the odds. You are free to mastermind the strategy. Can you achieve simulated riches?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Blockhead/66acd000-77fe-1000-9115-d802585507f1" target="external">Blockhead</a><br />
(80 MP, 03/14/2011, Zach Bowman)<br />
Drop blocks into the cube. Watch the blocks change color. Get three in a row. Eat a sandwich. Repeat.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/I-AccidentallyIn-Space-Ep1/66acd000-77fe-1000-9115-d802585507f2" target="external">I Accidentally… In Space! Ep1</a><br />
(80 MP, 3/15/2011, Lethal Martini Games)<br />
Platformer meets vertical shoot-em-up in this retro genre mashup! Fight off alien hordes who are out to protect the valuable space gems you are rightfully trying to steal! 7 Levels of action plus challenging accomplishments to shoot for!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Mute-Crimson/66acd000-77fe-1000-9115-d802585507f3" target="external">Mute Crimson</a><br />
(80 MP, 03/15/2011, Apoxxle)<br />
Platforming Ninja action. Many levels of platforming action!  Climb walls and slash enemies!  Get collectibles and go for fast times!<br />
<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption"><br />
A screen shot of Solve It – Pack 1, which includes 30 3D puzzles.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Solve-It-Pack-1/66acd000-77fe-1000-9115-d802585507f4" target="external">Solve It – Pack 1</a><br />
(80 MP, 03/16/2011, Marklund Games)<br />
Help Dennis get to the star by giving him instructions. 30 levels with gooey, rotating and rolling cubes!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Crisis-North-Korea/66acd000-77fe-1000-9115-d802585507f5" target="external">Crisis: North Korea</a><br />
(80 MP, 03/16/2011, sodafountan)<br />
It's the year 2012, take to the skies in an effort to liberate the North Korean people from their ruthless dictator. Fight planes, ships, and subs in this exciting arcade style shooter.<br />
<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Agent Kendall seems to have missed a couple buttons when she got dressed for her starring role in Bureau – Agent Kendall. Screen shot above.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Bureau-Agent-Kendall/66acd000-77fe-1000-9115-d802585507f6" target="external">Bureau – Agent Kendall</a><br />
(400 MP, 03/16/2011, ggaler)<br />
As Agent Kendall, you have been reassigned to work on a special crimes team. Things will never be the same again. Welcome to a new type of adventure / story game.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/A-tricky-game-with-a-cookie/66acd000-77fe-1000-9115-d802585507f7" target="external">A tricky game with a cookie</a><br />
(80 MP, 03/16/2011, magma2280)<br />
Would you like some cookies? Have one and enjoy every crumb. Try to get the cookies through different levels of the game. You will be able to create your own levels by using the Level Editor. You can roll ahead, jump over peaks, slide under beams. But be careful not to slip. Enjoy the incredible soundtrack, made by a real candyman.  Cookies are addictive. Can you break the new record?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hello-Rocket/66acd000-77fe-1000-9115-d802585507f8" target="external">Hello Rocket</a><br />
980 MP, 03/17/2011, SoftwareByEugene)<br />
Can you steer the little rocket to its little target? Hello Rocket features hours of gameplay, hilarious physics-based demolition and lots of replay value. Complete with 72 levels of toppling towers, exploding bombs, rolling orbs and cute little bad guys that you bump into and knock over. Best. Game. Ever.<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>Featured Indie Dev: Martin Kelemen lets loose his Panda Rampage</title>
		<pubDate>Wed, 16 Mar 2011 14:34:55 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indie-game-developer-martin-kelemen</link>
		<guid>http://www.indiepubgames.com/news/indie-game-developer-martin-kelemen</guid>
		<description><![CDATA[<div class="" style="float:right; padding:10px; margin:0px 0px 10px 7px;border:1px solid #7d7d7d;"><table><tr><td><div class="" style="float:right; margin:0px 0px 5px 0px; border:1px solid #151515;"></div><br />
<b>Name:</b> <a href="http://www.indiepubgames.com/profile/whitershores">Martin Kelemen</a><br />
<b>Age:</b> 26<br />
<b>Game:</b> <a href="http://www.indiepubgames.com/game/PANDA_RAMPAGE">Panda Rampage</a><br />
<b>Location:</b> London, UK<br />
<b>Company:</b> <a href="http://whitershores.com" target="external">Whiter Shores Limited</a></td></tr></table></div>When you think of a guilty pleasure game, how far will you take your guilt? Sure, you might partake in the occasional shoot-em-up, fisticuffs and even roll over a few pedestrians, but my guess is that it rarely gets as specific as controlling a panda that mauls little girls trying to enjoy a sunny day picnic.<br />
<br />
London-based independent game developer <a href="http://www.indiepubgames.com/profile/whitershores">Martin Kelemen</a> didn't plan on starting his career with a panda-mauling-people game. It just sort of happened that way.<br />
<br />
"It was a moment of divine inspiration, for sure. Or, I could just say that, after months of in-depth market research, our team has determined that there is a growing consumer need for a game about a man-eating panda," Kelemen explained with grand sarcasm the origin of his Flash-based game, <a href="http://www.indiepubgames.com/game/PANDA_RAMPAGE">Panda Rampage</a>. "One particular day I was waiting for the tram - yes, London has trams - and I started having these flashes. Visions of a killer Panda mauling humans. That's pretty normal. There are a lot of crazy people walking around in London acting all weird."<br />
<br />
Kelemen's company, <a href="http://whitershores.com" target="external">Whiter Shores Limited</a>, specializes in 3D multimedia web sites but his expanding interests are what led him to make his first game, <a href="http://www.indiepubgames.com/game/PANDA_RAMPAGE">Panda Rampage</a><br />
<br />
"When I entered the rat race, I started out in straight HTML, which eventually involved some Flash banners with animation, which was of particular interest to me as I always had a deep love for the moving image," writes Kelemen in an email to indiePub. "This evolved into Flash sites and then 3D animated multimedia sites with music. From then on, the logical next step was getting into RIA (Rich Internet Application) development which, in my case, was obviously going to be games.<br />
<br />
"It's funny. In retrospect, I can clearly see a pattern... But, if you told me two years ago that I was going to be the proud owner of a game about a man-eating panda, I wouldn't have believed you." <br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">The panda avatar in Panda Rampage pauses in a moment of regret for the carnage he has caused while his previous prey, a little girl, merrily skips away. Don't worry, she'll soon be eaten. (Image provided by Whiter Shores)</div><br />
<br />
<a href="http://www.indiepubgames.com/game/PANDA_RAMPAGE">Panda Rampage</a>, for example, was originally going to be a short animated film – again going back to Kelemen's original interest in making films – and then an interactive story before finally becoming a game.<br />
<br />
"Although the story element, sadly, didn't make it into the final cut of the game, it still does feel more of an animated joke that is about an angry bear than an actual game where the player engages in interactive game mechanics. This was one of the biggest lessons I've taken away from the whole experience."<br />
<br />
Not being a programmer, Kelemen had to quickly learn how to create a Flash game. Of course, his film-making interest was not completely squelched, resulting in his taking a more traditional approach to the game's animation.<br />
<br />
"If you look closely at the game, you will see that it doesn't use your usual flishy-flashy-mushy tween animations," Kelemen explains. "All the graphics are essentially cell animation and hand drawn like they used to do it at Disney. Which, considering five characters from all angles and all abilities, is something like 350 individual drawings which took about six months to do."<br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">Above is concept art for the characters of Panda Rampage which include a little girl, a man in a straight jacket and a very hungry panda. (Image provided by Whiter Shores)</div><br />
<br />
Following his first taste of game development, Kelemen is now shifting Whiter Shores' focus away from web design and toward becoming a game studio. As he succinctly puts it, "It's more creative, I enjoy it more and it pays better."<br />
<br />
<a href="http://www.indiepubgames.com/game/PANDA_RAMPAGE">Panda Rampage</a> is currently a free Flash game with an in-game map editor you can purchase ("Adopt a starving game dev today!"), allowing you to create your own version of a picnic gone terribly wrong (soon also to be available on Android and iOS).<br />
<br />
"While I've worked with others on studio projects for clients, this project was more of a personal journey of self-discovery in a Zen kind of way. The people who played the game may find this scary."<br />
<br />
Yeah, we kinda do, but we periodically play the game any way.<br />
<br />
Kelemen's next project is a bit of a secret at this point but he did tell us, "...it's going to be a Facebook social game where players assume the role of the creator and will be able to design their own pet life forms."<br />
<br />
My guess is they will be especially hungry pet life forms.]]></description>
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		<title>2011 Independent Propeller Award winners announced</title>
		<pubDate>Sun, 13 Mar 2011 20:21:01 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw</link>
		<guid>http://www.indiepubgames.com/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><div class="caption">2011 Independent Propeller Awards' Grand Prize winners GLiD (Matthew Thomas Woolven, left with trophy, and Marco Alexander Marino, right) pose with indiePub's CEO, Mark Seremet (center with hat), after the award ceremony on Sunday, March 13, 2011, at the South by Southwest ScreenBurn in Austin, TX (USA).</div><br />
<br />
indiePub awarded its 2011 Independent Propeller Awards today (March 13, 2011) during the final hour of South by Southwest’s ScreenBurn Arcade.<br />
<br />
The ceremony was co-hosted by Meredith Molinari (host of PlayStation Network’s reality series, The Tester) and indie game developer Adam “Atomic” Saltsman (Canabalt).<br />
<br />
The winners each received a trophy and, depending on the category, either prizes or prize money.<br />
<br />
Here are the 2011 Independent Propeller Award winners and the indie game developers who made them (and claimed their prizes at the ceremony):<br />
<br />
<ul><li><b>Grand Prize ($50,000):</b> <a href="http://www.indiepubgames.com/game/GLiD">GLiD</a> by GLiD (Marco Marino and Matthew Thomas Woolven) </li><br />
<li><b>Best Art ($25,000):</b> <a href="http://www.indiepubgames.com/game/The_Uncanny_Fish_Hunt">The Uncanny Fish Hunt</a> by Uncanny Games (Romain LePrince and Clement LeMaire)</li><br />
<li><b>Best Audio ($25,000):</b> <a href="http://www.indiepubgames.com/game/Skinny">Skinny</a> by Atmos Games (Thomas Brush)</li><br />
<li><b>Technical Excellence ($25,000):</b> <a href="http://www.indiepubgames.com/game/Creo">Creo</a> by Turtle Sandbox (Peter Angstadt and Samual Torno)</li><br />
<li><b>Best Design ($25,000):</b> <a href="http://www.indiepubgames.com/game/Chewy!">Chewy</a> by Happy Candy Co. (Ernst Hekman and Vladimir Bondarev)</li><br />
<li><b>Unity (Unity Pro):</b> <a href="http://www.indiepubgames.com/game/Tiny_and_Big_-_Grandpas_Leftovers">Tiny and Big: Grandpa’s Leftovers</a> by Black Pants Games (Johannes Spohr and Sebastian Schultz)</li><br />
<li><b>Intel (Intel Laptop):</b> <a href="http://www.indiepubgames.com/game/Deep_Sea">Deep Sea</a> by WRAUGHK (Robin Arnott)</li></ul><br />
<br />
Congratulations to all the winners for making incredible indie games and helping with the indiePub booth at SXSW 2011.<br />
<br />
Photos to come...]]></description>
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		<title>SXSW 2011: Check out indiePub's ScreenBurn booth (with photos)</title>
		<pubDate>Fri, 11 Mar 2011 15:12:54 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/sxsw-2011-screenburn-arcade-indipub-booth-day-1-photos</link>
		<guid>http://www.indiepubgames.com/news/sxsw-2011-screenburn-arcade-indipub-booth-day-1-photos</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>The doors have just opened to the public for the 2011 South by Southwest ScreenBurn Arcade in Austin, TX (USA).<br />
<br />
indiePub has one the the larger (and more impressive) booths in the ScreenBurn Arcade and we have ten games to play including all seven of the 2011 Propeller Awards finalists.<br />
<br />
Again, we'll be here at the booth and around today (March 11, 2011) through Sunday (March 13, 2011). Check out our <a href="http://www.indiepubgames.com/news/schedule-of-events-indiepub-south-by-southwest-2011" target="external">SXSW ScreenBurn Schedule</a>.<br />
<br />
The playable games include:<br />
<br />
<ul><li><a href="http://www.indiepubgames.com/game/The_Uncanny_Fish_Hunt" target="external">The Uncanny Fish Hunt</a> (Uncanny Games)</li><li><a href="http://www.indiepubgames.com/game/Skinny" target="external">Skinny</a> (Thomas Brush)</li><li><a href="http://www.indiepubgames.com/game/Chewy!" target="external">Chewy</a> (Happy Candy Co.)</li><li><a href="http://www.indiepubgames.com/game/Creo" target="external">Creo</a> (Peter Angstadt)</li><li><a href="http://www.indiepubgames.com/game/Deep_Sea" target="external">Deep Sea</a> (Robin Arnott)</li><li><a href="http://www.indiepubgames.com/game/Tiny_and_Big_-_Grandpas_Leftovers" target="external">Tiny and Big: Grandpa's Leftovers</a> (Black Pants Game Studio)</li><li><a href="http://www.indiepubgames.com/game/GLiD" target="external">GLiD</a> (Glid)</li><li><a href="http://www.indiepubgames.com/game/Storm" target="external">Storm</a></li><li><a href="http://www.indiepubgames.com/game/Capsized" target="external">Capsized</a></li><li><a href="http://www.indiepubgames.com/game/Auditorium" target="external">Auditorium HD</a> (in 3D)</li></ul><br />
Here are photos of the booth as we complete the setup (March 11, 2011). More to come as well.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A Skyline Exhibits rep is putting some final touches on one of the banners for the indiePub 2011 ScreenBurn Arcade booth. (Photo: PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">There's the Propeller Awards section of the top banner. (Photo: PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">(Photo: PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">A nice view of the entire booth from the front. Some of the developers are playing games by the other finalists. (Photo: PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Another view of the entire booth from the front. Notice the indiePubber tweaking the signage. (Photo: PJ Hruschak/indiePub)</div><br />
<br />
<div class="centeredMedia"></div><div class="caption">A banner that is in the booth that will also be used at the award ceremony on Sunday, March 13, 2011. (Photo: PJ Hruschak/indiePub)</div>]]></description>
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		<title>New Xbox Live Indie Games for week ending March 11, 2011</title>
		<pubDate>Wed, 09 Mar 2011 16:10:42 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-11-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-march-11-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Another week, another batch of indie game goodness to be downloaded via Xbox Live.<br />
<br />
This week's best bets look to be ドキドキ☆コスプレせんせい and Sugar Killerz. I have no idea what ドキドキ☆コスプレせんせい means and cannot read the description but it costs 240 MP so someone at Microsoft thinks it's really good. On a more, er, somethingorother note, The Sugar Killerz looks like it is frantic, wacky co-op shooter fun. And with a decent soundtrack.<br />
<br />
Below is a list of games released on the Xbox Live Indie Games channel between March 5 and March 11, 2011 (plus one late <a href="http://www.indiepubgames.com/news/%20new-xbox-live-indie-games-weekly-update-march-4-2011">release from the previous week</a>).<br />
<br />
Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<div class="header3">New Xbox Live Indie Games for the week ending March 11, 2011</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Guitar-Tuner-360/66acd000-77fe-1000-9115-d802585507e7" target="external">Guitar Tuner 360</a><br />
(80 MP, 03/04/2011, DigitalDNA)<br />
Turn your Xbox into a digital chromatic tuner.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Solar-System-4D/66acd000-77fe-1000-9115-d802585507e8" target="external">Solar System 4D</a><br />
(80 MP, 03/05/2011, GZ Storm Games)<br />
Explore the Solar System in 4 dimensions - in space and time. Features 40 photos of planets and space, 10 information pages, date browsing between the years 1 through 4000, and more.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E3%83%89%E3%82%AD%E3%83%89%E3%82%AD-%E3%82%B3%E3%82%B9%E3%83%97%E3%83%AC%E3%81%9B%E3%82%93%E3%81%9B%E3%81%84/66acd000-77fe-1000-9115-d802585507e9" target="external">ドキドキ☆コスプレせんせい</a><br />
(240 MP, 03/08/2011, nakfiv)<br />
短編ノベルシリーズの第３弾。受験勉強に集中できない大輝はコスプレが趣味な家庭教師の茅乃とある約束をした…。<br />
<br />
<div class="centeredMedia"></div><div class="caption">The Sugar Killerz (screen shot above) promises 4-player co-op violence, advanced AI companions, a seamless cinematic experience, slow motion powers and a huge soundtrack by AcidRider.</div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Sugar-Killerz/66acd000-77fe-1000-9115-d802585507ea" target="external">The Sugar Killerz</a><br />
(400 MP, 03/08/2011, Fun Hazard)<br />
The Sugar Killerz is here! The perfect mix of cinematic adventure, CoOperative violence, stunning graphics and great music by AcidRider is finally available. Play it with 4 friends or with advanced AI companions. Enjoy this incredible cinematic experience!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/BugO-StinkO/66acd000-77fe-1000-9115-d802585507eb" target="external">BugO StinkO</a><br />
(80 MP, 03/09/2011, Takimchu Games)<br />
Battle your enemies with your farts. Eat food to fill your gas meter. Eat the kettle of beans for a "Silent But Deadly" that will kill any enemy. Fart near an open flame for an explosive kill. Find lighters to ignite your farts for a fiery jetting flame. Spit to distract enemies. Spit on flowers to grow them to reach higher platforms. 32 levels & 13 enemies!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/ETMD/66acd000-77fe-1000-9115-d802585507ec" target="external">ETMD</a><br />
(240 MP, 03/10/2011, thedeadstu)<br />
ETMD - ExtraTerrestrials Must Die is an old school style shoot em up where you must defeat the hordes of evil aliens intent on destroying you. As you progress through the 20 levels you can gain many unlockable weapons and powers to help fight off the alien menace.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Marksman-Long-Range/66acd000-77fe-1000-9115-d802585507ed" target="external">Marksman: Long Range</a><br />
(80 MP, 03/10/2011, Andy Campbell))<br />
Use realistic rifle controls to master the art of long-range shooting. Complete time trials, eliminate incoming zombie hordes, and play "rifle golf" to put your skills to the test.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/%E3%81%BF%E3%81%BF-%E3%81%84%E3%82%93%E3%81%96-%E3%81%99%E3%81%8B%E3%81%84/66acd000-77fe-1000-9115-d802585507ee" target="external">みみ いんざ すかい</a><br />
(80 MP, 03/10/2011, TakeTake55)<br />
魅美(みみ)とお供のタマが魑魅魍魎から町内の平和を守るエンドレスの全方位シューティングゲームです。<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<title>Contest Update: A closer look at the 2011 Independent Propeller Awards trophy</title>
		<pubDate>Tue, 08 Mar 2011 16:17:18 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/2011-independent-propeller-award-trophy</link>
		<guid>http://www.indiepubgames.com/news/2011-independent-propeller-award-trophy</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Regardless of which prize they win, each of the seven development teams honored at indiePub's 2011 Independent Propeller Awards will take home a trophy.<br />
<br />
indiePub worked with Cincinnati-based sculptor John Hebenstreit to design a trophy that is unique and abstractly reflects independent game development.<br />
<br />
Hebenstreit has created many sculptures including a life-size bust of Cincinnati’s first African-American Mayor, Theodore M. Berry, for the Cincinnati Park Board.<br />
<br />
Each statue weighs approximately 5 pounds (mostly the base), measures about 13 inches tall and is cast in bronze resin.<br />
<br />
This will certainly make an impact sitting on a developer's shelf. (Make room in your suitcase, fellas).<br />
<br />
The trophies will be given to the winners on stage Sunday, March 13, 2011, at indiePub's inaugural Independent Propeller Awards ceremony co-hosted by <a href="http://www.indiepubgames.com/news/meredith-molinari-2011-propeller-awards-indie-game-co-host-sxsw" target="external">Meredith Molinari</a> and <a href="http://www.indiepubgames.com/news/adam-atomic-saltsman-2011-propeller-awards-indie-game-co-host-sxsw" target="external">Adam "Atomic" Saltsman</a>.<br />
<br />
The event is in conjunction with the South by Southwest 2011 ScreenBurn Arcade taking place March 11 through 13, 2011.<br />
<br />
indiePub will also have a booth at the event where attendees can meet the <a href="http://www.indiepubgames.com/news/2011-independent-propeller-awards-finalists-hosts">seven 2011 Independent Propeller Award finalists</a> and play their winning games.<br />
<br />
Come by. Give 'em a try. It'll be fun.]]></description>
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		<title>Dev Blog: Meet Cats in the Sky and their game, Totem Destroyer Deluxe</title>
		<pubDate>Mon, 07 Mar 2011 16:47:41 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/cats-in-the-sky-totem-destroyer-deluxe-dev-blog</link>
		<guid>http://www.indiepubgames.com/news/cats-in-the-sky-totem-destroyer-deluxe-dev-blog</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><a href="http://www.catsinthesky.com" target="external">Cats in the Sky</a> is a small Brazilian game developer studio which started in 2010. Our games include: Sally's Cats, Cargo Delivery and <a href="http://www.catsinthesky.com/games/totem-destroyer-deluxe-demo" target="external">Totem Destroyer Deluxe</a> (first version for desktop). <br />
<br />
<div class="header3">Totem Destroyer Deluxe Team</div><br />
The team is comprised of game designer Andriana Kei, programmer Gabriel Ochsenhofer (aka Gabs) and artist Guilherme Asthma. The music in TDD will be composed by Antonio Teoli.<br />
<br />
<div class="header3">Totem Destroyer Deluxe</div><br />
<b>ADRIANA KEI:</b> Totem Destroyer Deluxe (TDD) is the third game from the Totem Destroyer franchise. In 2008, Gabs made and launched Totem Destroyer (TD). At that time, TD had new and different gameplay compared to other web browser puzzle games and won the "Best Puzzle Game" Prize at 2009 Flash Game Awards (The Mochis). Totem Destroyer was followed by a sequel, Totem Destroyer 2, in 2009.<br />
<br />
At that time we had not even considered starting our own game studio. In 2009, Gabs and I worked together on another game project for a Digital and Media Culture Institute in São Paulo. That put us closer to an actual studio. We talked about video games in general, what kind of game we would create if we had a studio, which browser games we liked the most, favorite movies, movie characters, video game characters and many other things. We worked so well together that the idea of our own studio continued to grow until 2010. <br />
<br />
We decided it might be profitable to further develop our game ideas by incorporating an amazing artist into the mix. We found Guilherme Asthma, aka Gui. He was a very good choice for the studio because he has a different art style than most. He has the ability to create different styles of drawings and paintings, besides knowing how to use different techniques. He is also a young graffiti artist and animator with a great manual technique that looks like "old school" artwork. With this addition, Cats in the Sky was born. <br />
<br />
<div class="centeredMedia"></div><div class="caption">Meet the members of Cats in the Sky (from left to right): Guilherme Asthma, Adriana Kei and Gabriel Ochsenhofer. (Photo provided by Cats in the Sky)</div><br />
<br />
<b>GABRIEL OCHSENHOFER:</b> Totem Destroyer (2008) became pretty popular by that time. The game received a good amount of loyal fans and it was really nice to see that a lot of people were playing it each day. The downside was the large number of rip-offs that came some months later but that happens with many games. The thing about rip-offs is that they make you want to do better if you're planning to make a sequel (you need to stand out from their tiki game).<br />
<br />
Totem Destroyer Deluxe was our concept for this franchise. It was meant to be Totem Destroyer HD but simply adding "HD" to the title sounded like the same game with improved graphics. For TDD, we wanted to keep the player interaction simple as the previous games were and added new mechanics to the game.<br />
<br />
<b>ADRIANA KEI:</b> We decided to put more effort on the game physics. Gabs likes to program games with physics (don't ask me why). In the early days of our studio, he said, "No matter what you design as a game, we should put physics at the gameplay base." I like physics-based puzzles too, so it was a natural decision for TD. <br />
<br />
We've been creating new blocks with different physics properties, forcing the player to think in different ways to match the puzzle's difficulty. We've also been implementing new platforms and walls with new mechanical features that don't always remain static, much as they did in the previous games. To create the new blocks and platforms, I tried to incorporate ordinary objects from everyday life. I also referenced old cartoon traps and contraptions from Tom & Jerry and Road Runner that never worked (but they work on our game). That's why TDD has blocks and platforms with funny or weird behaviors.<br />
<br />
<div class="centeredMedia"></div><div class="caption">A screen shot of Totem Destroyer Deluxe.</div><br />
<br />
<b>GUILHERME ASTHMAI:</b> The art direction is changing, too, (for better). I like to be challenged in my artwork style and I believe that's very helpful for a game's artwork. Before Cats in the Sky, I had never worked with games or created artwork for a game. TDD is my fourth game for Cats in the Sky and I now feel more comfortable doing this kind of work. I come from the animation field and, other than a few things, the steps are quite similar. In game design there are a lot of different backgrounds and constraints for the artwork and sprite animation. While this was a challenge, it was highly beneficial for my professional growth.<br />
<br />
I had to keep the TD art style but, at the same time, I couldn't make more of the same stuff. I decided to make some idol sketches to try and capture the feel of the other TD games. I was trying to find a new art style for them, all while keeping the main features. I think it's a challenge for an artist to work on someone else's art and do something different but similar, without looking like a ripoff. Because TDD is an HD game, the concept art had to follow the same idea and yet be more detailed. I've been trying to add more irreverence to the scenarios (including some small animations in the background) and to the redesigned golden idols.<br />
<br />
<b>GABRIEL:</b> TD and TD 2 were launched on big game portals, free for all. For TDD we wanted a different, bigger approach. The first desktop version had 50 levels and now we are working on a more complete game with 75 levels and new types of blocks and platforms. This will be the final version of TDD, other than future DLCs, of course. If most of the rip-offs are already on iOS devices (for quite a long "tiki" time), why not release an original sequel in there too? So, because we have to eat, to dress and to do other things like anyone else, later this year we'll launch TDD for Android and iOs devices in addition to the desktop version.<br />
<br />
The previous games from this franchise were developed in Adobe Flash. TDD is being developed in Unity 3 for the ease of porting to other platforms and also for performance sake (sorry, Adobe), which is very important for this game, considering the new physics behavior and graphics capacity.<br />
<br />
<b>SITE: <a href="http://www.catsinthesky.com" target="external">Cats in the Sky</a></b>]]></description>
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		<title>Redefining Video Games: Looking beyond the need to win</title>
		<pubDate>Mon, 07 Mar 2011 12:08:33 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/redefiing-video-games-looking-beyond-the-need-to-win</link>
		<guid>http://www.indiepubgames.com/news/redefiing-video-games-looking-beyond-the-need-to-win</guid>
		<description><![CDATA[<div class="header2" style="text-align: center;">"A toy is interactive. But a game has goals."</div><br />
<i><div class="" style="float:right">(1994, <a href="http://www.costik.com/nowords.html" target="external">Interactive Fantasy #2</a> by Greg Costikyan)</div></i><br />
<br />
That's a pretty succinct distinction and it seems pretty obvious.<br />
<br />
A game points you towards some goal and the way to reach that goal is always to master some system, whether that involves shooting everything that moves or building a city from the ground up. In other words, in any game you try to win. That may seem trivial but I think that's a problem. <br />
<br />
Winning provides players a surge of <i>fiero</i> (the feeling of triumph over adversity). But what if we want to make a game about some other emotional experience like, say, exploring a forgotten desert (<a href="http://thatgamecompany.com/games/journey/" target="external">Journey</a>, 2010, PS3, thatgamecompany), the feeling of epiphany (<a href="http://the-witness.net/" target="external">The Witness</a>, coming 2011, Jonathan Blow) or the taste of a fresh peach (<a href="http://www.raphkoster.com/2006/11/10/project-horseshoe-influences/" target="external">Ralph Koster from his 2006 talk at Project Horseshoe called "Influences"</a>)?<br />
<br />
The emotional core of these ideas isn't fiero. It's not about winning and it's not about goals. Other forms of art can reach those emotions. For games to do the same, we can't simply ignore the limitation that comes with goals.<br />
<br />
We need to destroy it.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In thatgamecompany's 2010 game Journey for the PS3 (screenshot above), you explore a forgotten desert.</div><br />
<br />
In <a href="http://www.raphkoster.com/2006/11/10/project-horseshoe-influences/" target="external">Koster's 2006 talk</a> he suggests a series of abstract games like a game about "treeness". He concludes that modern games can't communicate such complex, unquantifiable ideas but his utterly profound lecture does indicate there is a bit of hope for games.<br />
<br />
In one part, Koster describes his experience making a game that's about flapping your wings as a bird. A lot of people felt that it was very zen and gave them a new feeling that taught them about being a bird (useful information, I know), but at that point it wasn't really a game. It was a toy, since it had no goals.<br />
<br />
So, to remedy this, he added a goal in the form of a 3D path that you had to follow. Then, the game was no longer about exploring the idea of flapping but, instead, became about following a path.<br />
<br />
And that made it boring.<br />
<br />
The original experience he was communicating wasn't about winning and goals focus a game towards that bland end.<br />
<br />
The need to win corrupts everything except fiero. And plenty of otherwise-compelling experiences can be totally ruined by the drive for victory.<br />
<br />
Tabletop RPGs, for example, are continually plagued by conflicts between powergamers and roleplayers, where the drive to win locks horns with the desire for drama and fantasy. <br />
<br />
Or consider the experimental game <a href="http://www.interactivestory.net/" target="external">Façade</a> (2005, Windows, Michael Mateas and Andrew Stern), in which you try to smooth over a marital conflict by talking it out with the couple. Facade uses natural language processing, asking you to type in what you want your character to say. It was one of the most well-realized attempts at a natural conversation game. But my first instinct as a gamer was to experiment with different inputs, trying to figure out how I could best manipulate the algorithm to reach my goals. I'm taught to win and, so, rather than playing the game, I was gaming the system. When the characters ask me a question and my answer is one word repeated twenty times, I've shattered the fantasy and the game devolves into a crappy social sim.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In Michael Mateas' and Andrew Stern's 2005 game Facade (screenshot above), you try to smooth over a marital conflict by talking it out with the couple. </div><br />
<br />
A lot of games have started to approach some new emotional experiences but seemed to flinch at the last second and add goals, hoping to make it a more proper game. For me, the best part of <a href="http://thatgamecompany.com/games/flower/" target="external">Flower</a> (2008, PS3, thatgamecompany) was just flying around in a beautiful landscape, chasing my tail and drawing patterns in the sky. But that's not truly part of the game. It's only something you can do with the embedded toy. The game just asks you to collect stuff and then deposit it at the end of the level. And having that goal cheapened the experience.<br />
<br />
Look at more mainstream open-world games like the The Elder Scrolls (1994-present, Bethesda Softworks) series. A lot of the joy in these games is exploring the world, seeing its sights, meeting people and discovering secrets. Then there's Audiosurf (2008, Windows, Invisible Handlebar), in which some players find more fun in grooving to the music than getting a high score (and the game-y elements just seem like impediments to that style of fun). In Half-Life 2 (2004, Windows, Mac, Xbox , Xbox 360 and PS3, Valve Corporation) people like me slog through the game mechanics just to see more of the story.<br />
<br />
The Sims (2000 to present, Windows, Mac and misc. consoles, Maxis) doesn't have a goal. Minecraft (2011, Windows, Markus Persson) doesn't have any goal beyond maybe staying alive. They're toys, in the end. Flower has a goal and it only served to make my play experience feel less meaningful.<br />
<br />
Think about other software toys, like the misnamed falling sand games. They, too, aren't games at all, but rather interesting toys that experiment with cellular automata. Or consider <a href="http://lab.andre-michelle.com/tonematrix" target="external">the tone matrix</a>, a toy that communicates something profound about the joy of making music. Ernest Adams wrote a column ("<a href="http://www.gamasutra.com/view/feature/6189/the_designers_notebook_dont_.php?page=3" target="external">The Designer's Notebook: Don't March, Dance!</a>", Gamasutra, 2010) about creating joy in a game, suggesting that designers try to reduce a player's anxiety towards losing and, instead, encourage playfulness.<br />
<br />
In other words, make it more like a toy and less like a game.<br />
<br />
My point is not that games are a dead art but that practical definition of "games" is changing.<br />
<br />
Games do sometimes include embedding stories and toys and, in some cases, those stories and toys are becoming more compelling than the game mechanics themselves. I think we should embrace that. <br />
<br />
Gamers and designers need to accept that games can be about something other than winning before the medium can evolve.<br />
<br />
<div class="centeredMedia"></div><div class="caption">In Tale of Tales' 2009 game, The Graveyard (screenshot above), the player walks an old lady onto a bench, waits and leaves.</div><br />
<br />
If a game is about joy, it doesn't have to be challenging. If a game is about "treeness," it doesn't have to require skill or strategy. If Koster makes a game about flapping, he shouldn't need to add a goal to call it a game<br />
<br />
I hear a lot of hardcore gamers making fun of <a href="http://www.tale-of-tales.com/TheGraveyard/" target="external">The Graveyard</a> (2009, Mac, Windows and iPhone, Tale of Tales) - in which the player walks an old lady onto a bench, waits and leaves - and similar games, but that sort of game is not supposed to be about mastery or winning. It's going for something different and we gamers should respect that, even if it doesn't initially appeal to us.<br />
<br />
We expect to find goals in games. They are, after all, part of the definition. But we need to jettison that requirement and broaden our vision of what games are and what games can be because our medium is finally growing up.<br />
<br />
And that's a good thing.]]></description>
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		<title>Meet Our 2011 Propeller Awards Co-Host: Meredith Molinari</title>
		<pubDate>Mon, 07 Mar 2011 10:07:34 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/meredith-molinari-2011-propeller-awards-indie-game-co-host-sxsw</link>
		<guid>http://www.indiepubgames.com/news/meredith-molinari-2011-propeller-awards-indie-game-co-host-sxsw</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"><div class="caption">Independent Propeller Awards co-host Meredith Molinari proves<br />
you can wear a sweater - dubbed "the Ewok vest" - in the<br />
Texas heat and still stay cool. <br />
(Photo by <a href="http://www.adashofinsanity.com/" target="external">Eugene Morton</a>)</div></div>When we at indiePub heard that Meredith Molinari agreed to be a co-host for our 2011 Independent Propeller Awards, a few jaws dropped (and, I’m guessing, a few heart rates went up as well).<br />
<br />
Molinari may be best known to gamers as the host of PlayStation Network's reality series, The Tester, available through the PlayStation Network, but she’s posed for magazines (including Maxim), can be seen in various commercials and advertisements (including  Roto-Games) and even co-hosted a multi-day Star Search event.<br />
<br />
"I auditioned for the host of PlayStation Network's 'The Tester' by 51 Minds because it combines two things I love: reality TV and video games,” Molinari told indiePub. "After a successful first season, I was asked to come back and host season two as well as the recent reunion show. I have a blast hosting this show, because you never know what new challenges each day is going to bring. The contestants really want to win and I love being a part of their arduous and sometimes silly journey."<br />
<br />
And do not doubt for a second that she's not a gamer or question her geek cred.<br />
<br />
"I do have a special place in my heart for arcade style fighting games. Tekken, and Mortal Kombat are my two faves!" she said. "I love playing Assassin's Creed. It's sexy and bloody and makes me want to learn Italian.  I play Dead Rising to quench my zombie blood lust.” She also went on to list Sports Champions for PlayStation Move as well as Wii games Shaun White Snowboarding: Road Trip and Rayman's Raving Rabbids 2.<br />
<br />
Molinari’s certainly not a noob when it comes to indie games, citing her G1 phone and the Android Market as her source for a few of her favorites including Bonsai Blast (Glu Mobile), Replica Island (Team Replica), Wordup! and Letter Rip! (Anthrological).<br />
<br />
"I support indie everything whether it's games, film or music," Molinari said. "The idea that anyone can create their dream concept and have it viewed and appreciated by the masses is what real art is all about. I think indie game developers are out there, enjoying not being told what to do. Who needs a big corporate budget when you can digitally share an entertaining, addictive game you can play anytime, anywhere?"<br />
<br />
Molinari will be co-hosting the first annual Independent Propeller Awards with <a href="http://www.indiepubgames.com/news/adam-atomic-saltsman-2011-propeller-awards-indie-game-co-host-sxsw" target="external">indie developer Adam "Atomic" Saltsman</a>.<br />
<br />
"After playing Canabalt I know we will get along just fine. I recently ran 2242m before hitting a wall and tumbling to my death."<br />
<br />
I’m certain she’ll do fine standing on a stage with him for 60 minutes (although Saltsman might require an oxygen tank – did you see the photo above?).<br />
<br />
indiePub's first annual Independent Propeller Awards ceremony will take place at 5 p.m. (CST), Sunday, March 13, 2011, at the Day Stage in the Austin Convention Center in Austin, TX (USA). It is in conjunction with the South by Southwest 2011 ScreenBurn taking place March 11 through 13, 2011. The full SXSW, which includes film and music, will take place March 11 through 20, 2011.<br />
<br />
Be sure to come by indiePub's SXSW booth March 11 through 13, 2011, to meet the indiePub 2011 Independent Propeller Awards finalists and play their games.<br />
<br />
<b>SITE: <a href="http://www.facebook.com/profile.php?id=732225515#!/pages/Official-Fan-Page-of-Meredith-Molinari/113223592021742" target="external">Meredith Molinari @ Facebook</a><br />
SITE: <a href="http://sxsw.com/interactive/screenburn/about">SXSW ScreenBurn</a></b>]]></description>
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		<item>
		<title>GDC 2011: Day 3 roundup</title>
		<pubDate>Fri, 04 Mar 2011 17:11:06 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/gdc-2011-day-3-roundup</link>
		<guid>http://www.indiepubgames.com/news/gdc-2011-day-3-roundup</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>The big dev-hugging party's over. OK. Not really but at least the GDC 2011 Expo is (almost) done.<br />
<br />
For the final day of most expos, most people wander around for a little while and then head home early. Even so, there were still sessions, companies sending out announcements and general dev-ness<br />
<br />
Here's a look at some of the announcements and goings-on for March 4, 2011, at GDC 2011 in San Francisco, CA (and we'll likely update this as we get more info).<br />
<br />
<ul><li>Khronos released the final WebGL 1.0 specs, enabling (according to the press release) "hardware-accelerated 3D graphics in HTML5 Web browsers without the need for plug-ins." As for what it does, "WebGL defines a JavaScript binding to OpenGL ES 2.0 to allow rich 3D graphics within a browser on any platform supporting the industry-standard OpenGL or OpenGL ES graphics APIs." It should work with web browsers by Apple, Google, Mozilla and Opera and has already been encorporated into Mozilla Firefox 4.0 beta, Google Chrome 9.0, Opera preview build and Apple Mac OS Safari. Expcet to see more 3D-ness in your friendly neighborhood web browsers.<br />
<b>READ: <a href="http://www.khronos.org/news/press/releases/khronos-releases-final-webgl-1.0-specification" target="external">Khronos</a></b></li><br />
<br />
<li>Bungie has confirmed that it will be creating a "massively multiplayer action game" and denied that it will be "World of Warcraft in space" (but, man, wouldn't that be cool?). The confirmation was otherwise light on information -0 there is not even anything on the site's blog (yet) but the game will be published by Activision.<br />
<br />
<b>Correction:</b> Bungie <i>may</i> have been making a poorly executed joke when this "announcement" was made. Here's a section from the <a href="http://www.bungie.net/News/content.aspx?type=topnews&cid=30859" target="external">Bungie blog</a> about it:<br />
<br />
<ul>"...an industrious journalist noticed the final slide from David’s GDC deck which apparently proclaimed that we were hiring for a "massively…multiplayer action game." Ruh oh. Now, in rehearsal Aldridge was convinced that everybody got the joke. It was all in the delivery, he assured us, and he was certain it was clear that he was playfully riffing off of the recent rumors. Unfortunately, most people can’t figure David out – they can’t process him. And we don’t expect them to. You can’t process David Aldridge with a normal brain. You’d need tiger blood and Adonis DNA."</ul><br />
<b>READ: <a href="http://xbox360.ign.com/articles/115/1153533p1.html" target="external">IGN</a><br />
SITE: <a href="http://www.bungie.net/" target="external">Bungie</a></b></li><br />
<br />
<li>Sony throws down more stats care of a couple reps around the expo: PlayStation network has 70 million users, 70% of the users log in each week and there was a 70% increase in annual revenues for the online service (are you feeling as zen about "70" as I am?) Also, PlayStation Home has 19 million users (what, not 70?) with an average session length of 70 minutes (ah, there it is).<br />
<b>READ: <a href="http://venturebeat.com/2011/03/03/sony-touts-its-playstation-network-70m-and-counting/" target="external">GamesBeat</a></b></li></ul><br />
<br />
<div class="centeredMedia"></div><br />
<br />
<ul><li>Microsoft wants you to literally embrace your inner avatar. And, of course, pay them so you can do it. Microsoft's "Unleash Your Avatar" site is a gateway to ordering a Fathead, FigurePrint or Zune Original with or of your Xbox Live Avatar. For each you enter your Gamertag and then pick from some options.  Watch your wallet because these are not your typical micro(soft)transactions:  A jumbo Fathead wall sticker will cost you $150, a custom Zune is $170 and the 3D avatar figure is $60.<br />
SITE: <b><a href="http://www.xbox.com/en-US/Live/unleash" target="external">Unleash Your Avatar</a></b></li></ul><br />
<br />
Also check out:<ul><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-1-roundup" target="external">GDC 2011: Day 1 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-2-roundup" target="external">GDC 2011: Day 2 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-3-roundup" target="external">GDC 2011: Day 3 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-pre-expo-roundup" target="external">GDC 2011: Pre-Expo roundup</a></ul>]]></description>
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		<title>indiePub's 2011 South by Southwest schedule of events</title>
		<pubDate>Fri, 04 Mar 2011 15:40:50 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/schedule-of-events-indiepub-south-by-southwest-2011</link>
		<guid>http://www.indiepubgames.com/news/schedule-of-events-indiepub-south-by-southwest-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>If you are heading to Austin, TX (USA), this weekend, you're going to want to head to South by Southwest to visit the indiePub booth.<br />
<br />
We'll have the <a href="http://www.indiepubgames.com/news/2011-independent-propeller-awards-finalists-hosts" target="external">2011 Independent Propeller Awards finalists in the booth</a> - the games to play and the developers to meet  - each day, so be sure to set aside some extra time to hang out.<br />
<br />
Here's a list of our events that anyone can attend for each day of the 2011 South by Southwest ScreenBurn Arcade taking place March 11 through 13, 2011.<br />
<br />
The ScreenBurn Arcade is located at the Austin Convention Center, Level 1, Exhibit Hall 2.<br />
<br />
<div class="header3">FRIDAY, MARCH 11, 2011</div><br />
<ul><li><b>2:00 p.m. to 6:00 p.m. - indiePub Booth Open</b><br />
Austin Convention Center, Level 1, Exhibit Hall 2<br />
Come and meet the indiePub staff, play the winning games and meet the developers who made them.</li></ul><br />
<br />
<div class="header3">SATURDAY, MARCH 12, 2011</div><br />
<ul><li><b>12:00 p.m. to 6:00 p.m. - indiePub Booth Open</b><br />
Austin Convention Center, Level 1, Exhibit Hall 2<br />
Come and meet the indiePub staff, play the winning games and meet the developers who made them.</li><br />
<br />
<li><b>4:30 p.m. to 6:00 p.m. - ScreenBurn Block Party</b><br />
Austin Convention Center, Exhibit Hall 2<br />
Open to all.</li></ul><br />
<br />
<div class="header3">SUNDAY, MARCH 13, 2011</div><br />
<ul><li><b>12:00 p.m. to 6:00 p.m. - indiePub Booth Open</b><br />
Austin Convention Center, Level 1, Exhibit Hall 2<br />
Come and meet the indiePub staff, play the winning games and meet the developers who made them.</li><br />
<li><b>4:00 p.m. to 5:00 p.m. - Independent Propeller Awards Reception Sponsored by Intel</b><br />
Austin Convention Center, Ballroom G Foyer & Balcony<br />
Join the Intel AppUp developer program for the pre-party! Free beer and snacks served.</li><br />
<li><b>5:00 p.m. to 6:00 p.m. - 2011 Independent Propeller Awards Ceremony</b><br />
Day Stage in the Austin Convention Center<br />
Free to all SXSW attendees. Hosted by <a href="http://www.indiepubgames.com/news/meredith-molinari-2011-propeller-awards-indie-game-co-host-sxsw" target="external">Meredith Molinari</a> and <a href="http://www.indiepubgames.com/news/adam-atomic-saltsman-2011-propeller-awards-indie-game-co-host-sxsw" target="external">Adam "Atomic" Saltsman</a>.</li>]]></description>
		</item>
		<item>
		<title>GDC 2011: Day 2 roundup</title>
		<pubDate>Fri, 04 Mar 2011 13:24:06 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/gdc-2011-day-2-roundup</link>
		<guid>http://www.indiepubgames.com/news/gdc-2011-day-2-roundup</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>By now things are starting to slow down at GDC. I mean, Evil Dave has left the Expo so, really, what more is there to talk about?<br />
<br />
OK, so the world does not revolve around the <a href="http://www.indiepubgames.com/news/indiepub-heading-to-gdc-2011-san-francisco" target="external">evilocity that is Dave Reynolds</a>. Stuff happened. Things were announced.  Like awards and such.<br />
<br />
Here's a look at some of the announcements and goings-on for March 3, 2011, at GDC 2011 in San Francisco, CA. We may add more later today.<br />
 <br />
The Independent Games Festival (IGF) awarded the following games as winners of its 13th Annual Awards:<ul><li>Seumas McNally Grand Prize ($20,000) - Minecraft, by Mojang</li><br />
<li>Nuovo Award ($5,000) - Nidhogg, by Messhof</li><li>Excellence in Visual Art ($2,500) - BIT.TRIP RUNNER, by Gaijin Games</li><li>Excellence in Audio ($2,500) - Amnesia: The Dark Descent, by Frictional Games</li><li>Excellence in Design ($2,500) - Desktop Dungeons, by QCF Design</li><li>Best Student Game ($2,500) - FRACT, by University of Montreal</li><li>Technical Excellence ($2,500) - Amnesia: The Dark Descent, by Frictional Games</li><li>Best Mobile Game ($2,500) - Helsing's Fire, Ratloop</li><li>Audience Award ($2,500) - Minecraft, by Mojang</li><li>Direct2Drive Vision Award ($10,000) - Amnesia: The Dark Descent, by Frictional Games</li></ul><br />
<b>SITE: <a href="http://www.igf.com/" target="external">IGF</a></b><br />
<br />
The Game Developers Choice Awards were also announced. Here are the winners of that:<ul><li>Lifetime Achievement - Peter Molyneux</li><li>Pioneer Award – Yu Suzuki</li><li>Ambassador Award – Tim Brengle and IAm MacKenzie</li><li>Game of the Year: - Red Dead Redemption (Rockstar San Diego)</li><li>Best Writing - Mass Effect 2 (BioWare)</li><li>Best Game Design - Red Dead Redemption (Rockstar San Diego)</li><li>Best Technology  - Red Dead Redemption (Rockstar San Diego)</li><li>Best Visual Arts – Limbo (Playdead)</li><li>Best Debut Game – Minecraft (Mojang)</li><li>Innovation Award - Minecraft (Mojang)</li><li>Best Handheld Game - Cut the Rope (ZeptoLab)</li><li>Best Audio - Red Dead Redemption (Rockstar San Diego)</li><li>Best Downloadable Game - Minecraft (Mojang)</li></ul><br />
<b>SITE: <a href="http://www.gamechoiceawards.com/" target="external">Game Choice Awards</a></b><br />
<br />
Double Fine Productions is going mech with Trenched, an Xbox 360-exclusive downloadable game  (aka Xbox Live Arcade). In the game the Mobile Trench Brigade has to defend the planet against alien creatures. Not many more details beyond "coming soon."<br />
<b>SITE: <a href="http://www.trenchedgame.com/index.html" target="external">Trenched</a></b><br />
<br />
<div class="centeredMedia"></div><div class="caption">Demiurge Studios wants to win the Design Many Robots so they can fly you to Boston where you can watch your awesome robot creation can go in their game, Shoot Many Robots.</div><br />
<br />
Demiurge Studios announced a contest called "Design Many Robots." According to the company's press release, the contest is meant for "aspiring game designer and fans of the upcoming downloadable title," Shoot Many Robots. Contestants are asked to design a robot and the best (or whatever) designed robot will be included in the game's first expansion pack. The game will be available later this year (2011) and the winner will get a trip to the studio in Boston where they will get to "watch their own robot creation come to life within the game." I just love the game's title.<br />
<b>SITE: <a href="http://shootmanyrobots.com/" target="external">Shoot Many Robots</a></b><br />
<br />
Sony Computer Entertainment Inc. (SCEI) released PhyreEngine 3.0 which will support dev tools for PS3 and the NGP. It includes a new level editor, enhanced exporters, more accessible API and more game-oriented functionality (support for entities, scripting and integrated physics).<br />
<b>READ: <a href="http://www.develop-online.net/news/37217/GDC11-Sony-unveil-PhyreEngine-30" target="external">Develop Online</a><br />
<br />
Quote of the Day: "Shit stinks." This was stated by Ian Bogost at the Rant Panel when talking about how pointless social games could be turned into expressive outlets. The rest of the quote goes (according to Gamasutra): "When forced to root in it we retch and cower, and yet despite it, we rise above. We find crevices... and rise up out of the filth... No matter what shit we throw, people grow and thrive.” <br />
READ: <a href="http://www.gamasutra.com/view/news/33363/gdc_2011_social_game_developers_.php" target="external">Gamasutra</a></b><br />
<br />
Also check out:<ul><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-1-roundup" target="external">GDC 2011: Day 1 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-2-roundup" target="external">GDC 2011: Day 2 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-3-roundup" target="external">GDC 2011: Day 3 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-pre-expo-roundup" target="external">GDC 2011: Pre-Expo roundup</a></ul>]]></description>
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		<title>indiePub announces 2011 Independent Propeller Awards finalists, award show hosts</title>
		<pubDate>Fri, 04 Mar 2011 09:55:53 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/2011-independent-propeller-awards-finalists-hosts</link>
		<guid>http://www.indiepubgames.com/news/2011-independent-propeller-awards-finalists-hosts</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Chosen from 150 international entries, indiePub has narrowed the field to seven finalists for the 2011 Independent Propeller Awards.<br />
<br />
Below are the finalists and a brief description of each game. You can also click through to the game's page in indiePub and check it out and tell the developers how awesome they are.<br />
<br />
indiePub also announced that the award show's hosts will be Meredith Molinari (host of Sony's The Tester) and Adam "Atomic" Saltsman (developer of Canabalt). The award ceremony will take place from 5 p.m. to 6 p.m. (CST), Sunday, March 13, 2011, at the Day Stage in the Austin Convention Center in Austin, TX (USA). Look for interviews with both of the hosts on indiePub.com.<br />
<br />
All seven of the finalists' games will be on display and playable in the indiePub booth at South by Southwest (SXSW) throughout the ScreenBurn Arcade taking place March 11 through 13, 2011. indiePub is also planning to bring developers from each game to SXSW to show off their games and accept their prizes.<br />
<br />
indiePub is awarding more than $150,000 in cash and prizes including the Unity Development Award (sponsored by Unity Technologies) and the Intel Innovation Award presented (sponsored by the Intel AppUp developer program). Winners also have the chance of being published by indiePub's parent company, Zoo Entertainment.<br />
<br />
In no particular order, here are the seven finalists in indiePub's 2011 Independent Propeller Awards:<br />
<br />
<ul><li><b><a href="http://www.indiepubgames.com/game/The_Uncanny_Fish_Hunt" target="external">The Uncanny Fish Hunt</a> (Uncanny Games)</b><br />
An adventure game where players take on the role of Siméon, to fight an unleashed ocean.</li><br />
<br />
<li><b><a href="http://www.indiepubgames.com/game/Skinny" target="external">Skinny</a> (Thomas Brush)</b><br />
An exploration and adventure game where players help Skinny, a skinny freak, save the apocalyptic world from their minds.</li><br />
<br />
<li><b><a href="http://www.indiepubgames.com/game/Chewy!" target="external">Chewy</a> (Happy Candy Co.)</b><br />
A 2D platformer in which players control Chewy, a sticky piece of gum.</li><br />
<br />
<li><b><a href="http://www.indiepubgames.com/game/Creo" target="external">Creo</a> (Peter Angstadt)</b><br />
A physics puzzle game in which players must create and experiment to succeed by helping Creo and his friends home from school each day.</li><br />
<br />
<li><b><a href="http://www.indiepubgames.com/game/Deep_Sea" target="external">Deep Sea</a> (Robin Arnott)</b><br />
An audio-only game, where players lose their vision and hearing and are plunged into a world of blackness occupied only by the sound of their own breathing and the rumbles made by unseen terrors.</li><br />
<br />
<li><b><a href="http://www.indiepubgames.com/game/Tiny_and_Big_-_Grandpas_Leftovers" target="external">Tiny and Big: Grandpa's Leftovers</a> (Black Pants Game Studio)</b><br />
A story of a thief who had stolen our hero's most valued possession - a pair of underpants.</li><br />
<br />
<li><b><a href="http://www.indiepubgames.com/game/GLiD" target="external">GLiD</a> (Glid)</b><br />
A single player ambient exploration game where a small robot is tasked with exploring and restoring an abandoned world.</li></ul><br />
<br />
<b>SITE: <a href="http://www.sxsw.com" target="external">South by Southwest</a><br />
SITE: <a href="http://www.sxswscreenburn.com " target="external">SXSW ScreenBurn</a></b>]]></description>
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		<item>
		<title>GDC 2011: Day 1 roundup</title>
		<pubDate>Thu, 03 Mar 2011 15:54:29 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/gdc-2011-day-1-roundup</link>
		<guid>http://www.indiepubgames.com/news/gdc-2011-day-1-roundup</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Yesterday (March 2, 2011) was the first full day of Expo-ness at the 2011 Game Developers Conference (GDC).<br />
<br />
The big deals of the day had to be Nintendo's keynote address by Satoru Iwata, President of Nintendo and the Apple iPad 2 announcement.<br />
<br />
Here's a sampling of the announcements and happenings from Day 1 at GDC 2011.<br />
<br />
<ul><li>At Steve Jobs' keynote (aka Apple press conference), the Apple iPad 2 was announced. It will be available March 11, 2011, in the US and Europe, be 33% thinner, 0.2 pounds lighter (will you even notice that?) and run the new iOS 4.3. It also has front- and rear-facing cameras, a dual-core processor, a 10-hour battery life (the same as the current iPad, soon to be known as iPad 1) and come in black and white. Other items of note from the event is that Apple shipped its 100 millionth iPhone (and I still do not have one), more than $2 billion has been paid to indie developers since the App Store's launch and Random House will add 17,000 books to the iBook store. You'll also be able to use an HDMI cable (an Apple-specific cable, I'm sure, at $39) to mirror video from your iPad to your TV, "smart covers" that interact with the iPad 2 and there will be Verizon and AT&T models.<br />
<b>READ: <a href="http://www.guardian.co.uk/technology/2011/mar/02/ipad-2-launch-apple-announcement-live" target="external">Guardian UK</a></b></li><br />
<br />
<li>Nintendo's keynote address included a few revelations: Streaming video will be available on the 3DS via Netflix (including 3D movies) which can be paused and resumed via Wii, Nintendo will also offer short-form videos (movie trailers) including 3D video, you'll be able to do some 3D video recording via the 3DS, AT&T will establish 10,000 3DS hotspots (what, no more Burger King hotspots?), the Nintendo  3DS eShop and a May 2011 update will allow you to transfer your DSiWare. And they showed off some The Legend of Zelda: Skyward Sword footage (see below) and a new Super Mario game for 3DS. The Nintendo 3DS launches March 27, 2011, in the United States and will retail for $249.99.<br />
<b>READ: <a href="http://games.gearlive.com/playfeed/article/gdc-2011-nintendo-3ds-netflix-q111/" target="external">Gear Live</a><br />
ALSO READ: <a href="http://www.wired.com/gamelife/2011/03/iwata-keynote/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+wired%2Fgaming%2Fgamingreviews+%28Wired%3A+Gaming+-+Gaming+Reviews%29" target="external">Wired</a><br />
SITE: <a href="http://www.nintendo.com/3ds" target="external">Nintendo 3DS</a><br />
READ: <a href="http://www.crunchgear.com/2009/03/25/reasonably-live-from-nintendos-gdc-press-conference-sdhc-for-wiiware-final-fantasy-heads-to-virtual-console/" target="external">CrunchGear</a></b></ul><br />
<br />
youtube_ws:watch?v=uKUn5ESdK4s</li><br />
<br />
<ul><li>Nintendo also announced its first 3DS firmware update, 1.1.0-1 J, for those in Japan with the system in hand. The first update does four things: Improves system stability, a SpotPass update, improved network connectivity and 3D images of live music.<br />
<b>READ (translation): <a href="http://www.nintendogal.com/2011/03/02/first-firmware-update-for-nintendo-3ds/5706/" target="external">Nintendo Gal</a></b></li><br />
<br />
<li>Turtle Beach announced the PX5 Advanced Sound Editor for its soon-to-be-released PX5 Programmable Headset. According to the press release, the PX5 editor will allow "game sound designers to create original, custom settings for the PX5 headset that can directly impact players’ in-game audio experience" and "provides access to every parameter in the PX5's internal Digital Signal Processor, allowing detailed control over the microphone, chat and game sound." You'll be able to download Dead Space 2 presets.<br />
<b>SITE: <a href="http://www.turtlebeach.com" target="external">Turtle Beach</a></b></li><br />
<br />
<li>THQ decided to launch a bunch of balloons at a promotional event for Homefront. Instead of happiness resulting from the flight of 10,000 red balloons, environmentally conscious San Francisco residents saw a lot of red when balloons landed in the bay. The balloons were carrying Gamestop flyers so much of the ire was targeted at Gamestop. THQ later released a statement that explained that it was the cause, er, sponsor of the balloon launch and that the balloons were created from organic material and biodegradable.<br />
<b>READ: <a href="http://www.gamertell.com/gaming/comment/gdc-2011-homefront-balloon-stunt-loses-air-quickly/" target="external">Gamertell</a></b></li><br />
<br />
<li>Present Creative is releasing its first internally developed title for iOS and Facebook called Our Sketchbook. It's a black-and-white hidden object game that uses an artist's sketchbook for the images. You'll also be able to create your own levels and share them with friends. <br />
SITE: <a href="http://www.presentcreative.com/" target="external">Present Creative</a></b></li><br />
<br />
<li>AMD announced that is it releasing an open source bullet physics plug-in for Autodesk Maya 2011. It is based on OpenCL standards and the open-source Bullet Physics Engine. The plug-in tech was being demoed at GDC 2011.<br />
<b>READ: <a href="http://www.amd.com/us/press-releases/Pages/amd-plug-in-maya-gd-conf-2011mar02.aspx" target="external">AMD</a></b></li></ul><br />
<div class="centeredMedia"></div><br />
<ul><li>SCEA (Sony Computer Entertainment of America) announced the Spring 2011 release of Move.Me,  a PS Move development app.  According to the web site, "Move.me is designed for academic researchers, university instructors, college students, programming hobbyists and HCI developers." The company, <a href="http://www.indiepubgames.com/news/microsoft-releasing-kinect-for-windows-sdk-spring-2011" target="external">not to be outdone by Microsoft</a>, is hoping it'll be used for benevolent purposes including fitness, kid-friendly games, physical therapy, rehabilitation and more artistic endeavors. The app will allow the Move – and PS Eye camera - to export data to a Windows or Linux-based computer or PS3-connected devices (tablets, smartphones, etc.) <br />
<b>SITE: <a href="http://us.playstation.com/ps3/playstation-move/move-me/" target="external">Move-Me</a></b></li><br />
<br />
<li>Quote of the day: "Don't be a pussy." Those were words spoken by Ngmoco CEO and founder Neil Young. He was recollecting advice he received from entrepreneur George Stevenson, the father of Ngmoco's co-founder Bob Stevenson. Stevenson's other advice was to "fully burn your boats" so you aren't tempted to return to a former job.<br />
<b>SITE: <a href="http://www.gamasutra.com/view/news/33337/gdc_2011_ngmocos_young_tells_.php" target="external">Gamasutra</a></b></li></ul><br />
<br />
Also check out:<ul><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-1-roundup" target="external">GDC 2011: Day 1 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-2-roundup" target="external">GDC 2011: Day 2 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-3-roundup" target="external">GDC 2011: Day 3 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-pre-expo-roundup" target="external">GDC 2011: Pre-Expo roundup</a></ul>]]></description>
		</item>
		<item>
		<title>New Xbox Live Indie Games for week ending March 4, 2011</title>
		<pubDate>Thu, 03 Mar 2011 14:30:22 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/ new-xbox-live-indie-games-weekly-update-march-4-2011</link>
		<guid>http://www.indiepubgames.com/news/ new-xbox-live-indie-games-weekly-update-march-4-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>What's with all the shouting, Microsoft Indie Game Description Writer? Do you really need to shout every game overview at us? Sure, new entry Office Life goes the other extreme with a two word description that lacks any information but, please, ease off the exclamation points.<br />
<br />
The Best Bets this week look to be – again exposing my olde school gaming roots – the low-res platformer, Escape, hack-and-slasher The Hearts of Men and dynamic puzzler Laser Logic.<br />
<br />
The previously mentioned Office Life looks like a simple excuse to show pictures of pretty ladies. Of course, so does iCandy but it at least includes a couple puzzles.<br />
<br />
For parents there is the kids "game" Toddler Tantrum which looks a lot like the iOS touch-the-screen games, except with a controller in their hand. So if you dig your kids getting used to the Xbox controller, here's a chance for some easy practice.<br />
<br />
Below is a list of games released between February 26 and March 4, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<div class="centeredMedia"></div><div class="caption">Screen shot of Escape by SoGameSoftware now on Xbox Live's Indie Games channel</div><br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Escape/66acd000-77fe-1000-9115-d802585507d7" target="external">Escape</a></b><br />
(90 MP, 02/26/2011, SoGameSoftware)<br />
You don't know where you are but it sure is going to be fun trying to escape!<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/ZombieGeddon/66acd000-77fe-1000-9115-d802585507d8" target="external">ZombieGeddon</a></b><br />
(80 MP, 02/27/2011, Fun Factory Entertainment)<br />
Evil has risen, and only two elite soldiers have what it takes to send it back to hell! Featuring: - Almost a dozen intensifying levels, across 4 environments, adding up to hours of nail-biting gameplay - Rich graphics and a killer soundtrack - Strategic use of weapons in order to complete your mission - Learn your enemies weaknesses, and use the environment to your advantage!<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Baby-Mammoths-Journey-To-Mars/66acd000-77fe-1000-9115-d802585507d9" target="external">Baby Mammoth's  Journey to Mars</a></b><br />
(80 MP, 02/28/2011, Slashstar)<br />
Help the baby mammoth escape the end of the world! Outrun the avalanche, duck under hungry vultures, and bash through trees in this epic fight against extinction! Made by SlashStar Games.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Gyroball/66acd000-77fe-1000-9115-d802585507da" target="external">Gyroball</a></b><br />
(80 MO, 03/01/2011, Eccentric Duck)<br />
Race across the six faces of the cube - dodging your opponents spheres while trying to cut them off with your own. Compete against your friends on Xbox Live to see who will be the champion. To really test your skills, play in survival mode where the AI are invincible and your challenge is to stay alive as long as possible.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Office-Affairs/66acd000-77fe-1000-9115-d802585507db" target="external">Office Affairs</a></b><br />
(80 MP, 03/02/2011, Silver Dollar Games 3)<br />
Life is short.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Toddler-Tantrum/66acd000-77fe-1000-9115-d802585507dc" target="external">Toddler Tantrum</a></b><br />
(80 MP, 03/03/2011, All Messed Up Games)<br />
A game for young toddlers. Push buttons to create fun shapes and sounds!<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/iCandy/66acd000-77fe-1000-9115-d802585507dd" target="external">iCandy</a></b><br />
(80 MP, 03/03/2011, DandySoft)<br />
iCandy is an addictive puzzle game full of delicious candies and gorgeous women! Place your tiles to clear the board. Unlock 25 trophies and 9 amazing pictures! Think you can handle it? 25 levels of fun await you!<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Love-Hurts/66acd000-77fe-1000-9115-d802585507df" target="external">Love Hurts</a></b><br />
(80 MP, 03/03/2011, L0llygagg3r)<br />
Love Hurts is a side scrolling beat em up about mans redundant need to save princesses and the fact that clichés are cliches because they work.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Xortron-The-Emergence/66acd000-77fe-1000-9115-d802585507de" target="external">Xortron - The Emergence</a></b><br />
(80 MP, 03/03/2011, RyanWatson)<br />
In Xortron Beginnings you are a young man from a humble family with big dreams. You'll do whatever it takes, even if it means flying your spaceship...through caves! Do you have what it takes to be the SuperBeast?<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Snake-Man/66acd000-77fe-1000-9115-d802585507e0" target="external">Snake Man</a></b><br />
(80 MP, 03/04/2011, QBRADQ)<br />
A new twist on a classic game, SnakeMan is an action-packed puzzler. Snake around twisting levels eating food and growing longer and faster. How long can you get? Can you catch the mouse? Includes shared high scores list and awardments.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/The-Hearts-of-Men/66acd000-77fe-1000-9115-d802585507e1" target="external">The Hearts of Men</a></b><br />
(80 MP, 03/04/2011, misterjz)<br />
Grab your friends and prepare for the ultimate Hack n Slash throwback! Classic gameplay meets amazing graphics in this first release from super indie developer COLTRAN Studios. Button Mash your way through +10 levels of demonic mayhem and encounter epic boss battles sure to make your thumb bleed!<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/TrickOrTreat/66acd000-77fe-1000-9115-d802585507e2" target="external">Trick or Treat</a></b><br />
(80 MP, 03/04/2011, Aztecgames)<br />
Are you ready for addictive block breaking action? Easy to pick up and play but only the truly skilled can master it! Fast paced gameplay in 4 difficulty levels and 20 stages spells tons of fun for either 1 or 2 players!<br />
<br />
<div class="centeredMedia"></div><div class="caption">Screen shot of Laser Logic by Stephen M. Bennett released today (March 4, 2011) on Xbox Live's Indie Games channel.</div><br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Laser-Logic/66acd000-77fe-1000-9115-d802585507e3" target="external">Laser Logic</a></b><br />
(80 MP, 03/04/2011, Stephen M Bennett)<br />
A test of deduction and perseverance: engineer the grid's clues to leave no section devoid of laser beams. Once you've become a master of the board, challenge your friends in VERSUS mode, or challenge yourself with an endless supply of generated puzzles.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Are-You-Smart-Enough/66acd000-77fe-1000-9115-d802585507e4" target="external">Are You Smart Enough</a></b><br />
(80 MP, 03/04/2011, Latin Soul Studio)<br />
This game will make you think a lot!. Are you smart enough to beat it? ;) Plus 13 cool sound tracks.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/Fortune-Cookies-In-Bed/66acd000-77fe-1000-9115-d802585507e5" target="external">Fortune Cookies In Bed</a></b><br />
(80 MP, 03/04/2011, Silver Dollar Games 3)<br />
The most advanced "Fortune Cookie" game ever made.<br />
<br />
<b><a href="http://marketplace.xbox.com/en-US/Product/TriLinea-ReAct/66acd000-77fe-1000-9115-d802585507e6" target="external">TriLinea ReAct</a></b><br />
(80 MP, 03/04/2011, TendiGames)<br />
Just another puzzle game? WRO-ONG! TriLinea ReAct is an new type of game that could easily be described as a Fighting Puzzle game. Real time fast-paced battles on a shared board that will reinvent the old and good match-3 formula. Build your strategies, cast spells, summon specials and prove no one will ever be able to overcome your skills. So now, stop reading and give it a try!<br />
<br />
<b>SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a></b>]]></description>
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		<item>
		<title>GDC 2011: Pre-expo roundup</title>
		<pubDate>Wed, 02 Mar 2011 13:19:11 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/gdc-2011-pre-expo-roundup</link>
		<guid>http://www.indiepubgames.com/news/gdc-2011-pre-expo-roundup</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Today (March 2, 2011) is the first day the exhibits are open at the Game Developers Conference exposition being held at the Mascone Center in San Francisco, CA (USA).<br />
<br />
Even so, there was plenty announced the previous two days when the panels and non-exhibit stuff was going on. Here's a quick look at some of the announcements and happenings leading up to the 2011 GDC Expo.<br />
<br />
<ul><li>Gaikai announced its cloud-based game service is in live public beta and being demonstrated at GDC. So far Gaikai offers EA game demos playable through a browser. EA's games are not available on competitive cloud game service, OnLive.<br />
<b>READ: <a href="http://www.dperry.com/archives/news/dp_blog/gaikai_is_live/index.php" target="external">David Perry</a></b></li><br />
<br />
<li>Scaleform has released GFx 4.0 (<a href="https://developer.scaleform.com/" target="external">available as an alpha download</a>). The release  includes Flash 10.1/AS3 compatibility, increased performance, mobile device optimizations, 3D and stereoscopic 3D support, AMP profiler and rapid deisgn UI kits.<br />
<b>SITE: <a href="http://www.scaleform.com/products/gfx" target="external">Scaleform</a></b></li> <br />
<br />
<li>Valve plans to put Steam games "on more screens throughout the house."  Steam now also includes the ability to create "an in-game economy" using the Steamworks SDK. Valve also plans to release Portal 2 for Mac the same day as the PS3 and PC (Win) versions.<br />
<b>READ: <a href="http://www.valvesoftware.com/news/" target="external">Valve News</a></b></li> <br />
<br />
<li>SoftKinectic has released iisu 2.8 and plans to release a free, non-commercial middleware version of iisu 2.8 "to qualified developers." The latest version of this gesture and movement capturing package includes  3D camera support, a prototype tool (Interaction Designer), a new Action Pack and updated Unity 3D and Flash plugins.<br />
<b>READ: <a href="http://www.softkinetic.net/press-release.php?id=121&sid=122&pressid=225" target="external">SoftKinetic</a></b></li> <br />
<br />
<li>SoftKinetic Studios (with Fuel Entertainment) also announced the game brODDcast which it calls "a puppeteering title for natural gesture recognition-based platforms" that will allow "anyone to create HD-quality puppet performances" Dance, monkey dance!<br />
<b>Read: <a href="http://www.softkinetic.net/press-release.php?id=121&sid=122&pressid=226" target="external">SoftKinetic</a></b></li> <br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><li>Team Meat(Tommy Refenes and Edmund McMillen ) spoke at panel earlier in the week at GDC (February 28, 2011), sharing their experiences creating Super Meat Boy. From Gamasutra's account: “This isn't an exaggeration; the last two months of development, Tommy and I never took a day off and never slept more than five hours a day,” recalled McMillen, who joined the talk via Skype call from his home office. “It was like a Groundhog Day situation, where we're just living this same awful day over and over.”<br />
<b>READ: <a href="http://www.gamasutra.com/view/news/33286/gdc_2011_team_meat_discusses_.php" target="external">Gamasutra</a></b></li> <br />
<br />
<li>That same day (February 28, 2011), Rovio's Chief Executive Peter Vesterbacka spoke at a GDC 2011 session about the success of Angry Birds and the company's history making pre-iOS mobile games. Apparently there was also an awkward moment when Erin Catto, creator of the open source Box2D physics engine used in Angry Birds, called out Vesterbacka for not crediting him in the game.<br />
<b>READ: <a href="http://www.gamasutra.com/view/news/33287/gdc_2011_rovios_vesterbacka_.php" target="external">Gamasutra</a></b></li> <br />
<br />
<li>Markus "Notch" Persson announced yesterday (March 1, 2011) that his company, Mojang,  is working on a fantasy-themed hybrid card-board game called Scrolls. Persson is the developer behind Minecraft.<br />
<b>SITE: <a href="http://www.scrolls.com/" target="external">Scrolls</a><br />
READ: <a href="http://www.gameinformer.com/b/news/archive/2011/03/01/minecraft-creator-announces-scrolls.aspx?utm_content=Video+Game+News%2C+Reviews%2C+and+Deals&utm_source=twitterfeed&utm_medium=twitter&utm_campaign=gamestalkers&utm_term=xbox%2C+wii%2C+ps3%2C+pc+games" target="external">Game Informer</a></b></li> <br />
<br />
<li>Sony subsidiary SN Systems announced a set of suite of dev tools for Sony's next portable game system, currently codenamed NGP. The suite includes ProDG debugger, Razer Profiling, SNC Toolchain, Neighborhood and SN-DBS (Distributed Build System).<br />
<b>SITE: <a href="http://www.snsys.com/" target="external">SN Systems</a></b></li><br />
<br />
<li>Unity Technologies announced Unity Android Pro earlier this week (March 1, 2011). It includes Android Remote for testing, optimized graphics for OpenGL ES 2.0 and asset importing. A free trial is available to download. <br />
<b>SITE: <a href="http://unity3d.com/unity/publishing/android" target="external">Unity3d</a></b></li><br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><li>Epic Games and NVIDIA have announced a partnership that essentially means the Unreal Engine 3 will be optimized for DX11 GPUs.<br />
<b>READ: <a href="http://pressroom.nvidia.com/easyir/customrel.do?easyirid=A0D622CE9F579F09&version=live&prid=726851&releasejsp=release_157&xhtml=true" target="external">NVIDIA</a></b></li><br />
<br />
<li>Autodesk sent out a slew of announcements including a list of new and updated "entertainment creation software and middleware" (Autodesk 3ds Max 2012, Autodesk Maya 2012, Autodesk Softimage 2012, Autodesk Mudbox 2012, Autodesk MotionBuilder 2010, Autodesk Smoke 2010, Autodesk HumanIK 2010 and Autodesk Kynapse 2012) and the acquisition of middleware and UI company Scaleform Corporation.<br />
<b>READ: <a href="http://news.autodesk.com/portal/site/autodesk/" target="external">Autodesk</a></b></li><br />
<br />
<li>Google gave its session attendees a free Google Cr-48 laptop which runs on Chrom, Google's Linux-based OS. People standing line were also given the choice between a Motorola Xoom tablet or a Nexus smartphone. I'll expect mine in the mail, Google.<br />
<b>Read: <a href="http://www.gamasutra.com/view/news/33298/gdc_2011_google_surprises_gdc_.php" target="external">Gamasutra</a></b></li><br />
<br />
<li>Sony announced yet another PlayStation Home update (Home ver 1.5) and new development tools. According to the Sony blog, will offer "more control over physics elements, graphics, rendering and animations, which will translate to more realistic and more intricate game experiences" and that it will "enable developers to expand the types of games possible on the platform – from first-person shooters with real-time, peer-to-peer multiplayer to kart racers and more." <br />
<b>READ: <a href="http://blog.us.playstation.com/2011/03/01/playstation-home-to-add-suite-of-new-developer-tools-and-tech-with-version-1-5/" target="external">Sony</a></b></li><br />
<br />
<li>Indie Fund announced three game projects it is funding at a session on Tuesday (March 1, 2011): Monaco by Andy Schatz (Pocketwatch Games), Shadow Physics by Steve Swink (Enemy Airship) and Q.U.B.E. by Daniel Da Rocha (Toxic Games). According to the Indie Fund site, Indie Fund sends monthly payments for the selected devs to work on their games (which the devs still own), then ask them to pay back the fund after the game is released (plus "share a small percentage of the revenue"). The fund is run by seven game developers including Jon Blow (Braid), Rom Carmel (World of Goo), Kyle Gabler (World of Goo), Aaron Isaksen (Cadena de Presos), Kellee Santiago (flow), Nathan Vella (Superborhter: Sword $ Sworcery EP), and Matthew Wegner (founder of Flashbang Studios).<br />
<b>SITE: <a href="http://indie-fund.com/" target="external">Indie Fund</a></b></li></ul><br />
<br />
Also check out:<ul><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-1-roundup" target="external">GDC 2011: Day 1 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-2-roundup" target="external">GDC 2011: Day 2 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-day-3-roundup" target="external">GDC 2011: Day 3 roundup</a></li><li><a href="http://www.indiepubgames.com/news/gdc-2011-pre-expo-roundup" target="external">GDC 2011: Pre-Expo roundup</a></ul>]]></description>
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		<item>
		<title>State of Indie Address for March 2011: The effect of the economic recession on the indie game industry</title>
		<pubDate>Tue, 01 Mar 2011 13:54:58 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/state-of-the-indie-address-mark-seremet-march-2011-recession-economy-and-indie-game-industry</link>
		<guid>http://www.indiepubgames.com/news/state-of-the-indie-address-mark-seremet-march-2011-recession-economy-and-indie-game-industry</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div><i>Each month, indiePub's and Zoo Entertainment's President and Chief Executive Officer, Mark Seremet, offers his insights into the world of indie publishing in our own State of the Indie Address. In this inaugural installment, Mark discusses the effect of the recession on indie games, developers and publishers.</i><br />
<br />
2010 was a year of opportunity for indie developers. It was also a year that was brutally difficult for game publishers, which ultimately served to increase the competition within the indie space. Big companies, forced to cut expenses, set the axe to studios across the globe. And most publishers were much tighter with their pocketbooks, launched fewer projects, and focused on proven intellectual property. Many professional developers we work with are feeling this pain regardless of their past success. It's rough out there.<br />
<br />
The net effect of the corporate initiatives is to drive professional developers into a conversion of sorts. Many pros became indies and put their skills to work for their own interests. John Krajewski and Martin Farren are prime examples of this transformation. EA cut their studio - Pandemic in Australia - putting them out of work and, as a result, Strange Loop Games (SLG) was formed.<br />
<br />
indiePub is working with SLG to bring their game, Vessel, to the market. It's based on a liquid physics engine that rivals anything out there. The game is a fantastic work that I believe will have tremendous commercial success. Meanwhile, we see a growth of emerging developers – fresh indies with amazing talent and passion that is not the product of years of corporate honing. <br />
<br />
Enter people like Thomas Brush, a 19-year-old who created Coma in Flash. Here you have an immersive story, enchanting graphics and strong puzzles created by a man yet to reach age 20. We are working with Thomas to bring Coma to life across a number of platforms.<br />
<br />
And while the competition is growing, so is the market.<br />
<br />
From 2006-2010 the overall game market grew 70%, from $10 to $17 billion in North America, with the worldwide opportunity doubling that number. The market is expected to continue its incredible growth rate and (according to <a href="http://www.deloitte.com/view/en_GX/global/industries/technology-media-telecommunications/tmt-predictions-2011/media-2011/bafa066c6f47d210VgnVCM2000001b56f00aRCRD.htm""target="external">Deloitte</a>) is projected to reach $52 billion in software sales worldwide by the end of 2011. <br />
<br />
Apple, Unity Technologies, Valve, Google and others have lowered the barriers to entry into this marketplace. Any of us with enough skill can create a game and push it into a channel. That opportunity has never existed to the degree that it does today which makes the future interesting and bright.<br />
<br />
Our expectation is that 2011 will continue to be a year of growth for the indie movement. With tablets soaring in sales, smart phones exploding in proliferation and PSP/DS handhelds on a decline, the stage is set to attract more and better competition into the space. All of that said, we believe this is a time for cooperation among indie players.<br />
<br />
Rovio's CEO, Peter Vesterbacka, told TechCrunch late 2010, "You don't need publishers." That statement contrasts sharply to the Rovio website which, on its company page, includes very publisher-like language: "Rovio is ideally positioned to bring your IP to a wide range of platforms including iPhone, Android, Windows Mobile, Symbian, N-Gage, PSP, DS, and Flash. Our experience as a publisher gives us a deep understanding of the ever-changing market and we ensure that all new wireless platforms are supported in order to meet our customers growing multiplatform requirements."<br />
 <br />
Yes, there's no need for publishers unless that publisher happens to be Rovio. After all, pushing content through their brand new distribution channel is, in fact, publishing.<br />
<br />
I'm not opposed to this type of cooperation, of course. indiePub is all about co-producing games with great developers.<br />
<br />
In the end, leveraging your relationships and assets is how you become very successful. Look at Alexander Bruce. I've personally watched him (clad in his pink suit) work a room full of press. He's built his network and calls upon it when it's appropriate. Nothing wrong with that. Terence Lee is bringing Storm to life on indiePub's dime. <br />
<br />
Cooperation is smart and the environment will demand it.]]></description>
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		<title>Zoo announces Fireburst coming Summer 2011</title>
		<pubDate>Tue, 01 Mar 2011 11:33:31 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/fireburst-racing-game-announced-zoo-indiepub</link>
		<guid>http://www.indiepubgames.com/news/fireburst-racing-game-announced-zoo-indiepub</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>indiepPub's parent company, Zoo Entertainment, Inc., today (March 1, 2011) announced the planned Summer 2011 release of racing game Fireburst.<br />
<br />
Developed with Unreal 3, Fireburst promises to include (according to the press release):<br />
<br />
<ul><li>Single-player mode and up to eight players in multi-player modes (with four-player split screen)</li><br />
<li>15 maps ("airfields, docks, oil rigs, sewers, refineries, warehouses and waterfalls")</li><br />
<li>16 cars in four categories ("Buggys, Muscle Cars, Trucks, Offroader/4x4") each with a unique "Fireboost" attack</li><br />
<li>250 car "skins"</li><br />
<li>16 characters with unique personalities and "taunts"</li></ul><br />
The game will be available Summer 2011 for PlayStation Network ($9.99), Xbox Live (800 MP) and PC (Windows, price was not indicated in the press release).<br />
<br />
<div class="centeredMedia"></div><div class="caption">Above is a screenshot of Zoo's driving game, Fireburst, coming Summer 2011 to PC (Win), PSN and Xbox Live.</div><br />
<b>SITE: <a href="http://fireburstthegame.com/" target="external">Fireburst</a><br />
READ: <a href="http://www.zoogamesinc.com/press/zoo-entertainment-announces-plans-to-launch-fireburst-on-pc-psn-and-xbla-summer-2011/" target="external">Zoo Entertainment</a></b>]]></description>
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		<item>
		<title>indiePub's VP "Evil Dave" will be at GDC 2011 (San Francisco)</title>
		<pubDate>Fri, 25 Feb 2011 17:08:31 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-heading-to-gdc-2011-san-francisco</link>
		<guid>http://www.indiepubgames.com/news/indiepub-heading-to-gdc-2011-san-francisco</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">See that guy? He's That's "Evil" David Reynolds. He's our boss and he's truly evil. It's in his name. (Note the evil red glow proving he exudes extra evilness).  And he's watching you. No, really, try to escape those eyes. Walk across the room and see if you can escape his evil gaze. Creepy, ain't it? (Illustration by Art Vogt)</div><br />
You can all stop pestering us now. We're tired of the questions: "Will indiePub be at GDC?" "Hey, ya' comin' t' GDC?" "Free booze and lap dances at GDC?"<br />
<br />
Yes. Yes. And probably not.<br />
<br />
Our presence will be represented at the 2011 Game Developers Conference (GDC) in San Francisco, CA, by indiePub's very own VP of Digital Gaming, "Evil" David Reynolds.<br />
<br />
So stop emailing us about it, already.<br />
<br />
If you want to contact "Evil" Dave to experience his grand evil-ocity, pester him with care at <a href="mailto:dave@indiepub.com">dave@indiepub.com</a>.<br />
<br />
He might get back to you. He might not. He's evil that way.<br />
<br />
GDC 2011 is taking place February 28 through March 4, 2011, at the Moscone Center in San Francisco, CA. Exhibits will be open March 2 through 4, 2011. Dave will be there when and as long as his evilness decides.<br />
<br />
]]></description>
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		<title>indiePub announces 2011 Independent Propeller Awards semi-finalists (and Honorable Mentions)</title>
		<pubDate>Fri, 25 Feb 2011 14:34:36 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/independent-propeller-awards-semi-finalists-list-2011-indiepub</link>
		<guid>http://www.indiepubgames.com/news/independent-propeller-awards-semi-finalists-list-2011-indiepub</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>After several days playing and debating the entries, indiePub has narrowed the field of potential Independent Propeller Award winners to 24 semi-finalists. <br />
<br />
All of the semi-finalists' entries are now being played by an elite panel of judges who will rate the games to help with indiePub's final selections for each category:<br />
<br />
<ul><li>Grand Prize</li><li>Best Art</li><li>Best Audio</li><li>Best Design</li><li>Technical Excellence</li><li>Unity Development Award</li><li>Intel Innovation Award</li></ul><br />
The finalists will be announced March 4, 2011, and winners will be announced at indiePub's first Independent Propeller Awards ceremony at 5 p.m. (CST), Sunday, March 13, 2011, at the Day Stage in the Austin Convention Center in Austin, TX (USA). It is in conjunction with the South by Southwest 2011 ScreenBurn Arcade taking place March 11 through 13, 2011.<br />
<br />
indiePub plans to send either the developer or two representatives from each winning development team to South by Southwest to accept their prize and to demonstrate their game in the indiePub booth (so  all semi-finalists should start thinking about their potential trip to Austin, TX).<br />
<br />
I know, enough already with the blah blah. Below is the list of Semi-Finalists followed by a list of Honorable Mentions (games are listed in no particular order and developer information may not be complete).<br />
<br />
<div class="header3">indiePub's 2011 Propeller Awards - Semi-Finalists</div><br />
<ul><li><a href="http://www.indiepubgames.com/game/e7" target="external">E7</a> (<a href="http://www.indiepubgames.com/profile/JGames" target="external">JGames</a>)</li><br />
<li><a href="http://www.indiepubgames.com/game/Skinny" target="external">Skinny </a> (<a href="http://www.indiepubgames.com/profile/wittyhobos" target="external">Thomas Brush</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Deep_Sea" target="external">Deep Sea </a> (<a href="http://www.indiepubgames.com/profile/WRAUGHK" target="external">Robin Arnott</a>)</li><br />
<li>Aces Wild Advance (<a href="http://www.indiepubgames.com/profile/tyler" target="external">Eternal Rivals Studios</a>)</li><br />
<li>Brainpipe (<a href="http://www.indiepubgames.com/profile/Ripcord" target="external">Digital Eel</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/ButaVX%3A_Justice_Fighter" target="external">ButaVX: Justice Fighter</a> (<a href="http://www.indiepubgames.com/profile/Nekomura" target="external">Nekomura Games</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Creo" target="external">Creo</a> (<a href="http://www.indiepubgames.com/profile/petey123" target="external">Peter Angstadt</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Gemini_Wars" target="external">Gemini Wars</a> (<a href="http://www.indiepubgames.com/profile/BigBrunus" target="external">Camel 101</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/SpaceChem" target="external">SpaceChem</a> (<a href="http://www.indiepubgames.com/game/SpaceChem" target="external">Zachtronics Industries</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Stream_The_Game" target="external">Stream The Game</a> (<a href="http://www.indiepubgames.com/profile/Simon" target="external">Simon Chauvin</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Swimming_Under_Clouds" target="external">Swimming Under Clouds</a> (<a href="http://www.indiepubgames.com/profile/ysalmi" target="external">Piece of Pie Studios</a>)</li><br />
<li>The Uncanny Fish Hunt (<a href="http://www.indiepubgames.com/profile/Uncanny+Games" target="external">Uncanny Games</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Tiny_and_Big_-_Grandpas_Leftovers" target="external">Tiny and Big: Grandpa's Leftovers</a> (<a href="" target="external">Black Pants Game Studio</a>)</li><br />
<li>Q.U.B.E. (<a href="http://www.indiepubgames.com/profile/ZeJudge" target="external">Toxic Games</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Interstellar_Marines%3A_Running_Man" target="external">Interstellar Marines: Running Man</a> (<a href="http://www.indiepubgames.com/profile/Zero+Point+Software" target="external">Zero Point Software</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/40_Stories" target="external">40 Stories</a> (<a href="http://www.indiepubgames.com/profile/bigcess" target="external">Chico State Game Studios</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Chewy!" target="external">Chewy </a> (<a href="http://www.indiepubgames.com/profile/bigcess" target="external">Happy Candy Co.</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Delve_Deeper" target="external">Delve Deeper</a> (<a href="http://www.indiepubgames.com/profile/poplicola" target="external">Lunar Giant</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/GLiD" target="external">GLiD </a> (<a href="http://www.indiepubgames.com/profile/Glid" target="external">Glid</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Proun" target="external">Proun</a> (<a href="http://www.indiepubgames.com/profile/Oogst" target="external">Joost "Oogst" van Dongen</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Solar_2" target="external">Solar 2 </a> (<a href="http://www.indiepubgames.com/profile/Murudai" target="external">Jay "Murudai" Watts</a>)</li><br />
<li><a href=" http://www.indiepubgames.com/game/Amoebattle" target="external">Amoebattle</a> (<a href="http://www.indiepubgames.com/profile/digiwrld1" target="external">digiwrld1</a>)</li><br />
<li><a href="http://www.indiepubgames.com/game/Cast_Away" target="external">Cast Away</a> (<a href="http://www.indiepubgames.com/profile/robust" target="external">GP Games</a>)</li><br />
<li><a href="http://www.indiepubgames.com/game/Room_Racers" target="external">Room Racers</a> (<a href="http://www.indiepubgames.com/profile/lievenvv" target="external">Lieven van Velthoven</a>)</li></ul><br />
<br />
<div class="header3">indiePub's 2011 Propeller Awards - Honorable Mentions</div><br />
<ul><li><a href="http://www.indiepubgames.com/game/Chronicles_of_Herenvale" target="external">Chronicles of Herenvale</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Light_Quest" target="external">Light Quest</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Bubble_Dragon" target="external">Bubble Dragon</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Death_-and-_The_Fly" target="external">Death & The Fly</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Mnemons" target="external">Mnemons</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Paddle_Wars%3A_Hit_The_Wall" target="external">Paddle Wars: Hit the Wall</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Defy_Gravity" target="external">Defy Gravity</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Mine_Rider" target="external">Mine Rider</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Rainy_Day%3A_Treasurehunt" target="external">Rainy Day: Treasurehunt</a></li><br />
<li><a href="http://www.indiepubgames.com/game/The_Journey_Down%3A_Over_the_Edge" target="external">The Journey Down: Over the Edge</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Tiny_Tims_Tremendous_Tank" target="external">Tiny Tim's Tremendous Tank</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Driftmoon" target="external">Driftmoon</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Mobiloid_IndiePub_Demo" target="external">Mobiloid</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Opposing_Forces_" target="external">Opposing Forces</a></li><br />
<li>The Lost Souls</li><br />
<li><a href="http://www.indiepubgames.com/game/Dimensional" target="external">Dimensional</a></li><br />
<li><a href="http://www.indiepubgames.com/game/War_in_the_Skies" target="external">War in the Skies</a></li><br />
<li><a href="http://www.indiepubgames.com/game/PRIOR" target="external">PRIOR</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Organic_Chemlab" target="external">Organic Chemlab</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Weird_Worlds" target="external">Weird Worlds</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Battle_Dex" target="external">Battle Dex</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Red_Card_Rampage" target="external">Red Card Rampage</a></li><br />
<li><a href="http://www.indiepubgames.com/game/FRACT" target="external">FRACT</a></li><br />
<li>Oil Blue</li><br />
<li><a href="http://www.indiepubgames.com/game/Sparkover" target="external">Sparkover</a> (<a href="http://www.indiepubgames.com/profile/Egrezzo">Egor Rezenov</a>)</li><br />
<li><a href="http://www.indiepubgames.com/game/Molecat_Twist">Molecat Twist</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Cosmic_Mischief">Cosmic Mischief</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Liquisity_2">Liquisity 2</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Best_Friends_Fighter">Best Friends Fighter</a></li></ul>]]></description>
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		<item>
		<title>Meet Our 2011 Propeller Awards Co-Host:  Adam "Atomic" Saltsman</title>
		<pubDate>Fri, 25 Feb 2011 11:35:01 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/adam-atomic-saltsman-2011-propeller-awards-indie-game-co-host-sxsw</link>
		<guid>http://www.indiepubgames.com/news/adam-atomic-saltsman-2011-propeller-awards-indie-game-co-host-sxsw</guid>
		<description><![CDATA[<div class="centeredMedia"></div><div class="caption">Indie developer Adam "Atomic" Saltsman it watching you and will be a co-host for indiePub's 2011 Independent Propeller Awards at South by Southwest ScreenBurn. (Photo by Adam Saltsman)</div><br />
<br />
While <a href="http://www.indiepubgames.com/news/meredith-molinari-2011-propeller-awards-indie-game-co-host-sxsw" target="external">co-host Meredith Molinari</a> will certainly be bringing the sexy and her love of games to the stage for indiePub's 2011 Independent Propeller Awards, Adam "Atomic" Saltsman will be bringing the indie developer cred.<br />
<br />
Saltsman, 29, created the one-button runaway hit Canabalt, has worked or contributed to several games (Fathom, Cave Story and the upcoming FEZ) and maintains his creation, a free Flash ActionScript library called Flixel. He's also on the GDC and Adobe advisory boards.<br />
<br />
But his interest in making games goes back a bit further than you might think.<br />
<br />
"I wanted to make my own games starting at about age six but, back then, we didn't have all these awesome tools that we have now," Saltsman told indiePub. "Like a lot of my friends, I made games in Hypercard or designed pen-and-paper, board and card games that were all pretty bad but fun to build and play anyway.  I started modding FPS games in middle school and finally started coding my own games during college.  I worked as a software dev for a few years after school, since I couldn't find work in the games industry."<br />
<br />
"I made a lot of friends who were in the industry, though, and they were all pretty miserable at their jobs.  Eventually I quit the software gig, and worked as a freelance pixel artist for a year or two, then did some freelance programming work, which got me into Flash, which eventually led to a little demo shmup called Nano, and later, a popular-ish arcade game called Gravity Hook.  Being a financially and creatively independent game developer suits my stubborn, learn-things-the-hard-way nature, and gives me a chance to take chances and make new things. I love that."<br />
<br />
<div class="centeredMedia"></div><div class="caption">An approximately 8-year-old Adam Saltsman rocks the dinosaur garb back when he was into Super Mario Bros. ("by a factor of 10:1"), Journey to Silius and Heavy Barrel. (Photo courtesy of Adam Saltsman)</div><br />
<br />
Although Saltsman recently spoke at Game City in Nottingham, England, this is the first time he'll be hosting an awards show and seemed hesitantly excited about co-hosting alongside Molinari.  "At least one of us will know what they're doing up there. Hint: It won't be me."<br />
<br />
Ultimately, the Independent Propeller Awards is intended to recognize indie games and their developers which is why indiePub brings the finalists and their games with us to SXSW.<br />
<br />
"I think the best things that public independent game showcases have to offer are deadlines and publicity," said Saltsman. "When you are your own boss, it's easy to lose the healthy sense of urgency that usually results in Things Getting Did.  Having an external deadline, even if it's wholly artificial, can really help solo devs and small teams to focus and prioritize. And obviously, having a way to show the most interesting work to the world at large is really important."<br />
<br />
Saltsman also lives in Austin, TX, so he's been to SXSW before. Of course, it's usually in an indie sort of way.<br />
<br />
"The wristbands are usually so pricey that I do the indie thing, and just sneak downtown for the free day shows," Saltsman confessed. "  I don't know if they still do them, but they used to smash like 6 bands into a 3 hour set, and not even charge at the door.  The only catch was the show started at 11:30 a.m. on a Tuesday or something.  I got to see The Weakerthans and Someone Still Loves You Boris Yeltsin back to back for free."<br />
<br />
Adam's simple advice for SXSW attendees:  "Stay hydrated (yes, beer counts) and get in line early!"<br />
<br />
indiePub's first annual Independent Propeller Awards ceremony will take place at 5 p.m. (CST), Sunday, March 13, 2011, at the Day Stage in the Austin Convention Center in Austin, TX (USA). It is in conjunction with the South by Southwest 2011 ScreenBurn taking place March 11 through 13, 2011. The full SXSW, which includes film and music, will take place March 11 through 20, 2011.<br />
<br />
Be sure to come by indiePub's SXSW booth March 11 through 13, 2011, to meet the indiePub 2011 Propeller Awards finalists and play their games. <br />
<br />
<b>SITE: <a href="http://adamatomic.com/" target="external">Atomic Adam</a><br />
SITE: <a href="http://flixel.org/" target="external">Flixel</a></b><br />
<br />
<b><i>IMAGE CREDIT:</b> Photos provided by Adam Saltsman</i>]]></description>
		</item>
		<item>
		<title>New Xbox Live Indie Games for week ending February 25, 2011</title>
		<pubDate>Thu, 24 Feb 2011 17:21:39 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-25-2011</link>
		<guid>http://www.indiepubgames.com/news/new-xbox-live-indie-games-weekly-update-february-25-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>This began as a relatively slow week early on for Xbox Live Indie Game releases - most likely because everyone was either enjoying President’s Day or recuperating from Valentine’s Day – so I went back two weeks for this first installment not expecting mid-to-end-of-the-week rush of new games (silly me).<br />
<br />
The best bets for this round look to be space shooter Orbital Arena, Breakout style IonBall and Lacrosse. An olde school shout out goes to Hurdle Turtle for bringing in the Intellivision-esque love.<br />
<br />
Below is a list of games released between February 11 and February 24, 2011. Descriptions are from the Microsoft site and the prices are all in Microsoft Points (MP). The conversion rate is $1.25 for 100 MP (or $10 for 800 MP) and points can be purchased either through Xbox Live, the Xbox web site or gift cards at various retail locations.<br />
<br />
<div class="header3">Xbox Live Indie Games released week ending February 25, 2011</div><br />
<a href="http://marketplace.xbox.com/en-US/Product/Wizards-Keep/66acd000-77fe-1000-9115-d802585507d4" target="external">Wizard's Keep</a><br />
(80 MP, 02/25/2011)<br />
Take on the role of a hero fighting for your home land. Battle in the earth's depths through the armies, traps and mysteries of the dark wizard's keep. From the developers of Miner Dig Deep comes an exciting adventure RPG which can be enjoyed solo or couch co-op.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Amass-and-Collapse/66acd000-77fe-1000-9115-d802585507d3" target="external">Amass and Collapse</a><br />
(80 MP, 02/25/2011)<br />
AAC is a falling block match three puzzle game with grid rotation added into the mix. The player has control over the falling blocks rotation and can shift the order of the colored blocks. With each rotation of the grid your combo grows.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Super-Sequence-2/66acd000-77fe-1000-9115-d802585507d2" target="external">Super Sequence 2</a><br />
(80 MP, 02/25/2011)<br />
The lightning-paced super sequel to Super Sequence is finally here! Now with over 50 ways to play. Try Speed Mode, Double Mode, Reverse Mode and Memory Mode. Jam out with Freestyle play. Match wits against the computer with the insane 14 button challenge mode, or fire up a classic game. You will never run out of ways to play Super Sequence 2! Can you beat the Super Sequence?<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/The-Bunny-Game/66acd000-77fe-1000-9115-d802585507d1" target="external">The Bunny Game</a><br />
(80 MP, 02/24/2011)<br />
Just for kids...an easy to play game with narration, so your children can have fun playing on their own. Easy to follow directions for one or two players. A game that will sure to be played over and over again as they race around the board to get their bunny to the carrot patch first!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Darts-Arena/66acd000-77fe-1000-9115-d802585507d0" target="external">Darts Arena</a><br />
(80 MP, 02/23/2011)<br />
Dare to enter the Darts Arena ! Defeat your opponents playing online or offline 501, 301, Round The Clock and Cricket darts game. Try to get the highest winning streak in the 'Arena Mode' and compare your skill in the Online Highscore tables. Game on !!!<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Arcane-Brawlers/66acd000-77fe-1000-9115-d802585507cf" target="external">Arcane Brawlers</a><br />
(80 MP, 02/23/2011)<br />
Arcane Brawlers is a very simple Xbox arcade game in which each player (up to four) controls a magical wizard (mage). It is a 2D, overhead view game. The players stock magical elements, represented by the buttons' colors. A: Earth B: Fire X: Water Y: Air The goal of the game is to simply kill the other players by making their Hit Points get reduced to zero.<br />
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<a href="http://marketplace.xbox.com/en-US/Product/Zombie-Football-Carnage/66acd000-77fe-1000-9115-d802585507ca" target="external">Zombie Football Carnage</a><br />
(80 MP, 02/18/2011)<br />
Monsters! Monsters everywhere! Fight your way through endless waves of baddies decided to rip you apart. Upgrade your gear in the shop and use more than 15 weapons at your disposal to score a bloody touchdown!<br />
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<div class="centeredMedia"></div><br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Hurdle-Turtle-Level-Pack-1/66acd000-77fe-1000-9115-d802585507cb" target="external">Hurdle Turtle – Level  Pack #1</a><br />
(80 MP, 02/18/2011)<br />
The fastest turtle in the world is back for more zany 8-bit arcade action in 3 all new levels! Join him and his new pal Pirate Turtle as they race to a banging chiptune soundtrack composed by Octapus! This companion to the original game can also be enjoyed as a standalone title.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/FishCraft/66acd000-77fe-1000-9115-d802585507cc" target="external">FishCraft</a><br />
(80 MP, 02/20/2011)<br />
FishCraft is an action packed physics game in which the player helps the fish get revenge against the cats for consuming their friends and family. The cats have constructed mighty fortresses to protect themselves, but the fish pack a heavy arsenal in 63 levels of cat smashing action.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Toy-Cars/66acd000-77fe-1000-9115-d802585507cd" target="external">Toy Cars</a><br />
(80 MP, 02/21/2001)<br />
Fast-paced, light-hearted, fun top-down racing game where you control of little toy cars racing over exciting tracks made up of everyday things. Race in 8 different tracks with 9 different cars through season mode to earn all the trophies or race with up to 3 other friends in split screen. It's all just good fun!<br />
<br />
<a href=""http://marketplace.xbox.com/en-US/Product/Avalis-Dungeon/66acd000-77fe-1000-9115-d802585507ce target="external">Avalis Dungeon</a><br />
(240 MP, 02/21/2011)<br />
Explore a deep and mysterious dungeon filled with dangerous and sexy creatures.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Trivia-Or-Die/66acd000-77fe-1000-9115-d802585507bf" target="external">Trivia or Die</a><br />
(80 MP, 02/11/2011)<br />
For the last 1,000 years, the Earth's greatest trivia champions have gathered at a secret location to battle for the fate of humanity itself. Can you triumph and save the world or will your defeat lead to the untimely demise of all mankind? Trivia or Die features 1- 4 player action, three levels of computer AI, and a snarky host that will insult you at every opportunity.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/A-lot-of-balls/66acd000-77fe-1000-9115-d802585507c0" target="external">A lot of balls</a><br />
(80 MP, 02/12/2011)<br />
Do you feel lucky? Try your luck and beat your friends. Up to four players can fill out tickets and then feel the electrifying suspense of the drawing.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Adventures-of-Rocaman/66acd000-77fe-1000-9115-d802585507c1" target="external">Adventures of Rocaman</a><br />
(80 MP, 02/12/2011)<br />
Enjoy a classic platform game! Through 8 worlds of the prehistoric, battle against dinosaurs and take on dangerous roads with our friend Rocaman.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/College-Lacrosse-2011/66acd000-77fe-1000-9115-d802585507c2" target="external">College Lacrosse 2011</a><br />
(400 MP, 02/12/2011)<br />
College Lacrosse 2011 features motion capture animations, overhauled graphics, improved Xbox LIVE play, enhanced right joystick shooting, new right joystick dodging, new bullet and loft passing, new dive shots, new penalties, new sound effects, new stick checking system and over fifty gameplay improvements!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Old-School-Destruction/66acd000-77fe-1000-9115-d802585507c3" target="external">Old School Destruction</a><br />
(240 MOP, 02/13/2011)<br />
Get ready for the ultimate co-op adventure!!! In OSD you will battle through rich 3D environments destroying everything old school style!. New technology meets the classic destroy first, ask questions later gameplay to give you the HD experience of a lifetime. Beautiful graphics employing advanced techniques like soft shadows and real time lightning deliver crisp visuals through the whole game!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Googly-Eyed-Splitters/66acd000-77fe-1000-9115-d802585507c4" target="external">Googly-Eyed Splitters</a><br />
(80 MP, 02/13/2011)<br />
A fun side-scrolling platformer, with a twist! Roll, Jump and Split your way through a whopping 40 levels to finish the game. Beware lava pits, lava boulders and being crushed by platforms as you play! With both skill based and puzzle based levels you're sure to enjoy playing this cute little Indie Title!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Avatar-Adventurers-Online/66acd000-77fe-1000-9115-d802585507c5" target="external">Avatar Adventurers Online</a><br />
(240 MP, 02/13/2011)<br />
Avatar Adventurers is a Multiplayer Online RPG. Develop your avatar by levelling your character and obtaining new equipment. Battle formidable beasts, complete quests and take on missions across three vast continents. Communicate with fellow adventurers, form experience parties and trade items. Join the online adventure today!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/IonBall/66acd000-77fe-1000-9115-d802585507c6" target="external">IonBall</a><br />
(240 MP, 02/14/2011)<br />
IonBall is a modern twist on a classic Breakout style game, featuring an XP-based progression system and end-of-level bosses that are going to push you to the extreme, all delivered in a unique SteamPunk style.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Drum-XPlosion-2/66acd000-77fe-1000-9115-d802585507c7" target="external">Drum XPlosion 2</a><br />
(240 MP, 02/14/2011)<br />
Play, record, and jam along to original music with Drum XPlosion 2. Select from several predefined drum kits or mix and match from over 70 different drum sounds to make new kits. Each drum sound can be modified by manipulating pitch, volume, and reverb.<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Cuckoo-Crack/66acd000-77fe-1000-9115-d802585507c8" target="external">Cuckoo Crack</a><br />
(80 MP, 02/16/2011)<br />
Your egg-laying skills will be tested as you fly your Cuckoo bird through the forest. Will you go for the lower, more valuable nests but risk your bird by crashing into trees? Will you play it safe and risk running out of time? Complete all five challenges and claim your awards! We warn you: this game is addictive and fun for the whole family!<br />
<br />
<a href="http://marketplace.xbox.com/en-US/Product/Orbital-Arena/66acd000-77fe-1000-9115-d802585507c9" target="external">Orbital Arena</a><br />
(80 MP, 02/17/2011)<br />
A 2D Space Shooter that focuses on hardcore multiplayer action! Play the 8 original game types including the fast paced Survivor and the mind provoking Numb3rs! Find different Weapons and Power-Ups to gain advantages over your opponents. Enjoy different visual effects in game including the HIGHLY appealing Retro Mode!<br />
<br />
SITE: <a href="http://marketplace.xbox.com/en-US/Games/XboxIndieGames" target="external">Xbox Live Indie Games</a>]]></description>
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		<title>Microsoft releasing Kinect for Windows SDK Spring 2011</title>
		<pubDate>Wed, 23 Feb 2011 09:39:27 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/microsoft-releasing-kinect-for-windows-sdk-spring-2011</link>
		<guid>http://www.indiepubgames.com/news/microsoft-releasing-kinect-for-windows-sdk-spring-2011</guid>
		<description><![CDATA[<div class="" style="float:right; margin:10px 0px 0px 10px;border:1px solid #7d7d7d;"></div>Microsoft announced earlier this week (February 21, 2011) that it will release a non-commercial Kinect for Windows Software Development Kit (SDK) this spring.<br />
<br />
Citing the "breadth of invention and depth of imagination possible when people have access to ground-breaking technology," and the want for creative uses of the technology, Microsoft’s Kinect for Windows SDK will be a free download.<br />
<br />
One of the mentioned features of Microsoft Research's (MSR) SDK is that it will give developers "direct control of the Kinect sensor itself," noting University of Washington's Biorobotics Lab's use of Kinect tech with a PHANTOM Omni Haptic Device to add tactile sensations to robotic surgeries.<br />
<br />
Certainly a move to promote the Kinect (they continue to call it a "natural user interface"), making the SDK free should give more devs the opportunity to toy with Kinect's potential.<br />
<br />
I suspect that will also mean many more Xbox Live Arcade games for Kinect by the end of next year.<br />
<br />
Microsoft does plan to release a commercial Kinect SDK "later" (according to the LA Times). Microsoft CEO Steve Ballmer mentioned in his CES 2011 keynote address that more than 8 million Kinect sensors have been sold and he expects 5 million more to be sold my Christmas. More than 50 million Xbox 360s have been sold worldwide.<br />
<br />
<b>READ: <a href="http://blogs.technet.com/b/microsoft_blog/archive/2011/02/21/kinect-for-windows-sdk-to-arrive-spring-2011.aspx" target="external">Microsoft Blog</a> <br />
READ: <a href="http://latimesblogs.latimes.com/technology/2011/02/microsoft-kinect-sdk-xbox-360.html" target="external">LA Times</a></b>]]></description>
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		<title>indiePub adds two prizes to the 2011 Independent Propeller Awards</title>
		<pubDate>Tue, 22 Feb 2011 16:21:54 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/unity-intel-two-prizes-added-to-2011-independent-propeller-awards</link>
		<guid>http://www.indiepubgames.com/news/unity-intel-two-prizes-added-to-2011-independent-propeller-awards</guid>
		<description><![CDATA[<div class="centeredMedia"></div> <br />
<br />
indiePub today (February 22, 2011) announced the addition of two awards to be given to indie developers at the first annual Independent Propeller Awards taking place at the 2011 South by Southwest ScreenBurn Arcade in Austin, TX (USA).<br />
<br />
The first is the Unity Development Award sponsored and presented by Unity Technologies. It will recognize overall excellence in game development and the award recipient will be given a full suite of Unity Pro Software (and the winning game does not need to be developed using Unity). <br />
<br />
The second is the Intel Innovation Award presented and sponsored by the Intel AppUp developer program. This award will recognize excellence in innovation and the recipient will be given a laptop from the Intel AppUp developer program.<br />
<br />
These are in addition to the current Propeller Awards categories for Best Art, Best Audio, Best Design, Technical Excellence and the Grand Prize.<br />
<br />
The 2011 SXSW Independent Propeller Awards are presented by indiePub and will take place from 5 p.m.  to 6 p.m.  (CST), Sunday, March 13, 2011,  at the Day Stage in the Austin Convention Center.<br />
<br />
<b>SITE: <a href="http://unity3d.com" target="external">Unity</a><br />
SITE: <a href="http://appdeveloper.intel.com" target="external">Intel AppUp Developer Program </a><br />
SITE: <a href="http://sxsw.com/" target="external">South by Southwest</a></b><br />
]]></description>
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		<title>Contest Update: Judging has begun for the 2011 Independent Propeller Awards</title>
		<pubDate>Fri, 18 Feb 2011 11:17:03 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/judging-begins-for-2011-independent-propeller-awards</link>
		<guid>http://www.indiepubgames.com/news/judging-begins-for-2011-independent-propeller-awards</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
After receiving more than 130 entries, indiePub is now in the process of judging the indie games submitted for consideration in the 2011 Independent Propeller Awards.<br />
<br />
The awards, which include a Grand prize and several subcategories, will be presented at an awards ceremony taking place at 5 p.m. (CST), Sunday, March 13, 2011, at the Day Stage in the Austin Convention Center.<br />
<br />
In the next week or so, indiePub will announce the semifinalists and, after another round of judging by a select panel, finalists will be selected.<br />
<br />
Winners will not be announced until the award ceremony at SXSW which will be hosted by two people you'll certainly be excited to see.<br />
<br />
All finalists will be invited to Austin (but are not required to be present) to receive their prize.<br />
<br />
We also invite everyone attending the 2011 South by Southwest Interactive ScreenBurn Arcade event in Austin, TX (USA), to visit the indiePub booth from March 11 to 13, 2011.<br />
<br />
<b>Site: <a href="http://sxsw.com/" target="external">South by Southwest</a></b>]]></description>
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		<title>Xbox Live lists indie games with best first-week sales for 2010</title>
		<pubDate>Fri, 18 Feb 2011 10:42:46 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/xbox-live-indie-games-top-20-best-first-week-sales-for-2010</link>
		<guid>http://www.indiepubgames.com/news/xbox-live-indie-games-top-20-best-first-week-sales-for-2010</guid>
		<description><![CDATA[<div class="" style="float:right; margin:0px 0px 10px 7px;border:1px solid #151515;"></div>Major Nelson (Microsoft's Director of Programming, Lawrence Hryb) recently posted a list of the top 20 indie games purchased via Xbox Live’s Indie Games section in 2010. <br />
<br />
The somewhat awkward thing about the list – which Major Nelson make pretty clear in the post - is that it is based on full versions purchased during the first week (7 days) of each game’s release. <br />
<br />
It's a convenient way to try and have a fair comparison but if, for example, your game didn’t get decent downloads until two or three weeks being on Xbox Live and then out performed a lot of other games for the year, your game would not have made this list. I'd be interested in seeing a longer-term comparison.<br />
<br />
With seven games including "Avatar" in the title, the list does seem to highlight the importance of a game’s title or being able to play using your Xbox Live avatar (at least for first week sales).<br />
<br />
Here’s the complete list.<br />
<br />
Top Indie Games of 2010 (Based on full versions purchased during the first week of release):<br />
<ol><li>Baby Maker Extreme<li>Avatar Showdown<li>Avatar Paintball</li><li>Avatar Ninja!</li><li>Avatar Racedrome</li><li>Try Not To Fart</li><li>Nuclear Wasteland</li><li>Avatar Onslaught</li><li>Yet Another Zombie Defense</li><li>Zombie Estate</li><li>Breath of Death VII</li><li>MILITARY SNIPER-SIM 3.18</li><li>Get Rich or Die Gaming</li><li>Avatar Bumper Cars</li><li>Avatar Meet Up Live!</li><li>GET TO THA CHOPPA!!1</li><li>Shoot 1UP</li><li>Toy Stunt Bike</li><li>The Impossible Game</li><li>So Many Girls So Little Time</li></ol><br />
Also watch for indiePub's weekly update of the new and noteworthy games in Xbox Live’s Indie Games section.<br />
<br />
<b>Read: <a href="http://majornelson.com/archive/2011/02/02/top-xbox-live-games-of-2010.aspx" target="external">Major Nelson</a></b>]]></description>
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		<title>indiePub at Miami University's Global Jam 2011 event</title>
		<pubDate>Fri, 18 Feb 2011 09:50:05 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-at-miami-university-global-jam-2011-event</link>
		<guid>http://www.indiepubgames.com/news/indiepub-at-miami-university-global-jam-2011-event</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
<br />
<div class="centeredMedia"></div><div class="caption">Day 2 with no sleep, some participants (like Lexie Dostal, above) are starting to fade. (Photo by Neil Tekamp)</div><br />
<br />
indiePub was on site for the local Global Game Jam (GGJ) January 28-30, 2011, at Miami University in Oxford, OH (USA).<br />
<br />
The video below features Lindsay Grace, the Armstong Professor of Fine Arts at Miami University, who explains the basics of the Global Game Jam and what to expect.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=7ajBJBgXM2M</div><div class="caption">(Video by Mary Kish)</div><br />
<br />
The GGJ is an annual video game creation event where participants at various locations across the globe are given 48 hours to conceptualize and create an original video game based on a theme.<br />
<br />
This year’s theme was “extinction” with 6500 participants in 170 locations creating close to 1500 games. <br />
<br />
The idea of the GGJ is that the time and topic constraints force participants out of their comfort zones so that they will learn how to best use technology, allocate team resources (if they choose to work in a team), limit the game’s scope and prioritize their ideas. The first GGJ took place in 2009.<br />
<br />
<b>WATCH:</b>  <a href="http://www.youtube.com/watch?v=7ajBJBgXM2M" target="external">Global Jam 2011 at Miami University</a><br />
<b>SITE:</b> <a href="http://globalgamejam.org/" target="external">Global Game Jam 2011</a>]]></description>
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		<title>Only a few more days to enter your game in the First Independent Propeller Awards at SXSW</title>
		<pubDate>Wed, 16 Feb 2011 11:04:45 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/last-chance-to-enter-screen-burn-sxsw-2011-indie-game-competition</link>
		<guid>http://www.indiepubgames.com/news/last-chance-to-enter-screen-burn-sxsw-2011-indie-game-competition</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
<br />
There are only a few more days to submit your game to the First Independent Propeller Awards at 2011 South by Southwest’s ScreenBurn Arcade.<br />
<br />
The last chance to enter is 11:59 p.m., February 18, 2011<br />
<br />
Once again, the categories up for grabs include:<ul><li>Best Art</li><li>Best Audio</li><li>Best Design</li><li>Technical Excellence</li><li>Grand Prize Winner</li></ul><br />
On February 28, 2011, we will be announcing the judges for the competition, the host for the awards show and the finalists in a formal press release.<br />
<br />
We have a few surprises up our sleeves as far as the judges and the hosts, so make certain not to miss the announcement.<br />
 <br />
The winners of the competition will be announced 5 p.m., Sunday, March 13, 2011 at on the Interactive Day Stage at South By Southwest in Austin, TX.<br />
<br />
We don't want you to miss out on any of the action so we will be sending live updates throughout the show via this site and our Facebook and Twitter accounts. <br />
<br />
We’re giving away a lot of money ($150,000, to be exact) so you really don’t want to miss it.<br />
<br />
We have received many submissions ranging across the gaming spectrum but still <a href="http://www.indiepubgames.com/contest.php?contestId=2&show=info">check the instructions for submitting your game</a>. Make certain that, after uploading your game to the indiePub site, you <a href="http://www.indiepubgames.com/contest.php?contestId=2&show=enter" target="external">go to the contest page and complete the Submission Form enter your game</a>.<br />
<br />
<b>ENTRY FORM: <a href="http://www.indiepubgames.com/contest.php?contestId=2&show=enter" target="external">First Independent Propeller Awards @ 2011 SXSW Screenburn</a></b>]]></description>
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		<title>Valentine’s Day 2011: Games that help spread the love one pixel at a time</title>
		<pubDate>Mon, 14 Feb 2011 11:26:11 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/valentines-day-2011-deals-events-and-easter-eggs</link>
		<guid>http://www.indiepubgames.com/news/valentines-day-2011-deals-events-and-easter-eggs</guid>
		<description><![CDATA[Many devs like to make each holiday a reason to add extra love to their games in the form of add-ons, bonus levels and other hidden goodies. For Valentine’s Day, there’s even more reason to embed a bit o’ love in their games. Or it's just an excuse to reduce the price of a game for a few days.<br />
<br />
Here’s a look at some deals and special events in celebration of Valentine’s Day 2011.<br />
<br />
We’ll update this page as we find more throughout the day.<br />
<br />
<div class="centeredMedia"></div><br />
<br />
<div class="header2">MetaLove</div><br />
<br />
Indie devs Metanet Software Inc. has continued its “Operation Corporate Valentine(s?)” by sending Valentine’s Day card to all the members of its community who wrote in and asked for one Metanet’s site indicates they’ve sent 150 cards. Aw, how sweet. (They better have sent me a card!)<br />
<br />
Metanet was founded in 2001 by Raigan Burns and Mare Sheppard who have created N (Win, Mac) N+ (Xbox Live, DS, PSP) and are currently working on Robotology.<br />
<br />
<b>Site: <a href="http://www.metanetsoftware.com/" target="external">Metanet Software </a></b><br />
<br />
<div class="centeredMedia"></div><br />
<br />
<div class="header2">Beer goggles thanks to Stout Games</div><br />
<br />
Stout Games (ie Jeroen D. Stout) has a two-for-one deal until 7 p.m., February 15, 2011, on its game Dinner Date. That way you can give one to your sweetie for free (just don’t tell her/him that). The game costs €4.95 (about US$7.90) and sounds to quite literally be a waiting game.<br />
<br />
From the game’s web site:<br />
<br />
<div class='forumQuote'>“You play as the subconsciousness [sic> of Julian Luxemburg, waiting for his date to arrive. You listen in on his thoughts while tapping the table, looking at the clock and eventually reluctantly starting to eat… The wait for the beautiful girl he invited over becomes longer and she becomes the dominant factor in his thoughts. And yet his true problems may not even begin with the girl…”</div><br />
<br />
They recommend a bottle Argentinian Merlot Otra Vida to go with the game. <br />
<br />
<b>Read: <a href="http://thestoutgames.com/:news:2011.02.13.10" target="external">The Stout Games</a></b><br />
<br />
<div class="" style="float:right; margin:0px 0px 10px 10px;border:1px solid #7d7d7d;"></div><div class="header2">Lilith and Emma want you to find love</div><br />
<br />
These kid-friendly find-the-hidden-stuff games have the day in the name, so we have to give them a little cred. <br />
<br />
Emma: It’s Valentines and Lilith: Its Valentine Day are free Flash games you can play online to point-and-click around images until you find all the differences. They nicely include mirrored cursors on each image to make it a little easier when searching and selecting differences.  The art’s a little creepy cutesy but, hey, it’s for kids. <br />
<br />
<b>Site: <a href="http://differencegames.com/" target="external">Difference Games</a></b><br />
<br />
<div class="centeredMedia"></div><br />
<br />
<div class="header2">Zynga sowing its oats</div><br />
 <br />
Zynga has added several Valentine’s Day decorations to its in-game store in Facebook-based Frontierville. The list includes 19 items that will cost you horseshoes, coins and wood. Most are marked “Limited Edition” so get ‘em while you can. When not tending to your crops and fighting off the plague, of course.<br />
<br />
<b>Read: <a href="http://www.direct-2you.com/archives/41029" target="external">Direct2You </a></b><br />
<br />
<div class="header2">iOS, WeHeartU</div><br />
<br />
Capcom, Sega, Namco and Gameloft have all discounted many of their iPhone, iPod Touch and iPad games to $0.99 (99 cents). Some highlights include Mega Man II, Columns, Ecco the Dolphin, Sonic Spinball, Shrek Kart, Let’s Golf! 2, Spider-man: Total Mayhem, Zombie Infection, DigDug Remix, Galaga Remix, Puzzle Quest and Splatterhouse.<br />
<br />
Most of these deals expire at midnight but a few will likely leak over into the week.<br />
<br />
<b>Read: <a href="http://www.gamepro.com/article/news/218186/valentines-day-video-game-deals/" target="external">GamePro</a></b><br />
<br />
<div class="" style="float:right; margin:10px 0px 0px 10px;border:1px solid #7d7d7d;"></div><br />
<br />
<div class="header2">An island of love</div><br />
<br />
Even though Minecraft might not have any official Valentine’s day goodies, gamers are already forming their own. Check out this island of love by Minecraft forum poster “DaMooseinator:”<br />
 <br />
Kate is one lucky lady. I’m certain we’ll see more Minecraft love creations pop up throughout the day.<br />
<br />
<br />
<b>Read: <a href="http://www.minecraftforum.net/viewtopic.php?f=3&t=178476" target="external">Minecraft Forums</a></b><br />
<br />
<i>If you have any Valentine’s Day video game events, deals, add-ons or even (albeit awkwardly named) Easter eggs, please let us know below (or email me at phruschak@zoogamesinc.com).</i>]]></description>
		</item>
		<item>
		<title>Cipher Prime Update: We've entered into an iPad publishing deal and that's OK</title>
		<pubDate>Tue, 08 Feb 2011 17:13:23 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/cipher-prime-update</link>
		<guid>http://www.indiepubgames.com/news/cipher-prime-update</guid>
		<description><![CDATA[<div class="" style="float:right;margin:0px 0px 15px 10px;border:1px solid #7d7d7d;"></div><a href="http://www.cipherprime.com" target="external">Cipher Prime</a> is proud to say we've partnered with indiePub yet again to help us get <i><a href="http://www.playfractal.com/" target="external">Fractal</a></i> on the iPad.<br />
<br />
For some, this might seem a bit strange. "Why exactly would an independent game company go about using a publisher? And why twice? I thought indie game dev was all about self-publishing?"<br />
<br />
While that's the ultimate goal, things don't always work out to be so perfect.<br />
<br />
Cipher Prime has survived for the past 3 years in no small part due to publishing. To this day, we have never taken a loan or an investment to make our games. We have consistently developed one self-published game and one publisher distributed game. For us, this is a great approach and allows us to have that steady income we so dearly need in order to take greater risks with our self-published projects.<br />
<br />
So, what exactly has been more profitable: self-publishing or going the traditional publisher route?<br />
<br />
When looking at the numbers, things rarely seem cut and dry. Frequency is a <i>very</i> important thing. Milestone payments beat customer payments by a mile when in comes to peace of mind. Yet, those self-published earnings can often be much larger and really give you that oh-so-necessary sense of accomplishment.<br />
<br />
What does this all mean? Are we really just blatantly trying to pimp old school publishing?<br />
<br />
No.<br />
<br />
Merely, we'd just like to point out it has it's place in this business and we're happy to have it. On any given day, we would always rather self-publish (sorry, indiePub) but, without the backing of our great publishers, you probably wouldn't be seeing too many Cipher Prime games. In fact, the funding from this iPad publishing deal will allow us to breathe for enough time to release our next self-published game, <a href="http://www.cipherprime.com/2011/01/its-time-for-a-new-game-enter-pulse/" target="external"><i>Pulse</i></a>.<br />
<br />
In closing, there really is no true statement here except. We are beyond happy about what we're doing. Every day we get to come into our beautiful office in Center City Philadelphia and make games. Another day in paradise.<br />
<br />
For more information on the business and development directions of Cipher Prime, <a href="http://www.cipherprime.com/2011/02/the-road-ahead/" target="external">check out the official Cipher Prime Fractal Announcement on our company blog</a>.<br />
<br />
Site: <a href="http://www.cipherprime.com" target="external">Cipher Prime</a><br />
<br />
<i><b>Source:</b> Cipher Prime</i>]]></description>
		</item>
		<item>
		<title>What Went Right, What Went Wrong - Rocketbirds: Revolution! PART III</title>
		<pubDate>Sat, 15 Jan 2011 12:04:42 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-iii</link>
		<guid>http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-iii</guid>
		<description><![CDATA[<div class="header3">CREDITS</div><br />
<br />
<i>Rocketbirds: Revolution!</i> - Ratloop Asia (Studio), Sian Yue Tan (Creator / Art / Animation / Programming / Game Design), James Anderson (Sound / Programming / Game Design), Teck Lee Tan (Background Art), Fredrik Lindner (Background Art) Herwig Maurer / New World Revolution (Music)<br />
<br />
<div class="header3">INTRODUCTION</div><br />
<br />
First off, I want to apologise for not being very concise in this, quasi post-mortem for <i>Rocketbirds: Revolution!</i>. We've cropped and cropped, but we've run out of time and really needed to just release this. Hence, this article is split into three parts, but you might want to read <a href="http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-i">PART I</a> and <a href="http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-ii">PART II</a> first.<br />
<br />
We couldn't really call this a post-mortem, because we're still working on Rocketbirds - we're developing <i>Rocketbirds: Reloaded!</i> in-house for Playstation Network and PC where we'll iterate and innovate on what we've learnt from our experiences and feedback we've received from <i>Rocketbirds: Revolution!</i>.<br />
<br />
<div class="header2"><span style="color:#cafbf4">What Went Right</span>/<span style="color:#ffbaa4">What Went Wrong</span></div><br />
<br />
<div class="header3">ANIMATION SYSTEM</div><br />
<br />
<span style="color:#cafbf4">To make <i>Revolution!</i> fit the Cinematic Platform archetype, we needed to develop an animation system which would make the characters animate smoothly in a step based manner. In most games, characters would go from state to state and the animation would follow the states - the programmer writes the code and the animator needs to fill in the blanks. For <i>Revolution!</i> we didn't really use states, it's all input driven and animation based. Basically, the input and current animation determines the next animation and animations would carry on using flash's timeline functionality. The AI is also kept really simple, and we can make the enemies look smarter by sprinkling some waypoints that are written like their inputs. This system allowed us to be really flexible in adding animations and behaviors - and it was easy to test any entity by just switching our controls between them, you could be a platform or a budgie protestor, it all worked the same way. It also made implementing the possession mechanic using mind-control-bugs real easy to do as well as add character specific animation and behavior to whatever we needed.</span><br />
<br />
<span style="color:#ffbaa4">In the end, this did lead to quite a long list of inputs and outputs, though it was still surprisingly manageable until we released the game and people were hammering on how un-responsive the controls were. So to improve responsiveness a bit, we started adding more animations to the list that could accept inputs, which made the lists even bigger, less elegant and, of course, it was all to the detriment of the animation.</span><br />
<br />
<span style="color:#ffbaa4">We also found out (quite late in production) that the flash timeline does not scale that well and starts slowing stuff down as it gets much, much bigger. It'll scale just fine if you stay within your normal, every day flash type of timeline, but in our game, some of the characters, animated at 30 fps, would use in excess of a few thousand frames of animation. We ended up culling frames and shortening animations, like idles and blinks - and we created off-screen character counterparts that used use really simple timelines.</span><br />
<br />
<div class="header3">SOUND</div><br />
<br />
The sound design was probably the best part of the game. It's also the part I didn't have a hand in.<br />
<br />
<span style="color:#cafbf4">It was three months into development that I showed the other Ratloop guys (James, Pete, Lucas and Keiko) the game. A couple of days later, James sends me an email with a short video clip where he'd recorded some game footage and added all the sounds. The audio test was pretty wicked and underlined the vibe of the visuals really well. He said he wanted to help out with the sounds and handle the sound programming. <i>Revolution!</i> had positional sound, sound ducking, unique ambient sounds, situational music, and pretty much anything else you could include in a 2D game and James really delivered!</span><br />
<br />
<span style="color:#cafbf4">Even though he worked on the game in his spare time and remotely from Australia, we were constantly bouncing ideas off each other throughout the rest of the game's development and at the end, he came down to Singapore for a couple of weeks to help push the game through to alpha. I probably would have gone nuts if I had gone it alone and his help was completely unplanned, but the game became so much better because of his influence and advice.</span><br />
<br />
<span style="color:#ffbaa4">The hard reality for any flash game however, is that most people will play these with sound turned off - and I'm pretty sure a lot of people that tried the demo played the game without sound. Most flash games only support very basic sound if they support sound at all and I guess people's pre-conceptions about anything made in flash makes them not expect something like <i>Revolution!</i>. In the end we hope we can start changing these perceptions, because sound is half the experience of any game.</span><br />
<br />
<div class="header3">STORY</div><br />
<br />
After we'd put a clamp on the game's main features, it was time to start fleshing out the story. Prior to starting the project, I'd written a brief synopsis of what the main story arc would be, but we felt it was a bit too complicated to tell in the amount of time you get for a video game, the harsh reality being, that people skip the in-game movies.<br />
<br />
<span style="color:#ffbaa4">One thing we found out during playtesting is people's in-grained gut reaction to "press any key" when the game prints "press any key to skip." We decided to change the wording a bit to read, "skip," which improved things a bit, because they would first try to click on it with the mouse then realize that maybe they wanted to see the rest. If they really didn't, and really meant to skip, they'd start pressing stuff and successfully skip the clip.</span><br />
<br />
<span style="color:#ffbaa4">But people get angry when they can't skip a clip. Apart from telling a story, the second function of the video clip was to serve up something interesting for people to see while the next section of the game and assets were downloading (especially at the start). So, "skip" would pop up only when the game was ready to be played. I guess what we should have done is allowed people to exit the movie when they wanted to skip, even if it meant them having to look at a loading screen for one and a half minutes instead.</span><br />
<br />
<span style="color:#cafbf4">We decided to simplify the story down to its essence. I'd created a short, 4 minute flash animation about 10 years ago where penguins infiltrated a chicken base. It was really experimental for its time, but people really liked the way flash was used to tell a simple story without using any dialogue. We decided to stick to that really visual, good vs. badass formula and our script looked something like: Hardboiled Chicken enters hostile enemy territory to assassinate the Penguin leader. If the player didn't want to know anything about the story, it boiled down to - Kill Penguins. In game, we could carry the story using non-essential comic book styled speech bubbles, but most people don't like to read, so "go press switches and kill Penguins" worked just the same as long as we carefully managed the search spaces (which we could due to the format). Ignorance is bliss, so our story needed to be able to scale and I think we were pretty successful because we kept things really simple in <i>Revolution!</i>.</span><br />
<br />
<span style="color:#cafbf4">We didn't have a budget for voice actors, or localization so it made sense to try to tell the story with as little dialogue as possible. If you spoke no English, you should still be able to follow the story. Cartoons, with their exaggerated movements and expressions have always been a very visual story telling medium so that really helped us. The characters in the story also followed human stereotypes that people would recognize and the visual design of each character would try to support that stereotype. It's all really oldschool, politically incorrect kind of stuff, but it makes things really easy to understand!</span><br />
<br />
<div class="header3">MUSIC</div><br />
<br />
<span style="color:#cafbf4">I'd been playing with the idea of telling the story using Music Videos and James recommended me to just start putting something together using some existing music and he'd later go and compose something similar. So I picked AC/DC's thunderstruck and storyboarded the intro sequence into an animatic to fit that track, using flash. Half way through making the animatic, I remembered my friend Herwig's music had a track (Robot) which had a pretty similar pace, so I purchased his album from iTunes store (Karmakaze album, New World Revolution) and swapped in his music instead. With a few minor adjustments and tweaks to the timeline, his music fit perfectly. I contacted him and asked if we could use his music for our game - he dug the vibe and really liked what we were doing - he agreed and I started working on fusing his music with the intro video, until it almost looked like the music was composed for the clip. In the end, with his permission, we used almost all the other songs from the Karmakaze album for in-game music and other cut-scenes.</span><br />
<br />
<span style="color:#ffbaa4">If the "Robot" music video was the thing that set the mood and pace for the game, "Illuminate Me" would have solidified Hardboiled as a credible hero. After spending a week putting together the animatic, I could see that this would probably become my best work on the game, but in the end, there just wasn't enough time to complete it and since it was a non-essential background piece, it was dropped over the more essential things.</span><br />
<br />
<div class="header3">ROCKETBIRDS: RELOADED! for PSN</div><br />
<br />
We used flash technology to propagate our game and make it really easy for people to try. Flash also offers an excellent development environment for making games and it is also the perfect content delivery system for streaming content, especially combined with clouds. Though we'd created a game that really pushed flash to the limits, we've come to accept that, for various reasons, not everyone will have played game the way we'd like them to play it.<br />
<br />
I'm pleased with how <i>Revolution!</i> turned out, but I'm even more pleased with the way people have responded to the Rocketbirds. We think there are still lots of ways in which we could improve our game to try and breathe some new life into that awesome cinematic platform game genre, so with the solid endorsement from IGF and the support of our fans and friends, we've taken all the feedback (the stuff we couldn't fix in the flash version) and we've been working since September 2010 to improve and iterate and come up with something new for our next Ratloop game for Playstation Network and PC (if all goes well) titled; <i>Rocketbirds: Reloaded!</i>.<br />
]]></description>
		</item>
		<item>
		<title>What Went Right, What Went Wrong - Rocketbirds: Revolution! PART II</title>
		<pubDate>Mon, 03 Jan 2011 10:11:29 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-ii</link>
		<guid>http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-ii</guid>
		<description><![CDATA[<div class="header3">CREDITS</div><br />
<br />
<i>Rocketbirds: Revolution!</i> - Ratloop Asia (Studio), Sian Yue Tan (Creator / Art / Animation / Programming / Game Design), James Anderson (Sound / Programming / Game Design), Teck Lee Tan (Background Art), Fredrik Lindner (Background Art) Herwig Maurer / New World Revolution (Music)<br />
<br />
<div class="header3">INTRODUCTION</div><br />
<br />
First off, I want to apologise for not being very concise in this, quasi post-mortem for <i>Rocketbirds: Revolution!</i>. We've cropped and cropped, but we've run out of time and really needed to just release this. Hence, this article is split into three parts, but you might want to read <a href="http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-i">PART I</a>, where we discuss our launch, our choice for Flash and Shareware.<br />
<br />
We couldn't really call this a post-mortem, because we're still working on Rocketbirds - we're developing <i>Rocketbirds: Reloaded!</i> in-house for Playstation Network and PC where we'll iterate and innovate on what we've learnt from our experiences and feedback we've received from <i>Rocketbirds: Revolution!</i>.<br />
<br />
<div class="header2"><span style="color:#cafbf4">What Went Right</span>/<span style="color:#ffbaa4">What Went Wrong</span></div><br />
<br />
<div class="header3">PLAYING ON CLOUDS</div><br />
<br />
<span style="color:#cafbf4">We used Amazon's Cloudfront servers to serve up the content to our site visitors and they worked great and were surprisingly cheap. Basically, if a game file was requested in Tokyo, cloudfront would transfer the file from its main server in the US to its edge server in Tokyo - subsequent requests for the file in Japan, would be served from the edge server in Tokyo instead of the US. Cloudfront also scales, so if usage of our files increased to crazy amounts, other edge servers would jump in to share the load.</span><br />
<br />
<span style="color:#ffbaa4">However, some browser/operating system configurations weren't caching the files correctly, which meant, worst case scenario, for an unfortunate few, the files that came from the edge servers would sometimes re-download every time they were requested, which would give some players a pretty sucky experience (a wait between levels). We tried pretty much everything, but couldn't fix this problem and in the end the only advice that seemed to work is to try something different, like using a different browser, or using our launcher, or not using the launcher, or trying again the next day.</span><br />
<br />
<span style="color:#cafbf4">With the game sitting on our servers, it meant we could also update the game in one place without needing patches. This is quite an elegant solution for fixing things and improving things, though it meant a bit more planning and work to ensure things automatically updated for everyone. By the time we reached the third update - post-launch, we were able to pretty much address most of the issues people had with the game quietly. </span><span style="color:#ffbaa4">Which might have given people the impression we weren't doing anything...</span><br />
<br />
<span style="color:#cafbf4">To our knowledge, we've not suffered from piracy issues. I think it's because 1) it's flash and no hacker is going to be proud to have hacked a flash game; 2) because the files aren't all in one place and can communicate with each other to allow use; and 3) the hacker would need to play through the entire game and fish out all the tiny files from his cache to piece the game together again. We can see the mass of searches lining up for our game on torrent sites, but it's all fake, there is no game at the end of the tunnel (yet, I guess). Our supporters have also been really good so far and not abused their accounts. I guess, none of this was really planned and we didn't spend much effort to include this kind of DRM. It sort of became a by-product of our decision to use flash with clouds - it's systemic.</span><br />
<br />
<span style="color:#ffbaa4">The downside? Though we think playing and paying for games on clouds is going to become more and more accepted by the mainstream in future, we're not there yet for all games. There are many ways in which to monetize your games that work well, but we think it'll be a while longer before this applies to single player action games like ours. We think people still want to have their game sit on their own computers and unless there is a reason for you to be connected, why would you need to be on-line to play it?</span><br />
<br />
<span style="color:#ffbaa4">So, after launch, we spent a couple of months trying to make our game into a downloadable format, so people could play it completely off-line. We tried a bunch of wrappers, but wrappers added another rendering layer to the game, and performance was impacted pretty badly because of the way we optimized the game. In the end, we tried Adobe AIR and with some rework, got the game running smoothly inside it. So we got it all working with badges and were ready to start its distribution, but then something happened - AIR received an update and the game's menu buttons no longer worked. It was pretty easily fixed, but it made us realize we also needed to have a way to make the game check for updates if a newer version was available. So we implemented that, but all the while it started me thinking - both Flash and Air aren't completely compatible with each other. Any change to Air or Flash could cause problems in the two communicating with each other and both suffer from security issues, which means both will receive updates and bug fixes all the time. AIR has a native installer now, but it would still download the latest version of AIR to pre-install on the end user's computer. It'd be an updating nightmare. So at the last minute, I pulled to plug on the whole thing, hearing Colin Northway's words echoing in my ear (when I asked him what he thought about AIR) - "if it works perfectly well on-line, leave it on-line."</span><br />
<br />
<div class="header3">ENVIRONMENTS</div><br />
<br />
Cinematic platform games are non-scrollers, where your character moves from static screen to static screen. This makes the format quite addictive, because the reward for progression is seeing the next, unique piece of art, which is only one screen away. It was important for us to get these looking good and getting the pipeline right. <br />
<br />
<span style="color:#cafbf4">Each screen is contained in its own frame in the level file's flash timeline. When you change screens, the engine renders the background and overlay to a buffer once and stores them ready for blitting. Depending on how complicated the screen and how fast your computer was, it becomes the pause in between screen changes. This enabled the environment artists to work freely inside flash, building the screens in a WYSIWYG way and using any filter or effect that their hearts desired, though re-using props and textures wherever they could to minimize file sizes. We created a simple level design tool in flash and by using a wrapper we could output and save simple block, xml data and simple bitmaps which served as reference for the artists to start working with. The engine could also read and serve up block information without the artwork, so we could test out the puzzles and ensure that everything was working and the level was fun before starting the level art. Having all the assets in an adjustable format meant that we could safely carry on tweaking the screens by moving screen art around or add/remove stuff, based on feedback from our playtesters.</span><br />
<br />
<span style="color:#cafbf4">Nearing the end of pre-production, it was time to see how fast someone could actually make the screens, which would help us determine how many environment artists we needed to complete the job. If I could hit a screen per day, we'd probably only need one, knowing that, as more assets and props were created, screens could get created even faster. So I slapped together the first 2 levels which counted 20 screens of the demo in 20 days over Christmas, which, except for the first screen, pretty much stayed the same all the way through to the final result. After hiring Teck in January, I also created the cryo-tubes level and the final single screen prison level of the demo while he was learning the ropes and creating the remaining level of the demo. By that time, the look and feel that I wanted for the levels was pretty well established and easy to communicate. Fredrik, a friend of Teck's interned with us and he created the level where Hardboiled frees the Cardinals from prison to wreak havoc, but other than that, Teck really pulled through and created the rest of the screens. By the time we shipped, the complete game counted 15 levels and over 150 unique screens of environment art.</span><br />
<br />
<span style="color:#ffbaa4">Of course, if you leave the environment artists enough freedom to create the screens, they will use every filter available in flash, nested in clips, nested in clips. Though flash only needed to generate the clips once in between changes, the pauses got longer and longer. On slower systems, it became annoyingly long (one second long), so after we shipped the game, in one of the later updates we pre-rendered each background for resolutions up to 960 x 720 which solved these type of issues for slower systems. If your computer could handle the higher resolutions, the screen changes would also be faster, so 960 x 720 was the break even point between download sizes, resolution and performance. At any rate, by that time, the pipeline had served its purpose well, and the levels and screen art needed no more changing.</span><br />
<br />
<span style="color:#cafbf4">Because of the techniques we used to render the graphics to screen, the game ended up using quite a bit of memory, but it allowed us to utilize a bunch of pretty cool effects like create blood spatter on the walls and have infinite bodies pile up on screen by blitting straight to the background or overlay buffers.</span><br />
<br />
<div class="header3">CONTINUE READING</div><br />
<br />
In <a href="http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-iii">PART III</a>, we talk about some of the other aspects of how we set up <i>Rocketbirds: Revolution!</i> using flash, including sound and music as well as shed some light on <i>Rocketbirds: Reloaded!</i>.<br />
]]></description>
		</item>
		<item>
		<title>What Went Right, What Went Wrong - Rocketbirds: Revolution! PART I</title>
		<pubDate>Thu, 23 Dec 2010 15:54:42 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-i</link>
		<guid>http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-i</guid>
		<description><![CDATA[<div class="header3">CREDITS</div><br />
<br />
"Rocketbirds: Revolution!" - Ratloop Asia (Studio), Sian Yue Tan (Creator / Art / Animation / Programming / Game Design), James Anderson (Sound / Programming / Game Design), Teck Lee Tan (Background Art), Fredrik Lindner (Background Art) Herwig Maurer / New World Revolution (Music)<br />
<br />
<div class="header3">INTRODUCTION</div><br />
<br />
First off, I want to apologise</span> for not being very concise in this, quasi post-mortem for <i>Rocketbirds: Revolution!</i>. We've cropped and cropped, but we've run out of time and really needed to just release this. Hence, this article is split into three parts, but you might want to check out our game first at <a href="http://www.rocketbirds.com">www.rocketbirds.com</a>.<br />
<br />
We couldn't really call this a post-mortem, because we're still working on Rocketbirds - we're developing <i>Rocketbirds: Reloaded!</i> in-house for Playstation Network and PC where we'll iterate and innovate on what we've learnt from our experiences and feedback we've received from <i>Rocketbirds: Revolution!</i>.<br />
<br />
<div class="header2"><span style="color:#cafbf4">What Went Right</span>/<span style="color:#ffbaa4">What Went Wrong</span></div><br />
<br />
<div class="header3">LAUNCH</div><br />
<br />
After 15 months of hard work, we had completed <i>Rocketbirds: Revolution!</i> and submitted it to the Independent Games Festival on the last submission day, 31 October 2009.<br />
<br />
<span style="color:#cafbf4">We wanted a soft launch, to make sure all our systems were working, but it just took a post, a tweet and a blog to accelerate its circulation throughout the community the next day. Within the week, the game received mentions on other indie news sites, which kept the ball rolling. People loved it, hated it - Let's say there was much passion!</span><br />
<br />
<span style="color:#ffbaa4">In hindsight, we should have launched the game through the proper channels and informed the news sites the moment the game went live. Some news sites were mis-reporting the game's name and content; We could have avoided all of that by just circulating a proper press release.</span><br />
<br />
<span style="color:#cafbf4">So it was Christmas and our game had been taken in, chewed up and spat out within the month of November and it appeared people had already moved on. Though lots of people were playing the game, not enough people were buying it. Things looked pretty bleak and it was looking like a disaster, but in early January 2010, the IGF results came out and <i>Rocketbirds: Revolution!</i> was nominated for three categories for Excellence in Audio, Excellence in Visual Art and the Seumas McNally Grand Prize. People decided to take another look and since launch we've managed to break even and we're still enjoying the long tail.</span><br />
<br />
<div class="header3">FLASH</div><br />
<br />
<i>Revolution!</i> was written entirely in flash, which made the game really accessible for people (no signup or installation necessary). I liked the idea of treating Flash like a content delivery system - while you're playing a level, the highly optimized contents for the next level would be streaming to your computer, so you should never really need to wait. <br />
<br />
<span style="color:#ffbaa4">We knew that we were pushing the envelope for the platform when the flash CS4 authoring environment started becoming really slow to work with. As our in-game assets got bigger and more complicated, Adobe flash wouldn't just crash or freeze anymore, but sometimes, it would just disappear! Since CS5, a lot seems to have been fixed, but let's just say that by the end of the project, we got very good at knowing how to do things, what not to touch, when to save - and got pretty patient too.</span><br />
<br />
A flash game is typically a single, 10-15 MB file that sits on a portal, offers short bursts of fun and most cater to the lowest common denominator style computer.  Sound is usually an afterthought, since it is expected that people would be playing these games in a public place with the sound turned off. "Revolution!" is played at our destination site, it's asset rich (with over 100MB of sound, levels and movie assets) and requires a substantial time investment from the player to get into the game - we think of our game as a game made using flash, not really a flash game.<br />
<br />
<span style="color:#ffbaa4">Having a game that worked on any system doesn't mean it is also playable on any system. To get the visual and audio quality we wanted, we just couldn't cater to most systems like most flash games could. We'd created game options for people to be able to improve their game's performance, but people weren't using them - maybe because people weren't expecting them in a flash game. Responsiveness is one of the first things that goes in a flash game, key presses aren't updated as often, which is really bad for an action game. Flash does not use 3D cards at all for its rendering, in fact, to improve performance of the game on your system, you might want to try turning flash's hardware acceleration off. Browsers and operating systems just added complexity to the mix, our game was performing worse in some browsers than others. We ended up creating a launcher, which improved game performance for some computers and allowed people to play the game in full-screen mode, but still, if your system just couldn't keep up, it would result in a sluggish mess.</span><br />
<br />
<span style="color:#cafbf4">In the end, our saving grace was that the people that purchased the game should have had none of those problems and it was easy enough for people to try the game before deciding whether or not to buy it.</span><br />
<br />
<div class="header3">SHAREWARE</div><br />
<br />
<span style="color:#ffbaa4">For the reasons mentioned above, we needed people to be able to try the game before they bought it to ensure game would work on their computer. Since the popularization of casual games, the "try before you buy" proposition had changed a great deal since the classic shareware games of the past. People expect to see most of the game's features in the first five minutes of playing prior to making the purchase. The purchase would mean more of the same and people have come to expect it. For our game, this wasn't possible, since new game mechanics and puzzles were introduced throughout the game and may be used only once or twice to suit a specific part of the story or purpose.</span><br />
<br />
We'd spent about two months in play-testing and got lots of feedback which we used to polish the hell out of the game. At the last minute, one of our playtesters commented that he really liked the puzzles in the later levels, but suggested we include something in the demo so people get a better sense of what to expect for the rest of the game. Up to that point we just wanted to let people complete the demo and not risk the player getting stuck on a puzzle. But he was right. We needed to include a puzzle element in the demo.<br />
<br />
<span style="color:#ffbaa4">So, at the last minute we moved a crate a few screens away from its destination location (previously it just needed to be pushed into place from the previous screen, now it appears next to a rock at the surface above), since it required the least amount of additional re-work (and re-testing) and we felt it was a fairly safe, last minute change and it sort of qualified as a puzzle element. After launch, half the people that tried the demo don't complete the first level because they get stuck here and people were ranting about how uninspiring crate puzzles were - and I can't blame them, since the demo included only the one crate puzzle. In hindsight, we should have thought better about a proper puzzle that would be more indicative of the other puzzles and mechanics in the game.</span><br />
<br />
<div class="header3">CONTINUED READING</div><br />
<br />
In <a href="http://www.indiepubgames.com/news/what-went-right-what-went-wrong-rocketbirds-revolution-part-ii">PART II</a>, we will talk about cloud computing and some of the aspects of how we set up <i>Rocketbirds: Revolution!</i> using flash.<br />
]]></description>
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		<title>Devs to Watch in 2011</title>
		<pubDate>Mon, 20 Dec 2010 10:52:33 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/devs-to-watch-in-2011</link>
		<guid>http://www.indiepubgames.com/news/devs-to-watch-in-2011</guid>
		<description><![CDATA[You can't deny it, a lot of exciting things have happened with indiePub over the past year. From our inception and holding contests to making long-lasting relationships with our community members, we have to say thank you for all of your support and patience. <br />
<br />
Moving into 2011, we have a lot of stellar plans that are going to unfold and we want you to be right there with us. We also have some things that we are watching very closely as we move into next year, and feel that you should watch with us. One of them being exceptional developers to watch out for. <br />
<br />
While we know the forecast of a few of these developers, some are still unknown, but we we're very excited to see what they develop and masterfully design in the upcoming year. The developers that we are eager to see grow and perfect their craft are:<br />
<br />
Hitbox, the creators of Dustforce!  You may remember this group from their witty, tongue-in-cheek attitude as well as their innovative and progressive janitor game that shocked us all. With innovative gameplay, killer graphics, and a distinctive design unlike any other, Hitbox holds a special place in our hearts…and our wallets. Remember that they took the Grand Prize at GDC in Austin, winning $100,000 of our hard earned money? Well they did, and we're excited to see where the team goes in 2011, hoping that they come back with even more brilliant ideas.<br />
 <br />
<div class="slideshow floatWrap">slideshowItem:dust,thm-article-1indieDevDust-12-10.jpg,article-1indieDevDust-12-10.jpg slideshowItem:dust,thm-article-2indieDevDust-12-10.jpg,article-2indieDevDust-12-10.jpg slideshowItem:dust,thm-article-3indieDevDust-12-10.jpg,article-3indieDevDust-12-10.jpg  slideshowItem:dust,thm-article-4indieDevDust-12-10.jpg,article-4indieDevDust-12-10.jpg slideshowItem:dust,thm-article-5indieDevDust-12-10.jpg,article-5indieDevDust-12-10.jpg</div><br />
<br />
Vanessa Saint-Pierre Delacroix And Her Nightmare by David J. Sushil. Not only an extraordinary addition to our indiePub content, but a professor of Game and Simulation Programming at DeVry University and owner Bad Pilcrow, David has made tremendous strides in his career and we are happy to see where the upcoming year takes him. See, not only did David create a revolutionary game, he designed it out of his own subconscious dream. So we're more than eager to see what he wakes up to next…<br />
<br />
<div class="slideshow floatWrap">slideshowItem:vsp,thm-article-1indieDevVSP-12-10.jpg,article-1indieDevVSP-12-10.jpg slideshowItem:vsp,thm-article-2indieDevVSP-12-10.jpg,article-2indieDevVSP-12-10.jpg slideshowItem:vsp,thm-article-3indieDevVSP-12-10.jpg,article-3indieDevVSP-12-10.jpg slideshowItem:vsp,thm-article-4indieDevVSP-12-10.jpg,article-4indieDevVSP-12-10.jpg</div><br />
<br />
Many times we hear of stories where people leave their jobs to fulfill their longtime dream. Not many people can say that they did that successfully. However, Anders Gusafsson and Erik Zaring, the owners of Cockroach Inc. have proven that stereotype wrong. Creators of the killer game, The Dream Machine, this pair dabble in the most adventurous type of creative: utilizing claymation and cardboard for their game. If ever any game really grabbed you and made you feel as if you were part of the environment, these two developers can make it. We're excited to see what this duo accomplish in the next year, knowing fully that they will still be successful and not working at a 9-5. <br />
<br />
<div class="slideshow floatWrap">slideshowItem:dream,thm-article-1indieDevDream-12-10.jpg,article-1indieDevDream-12-10.jpg slideshowItem:dream,thm-article-2indieDevDream-12-10.jpg,article-2indieDevDream-12-10.jpg slideshowItem:dream,thm-article-3indieDevDream-12-10.jpg,article-3indieDevDream-12-10.jpg slideshowItem:dream,thm-article-4indieDevDream-12-10.jpg,article-4indieDevDream-12-10.jpg slideshowItem:dream,thm-article-5indieDevDream-12-10.jpg,article-5indieDevDream-12-10.jpg slideshowItem:dream,thm-article-6indieDevDream-12-10.jpg,article-6indieDevDream-12-10.jpg</div><br />
<br />
Just a mere college student attending classes, hitting up the local coffee shop, and sleeping in late? Yeah, right. Thomas Brush of Greenville, South Carolina is not just a Graphic Communications major at Clemson University, he's spent his days creating Coma, the subconscious dream world piece that stunned us all. Not actually playing video games but observing his brothers play has always been a fascination to him; how people relate to and interact with games. Since the creation of Coma, we're sure that he is busy finishing his classes and preparing for next semester, but we're very anxious to see if he will make another game…a game that inspires us and makes us think about the relationship that all of us have with games, when we're playing them and when we're not. But more importantly, we're hoping to see Thomas further hit the books and further his academic career. <br />
<br />
<div class="slideshow floatWrap">slideshowItem:coma,thm-article-1indieDevComa-12-10.jpg,article-1indieDevComa-12-10.jpg slideshowItem:coma,thm-article-2indieDevComa-12-10.jpg,article-2indieDevComa-12-10.jpg slideshowItem:coma,thm-article-3indieDevComa-12-10.jpg,article-3indieDevComa-12-10.jpg slideshowItem:coma,thm-article-4indieDevComa-12-10.jpg,article-4indieDevComa-12-10.jpg slideshowItem:coma,thm-article-5indieDevComa-12-10.jpg,article-5indieDevComa-12-10.jpg</div><br />
<br />
Creating what seem to be impossible environments, Alexander Bruce, creator of Hazard: The Journey of LIfe is what we're all about. Basically, a challenge. And boy, can Alex create a challenge for us. We're curious to see what Alex has up his pink-suited sleeve in the upcoming year as he certainly stumped us with a very complex game submission in 2010.<br />
<br />
<div class="slideshow floatWrap">slideshowItem:hazard,thm-article-1indieDevHaz-12-10.jpg,article-1indieDevHaz-12-10.jpg slideshowItem:hazard,thm-article-2indieDevHaz-12-10.jpg,article-2indieDevHaz-12-10.jpg slideshowItem:hazard,thm-article-3indieDevHaz-12-10.jpg,article-3indieDevHaz-12-10.jpg slideshowItem:hazard,thm-article-4indieDevHaz-12-10.jpg,article-4indieDevHaz-12-10.jpg</div><br />
<br />
Finally, who could count out Tyrone Henrie, creator of Catapult for Hire? Such a personable, humorous, and social guy, Tyrone is also a master game developer…who knew? We were taken back by Tyrone's knowledge of the game industry as well as his courage for quitting his day job to work full time as an independent game developer (sound familiar?). And going back to the basics is what he is all about. If you haven't seen his game, it's all about reverting back to your childhood and throwing things. So, we wonder what Tyrone will throw at the indie game community next year…<br />
<br />
<div class="slideshow floatWrap">slideshowItem:cata,thm-article-1indieDevCata-12-10.jpg,article-1indieDevCata-12-10.jpg slideshowItem:cata,thm-article-2indieDevCata-12-10.jpg,article-2indieDevCata-12-10.jpg slideshowItem:cata,thm-article-3indieDevCata-12-10.jpg,article-3indieDevCata-12-10.jpg</div><br />
<br />
----<br />
<br />
And so we encourage you to keep these developers and their games on your radar when moving into 2011, plus all of the upcoming developers and games that have yet to be discovered.<br />
]]></description>
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		<title>indiePub Mobile Competition Results</title>
		<pubDate>Wed, 15 Dec 2010 17:29:37 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/mobile-competition-results</link>
		<guid>http://www.indiepubgames.com/news/mobile-competition-results</guid>
		<description><![CDATA[Two score and forty games ago, our mobile contest ended.  It was a long time in the making, but we're finally here.  The games have been judged, and the winners are in.  Without further ado, here's more stalling:<br />
<br />
We'd like to thank everyone who entered.  There were tons of amazing games, and the judging process was not easy.  The genres included puzzlers, platformers, strategy, and even games we can't classify.  We were happy to receive so many amazing games, but in the end, there can be only five winners.<br />
<br />
<div class="header3">In the category of Art:</div><br />
The winner is <a href="http://www.indiepubgames.com/game/PLEXXR"><i>PLEXXR</i>, by Tactile Media</a><br />
<br />
<br />
<i>PLEXXR</i> is an alien artifact left for the player to examine.  Its consistent presentation and style permeates to the smallest details, from the muted colors to the shapes of the alien runes.  The art design is what subtly and expertly guides the player in this game that challenges player to figure out how to play on their own.<br />
<br />
The runner-up is <a href="http://www.indiepubgames.com/game/Flee"><i>Flee</i>, by frugalgames</a> <br />
<i>Flee</i> is a racing game, modeled after the classic "game-and-watch" devices of the 80s.  Accurate down to the effect one gets by pressing on the LCD screen and the increasingly grubby buttons, this fun title evokes the retro feel of portable gaming from days gone by.<br />
<br />
<div class="header3">In the category of Audio:</div><br />
The winner is <a href="http://www.indiepubgames.com/game/Spark_It_Up_(iphone)"><i>Spark it Up</i>, by sumiguchi</a><br />
<br />
<br />
<br />
<i>Spark it Up</i> combines the visual wonders of a fireworks show with musical gameplay.  It is like playing an instrument in an orchestra of light and animation.  Even when the gameplay gets frantic, the audio remains delightfully musical. <br />
<br />
The runner-up is <a href="http://www.indiepubgames.com/game/Heights"><i>Heights</i> by mike.alebrije</a> <br />
A unique take on the vertical platformer, <i>Heights</i> tasks the player to safely guide a seed on a journey to the stars.<br />
<br />
<div class="header3">In the category of Design:</div><br />
The winner is <a href="http://www.indiepubgames.com/game/SKWER"><i>SKWER</i>, by Alebrije Studios</a><br />
<br />
<br />
<br />
<i>SKWER</i> is a great example of elegant design: with just a few simple mechanics, complex puzzles gradually emerge and draw the player into this surprisingly deep and addicting puzzle game.<br />
<br />
The runner-up is a tie:  <a href="http://www.indiepubgames.com/game/Arachnophilia_(Mobile)"><i>Arachnophilia</i> by DigYourOwnGrave</a> and and <a href="http://www.indiepubgames.com/game/Train_Conductor_2:_USA">Train Conductor 2: USA by: AgentSimon</a> <br />
<i>Arachnophilia</i> is an arcade-style simulation of a night in the life of a spider. Your goal is to survive for as long as possible by building a web to trap and devour the hapless insects who blunder into it.<br />
<i>Train Conductor 2: USA</i> is a fun, fast-paced balancing act of re-routing speeding trains to their destinations while avoiding other trains and obstacles.<br />
<br />
<div class="header3">In the category of Technical Excellence:</div><br />
The winner is <a href="http://www.indiepubgames.com/game/Hero_Mages_(Android)"><i>Hero Mages</i>, by D20Studios</a><br />
<br />
<br />
<br />
<i>Hero Mages</i> is an online turn-based strategy game with deep gameplay and interesting team-based combat.  Its ability to connect to multiple players on different platforms and its full-fledged lobby and matchmaking system is a technical feat.<br />
<br />
The runner-up is <a href="http://www.indiepubgames.com/game/Blörk"><i>Blörk</i> by Blork</a> <br />
<i>Blörk</i> offers a truly unique gaming experience by inviting the player to protect and guide a wandering sleepwalker by tilting, rotating and bouncing the world, rather than controlling the character, directly.<br />
<br />
<div class="header3">And finally, the Grand Prize Winner is:</div><br />
<br />
<br />
<br />
<a href="http://www.indiepubgames.com/game/SteamBirds"><i>SteamBirds</i>, by Spryfox and Radial Games</a><br />
<br />
<br />
<br />
<i>SteamBirds</i> is a game of turn-based aerial combat sustained by its clean presentation, fun mechanics, and satisfying gameplay.  Every aspect of the game is commendable, from the intuitive interface to the gratifying sounds.  It’s a game with tremendous replayability and deserves our Grand Prize award.<br />
<br />
Once again, we would like to thank all the entrants for developing their wonderful games and submitting them to the contest.  We were really impressed by the sheer ingenuity that went into making all of these rather unique games.<br />
<br />
Just a quick reminder - there's currently another game development contest going on.  So join in the <a href="http://www.indiepubgames.com/contest.php?contestId=2&show=info">Independent Propeller Awards</a>, presented at South by Southwest!<br />
<br />
If you have any comments, complaints, or questions about this or our current contest, head to the forums and make yourself heard!<br />
]]></description>
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		<title> Brace Yourself… Break Limit</title>
		<pubDate>Wed, 08 Dec 2010 17:19:56 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/brace-yourself-break-limit</link>
		<guid>http://www.indiepubgames.com/news/brace-yourself-break-limit</guid>
		<description><![CDATA[<div class="header3">Geoff Gibson from DIYGamer.com reviews <i>Break Limit</i>:</div><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d;"></div><br />
<p style="margin:0">Onward to our second review covering the <a href="http://www.diygamer.com/2010/11/indie-games-winter-uprising-trailer-hits-releases-today/" target="_blank">Indie Games Winter Uprising</a>! I’m not sure how long this will take me, but I’m committed dammit.</p><br />
<p style="margin:0">Anyway, <i>Break Limit</i>, by developer Zombie Monkey Games, is a shmup that applies some interesting characteristics to make it stand out from what is fast becoming one of the most saturating indie gaming genres ever. Seriously, I probably get a dozen or so a week in my email.</p><br />
<p style="margin:0">But don’t take that as meaning you should avoid <i>Break Limit</i>. Despite its genre of choice, this game is certainly unique amongst its peers.</p><br />
<div class="header3">Gameplay</div><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d;"></div><br />
<p style="margin:0">As mentioned above, already, <i>Break Limit</i> is a shmup. No doubt abut it. You’ll be dodging, shooting, and upgrading your weapons as you proceed through levels. Overall, in this aspect, Break Limit does well to service the genre. Those gamers out there who are lookig for a game with solid top-down shmupping mechanics need look no further, your game of choice is right here.</p><br />
<p style="margin:0">Of course, that’s not to say <i>Break Limit</i> is completely conventional. Right off the bat, you’ll notice that this game brings in some unique gunplay from the twin stick shooting genre. Meaning that, while everything else is typically shmup-esque, the shooting in the game is handled similar to games like Geometry wars where you’re able to moving with the left thumbstick and aim/shoot with the right. It’s an interesting idea for a shmup and one that seemingly works well for the game.</p><br />
<p style="margin:0">Of course, the game is primarily about the use of a “<i>Break Limit</i>” device installed on your ship. I’ll get into this a bit later, but suffice it to say, Break Limit is not about a rampaging hoard of aliens attacking or other such nonsense. It’s mostly about avoiding obstacles and getting to the end of the level. To do this you’ll need the use of your <i>Break Limit</i> device which allows you to speed up and break through obstacles that would normally thrash your space ship. Overwhelmingly this feature makes the game more fun than had it not been included.</p><br />
<p style="margin:0">The only negative thing about the game that I could find is that, for now, it only comes with two levels. A third is planned for release within the next few weeks, but even three levels seems fairly paltry for a shmup.</p><br />
<div class="header3">Style</div><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d;"></div><br />
<p style="margin:0">Stylistically <i>Break Limit</i> looks fairly good. Things explode fairly spectacularly and the weapons all look sparkly and painful. Really, it’s pretty atypical of most other shmups. A single complaint I had for the graphics was that the level designs were often repetitive using similar blocks as obstacles as well as an overuse of asteroids.</p><br />
<p style="margin:0">The music, on the other hand, is fantastic. Created by Hyper Duck Music Studios, the music adds the little extra edge to the game to really make you feel like your in a space aged race against a slew of alien obstacles. Seriously, it’s a great soundtrack; I could not be more impressed.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">So remember how I stated above that <i>Break Limit</i>’s story doesn’t include any sort of alien invasion or such things that are usually found in shmups? Well that’s because in <i>Break Limit</i> the entire game is about your participating in a new sport funding by rich people who seemingly have nothing better to do. Hence why the game is primarily about you surviving, not killing or defending. It’s not a huge part of the game, but it’s still nice to see the developer step away from the typical shmup story archtype.</p><br />
<p style="margin:0">–</p><br />
<p style="margin:0">Overwhelmingly I’d recommend <i>Break Limit</i> to anybody who is fond of shmups. While I did complain about the lack of level diversity, at only 80 MS points, I can’t really hold that against the game. With updates coming and a wide variety of difficulties to choose from, any hardcore shmup fan will find <i>Break Limit</i> to be an acceptable purchase.</p><br />
<p style="margin:0">Break Limit is available right now via the Xbox Live Indie Games channel for 80 MS points ($1).</p><br />
<p style="margin:0">(<a href="http://www.news.zombiemonkeygames.com/p/break-limit.html">Xbox, Zombie Monkey Games</a>)</p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Jack ‘the video game’ Ripper</title>
		<pubDate>Tue, 07 Dec 2010 13:10:05 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/jack-the-video-game-ripper</link>
		<guid>http://www.indiepubgames.com/news/jack-the-video-game-ripper</guid>
		<description><![CDATA[<p style="margin:0">It seems like every time I get on the road, someone has to ride my ass.  I’m going 70 mph on the interstate and some guy has to be 2 inches from my rear bumper. Just the thought of slamming on my brakes and seeing him wearing my bumper gives me the cold shivers; I can see all the gory details in my mind’s eye, as the cars tumble and turn, my bumper resting on his neck where his head was.</p><br />
<p style="margin:0">No no, I’ve been trained for this moment.  Rather than the bumper for headgear, I’ll reach into the backseat, pull my rocket launcher up next to me…and show him who the boss around here is. I’ve been playing GTA MUTHA HUMPA! I’m part of the Take-Two army, I’m a TRAINED killa!!</p><br />
<div class="centeredMedia"></div><br />
<p style="margin:0">Fine fine… so I Just pointed at my bumper sticker and gave him a knowing wink when he grand turismoed past me… and he thought that was a bug. HAH!</p><br />
<div class="centeredMedia"></div><br />
<p style="margin:0">Seriously, have you ever had one of those days? You know, the one where every frickin’ jerk-off in the world seems to want to piss you off.  A day where all the nut jobs are out in full force; cutting you off, driving one person in the carpool lane, letting their kids run around screaming in the store, wearing tight spandex after their 5th big mac, while buying Wal-Mart’s entire stock of diet coke.</p><br />
<p style="margin:0">Personally, I’m an avid violent video game player; well before becoming a game developer.   I’ve been training in violence before the halo generation was even born.  I’m a killing machine…on my console.</p><br />
<p style="margin:0">Video games have never been an inspiration for violence for me (or other forms of media for that matter); then again, when I was a kid my parents did this crazy thing called parenting.  I wasn’t allowed to watch Hellraiser, Debbie does Dallas – heck I had to wait till I was older to play Wolfenstein (come on, they should have been encouraging me to kill Nazis right?).</p><br />
<p style="margin:0">So rather than using video games as training for murder, I use them to not murder people.  Honestly, haven’t you ever just come home, popped in GTA, threw in some codes and just OMG KILL EVERYTHING?  It’s a stress relief; it saves me from killing you.  Video games have now officially saved your life, (probably not you the reader, but probably everyone that thinks I’m wrong).</p><br />
<p style="margin:0">Do I think it’s our right as developers to create extremely violent, bloody massacre, sadist, Satan worshiping, burn in hell games of doom?  Hell yes!</p><br />
<p style="margin:0">Will I make them?  Probably not.</p><br />
<p style="margin:0">Video games are obviously in this day and age well beyond just an ‘expression of art’, they’re a business. While I’d like to believe that GTA in its current release was made to express someone’s inner pining to be a street thug – It was done to make money.  But, why on earth would you make a violent video game to make money? Because people om nom nom up the violence. Sorry, rainbows and kitties are out this season.</p><br />
<p style="margin:0">The whole rise against video games movement is backed by some charming folks, but I don’t want to use this article to ridicule any one person – as there are just too many.  I will however, take the time to call their reasoning dumb, just plain dumb.</p><br />
<p style="margin:0">I’m not going to take the political route and say that we have the ‘right’ of self-expression and freedom of speech; because in all honesty we don’t (but that’s a whole other political topic *rant*, that you’ll have to get me drunk to hear about).   Mine is more of the counter blame route and the ‘are you flipping kidding me!!’ route as well.</p><br />
<div class="header3">Here are the main arguments against violence in video games:</div><br />
<p style="margin:0">1) Violent video games cause violent behaviors.</p><br />
<p style="margin:0">A recent study undertaken by Jane Barnett from Middlesex University, has found that videogames make players less violent. "There were actually higher levels of relaxation before and after playing the game as opposed to experiencing anger, but this very much depended on personality type," says Barnett, who questioned 292 male and female gamers aged between 12 and 83 about anger and stress. Her findings were presented at the British Psychological Society's annual conference in Dublin.</p><br />
<p style="margin:0">2) Violent Video games shouldn’t be in the hands of children.</p><br />
<p style="margin:0">Well, duh?</p><br />
<p style="margin:0">But doesn’t that go with anything?  Isn’t it the parent’s responsibility to be a parent and ensure that their children are not out playing games that are built around violent concepts?  I don’t understand where the government and regulation needed to become every child’s parent.</p><br />
<p style="margin:0">Doesn’t that mean we should stop making movies about real-life? Kids shouldn’t be able to leave a lock box in the house, for they might see something violent? No more porn! No more Dirty Jokes?  Heck…what about sports!?!  No more wrestling, boxing – better get your kids outta Karate!</p><br />
<p style="margin:0">3) Money.</p><br />
<p style="margin:0">Okay.</p><br />
<p style="margin:0">This is the only reason that this is a political matter, because there is potential for someone to make money off of regulation and lawsuits.   It’s not about what’s best for your children when it comes out of a lawyer, politician or judge’s mouth; it’s what is better for them and their spending budgets – don’t be naïve!</p><br />
<p style="margin:0">Lawyers get publicity off of media stunts like suing Take-Two Interactive for creating GTA because someone got shot and the kid played GTA.  It’s the blame game to get money – power hungry ambulance chasers and ignorant and uneducated masses lead to eradication of our freedoms.</p><br />
<div class="centeredMedia"></div><br />
<p style="margin:0">If we’re going to shut down violence for money in America; we’ve got a lot of work to do.  America (and most countries) is based off of violence – humans thrive off of it and it’s good business. It goes well beyond entertainment and media; it’s the basis of life.  Violence is money; why do you think there is war?</p><br />
<p style="margin:0">There is no evidence that video game violence is “a death simulation trainer”; we’re not training ‘Jack the Ripper’ with video games – he was around long before this sort of media existed, sorry. Video games are not the root of all evil, that’s Rock’n Roll, remember.</p><br />
<p style="margin:0">I might have a different opinion about the matter if there was evidence to back any claims that violent video games where creating killers.  I might write with a different view if I believed the government and religious morals should raise every child in the states. Heck, if I believed that we should be controlled by one single idea rather than individual expression I guess I wouldn’t really have any opinions of my own.</p><br />
<p style="margin:0">It seems so simple to me…I mean ESRB anyone?</p><br />
<div class="centeredMedia"></div>]]></description>
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		<title>Decidedly Epic… Epic Dungeon</title>
		<pubDate>Mon, 06 Dec 2010 11:45:58 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/decidedly-epic-epic-dungeon</link>
		<guid>http://www.indiepubgames.com/news/decidedly-epic-epic-dungeon</guid>
		<description><![CDATA[<div class="header3">Geoff Gibson from DIYGamer.com reviews <i>Epic Dungeon</i>:</div><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d;"></div><br />
<p style="margin:0">There’s a fine line between a game that is just averagely epic and one that is decidedly epic, it’s a line that truly separates the men from the boys. Epic being used as a word for discussing how challenging or difficult a game can be. Well not really, still though <i>Epic Dungeon</i> is in fact epic enough to earn its namesake.</p><br />
<p style="margin:0">Developed by Eyehook, <i>Epic Dungeon</i> was the first game released in the Indie Uprising event being kicked off by a number of Xbox Live Indie Game developers. As I’m sure you have already surmised, the game is a roguelike that entails you to choose a character and explore ever increasingly difficult floors of a dungeon.</p><br />
<p style="margin:0">Really it’s everything you’d expect out of a solid roguelike dungeon crawler.</p><br />
<div class="header3">Gameplay</div><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d;"></div><br />
<p style="margin:0">As mentioned above, <i>Epic Dungeon</i> is, in fact, a roguelike game that has your character waking up in the first floor of a dungeon. From there it’s simply a matter of exploring each floor and making your way down to ever expanding and more challenging levels. All in all, <i>Epic Dungeon</i> nails the feel of the roguelike while at the same time providing any newcomer to the genre a decent first time experience without being unbearably difficult.</p><br />
<p style="margin:0">Speaking of the difficulty level, while the game starts off relatively easy enough — for newcomers — make no mistake that <i>Epic Dungeon</i> is a roguelike at heart and once you even hit the third and fourth floors you’ll begin noticing that the game is getting increasingly more challenging. Of course, this is what we expect from roguelikes. This is the genre where true gamers come to test their mettle and <i>Epic Dungeon</i> is a fine testing ground in those respects.</p><br />
<p style="margin:0">Of course, what <i>Epic Dungeon</i> might lack in the intricacies and complexity of other roguelikes it makes up for in simple “get in, get out” gameplay. This is what I loved about the game most of all. Each character starts with one skill and their normal attack, of which you just run into things to attack them and use your singular skill which is mapped to a specific button. Too often roguelikes can get mired in confusing menus and systems that make no sense, <i>Epic Dungeon</i> keeps it simple.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">The game also comes with the option of selecting four distinct classes: berserker, gambler, tinkerer and shaman. Each one has a different skill which they can level up faster. Additionally, each class comes with a slightly different opening storyline. Overall, it’s just enough to get somebody to come back and play a few more to experience the different classes.</p><br />
<p style="margin:0">Finally, as one would expect, <i>Epic Dungeon</i> comes with all the typical RPG features that are expected in roguelike games. Your character can level up, assign stats, acquire new skills, collect items, equip new weapons and armor. It’s all there.</p><br />
<div class="header3">Style</div><br />
<p style="margin:0"><i>Epic Dungeon</i> is a decidedly retro game complete with retro 16-Bit graphics to go along with it. It’s hearkens back to a time when NES games were championing the same type of gameplay. Of course, there are nuances here and there of a more modern graphical style, like in the way the game handles the fog of war effect, but overall this game is dripping in delicious retro charm.</p><br />
<div class="header3">Story</div><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d;"></div><br />
<p style="margin:0">As previously mentioned <i>Epic Dungeon</i> doesn’t really have a solid story. Instead, each class you choose, has an opening story line which reveals why your character is trapped in this dungeon. The real story elements of the game come when you discover events. These events unfold various scenarios where your character can either reap the benefits or suffer the consequences depending on a number of factors like class, level, or luck.</p><br />
<p style="margin:0">–</p><br />
<p style="margin:0"><i>Epic Dungeon</i> is a great game, and a fine way to kick off the Indie Uprising event. Anybody who loves the old roguelike games owe it to themselves and Eyehook to at least check this game out. From there, if you enjoy the game you can buy the game for a mere 80 MS points ($1). Again… highly recommended.</p><br />
<p style="margin:0">(<a href="http://marketplace.xbox.com/en-US/Product/Epic-Dungeon/66acd000-77fe-1000-9115-d80258550706?cid=search">Xbox</a>)</p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Et Tu, Minecraft?</title>
		<pubDate>Thu, 02 Dec 2010 11:49:44 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/et-tu-minecraft</link>
		<guid>http://www.indiepubgames.com/news/et-tu-minecraft</guid>
		<description><![CDATA[<p style="margin:0">If there’s two game design tactics that indies hate, they’re grinding and slot machine mechanics.</p><br />
<p style="margin:0">Grinding refers to performing some time-consuming task over and over again, usually with some sort of exponentially growing reward. It takes lots of time and no skill. This is one of the things that get people <a href="http://www.designer-notes.com/?p=195">so riled up</a> about <i>Farmville</i> and its compatriots. Professor Ian Bogost <a href="http://www.bogost.com/blog/cow_clicker_1.shtml">wrote</a>, “The ire &#91;toward social games&#93; isn't without rationale: these challenge-free games demand little more than clicking on farms and restaurants and cities and things at regular intervals.” He mentions this by way of announcing his own game, <i>Cow Clicker</i>, which neatly skewers <i>Farmville</i> by condensing it to a single task: clicking a cow, over and over.</p><br />
<p style="margin:0">The other reviled design element, the slot machine mechanic, is a blanket term for any sort of <a href="http://en.wikipedia.org/wiki/Reinforcement_schedule#Schedules_of_reinforcement">variable ratio (VR) reinforcement schedule</a>. That’s a fancy psychological term, courtesy of the great B.F. Skinner, who famously demonstrated just how addictive gambling could be through his experiments with rats in boxes. As we slowly realize that humans, too, can be made to press a lever over and over again, Professor Skinner is getting invoked increasingly often. See references to <a href="http://www.third-helix.com/blog/?p=885">“Skinnerian time- and money-sinks”</a> and <a href="http://www.sirlin.net/blog/2010/3/10/gdc-2010-the-day-before-day-1.html">“an industry that so blatantly manipulates people like rats in a Skinner box”</a>. Essentially, we’re rediscovering the power of these psychological techniques. We’re learning that we can, in fact, control minds, and it’s actually kinda scary.</p><br />
<p style="margin:0">But enough about all that stuff. You know what we love? <i><a href="http://minecraft.net/">Minecraft</a></i>! Yes, <i>Minecraft</i>, the indie darling of the year. The game comes with my hearty recommendation, by the way. In <i>Minecraft</i>, you dig deep underground, mining for stone and precious metals, and then you use these materials to build whatever your heart desires. Some people build <a href="http://i.imgur.com/nZie0.jpg">ships</a>, some people build <a href="http://www.youtube.com/watch?v=7sNge0Ywz-M">working CPUs</a>. My friends and I dedicated our efforts towards a simple yet gigantic castle. The outer wall alone contains about twenty-four thousand blocks of stone, each harvested one by one.</p><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d"></div><br />
<p style="margin:0"><i>Minecraft</i> is the quintessential indie success story. It was built by one person, Markus Persson (AKA Notch), who became a multimillionaire just because gamers loved what he made. <i>Minecraft</i> opens up a world of exploration, adventure, and creativity. It’s no wonder that the game is so celebrated.</p><br />
<p style="margin:0">Until, that is, you consider some of <i>Minecraft</i>’s core mechanics.</p><br />
<p style="margin:0">The most basic verb in the game, unsurprisingly, is mining. This involves mousing over a block and holding down the button for a second or so. In return for your effort, you get a bit of some material and a nice little sound effect. Then, repeat a thousand times. It’s not a skill challenge; I could collect any number of almost any block if I just put in a little bit of effort and a huge chunk of time. Could this be... grinding? I thought we were beyond such nonsense!</p><br />
<p style="margin:0">Then, consider a common experience in the game: you’re deep underground, digging a tunnel, hoping to find something valuable. And for every block you hack away, you have some small, pre-randomized chance of uncovering something valuable. Re-read that, and let the horror dawn on you: even in <i>Minecraft</i>, the messiah of indie games, there’s a slot machine hidden in the core mechanics!</p><br />
<div class="centeredMedia" style="border:1px solid #7d7d7d"></div><br />
<p style="margin:0">I’ve felt its hypnotizing allure firsthand. I spend hours chipping away with a pickaxe, happy to find resources that I’ll never use and thrilled to discover ore that’s both extremely rare and *explicitly useless*. The best find is diamond, which will let me play the slot machine even faster. Awesome! And if I grind for long enough, I get to customize the game world. Sounds almost like <i>Farmville</i>!</p><br />
<p style="margin:0">I’m being a little unfair here, of course. The materials in <i>Minecraft</i> are mostly a means to the end of building stuff, which takes strategy and creativity. And mining isn’t always just a time sink. There’s danger too, since you’re about as likely to unleash a horde of zombies or a gout of lava as you are to strike it rich. If we say that <i>Minecraft</i>’s fun comes from mining, building, exploring, and fighting, three out of four parts are immune to my critique. But there's undeniably some aspects of grinding and gambling, and I find it fascinating that a game that I so love can contain design techniques that I so loathe. I’m left wondering: what would happen if we removed the time sinks and the slot machines? Could <i>Minecraft</i> be made pure?</p><br />
<p style="margin:0">We can already get a taste of that with the game’s Creative mode, in which the player gets an infinite pile of every resource and is set loose to build whatever he or she wants. There’s no need to spend time digging, so you escape the need to gamble for the good stuff. And people have fun with Creative mode! But not as much fun, usually. I played primarily in the default mode. My castle is a pretty significant piece of work (or at least a ridiculous time investment), built from tens of thousands of blocks lovingly collected one by one. Any idiot could build that castle on Creative mode, I snort derisively, but it takes an especially *dedicated* idiot to build it under default settings. And for some reason, the fact that I spent (read: wasted) so much time on that castle makes it more special to me.</p><br />
<p style="margin:0">And realizing that makes me scream. Why??? Why is it that I get more satisfaction out of knowing that I needlessly spent more time on my buildings? If it’s all just grinding, why does anyone feel good about their giant castle or their extravagant farm or their level 80 character?</p><br />
<p style="margin:0">I see two possible answers, and they both scare me to death.</p><br />
<p style="margin:0">First, we could say that the satisfaction I get from having spent more time on my castle is perfectly justified. Not every task in life is fulfilling, and there’s virtue in hard work, even when it tends toward drudgery. By grinding, I'm proving my ability to commit to a goal. In this case, someone who wants the biggest farm in <i>Farmville</i> ought to take real pride in their dedication, even if it meant spending huge amounts of time and money to reach a wholly virtual objective.</p><br />
<p style="margin:0">Second, we could say that I’m being tricked by a brain hack, and I’m ultimately the prey of some sinister Skinnerian psychology. In this case, if I ever take pride in a game, it shouldn't be for the time I put into it, since that didn't prove anything real. The only true rewards are those that correlate to skill or strategy, i.e. those that act as some actual indicator of creativity or mental acumen. The reward should be intrinsic to the gameplay. I should be proud of what I did, and not just of how long I took to do it.</p><br />
<p style="margin:0">Now we've dug deep enough to reach the really valuable questions. Can there be true meaning in gaming, or is it “just for fun”? Where does the meaning come from? What do hardcore gamers get out of their hobby that slots players don't? Does <i>Farmville</i> require “dedication”? Is this dedication something we should value?</p><br />
<p style="margin:0">Depending on the answers, we'll end up in one of two places. In one case, accomplishments in <i>Farmville</i> are legitimately worthy of pride, and we indies need to shut the hell up. In the other case, <i>Minecraft</i> is flawed, and we indies need to recognize and criticize the faults in the game we love. Heads they win, tails we lose.</p><br />
<p style="margin:0">What do you choose?</p>]]></description>
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		<title>Nimbus Review</title>
		<pubDate>Wed, 01 Dec 2010 16:17:40 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/nimbus-review</link>
		<guid>http://www.indiepubgames.com/news/nimbus-review</guid>
		<description><![CDATA[<div class="header3">Harry Hughes from MMGN.com reviews <i>Nimbus</i>:</div><br />
<p style="margin:0"><i>Nimbus</i> is a title which is quite hard to describe. Not because anything about the game is particularly confusing, but because whatever way you try to describe the game's gameplay or genre, it ends up sounding quite disgusting - which most certainly does not justify what this game has been able to achieve.</p><br />
<p style="margin:0">It is essentially a mix of platforming, puzzling and racing, with the emphasis quite heavily on the latter. Players jump in a ship and have to solve puzzles in gravity-based levels to reach the finish. To put an interesting twist on the puzzle/platform genre, the developers have made the game all about speed rather than exploration. That said, there are some elements of exploration with some bonuses hidden around the place.</p><br />
<p style="margin:0">The most surprising thing about <i>Nimbus</i> is the way that all of the basic platforming elements fit in to the hybrid that this game is. Cannons, trampolines, boost-pads, teleporters and more all serve to help you throughout your journey, while various spiny objects, lasers, crushers and more act as obstacles, slowing you down at every corner.</p><br />
<p style="margin:0">Perhaps the reason the game performs so well is because of the brilliant design. Speed is not based entirely on line, but also on smarts, and it will be up to the players to figure out a route which will work and allow them a fast time.</p><br />
<p style="margin:0">The game would not be nearly as successful as it is if it weren't for the addition of the leaderboards. As you achieve a time on each of the levels (of which there are well over fifty), you'll be given the chance to look at the times of others in three different sections. Firstly, the 'Global' section allows you to see your current ranking and that of nearest eight competitors. The 'top' section shows you the times of the world's fastest racers. Finally, the 'Friends' section allows you to compare your times to your mates' and battle it out to become champion.</p><br />
<p style="margin:0">The level of competition this brings into the game is amazing. There's nothing quite as satisfying as pulling off a big run to put yourself at the top of the world. There's plenty of replay value here, because you'll often be wanting to reclaim that world record that some sneaky rat has stolen off you. It wouldn't be uncommon for a player to spend hours working on a time for a single level in order to become top dog. Multiply this by the amount of times a record will change hands, and the amount of levels in game, and you have some serious replay value.</p><br />
<p style="margin:0">As well as this, there are numerous bonuses to be found in the game. Through discovering secret routes in some of the levels, you can come across coins and secret finishes. The coins are used to unlock more ship parts - players can customise their ship by selecting a hull and also the trail which is emitted from the ship's muffler. Coming across a secret finish will unlock extra levels and routes on the level-select map. This is a system reminiscent of <i>Super Mario World</i> and one that works surprisingly well in this setting.</p><br />
<div class="centeredMedia"></div><br />
<p style="margin:0">Unfortunately, not everything is smooth sailing in this game. There are a few flaws which come to mind. Firstly, the HUD is incredibly dull and boring. While heads up displays in racing games don't need to be anything spectacular, we see only a timer in <i>Nimbus</i>. It'd at least be nice to have the top few times in each section show up so players could have something to aim for.</p><br />
<p style="margin:0">Secondly, despite some beautiful presentation on the visual front, one can't help but be disappointed with the soundtrack. The quality of each track is undeniable, but the fact that each plays on a continuous loop until you get to a new world is incredibly annoying. A little more variety here most definitely would not have gone astray.</p><br />
<p style="margin:0">Finally, the controls can be quite awkward at times. At first I was hesitant about this sort of game relying on the use of keyboard. After practising, it's clear this is the right choice and any involvement of the mouse would be questionable. That said, players might struggle to keep control of their ship when numerous elements come into play at the same time. Having a knowledge of how each obstacle works is essential throughout the game, and even more so as you progress through the later levels - especially if you want to be the quickest player around.</p><br />
<p style="margin:0">In honesty, these flaws are quite small and don't impact too much on how the game plays. An appropriate learning curve ensures all players will be able to complete the game and be competitive on the leaderboards, and practice ensures the controls do not become an issue. The other two problems mentioned could both be easily fixed, so as of yet, there's no knowing how successful the game could be.</p><br />
<div class="header3">The Final Verdict</div><br />
<p style="margin:0"><i>Nimbus</i> is completely different to what you'd expect of this sort of video game mash-up. It's simple, competitive and addictive, and though there are some issues with sound, the presentation makes the game feel that little bit more polished. It's a racing title which will appeal to those of us who aren't petrol heads, and the in-game competition could push anyone out there to be successful.</p><br />
<div class="header3">Gameplay</div><div class="centeredMedia">8.5 - Hours of playtime to be churned out for both competitive gamers and casual players alike.</div><br />
<div class="header3">Graphics</div><div class="centeredMedia">8.0 - Some lovely backgrounds combine with some crisp foreground visuals.</div><br />
<div class="header3">Sound</div><div class="centeredMedia">6.5 - More variety needed.</div><br />
<div class="header3">Value</div><div class="centeredMedia">9.0 - Hours of playtime to be churned out for both competitive gamers and casual players alike.</div><br />
<div class="header3">Overall</div><div class="centeredMedia">8.5 - A very solid title, and well worth the $10.</div><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://mmgn.com/"></a></div><div class="caption">This article was republished with permission from MMGN.com. MMGN provides the latest gaming news, reviews and videos on PS3, Wii, Xbox 360 and more.   MMGN also brings together the most engaging online social elements, creating communities around the most popular game titles.  <a href="http://mmgn.com/">MMGN</a> - Gaming and Entertainment - Switched On.</div>]]></description>
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		<title>The Independent Propeller Awards presented at SXSW: Frequently Asked Questions</title>
		<pubDate>Wed, 01 Dec 2010 10:44:43 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/the-independent-propeller-awards-presented-at-sxsw-frequently-asked-questions</link>
		<guid>http://www.indiepubgames.com/news/the-independent-propeller-awards-presented-at-sxsw-frequently-asked-questions</guid>
		<description><![CDATA[Here are answers to common questions about the <a href="http://www.indiepubgames.com/propeller">Independent Propeller Awards</a>.  Have questions of your own?  Post a comment here or in the  <a href="http://www.indiepubgames.com/forumHome.php">forums</a>, or you can contact any member of the indiePub staff at <a href="mailto:ipadmin@indiepubgames.com">ipadmin@indiepubgames.com</a>.<br />
<br />
<p style="border-width:1px;border-style:solid none none none"></p><br />
<div class="header3">What are the prizes?</div><p style="margin:0">We are giving away $150,000, distributed through 5 prizes:</p><ul><li>Grand Prize - $50,000</li><li>Best Art - $25,000</li><li>Best Audio - $25,000</li><li>Best Design - $25,000</li><li>Technical Excellence - $25,000</li></ul><p style="margin:0">The six winners will also receive a travel package to South by Southwest (SXSW) in Austin, TX on March 11, which includes event tickets, airfare, and accommodations.</p><br />
<div class="header3">What will happen at SXSW?</div><p style="margin:0">indiePub is the exclusive indie game contest at SXSW.  There, we will host the awards ceremony for the contest.  The winners will be able to demonstrate the winning games to the show attendees at our booth, where we will also be showing previous contest winners.</p><br />
<div class="header3">What are the important dates to remember?</div><ul><li>February 18 – Submission deadline</li><li>March 4 – Finalists announced</li><li>March 11-13 – Award ceremony at SXSW</li></ul><div class="header3">How do I enter?</div><p style="margin:0">To enter the contest, submit the <a href="http://www.indiepubgames.com/contest.php?contestId=2&show=enter">contest entry form</a> before February 18, 11:59PM EST.</p><br />
<div class="header3">What counts as an indie game?</div><p style="margin:0">All games that are made in the spirit of indie game development are eligible.  This means that the primary motivation behind the game’s development is creative expression, more than contractual obligation or monetary gain.  Our judging panel will determine eligibility in uncertain circumstances.</p><br />
<div class="header3">Who is eligible?</div><p style="margin:0">All developers 13 years or older from around the world are eligible.</p><br />
<div class="header3">What kind of game can I submit?</div><p style="margin:0">There are no restrictions on platforms or content: mobile games, console games, browser games, and PC/Mac/Linux games are all eligible.</p><br />
<div class="header3">How complete of a game do I need to submit?</div><br />
<p style="margin:0">Game prototypes are eligible, but preference will be given to games in a beta state (feature-complete) or higher.</p><br />
<div class="header3">Can I enter a student project?</div><p style="margin:0">Please check with your school for any details regarding student projects.  Schools often retain some ownership of these projects, but they may be entered with permission.</p><br />
<div class="header3">Can I enter if I’ve already entered in previous years?</div><p style="margin:0">Yes.</p><br />
<div class="header3">Can I enter a game that’s been entered in other competitions?</div><p style="margin:0">Yes.</p><br />
<div class="header3">Can I modify my game after I submit?</div><p style="margin:0">You may modify your game at any point, but judging is based on the version available at the end of the submission period.</p><br />
<div class="header3">What if I am a finalist but cannot attend SXSW in March?  Will I still be eligible?</div><p style="margin:0">You will still be eligible.  You may elect to send a representative in your place.</p><br />
<div class="header3">How are the games judged?</div><p style="margin:0">At the end of the submission period, a nominating committee will narrow down the entries for the judging panel to evaluate the games.  Members of this panel, consisting of previous winners and industry professionals, will be announced soon.</p><br />
<div class="header3">Will I be responsible for paying taxes on any awards I receive?</div><p style="margin:0">The contests winners will be responsible for any applicable taxes.</p><br />
<div class="header3">Who owns the entries?</div><p style="margin:0">The game entries are the property of the entrants.  indiePub retains no ownership of the games; the only right we have is to display the submitted content on our website in relation to the contest.</p><br />
<div class="header3">In the previous indiePub contests, there were publishing opportunities.  Is this the case with the current contest?</div><p style="margin:0">This contest is different from the previous ones in that there is no longer a right-of-first-refusal clause in the rules.  All submitted games are incidentally under consideration for publishing, although there are no obligations.</p><br />
<div class="header3">Who is indiePub Games?</div><p style="margin:0">indiePub is a community of indie game developers, committed to the growth and awareness of indie games.</p><br />
<div class="header3">Who is Zoo Games?</div><p style="margin:0">indiePub works with game publisher Zoo Games to bring publishing opportunities to developers interested in bringing their game ideas onto consoles and other platforms.</p><br />
<div class="header3">What is SXSW?</div><p style="margin:0">South by Southwest (SXSW) is a film, music, and interactive festival. For over 20 years, SXSW has taken place every spring in Austin, Texas.  SXSW grows each year, now with over 50,000 attendees.  SXSW Screenburn is the video game element of the SXSW Interactive festival, connecting developers, publishers, consumers, and other professionals from around the world.</p></p>]]></description>
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		<title>Inconsistency Bound</title>
		<pubDate>Tue, 30 Nov 2010 16:51:58 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/inconsistency-bound</link>
		<guid>http://www.indiepubgames.com/news/inconsistency-bound</guid>
		<description><![CDATA[<p style="margin:0">Perhaps the greatest irony of videogames is that unlike the past, today’s videogames are not internally consistent. Many times developers change the rules to subvert the player's expectations. Similarly, visual forms are established to puzzle the player. Videogames are also increasingly inconsistent in construction, architecturally bouncing from one media form to the next; confusing those who explore the virtual landscapes.</p><br />
<br />
<div class="caption">Fig1 - Legend of Zelda - An interesting game in that the entire map is consistent, unlike other games where exploring from one space to another does not yield consistent results. Due to current technology's ability to use  algorithmic permutations to simulate a dream-like explorative experience, virtual world mapping can be used to subvert the expected. However, this is only useful if it maintains a consistent inconsistency.</div><br />
<p style="margin:0">Consider that when a person walks into a building the first thing they will notice is the layout. This observation is almost instantaneous.  Videogames are much the same way, but the difference is that the internal structure is a roadblock that interrupts player exploration. A quick example is the Cazadors that block the player from progressing initially towards New Vegas in Fallout: New Vegas, forcing the player to explore elsewhere initially. Developers construct passages much like mazes, building them in loops that players do not recognize as fully coherent or at least, similar. Once the player becomes increasingly familiar with the space, the player becomes disinterested. The maze is solved in their head and yet the game remains unfinished, a process which tests only the player's patience.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><div class="caption">Fig 2 - Metroid II -  Interesting passages with the ability for the user to lose their way. Being lost inside a maze is somewhat of a sublime experience, yet a player can always discover the solution to the maze with tenacity.</div><br />
<p style="margin:0">To create interesting mazes, two options can be employed: one, which is technically more complex, but less interesting, and the other less complex, yet more interesting. Rather than speak on the first one, it will be eschewed in favor of describing the latter. The second option comes from analysis that cannot be done within the game world. That is to say, the game world must require analysis beyond the scope of construction alone. The player will have significantly less options for dealing with potential problems as a result, but with the few simple options given, the player can navigate more creatively and use experiential knowledge alongside structural knowledge. The players actively make the impossible "possible" throughout the course of the experience.</p><br />
<div class="centeredMedia"></div><div class="caption">Fig 3 - Army of Two - A particularly uninteresting and overused way to construct mazes is to limit them to what the player can and cannot do until certain conditions are met. Sometimes this is referred to as a Plot-Driven Door or a Plot Door.</div><br />
<p style="margin:0">The construction of a world with interesting mazes can be achieved in a few ways, though the obvious is via challenge (as has been the standard of anything established throughout history). Perhaps a mature developer might take on the larger problem of how to develop an experience that yields practical, rather than anecdotal results. Bioshock, while potentially a useful case study of extremist Randian Objectivism, is a directed experience that requires either foreknowledge of said philosophy or directed intervention.  What is problematic is that the game presents the player no opportunity to learn, to acquire the knowledge with which to analyze to the game's representational state. The result is that the actual ideology is ineffectually reproduced because the nature of the construct puts the player at odds with the philosophy, eliminating any chance of analysis.  The philosophy becomes a metaphorical creature that the player combats by acting in the interests of the undefined “little sister.”</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><div class="caption">Fig 4 - Bioshock - A titular faux representation of "objectivism." In multiple fake-to-life scenarios, Andrew Ryan (a semi-anagram of Ayn Rand), attempts to persuade the player to do things which benefit self-interest. Such tasks included the setup of odd pieces throughout the game via Little Sister encounters.</div><br />
<p style="margin:0">Demon's Souls provides a world that literally breathes down the player's neck thus, the world is built full of tight, choking spaces that serves as a large disadvantage in certain situations. A claustrophobic game world makes the player feel much like a sore that the game is trying to scratch out. Similarly, a world that is open and spatial can make the player feel tiny or insignificant. What is important about all of these elements however is that they must come together consistently. Claustrophobia must be carried on by the sense of a lack of space and terror, while an open world might promote one of freedom and glee. Still, an open world with characters constantly exploring caves creates a type of inconsistency that is a movement between cut-off and wide-open space that players notice unconsciously; one which gives a sense that the construction of the space is warped or strange.</p><br />
<br />
<div class="caption">Fig 5 - Demon's Souls - An almost literal sense of having no space, with many enemies attacking the player at the same time. This is confounded by the inability to accurately swing sweeping weapons in small spaces. In fact, sweeping weapons can and will leave the player more open to attack.</div><br />
<p style="margin:0">With enough time, players have come to accept the oddities of space, architecture, and construction within virtual worlds. Those who have played many games take what occurs within them and equivocate the world to a space of magic, but one in which magic cannot actually happen. That is to say, the mysticism of games is lost by the inconsistent construction of the game world.</p><br />
<p style="margin:0">Ultimately, the magic of games dies in the hands of those who construct the abnormal as obvious or simple. As such, the magic of a virtual world dies by limitations being meshed and structured in ways that are nonsensical thus, a game cannot tell a story, nor create experiences, in a world that is so radically understood.</p>]]></description>
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		<title>My Happy Place… ilomilo</title>
		<pubDate>Mon, 29 Nov 2010 15:59:40 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/my-happy-place-ilomilo</link>
		<guid>http://www.indiepubgames.com/news/my-happy-place-ilomilo</guid>
		<description><![CDATA[<div class="header3">Geoff Gibson from DIYGamer.com reviews <i>ilomilo</i>:</div><br />
<br />
<p style="margin:0"><i>ilomilo</i>, the secret XBLA game, was “released” not released earlier this week. Normally, I don’t jump into reviews like this, but considering my girlfriend’s demands to buy and play the game right away (after she saw me playing the demo) I figured I might as well get something extra out of my 800 MS points.</p><br />
<p style="margin:0">For those that don’t know what I’m talking about I strongly urge you to check out our past posts on <i>ilomilo</i> to get caught up to speed. Suffice it to say, <i>ilomilo</i> is an interesting venture by the developers to silently release their game without the mainstream XBLA consumer knowing. It’s fascinating, to say the least.</p><br />
<p style="margin:0">Anyway, I’m sure you’re interested in the review of the game, especially after seeing that adorable screenshot above.</p><br />
<div class="header3">Gameplay</div><br />
<br />
<p style="margin:0"><i>ilomilo</i> is a puzzle game. Originally I had hinted at the game being a platform puzzle game (now corrected) based on early screenshots I saw prior to playing the game. However, or unfortunately depending on your preference, the game far more puzzle and no platformer. That’s not to say this is a bad thing however, as, for what it is <i>ilomilo</i>’s puzzles are actually quite ingenious and often devilishly challenging.</p><br />
<p style="margin:0">The point of each level is to have the two creatures (I don’t know what they are) named Milton and Ilona meet up somewhere in the level. Both start at different points of the level and you must figure out a way to have them meet up. Doing so requires you to move around an increasingly complex set of obstacles that require you to switch between characters, place blocks, and collect items in order to pave the path to reuniting the two creatures. Overall, the puzzles are challenging and different enough that each new level is a different puzzle experience.</p><br />
<p style="margin:0">Additionally, and this is kind of unique for puzzle games, <i>ilomilo</i> can be played as a co-op game. How this works is that, given the games ability to allow a single player to switch between characters, instead each player would take control of either Milton or Ilona. Each would solve their own puzzles and attempt to meet each other in the middle. While the multiplayer might be only local co-op — a shame — the ability to play this game with another player at all is quite brilliant. This is one of the finest examples of co-op puzzle gameplay I’ve ever had the experience of playing.</p><br />
<p style="margin:0">My one complaint with the game is in the way you are able to control the creatures. The game is segmented by squares. Each square represents a new plot you can move to. Unfortunately, the game doesn’t allow for free form movement. You can move from one square to the next but nowhere else. It’s sort of like a board game. My problem with this is that moving around can kind of be a chore, especially in the latter levels where you’ll be tasked with trekking across large, expansive levels.</p><br />
<div class="header3">Style</div><br />
<br />
<p style="margin:0">In the title I called this game “My Happy Place” for good reason. It takes a disgustingly, nauseatingly amount of adorableness to get me to emote “DAWWW” and on more than a few occasions <i>ilomilo</i> was able to accomplish this. As adorable as those screenshots above are, the real game in motion is thrice as adorable. For that reason alone, I’d argue that <i>ilomilo</i> is probably one of the most charming games released this year, up there with the likes of Little Big Planet on the adorable-o-meter.</p><br />
<p style="margin:0">Oh and as if that wasn’t enough, the music to go along with <i>ilomilo</i> is just as charmingly adorable as the graphics. The entire game has an addictive tune that just makes you smile interspersed with cutesy Umpah (sp?) bands that pop up randomly to serenade you with music that makes you want to clap along. It’s the epitome of cute… it really is.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">Ugh. I know I’ve thrown the words cute, adorable, and charming around many times in this review, but I’m going to need to use  those words again. Get this: <i>ilomilo</i> is about two friends (Milton and Ilona) who meet up in the park everyday (daw). The seemingly love each other (daaaawww). Each time they return to the park the next day the park has rearranged itself in the manner and they must figure out a new way to reach each other (DAWW). It’s not much of a story, really, but the game itself has so much character and charm that it’s almost just the cherry on the top for the rest of the game. That little extra something so that just in case you weren’t gushing previously, you are now.</p><br />
<p style="margin:0">–</p><br />
<p style="margin:0"><i>ilomilo</i> is a unique puzzle game with an even more unique distribution plan. The game is currently a “secret” but you can download the trial right now if you follow the link below. From there, if you find it as nauseatingly cute as I do, you can buy the game for 800 MS points ($10). I strongly warn you though, I don’t believe there are many people who can resist the adorable style so be prepared to lose your hard earned cash if you do download the “trial.” Also be warned, girlfriends are strong protagonists for this game so show it off on your own risk.</p><br />
(<a href="http://wp7supersecretaccess.ilomilo.com/" target="_blank">ilomilo</a>)<br />
<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Cipher Prime's Auditorium Is Released on PlayStation&reg; Network</title>
		<pubDate>Wed, 24 Nov 2010 15:20:00 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/cipher-primes-auditorium-is-released-on-playstation-network</link>
		<guid>http://www.indiepubgames.com/news/cipher-primes-auditorium-is-released-on-playstation-network</guid>
		<description><![CDATA[<p style="margin:0">In early 2009 we, as 2BeeGames, held our first game competition.  It had some amazing entrants, such as <i>Storm</i>, <i>Save the Planet</i>, and <i>Heresy War</i> but there was also <i>Auditorium</i>.  As you may know, they won the grand prize.</p><br />
<p style="margin:0">We would like to congratulate Cipher Prime on their recent release of <i>AuditoriumHD</i> for the PlayStation® 3, available for download on PSN.  For more information, visit the official site at <a href="http://auditoriumhd.com/" target="_blank">www.auditoriumhd.com</a>.</p><br />
<div class="centeredMedia">youtube_ws:watch?v=94HWhQnQo5s</div>]]></description>
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		<title>‘Out There’ Puzzling on Xbox Live Indie Games… Starlight</title>
		<pubDate>Wed, 24 Nov 2010 10:14:14 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/out-there-puzzling-on-xbox-live-indie-games-starlight</link>
		<guid>http://www.indiepubgames.com/news/out-there-puzzling-on-xbox-live-indie-games-starlight</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Starlight:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0"><i>Starlight</i> is quite the oddity. It’s a puzzle-platformer that revolves around the idea of shifting between two different planes, allowing the protagonist to pass through walls and navigating seemingly impassable obstacles. All the while, there’s a striking visual style on show, with scenic photos as backdrops and hand-scribbled characters.</p><br />
<p style="margin:0">Intriguing, but not all that entertaining thanks to some poor design. The method for unlocking levels and the lack of explanation regarding what you’re actually meant to be doing is all rather messy, and may well turn potential players off at the first hurdle. It’s a strange mix of both interesting and sloppy design choices.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">Besides walking and jumping, the protagonist can switch between planes in the world, making objects appear that were originally faded out. When a wall is in the way, he can simply swap planes and watch straight through it.</p><br />
<p style="margin:0">However, the idea is to swap between planes as few times as possible – higher scores are awarded for players who swap a small number of times. Hence, finding the best routes without having to swap too many times is the key. It can be pretty rewarding to work out the perfect route, as there are so many different platforms and directions to take.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">To complete a level, all the stars must be collected. These can be on either plane, so again managing your number of swaps can be tricky. It all starts off pretty simple, but eventually bad guys are added, spike balls litter the levels and more complex elements are introduced. There are plenty of lovely ideas on show, and level design is interesting enough.</p><br />
<p style="margin:0">However, the way it is all put together isn’t so hot. First off, apart from a box of text at the start which briefly explains shifting between planes, there isn’t much explanation available at all. I had to work out myself that swapping fewer times led to better scores, and it’s not initially obvious that all the stars must be collected to proceed to the next level.</p><br />
<p style="margin:0">It would be nice if progression wasn’t so linear as well. All three worlds are selectable from the beginning, but going into world 2 or 3 simply shows locked levels – you must complete each level one by one to unlock the next. This is fine, but it seems like the kind of game that would benefit from offering a few levels at a time, especially as some of the later levels can be a little frustrating.</p><br />
<p style="margin:0">However, this frustration is doused slightly by the quick respawn nature of play. There are no lives, and when you die the hero is simply placed down right before the area where it happened. It’s a risky strategy, but this particular setup works very well indeed.</p><br />
<div class="header3">Style</div><br />
<p style="margin:0"><i>Starlight</i> melds a few different ‘out there’ visual ideas together to interesting effect. Backdrops are in fact photos of forest and fauna scenes, while the game objects appear to be all hard-drawn in a scribbled style.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Visually striking, although I don’t think I’d go as far as to say that I liked it. It’s definitely something different, but more of a passing ‘hmm’ than a ‘wow’.</p><br />
<p style="margin:0">The music, on the other hand, is a long ‘hmmmmmm’. The guitar track that plays throughout is a little tedious and not at all enjoyable to listen to, and there are no in-game sound effects to let you know you’ve swapped planes or died. Very odd, and not in a good way.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">There isn’t a story to <i>Starlight</i>, but since the main character likes a little alien-like and you’re collecting stars, I’m sure you can come up with your own premise.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0"><i>Starlight</i> is something just that little bit different for the Xbox Marketplace, and it’s worth downloading the demo and seeing what you think. With a bit more substance and a better interface, it could well be an XBLIG you should look into.</p><br />
<p style="margin:0">As it is now, the game definitely has its problems. At 240 MS points ($3), <i>Starlight</i> is one of the more expensive Xbox Live Indie Games available, so make sure you try the trial before spending the cash.</p><br />
<p style="margin:0"><a href="http://marketplace.xbox.com/en-US/Product/Starlight/66acd000-77fe-1000-9115-d802585506b9">Buy/Try</a></p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<item>
		<title>The Game Development Process</title>
		<pubDate>Tue, 23 Nov 2010 09:40:56 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/the-game-development-process</link>
		<guid>http://www.indiepubgames.com/news/the-game-development-process</guid>
		<description><![CDATA[<div class="header3">What’s This Article About?</div><br />
<p style="margin:0">In this article I am going to talk about the process of developing a game from start to finish. My goal is to show you where to get started and to give you a general “road-map” of where to go with your projects at different stages. I’m also going to talk a bit about the types of mistakes you might be prone to make in each step and how to avoid them. The information I’m giving you in this article can be applied to any level of development and to both video games and tabletop games. So with that in mind, let’s get started.</p><br />
<div class="header3">Design</div><br />
<p style="margin:0">The first phase of creating a game is the design phase. This is the phase where you figure out how the game works. During this phase most of your time should be spent preparing for the next stages and putting as much information down on paper as possible. This is the stage where you want to figure out how the game mechanics will work, what the story is, and maybe even what the game will look like visually. Anything you can define in this stage, you should.</p><br />
<p style="margin:0">The idea of this stage is to make the blueprint for the rest of the process so that down the road you have a better idea of what you will be doing. This stage does not include any actual development and is used primarily for creating concepts of the different things that will go into the game.</p><br />
<p style="margin:0">The most important thing during this phase is to design as much as you can and anticipate as much as possible so you are prepared for every step of the actual development process. Often developers will find that they did not account for certain things when designing the game to begin with. It can cause major problems and almost entirely halt production on a game when this happens. By designing as much as you can during this phase you can avoid having as many issues.</p><br />
<p style="margin:0">Coming out of this stage you will probably have a moderately detailed design document and a good idea of how to get the project started.</p><br />
<div class="header3">Prototyping</div><br />
<p style="margin:0">At actual game studios and in professional environments this step may be combined with the Design step but it is separate here because that is more representative of the indie environment.</p><br />
<p style="margin:0">In case you do not know, Prototyping is when you create a basic version of your game to give people an idea of how the game works and to make sure your idea actually works. The goal when creating a prototype is not to create the final product but instead to create something that allows you to accurately represent what you want out of the final product. This means that while it does not need to have all of the gameplay mechanics, it should have the most important ones. This also means that the prototype does not need to have incredible graphics it just needs to have good enough graphics to show what is going on.</p><br />
<p style="margin:0">Developers will often use prototypes to test an idea and to get support from publishers. For indie teams, a prototype can also be a valuable recruitment tool as it shows potential team members what you want to create and how they can best fit into the team.</p><br />
<p style="margin:0">During this stage the goal is to determine how well the gameplay mechanics work and make sure that the game you are making is as fun as you believe it to be. This stage often occurs before full development has begun so as to prevent wasting time and resources that could be used on other projects. This is also the stage where the developers will start creating basic art resources to help test the game with. While most of the resources during this phase will be lower quality, they will still make some to make sure they can be implemented correctly.</p><br />
<p style="margin:0">Aside from the prototype itself, the developers will create tests for any other aspect of the game that they feel needs to be tested out. For example, with the game <i>Heavy Rain</i>, the developers needed to create virtual actors that were as expressive and believable as human actors are. To test this idea and make sure they could do it they created a video called “The Casting,” which can be found <a href="http://www.youtube.com/watch?v=v5t4SYw2tFQ" target="_blank">here</a>. While this video is not perfect, it is obvious from this video that they could achieve their goal. It also showed them what they needed to work on to perfect the idea and make it work as well as they wanted.</p><br />
<p style="margin:0">The goal of this stage is not to have a finished product, but to have something to show what you want to do and to make sure that your goals can actually be reached. Often developers get caught in this phase because they want their prototype to be perfect. This is not what you should aim for. Even if your prototype is a little sloppy and does things in an imperfect way, you should not worry about it because the prototype will probably not be what you build the rest of the game’s framework on. Basically, focus on making a working prototype and then begin making a work of art.</p><br />
<p style="margin:0">When this stage is over you should have a prototype that showcases how your gameplay will work, and some idea of what things will be hardest to execute during the development process. You should also have some idea of how to execute the more challenging parts of your design even if you don’t know exactly what method you will use yet. You should also know exactly what order to develop the different aspects of the game in and what is most important to the success of the game.</p><br />
<div class="header3">Development – The Alpha Build</div><br />
<p style="margin:0">This is the first stage of primary development of the game. A key goal will be to take all of the things learned from the prototyping stage and apply them to actual development. During this stage the programmers will be hard at work creating the architecture that the game will be built on. On top of that the artists will begin working on all of the different art resources for the game. You may still have new features to design but it is best to get all of that done before development begins. All of the initial design work is also done at this point.</p><br />
<p style="margin:0">Your team may also begin developing the music during this stage but it is highly likely the game will be so incomplete that you will not be worrying about that yet. It is only really crucial to start working on the music at this point if your game revolves around music like <i>Rock Band</i> or <i>Guitar Hero</i>.</p><br />
<p style="margin:0">It is important to note this is the only part of development where you can make big changes and it not have a very big negative impact. Don’t get too stressed if something goes wrong during this phase because you are probably not so far into development that it will cause any major issues. Do your best to accomplish your goals but be willing to roll with the punches and make changes when necessary.</p><br />
<p style="margin:0">You should also make sure that the architecture being laid out by your programmers is a strong one since the rest of the game will literally be built on top of what is made during this phase. If you slack off and don’t put in the work here it will only cause you much bigger problems later on.</p><br />
<p style="margin:0">At the end of this stage you should have a version of the game that is at least as advanced as the prototype was. You should also have some art resources implemented at this point. At the very least, all of the basic features of gameplay are in game and able to be tested out.</p><br />
<p style="margin:0">This is the point where you would probably begin testing the game, as it will be developed enough to really analyze the different aspects. You will also have a good idea of whether all of your goals are actually feasible within your current time-frame and will know exactly which ideas you will be cutting from the final game if you are forced to.</p><br />
<div class="header3">Development – The Beta Build</div><br />
<p style="margin:0">By the time you start this phase all of your basic gameplay mechanics should be implemented. At this point your goal is to start implementing secondary gameplay mechanics and start bringing the game to a point where you can show it off and let people play it. During this phase you will also be tweaking many of the already implemented gameplay mechanics based on what testing has determined.</p><br />
<p style="margin:0">This is also the stage when many of the primary art assets will be completed and implemented. If it has not yet begun, music and sound design will definitely begin during this phase. During this phase you should expect to adjust the design document a lot to deal with unforeseen problems. You should also expect to have to change some of your goals and gameplay mechanics for various reasons.</p><br />
<p style="margin:0">Like with the prior phase of development it is important to be able to adjust to unexpected changes. It is also important to keep track of your goals and not start implementing new features just because. Often new developers will get to a point where they believe they are ahead of their schedule and decide to implement extra features because of that. While this can work if you have the experience to accurately predict how much time you have left, it is ill advised and will often cause more problems than it is worth. Try not to change the design by adding features during this phase unless you are sure you have time to complete them.</p><br />
<p style="margin:0">When this phase is over you will have a version of the game that can be released to beta players and shown off to various people. You will also probably have many completed art assets. On top of that some sections of the game will be almost, if not entirely, completed. Finally, you will also have a completed game design document at this point. While it is possible that it will change more later on, the adjustments will be very small.</p><br />
<div class="header3">Development – Finishing Touches</div><br />
<p style="margin:0">Assuming you do not plan on releasing downloadable content, this is the final stage of development on the game. During this stage you will not be making any major changes to gameplay but will instead be making minor tweaks. You should never try and implement new gameplay features during this phase unless you absolutely have to for whatever reason.</p><br />
<p style="margin:0">Every aspect of the game will be either completed or scrapped entirely during this phase depending on how much time you have left to finish the game. Most of your time will be spent finalizing details and making sure all of the art assets and music are implemented correctly. The entire goal of this phase is to complete the game with as few sacrifices and changes as possible.</p><br />
<p style="margin:0">The end result of this phase should be a completed game.</p><br />
<div class="header3">Closing Thoughts</div><br />
<p style="margin:0">Building a game from start to finish takes time and a lot of effort from a lot of people. By defining your goals for each phase of development and knowing what you need to complete and when it needs to be completed, you are only making the project easier. Knowing how much time you have for each step also helps you determine whether you are on track and what features you should or should not cut from the game. In the end, very few games have every feature the original designers thought of when they came up with the idea so don’t be ashamed to cut stuff when necessary. Developing a game is like a constant game of tug of war, sometimes you are adding features by pulling and other times you are dropping features by letting go; but in the end your goal is simply to still be standing.</p><br />
<p style="margin:0">I covered a lot of stuff in this article but I’m sure I did not cover all of it. I would love to hear what you have to say. Maybe there is some key step in the process that you think I overlooked, maybe you have other tips for prospective designers, and maybe you just have a funny story from your own experiences. In any case, sound off in the comments and let me know what you think.</p>]]></description>
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		<title>Beat this… BIT.TRIP BEAT PC</title>
		<pubDate>Mon, 22 Nov 2010 11:43:57 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/beat-this-bit-trip-beat-pc</link>
		<guid>http://www.indiepubgames.com/news/beat-this-bit-trip-beat-pc</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews <i>BIT.TRIP BEAT</i> for the PC:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">We’ve already reviewed a couple of games from the <i>BIT.TRIP</i> series this year – <a href="http://www.diygamer.com/2010/05/trust-beatbittrip-runner-review/" target="_blank">RUNNER</a> and <a href="http://www.diygamer.com/2010/11/fate-bittrip-fate-review/" target="_black">FATE</a> – both of which we enjoyed immensely. Of course, up to this point the <i>BIT.TRIP</i> game have only been available to play via WiiWare, so if you’ve not forked out for the white box and a waggle stick, you’ve been missing out on all the action.</p><br />
<p style="margin:0">Fear not, non-Bit Trippers! <i>BIT.TRIP BEAT</i>, the game that started it all, hit Steam this week signifying that the series may well be coming to PC/Mac in its entirety. With brand spanking new HD visuals and a whole new control system at the ready, we decided to go back to the start and see whether <i>BEAT</i> is still as fun as it originally was early last year.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">If you took <i>Pong</i>, turned it into a rhythm game then injected a bucketload of psychedelic visuals, you’d essentially get something along the likes of <i>BIT.TRIP BEAT</i>. Blocky retro balls flys from the right-hand side of the screen, and you are tasked with bouncing them back with the paddle on the left. Each block reaches the paddle on a beat of the currently-playing track, hence it’s more of a rhythm game than a simple case of knocking back anything that comes your way.</p><br />
<p style="margin:0">It’s simple yet incredibly addictive. Each level begins with just a few blocks flying in your direction at any one time, but eventually mental formations begin to appear and you’ll be flinging the paddle all over the place to keep them back. Note that <i>BIT.TRIP BEAT</i> is stupidly difficult, mainly due to the length of the tracks. It’s a real test of endurance that we barely see in today’s modern titles, and the game demands your full attention at all times.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">There are multiple methods for controlling the paddle. You can have a crack with the arrow keys on your keyboard, or even use an Xbox controller if you’ve got one handy. The best method, however, and probably the one that is closest to the original Wii Remote controls is the mouse. It’s surprising to see the sorts of moves you manage to pull off with the mouse, and definitely makes you feel like a <i>BIT.TRIP</i> god. It’s perhaps not as great as with the Wii Remote, but it’s still a worthy alternative.</p><br />
<p style="margin:0">So what happens when you let a block slip by your paddle? This is where the magic comes in – miss too many, and the level will devolve into classic <i>Pong</i>-style visuals, with white objects on a black background. At this point, if you miss any more, you’ll earn yourself a game over. On the flipside, bag yourself a big enough combo by not missing any blocks, and the visuals will explode into colour with gorgeous backdrops. It’s this idea that really gives <i>BIT.TRIP BEAT</i> its personality, and makes building up that combo very much worth it.</p><br />
<p style="margin:0">While <i>BIT.TRIP BEAT</i> is a lot of fun to play, it can also be a little frustrating when you’ve been playing a level for a while, then lose right near the very end. The thought of having to do that entire song all over again is pretty off-putting, although you’ll most likely leave the game and then still come back to it later.</p><br />
<p style="margin:0"><i>BEAT</i> could also have done with some more levels. There are only a few different songs to play, and while each of them is quite lengthy, you’ll still have managed to see every the game has to offer within the hour. There are additional achievements to unlock and leaderboards to top, but it’s still a very short game indeed.</p><br />
<div class="header3">Style</div><br />
<p style="margin:0">This is the bit where we gush over <i>BIT.TRIP BEAT</i>’s gorgeous visuals and epic soundtrack. The game features blocky visuals that actually look nicer than a lot of current indie games with smoother graphics. It’s a real feast for the eyes, and the way in which the level alters depending on how well you’re playing (as mentioned above) is fantastic.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">This PC edition has had a hefty upscaling from the WiiWare version, and it now looks far more crisp and lovely. You’ll most like miss the backdrops and random objects whizzing by as you’ll be concentrating so hard on not losing, but everything still looks charming and zany.</p><br />
<p style="margin:0">The soundtrack is very chiptune, and very awesome – which is a good thing, given that the entire game revolves around music! It’s all chiptune stuff mainly, and there’s even a guest track by chiptune artist Bit Shifter. If you’re a chiptune fan, you’ll love every track in <i>BEAT</i> with a passion - the music is the main reason you’ll keep coming back to play.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">This is the beginning on CommanderVideo’s epic <i>BIT.TRIP</i> journey, but it is a journey without much explanation. In other words, there is no story – we catch glimpses of the Commander whizzing around at the start of levels, but there’s never really an explanation as to where his journey will take him.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0">It’s great to see the <i>BIT.TRIP</i> series finally appearing on PC, and </i>BIT.TRIP BEAT</i> is a fine way to kick off proceedings. We possibly would have liked to see a few more tracks added, and the difficulty towards the end of the available tracks can get rocky – although this is a new Easy mode for anyone having major difficulties.</p><br />
<p style="margin:0">If you’ve not been able to get into the series before due to a lack of Nintendo Wii, now is as good a time as any. <i>BIT.TRIP BEAT</i> is available to pick up from Steam right now, and we’d advise checking out the trailer on the Steam Store page and seeing what you think.</p><br />
<p style="margin:0"><a href="http://store.steampowered.com/app/63700/"><i>BIT.TRIP BEAT</i> on Steam</a></p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Indie News: Weekly Recap 11-19-10</title>
		<pubDate>Fri, 19 Nov 2010 16:30:07 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-11-19-10</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-11-19-10</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
<div class="header3">Someone Built a Working Computer in Minecraft</div><br />
<p style="margin:0">I don’t know whether this is amazing or terrifying, but one extremely dedicated <i>Minecraft</i> player has created a working 8-bit CPU using the game’s landscape.  And what’s more, he’s willing to share, as you can now download the map for yourself and marvel at the sheer amount of free time this person had.  The download also contains instructions to help you make sense of the meticulously organized trenches and tunnels, and will have you running (very simple) computations in no time.<br />
<br />
Download: <a href="http://static.tkte.ch/cpu/cpu-2.rar">http://static.tkte.ch/cpu/cpu-2.rar</a></p><br />
<div class="header3">Spike Acknowledges Indie Games in VGA Awards</div><br />
<p style="margin:0">Let’s not kid ourselves; the Spike Video Game Awards are pretty much a joke.  It’s hard to have the cast of Jersey Shore present an award, or nominate a game as notoriously glitched-out as <i>Red Dead Redemption</i> for “Best Graphics” and still command any sort of respect.  Even so, it’s hard to deny that the VGAs bring in a ton of viewers, so it’s nice to see that even though they have dropped categories like “Best Fighting Game” the indie game category is still going strong.  The 2010 VGA nominees for Best Independent Game are:</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><br />
<p style="margin:0"><i>Joe Danger</i></p><br />
<br />
<br />
<p style="margin:0"><i>Limbo</i></p><br />
<br />
<br />
<p style="margin:0"><i>Super Meat Boy</i></p><br />
<br />
<br />
<p style="margin:0"><i>The Misadventures of PB Winterbottom</i></p><br />
<br />
<br />
<p style="margin:0">It’s always nice to see more mainstream exposure for indie games, so kudos to Spike from taking time away from airing CSI reruns to honor four games from the indie side of the industry.</p><br />
<p style="margin:0">Site: <a href="http://www.spike.com/event/vga/page/vote/category/40612/best-independent">http://www.spike.com/event/vga/page/vote/category/40612/best-independent</a></p><br />
<div class="centeredMedia"></div><br />
<div class="header3">Xbox Indie Games Rising Up This Winter</div><br />
<p style="margin:0">It seems that whenever a big story comes out about Xbox indie games, it’s usually bad news.  Whether it’s delayed updates for the top downloads list, or a new dashboard removing indie games from the “Games” section of the marketplace, reporting Xbox indie game news can get pretty disheartening.  In an attempt to kick that trend, a group of indie developers have banded together to change the news cycle in their favor with the Indie Winter Uprising.  During the first week of December look for the following 14 games:</p><br />
<p style="margin:0"><i>Soulcaster 2<br />
Cthulhu Saves the World<br />
Radiangames Crossfire 2<br />
Chu's Dynasty<br />
Alpha Squad<br />
Epic Dungeon<br />
Break Limit<br />
Decimation X3<br />
Asteroids Do Concern Me<br />
Hypership Out of Control (Update)<br />
Aphelion Episode Two: Wings of Omega<br />
ZP2KX: Zombies & Pterodactyls!<br />
Ubergridder<br />
Rickenbacker vs. the Aliens</i></p><br />
<p style="margin:0">Developers involved in the Indie Winter Uprising include James Silva (I MAED A GAM3 W1TH Z0MB1ES!!!1 and ZP2K9), Zeboyd (Breath of Death VII), Magical Time Bean (Soulcaster), and Radiangames (JoyJoy, Crossfire, Inferno, and Fireball).  The current plan is to have all of the games release during the first week of December, which hopefully will work out with the typically haphazard release structure of the Xbox indie game marketplace.  It’s great to see developers take the reins like this, and hopefully this is only the first of many such coordinated efforts on the Xbox.</p><br />
<p style="margin:0">Site: <a href="http://www.indiegames-uprising.com/">http://www.indiegames-uprising.com/</a></p><br />
<div class="header3">Clickstream Offers Free Games Factory 2 for Newgrounds</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><p style="margin:0">Rookie game developers might want to take note, because the accessible tools of Games Factory 2 can now be at their fingertips for no cost at all.  Games Factory 2 is, as the name suggests, the second version of Clickstream’s development tools to make game development possible even for those without programming skills, or for developers who want a quick way to prototype ideas.  This free version is pretty much the full version of the program, but with one catch.  The only way to export your games in the free version is through gaming portal Newgrounds.  And while the limited release structure isn’t ideal, at the very least the free version allows developers to tool around with Games Factory 2 to decide if they want to pay for the more open $60 version.</p><br />
<br />
<p style="margin:0">Site: <a href="http://www.newgrounds.com/wiki/creator-resources/game-dev-resources/the-games-factory-2">http://www.newgrounds.com/wiki/creator-resources/game-dev-resources/the-games-factory-2</a></p><br />
<div class="header3">Xbox Indie Games of the Week</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><p style="margin:0"><i>Whakman</i> (80 MS points) by Kobingo</p><br />
<p style="margin:0">“Beneath the ground, a strange creature lives... Whakman! Roll, bounce and dash through 18 levels and get all the gold awards.”</p><br />
<p style="margin:0">Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Whakman/66acd000-77fe-1000-9115-d802585506e3">http://marketplace.xbox.com/en-US/Product/Whakman/66acd000-77fe-1000-9115-d802585506e3</a></p><br />
<br />
<br />
<br />
<br />
<p style="margin:0"><i>AAh Impossible Rescue</i> (80 MS points) by Robot Swan</p><br />
<p style="margin:0">“A sad kitten is a sad enough sight, but there's nothing sadder than a sad and wet kitten. YOU are armed with an uncanny ability to steer three stranded river kittens from afar. Will they be purring bundles of happiness, or scrawny damp fuzz-monsters? Its up to you in this ‘arcade kitten rescue mission simulator’”</p><br />
<p style="margin:0">Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Aah-Impossible-Rescue/66acd000-77fe-1000-9115-d802585506e9">http://marketplace.xbox.com/en-US/Product/Aah-Impossible-Rescue/66acd000-77fe-1000-9115-d802585506e9</a></p><br />
<p style="margin:0"><i>Commander – World 1</i> (80 MS points) by Jodi Giordano</p><br />
<p style="margin:0">“<i>Commander</i> is an epic, classic and lovely tower defense where the path is dynamic: it evolves in time and you can modify it! You can also control spaceships to help you in your mission to save humanity and blow up planets when you have no other choice. What do you want more? Lasers, missiles, particle effects, nice classical music, retro sound effects, cute colorful pixels and a lot of fun.”</p><br />
<p style="margin:0">Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Commander-World-1/66acd000-77fe-1000-9115-d802585506e7">http://marketplace.xbox.com/en-US/Product/Commander-World-1/66acd000-77fe-1000-9115-d802585506e7</a></p><br />
<p style="margin:0"><i>GraviDot</i> (80 MS points) by Cyber Edge Games</p><br />
<p style="margin:0">“The Happy Fun Time Friends have descended on to your XBOX and bring with them joy and fun for all ages. Guide your Happy Dots around the levels and visit all of the friends! Charlie the Cactus and Susie Sunflower are ready to brighten your day with fun and excitement. Only 80 MSP and fun for the whole family.”</p><br />
<p style="margin:0">Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Gravi-Dot/66acd000-77fe-1000-9115-d802585506e0">http://marketplace.xbox.com/en-US/Product/Gravi-Dot/66acd000-77fe-1000-9115-d802585506e0</a></p>]]></description>
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		<title>More Than a Student Project - Hazard: The Journey Of Life</title>
		<pubDate>Thu, 18 Nov 2010 17:41:17 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/more-than-a-student-project-hazard-the-journey-of-life</link>
		<guid>http://www.indiepubgames.com/news/more-than-a-student-project-hazard-the-journey-of-life</guid>
		<description><![CDATA[<p style="margin:0">Don’t act like you’ve never heard of Alexander Bruce.  If you’re interested in independent game development, you might have run across his blog.  If you’ve been to Epic Games UDK Showcase, E3, or any of the GDC’s this year, you had a good chance of seeing him.  And if you followed the Unreal, Sense of Wonder Night, and Freeplay contests, you probably saw his game too.   Make no mistake, <a href="http://www.demruth.com/" target="_blank">Demruth</a> is not a team, but in fact one man who goes to conferences by day, develops games at night, and most likely sleeps while jogging.</p><br />
<p style="margin:0"><a href="http://www.indiepubgames.com/game/Hazard:_The_Journey_Of_Life"><i>Hazard: The Journey Of Life</i></a>, is Alex’s way of merging puzzles, philosophy, and cube-shooting guns into a colorful labyrinth of non-Euclidian spaces.  (Take a minute to soak all that in.)  In his interview, Alex explained that he wanted a way to discuss simple life issues within a game environment. “Once I had made the individual puzzles work with the philosophical concept, I merged the entire game as a philosophical game about life, and it worked.”  And <i>Hazard</i> makes it work; puzzles and philosophy go together like peas and carrots.</p><br />
<p style="margin:0">The game was initially created as a portfolio piece during Alex’s final years at school.  He submitted <i>Hazard</i> to Sense Of Wonder Night to see its potential and as a result was invited to speak at the Tokyo Games Festival.  After talking about his game, Alex decided to test <i>Hazard</i>'s potential and submitted to more competitions.  As the awards for <i>Hazard</i> grew, so did Alex’s vision, “There are a bunch of people who find this &#91;game&#93; really interesting, and I owe it to them, to make it the best game I can.”  Alex decided to go for the gold, and is currently building the game out for its upcoming PC release.</p><br />
<p style="margin:0">Alex could talk all day about his game, but for your convenience, we’ve taken the highlights and compiled them into this tell-all video; pay special attention to the advice at the end:</p><br />
<div class="centeredMedia">youtube_ws:watch?v=Sm7iYy9UiY8</div><br />
<p style="margin:0">If you plan on going to any conferences in the near future, look out for the man in the notorious pink suit. He’ll gladly talk to you about <a href="http://www.indiepubgames.com/game/Hazard:_The_Journey_Of_Life"><i>Hazard</i></a>, game development, cereal, or anything you wish to discuss.  But don’t take up too much of his time, we’re all waiting for the inevitable release of his award winning game.</p><br />
<br />
<div class="caption">Alex recites his articulate explanation of Hazard: The Journey of Life</div><br />
<div class="caption">Alex relaxing couch-side - He's done this a few times before</div><br />
<div class="caption">Describing his game as more than just your typical philosophical first-person single-player explanation puzzle art game</div>]]></description>
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		<title>Game Development Tools for the Non-Professional</title>
		<pubDate>Thu, 18 Nov 2010 14:38:54 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/game-development-tools-for-the-non-professional</link>
		<guid>http://www.indiepubgames.com/news/game-development-tools-for-the-non-professional</guid>
		<description><![CDATA[<div class="header2">What is this article about?</div><br />
<p style="margin:0">So with this article, my goal is to give you a nice directory of tools that you can use to start learning the ins and outs of game development. I have personally used almost every one of the tools and know that they are good at what they do. Sadly, I don’t have the time to actually teach you most of these tools, but if you want more information I would be glad to write some articles like that later on. Now let’s get started.</p><br />
<div class="header2">Game Engines and Mod Tools</div><br />
<p style="margin:0">This section focuses on free game engines and game mod tools that are not hard to learn and can be used to create games with less hassle.</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://www.rpgmakerweb.com/">RPG Maker XP and RPG Maker VX</a></div><br />
<p style="margin:0"><b>Description</b>: As their names imply, both tools let you create RPGs for the PC. They are pretty good at what they do, but are somewhat limited unless you know Ruby or RGSS Scripting. They are also exclusively 2D applications.</p><br />
<p style="margin:0"><b>Price</b>: 30-Day Free Trial available for both: XP is $30, VX is $60.</p><br />
<p style="margin:0"><b>What You Get</b>: The trial is pretty extensive but you cannot publish or sell your games. The full version allows you to sell your games with a few restrictions. The trial is worth testing if you want to make an RPG.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows Only</p><br />
<div class="header3"><a href="http://www.yoyogames.com/make">Game Maker</a></div><br />
<p style="margin:0"><b>Description</b>: Allows you to make 2D games of almost any genre easily. Requires some knowledge of the game maker scripting language but is not hard to learn.</p><br />
<p style="margin:0"><b>Price</b>: Free version and Pro version for $25</p><br />
<p style="margin:0"><b>What You Get</b>: The free version is extensive. There are some limits and little things it imposes on you but for the most part you can do everything you need to. There are a few things you cannot do without the Pro version and a few abilities you just don’t have but it is still pretty good overall.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows Only (there is a Mac application coincidentally called Game Maker but it is not the same thing)</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://gamesalad.com/">Game Salad</a></div><br />
<p style="margin:0"><b>Description</b>: Game Salad is Mac specific and is designed to let you create games across all OS X and iOS devices. I have heard great things but have not worked much with it personally. Its main purpose is to let non-programmers make full games easily.</p><br />
<p style="margin:0"><b>Price</b>: Free as far as I know</p><br />
<p style="margin:0"><b>What You Get</b>: You get the ability to make games for any Apple device that supports them with little to no programming knowledge.</p><br />
<p style="margin:0"><b>OS Availability</b>: Mac Only</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://unity3d.com/">Unity 3</a></div><br />
<p style="margin:0"><b>Description</b>: Unity 3 is a great development tool that allows you to create 3D game projects with little to no experience. Depending on how much you know going into the project you may want to look up some tutorials but in any case it is not a complex system to learn.</p><br />
<p style="margin:0"><b>Price</b>: Unity 3 is Free, but Unity 3 Pro has varying prices</p><br />
<p style="margin:0"><b>What You Get</b>: The free version is full featured and allows you to do pretty much everything the Pro version can. The key difference is that the Pro version allows you to publish to more devices and allows you to sell your game for profit. If all you want to do is learn, the free version is a great choice.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows and Mac OSX</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><div class="header3"><a href="http://www.udk.com/">UDK</a>/Unreal Editor</div><br />
<p style="margin:0"><b>Description</b>: The UDK and the Unreal Editor are both development tools released by Epic Games to allow modders and developers to create custom games and maps with professional quality tools.</p><br />
<p style="margin:0"><b>Price</b>: The UDK is free, Unreal Editor comes with every version of Unreal Tournament</p><br />
<p style="margin:0"><b>What You Get</b>: The Unreal Editor is primarily used to mod Unreal Tournament, but the UDK can be used to create mods or entire games. Also, iOS development tools were recently added.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows Only</p><br />
<div class="centeredMedia"></div><br />
<div class="header3">Source Engine/<a href="http://games.softpedia.com/get/Tools/Valve-Hammer-Editor.shtml">Hammer Editor</a></div><br />
<p style="margin:0"><b>Description</b>: Like the UDK and the Unreal Editor, the Source Engine is a game engine that can be used to create mods or full-featured games. The Hammer Editor is the Source Engine equivalent of the Unreal Editor.</p><br />
<p style="margin:0"><b>Price</b>: Both are free if you own a Source Engine game (i.e., a game released by Valve Software)</p><br />
<p style="margin:0"><b>What You Get</b>: They allow you to make mods to Source Engine games.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows, possibly on Mac</p><br />
<p style="margin:0">Finally, most major PC games include editors you can use to mod the game, or you can find fan made tools to edit them online.</p><br />
<div class="header2">Programming</div><br />
<p style="margin:0">If your goal is to become a game programmer, there are not as many specific tools to learn with but there are certain programming and scripting languages that lend themselves to games or to learning programming more than others.</p><br />
<div class="header3">C++</div><br />
<p style="margin:0">C++ is a commonly used programming language in Game Design and is very popular overall. It is also not a bad choice for when first starting to learn programming.</p><br />
<div class="header3">C#</div><br />
<p style="margin:0">C# is similar to C++ but is much easier to learn when first starting out. It is also used with game development tools such as Microsoft’s XNA thus, it’s a good language to start with.</p><br />
<div class="header3">Python</div><br />
<p style="margin:0">Python is again a simpler language to start with than others. If you want to develop games specifically you should work with <a href="http://www.pygame.org/news.html">PyGame</a>, a Python specific set of programming tools to help develop games. It is very easy to learn when starting off and has a huge following so that makes it a great choice as a first language.</p><br />
<div class="header2">2D Art Tools</div><br />
<p style="margin:0">2D art tools are not too hard to come by so if you don’t like these options you should definitely look around and see what you can find on your own.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><div class="header3"><a href="http://www.getpaint.net/">Paint.net</a></div><br />
<p style="margin:0"><b>Description</b>: Pain.net is essentially a free version of Photoshop. While it is nowhere near as fully featured as the newest version of Photoshop it provides a lot of the more basic features that Photoshop provides. On top of that it is a very good tool for sprite creation and other 2D effect creation.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: Allows multiple layer editing and some advanced image editing tools. As far as I know, it does not normally support tablet capabilities.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows Only</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://www.gimp.org/">Gimp</a></div><br />
<p style="margin:0"><b>Description</b>: Gimp is similar to Paint.net but is a bit more powerful. Gimp is also a great tool for Sprite creation.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: Allows multiple layer editing and some advanced image editing tools. As far as I know, it does support tablets but not as fully as some other editing programs. It can also import Photoshop files.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows, Mac OSX, and some UNIX platforms</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><div class="header3"><a href="http://www.artweaver.de/">ArtWeaver</a></div><br />
<p style="margin:0"><b>Description</b>: ArtWeaver is more of a digital painting program than anything else. It looks to be very powerful and have a lot of good capabilities.</p><br />
<p style="margin:0"><b>Price</b>: Free, but there is also a $30 Plus version</p><br />
<p style="margin:0"><b>What You Get</b>: Allows multiple layers editing, has multiple tools for digital painting and allows for tablet support. The Plus version includes more fully featured Photoshop file use and far more powerful tablet use but both of those features are still available in the free version.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows Only</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://www.artrage.com/">ArtRage</a></div><br />
<p style="margin:0"><b>Description</b>: Like ArtWeaver, ArtRage is a digital painting program more than anything else. It seems to be very powerful and has a lot of great brush options.</p><br />
<p style="margin:0"><b>Price</b>: Free Demo version, $20 version, $40 version, $80 version, and an iPad version</p><br />
<p style="margin:0"><b>What You Get</b>: While the demo version is not fully featured all of the different pay versions seem to be pretty good. The differences between the different pay versions are quite extensive but you can go to the website to see a full list of them all.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows and Mac OSX</p><br />
<div class="header2">3D Art Tools</div><br />
<p style="margin:0">3D art tools are much less common then 2D art tools, especially if you want a free one, but here are some great tools to help introduce you to 3D modeling concepts and work with games.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><div class="header3"><a href="http://sketchup.google.com/">Google Sketchup</a></div><br />
<p style="margin:0"><b>Description</b>: Sketchup is a 3D modeling tool that was created by Google. Sketchup is probably one of the simplest 3D modeling programs there is because it does not require you to have as deep an understanding of certain 3D concepts to work with it. While Sketchup can be good for beginners, it is not a great choice if you already have experience working in 3D because it has a unique workflow and can be hard to adjust to after working with software like Max or Maya.</p><br />
<p style="margin:0"><b>Price</b>: Standard version is Free, Pro version is $500</p><br />
<p style="margin:0"><b>What You Get</b>: It is a good modeling program if you are just starting out as it uses a more common sense modeling method than most other software does. On top of this, it has a very non-imposing user interface and is easier to get used to.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows and Mac OSX</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://www.blender.org/">Blender</a></div><br />
<p style="margin:0"><b>Description</b>: Blender is probably the best 3D modeling program you can find for free on the Internet. While it does not replicate the interface of most standard 3D modeling programs it is incredibly powerful and works in a very similar way to most commercial modeling software. If you intend to have a career in 3D modeling down the line this is the program for you to start learning in.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: Anything you can do with a commercial 3D modeling program can be done with Blender and if for some reason you can’t, the feature is probably in production for an upcoming release.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows and Mac OSX</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://www.sculptris.com/">Sculptris</a></div><br />
<p style="margin:0"><b>Description</b>: Sculptris is a 3D Sculpting program. It is designed to emulate commercial products such as Autodesk Mudbox and ZBrush. If you want to learn high-poly modeling, Sculptris is a great choice as its interface, to some extent, and the way you work with it are both very similar to well-known commercial products that you would be likely to use in the industry. On top of that it is very powerful.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: With Sculptris you can create complex high polygon models and detailed sub-division surfaces. (You can make really detailed models.) Like most 3D sculpting software it has a high learning curve so you should definitely look for tutorials if you don’t have any experience with programs like this.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows Only</p><br />
<div class="header2">Sound Design Software</div><br />
<p style="margin:0">This software is free and helpful in developing sound effects and background music in games.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><div class="header3"><a href="http://audacity.sourceforge.net/">Audacity</a></div><br />
<p style="margin:0"><b>Description</b>: Audacity is an incredibly popular free sound-editing program. It is good at what it does and has a great community of fans to help teach you how to use it.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: It is basic but still has a lot of potential. It is a good place to start when learning how to edit sound as it has a relatively simple user interface and is not too hard to figure out.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows and Mac OSX</p><br />
<div class="centeredMedia"></div><br />
<div class="header3"><a href="http://ardour.org/">Ardour</a></div><br />
<p style="margin:0"><b>Description</b>: Ardour is a digital audio workstation. This means that it has a lot of powerful tools for recording and editing sound. Ardour is essentially the next step up from Audacity and has a lot of capabilities that Audacity does not.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: It has a very extensive feature list but one of its biggest advantages is its similarity in design (somewhat) and capabilities to professional sound editors like Logic.</p><br />
<p style="margin:0"><b>OS Availability</b>: Mac OSX Only</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><div class="header3"><a href="http://www.drpetter.se/project_sfxr.html">Sfxr</a></div><br />
<p style="margin:0"><b>Description</b>: Sfxr was created for the express purpose of creating video game sound effects, and that is all it does. It is great if you need sound effects quickly for your game and has so many different values you can change that you could probably replicate just about any sound you can imagine.</p><br />
<p style="margin:0"><b>Price</b>: Free</p><br />
<p style="margin:0"><b>What You Get</b>: Sfxr is a straightforward and very powerful sound effects editor. There really is not much else to it.</p><br />
<p style="margin:0"><b>OS Availability</b>: Windows and Mac (known as Cfxr)</p><br />
<p style="margin:0">I covered a number of tools here but there are a lot I didn’t cover as well. I would love to hear how you guys feel about these tools. Maybe you know of tools that are better than the ones I’ve mentioned, maybe you have valuable experience working with one of these tools that you want to pass on, maybe you just have a funny story. In any case, tell us your thoughts in the comments.</p>]]></description>
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		<title>The Polynomial Review</title>
		<pubDate>Wed, 17 Nov 2010 16:18:54 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/the-polynomial-review</link>
		<guid>http://www.indiepubgames.com/news/the-polynomial-review</guid>
		<description><![CDATA[<div class="header3">Harry Hughes from MMGN.com reviews <i>The Polynomial</i>:</div><br />
<p style="margin:0">Some titles on Steam are quite hard to classify as a 'game'. One such example is the recently re-released <i>The Polynomial</i>, a music-based flight simulator and space shooter, which will use your beats in order to change the in-game environments.</p><br />
<p style="margin:0">It is a very simple title. Through playing around with different settings and by changing the music which is on while you play (any music on your computer will work), scenery is generated which will flash and change based on the beat of your song. This allows for a highly personalised experience meaning you can rock out to whatever tickles your fancy, be it <i>Dragon Force</i> or the musical genius that is <i>Mozart</i>.</p><br />
<p style="margin:0">While the gameplay itself is extremely accessible, achieving good results is harder than it may seem. There is a high number of settings one can go through and modify and finding combinations that work is one of the hardest parts. Along with the in-built combinations, there is a more advanced editor which allows players to go through advanced settings and create their own levels. These can be saved for future use, and shared between different players.</p><br />
<p style="margin:0">Levels will be teeming with enemies (often chasing allies, who you'll want to save), power-ups, wormholes and more which can be discovered as you get into the game a little bit more. The gameplay is very basic and it hardly compels you to keep playing. If you're a competitive gamer, the online leaderboards will keep you busy (which operate based on how many points you rack up within certain time limits). Otherwise, this might just be a title you pick up every now and then as a way to kill a few minutes or to revolutionise how you listen to music.</p><br />
<div class="centeredMedia"></div><br />
<p style="margin:0">As the gameplay itself is so simplistic, it should come as no surprise that the game's greatest feature is the concept which drives it. One's experience with the game really depends on whether they can achieve a successful setup, as wandering around infinite darkness with only a single line of colour is about as fun as it sounds.</p><br />
<p style="margin:0">For these reasons, <i>The Polynomial</i> does not present itself strongly as a game. What the game does, it does well, but with such low variation in the gameplay itself, there's little to motivate you to continue playing. As a result, the commercial success of might just be ill-fated; the $10 price tag a little steep for what you're getting in the 'game'.</p><br />
<p style="margin:0">Of course, the game more than anything else showcases what can be achieved when combining minimalistic graphics with impressive visual effects. Here, the game goes above and beyond all expectations, its system impressing gamers and critics alike, and probably inducing a feeling of envy among other developers. The 'scenery' is brilliant and changes appropriately based on the music, which is all you can ask from a music-based title.</p><br />
<div class="header3">The Final Verdict</div><br />
<p style="margin:0"><i>The Polynomial</i> will fall short as a gaming title, thanks to its over-simplified gameplay. However impressive the hand-in-hand visuals and audio may be, the $10 price tag just seems too much for what you're getting. With a revision here, this game could be incredibly successful, thanks to its accessibility and the way it makes music that much more interesting.</p><br />
<div class="header3">Gameplay</div><div class="centeredMedia">7.0 - Plays like a great little arcade shooter.</div><br />
<div class="header3">Graphics</div><div class="centeredMedia">9.5 - Absolutely stunning demonstration of what can be achieved by developers.</div><br />
<div class="header3">Sound</div><div class="centeredMedia">8.0 - Rock out to your favourite songs - the levels react appropriately, which is always a plus.</div><br />
<div class="header3">Value</div><div class="centeredMedia">5.0 - The price tag is not a reflection of the games value - there's little incentive to keep playing.</div><br />
<div class="header3">Overall</div><div class="centeredMedia">6.5 - While The Polynomial succeeds in every area it explores, you're paying for a game - something you're not really getting.</div><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://mmgn.com/"></a></div><div class="caption">This article was republished with permission from MMGN.com. MMGN provides the latest gaming news, reviews and videos on PS3, Wii, Xbox 360 and more.   MMGN also brings together the most engaging online social elements, creating communities around the most popular game titles.  <a href="http://mmgn.com/">MMGN</a> - Gaming and Entertainment - Switched On.</div>]]></description>
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		<title>Dead Good?… The TEMPURA of the DEAD</title>
		<pubDate>Wed, 17 Nov 2010 09:43:28 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/dead-good-the-tempura-of-the-dead</link>
		<guid>http://www.indiepubgames.com/news/dead-good-the-tempura-of-the-dead</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews The TEMPURA of the DEAD:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">The entire time I was playing <i>The Tempura of the Dead</i>, it felt as though there was some big joke that I wasn’t in on. Don’t get me wrong – the retro look and feel is great, and for the most part the action is good solid fun.</p><br />
<p style="margin:0">Yet the lack of any explanation about what you’re actually doing is baffling. Why am I juggling zombie heads? Why am I collecting hundreds of lives? What is ‘Tempura Feaver’? Some of the questions are eventually answered, but there’s still a sense that some underlying joke is being missed. Treat <i>TOTD</i> as an all-out blaster/slasher however, and you’ll have far more fun.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">Over 24 platforming levels, you are tasked with killing zombies and destroying huge germ slimeball creatures. Destroying every germ completes the level, and you partake in the killing via a machine gun (carried by the President of the United States, naturally) or a samurai sword.</p><br />
<p style="margin:0">There are two characters to choose from – the president and a samurai – and each has their own special abilities. The president has his long-range weapon, while the samurai must get closer to the enemy and slash, but is must stronger and can jump higher to reach out-of-reach areas. The two characters can be swapped with a press of the right bumper.</p><br />
<p style="margin:0">Initial impressions revolve around feeling very confused and just a little frustrated. Killing a zombie will make its head fly off, and if you shoot or slash the head enough times before it falls to the ground, you’ll enter ‘Tempura Feaver’ (sic).</p><br />
<p style="margin:0">At no point does the game explain why you are juggling heads, or what the hell Tempura Feaver is. Eventually you’ll discover through trial and error that during the Feaver, you can shoot a zombie head a single time to finish it off, but even then the question remains: Why am I doing this? What is the purpose?</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Then there is the lives collection issue. Killing zombies will give you 1UP, killing germs yields a 5UP and other baddies even give 10UP. For a while it’s not at all obvious what is going on or why you’re being given all these lives, but again the answer finally becomes clear – lives can be used as currency to buy better weapons and extra health at shops. Why is this not explained anywhere?</p><br />
<p style="margin:0">Stick with it though, as there’s a knack to enjoying <i>TOTD</i> – simply ignore all this OTT weirdness, and you’ll find an entertaining blast’n’slasher underneath, with plenty of content to play through. Switching between characters and using their abilities in the best situations is good fun.</p><br />
<p style="margin:0">Along with featuring tons of levels, there are bosses to defeat too, and these generally have a great retro feel to them – difficult, but not impossible, with plenty of dodging around bullets and enemies involved.</p><br />
<p style="margin:0">Unfortunately, even the gameplay itself is let down by some shoddy mechanics. The jumping can feel very sticky, especially if you try jumping straight after landing. Many times I found myself pressing jump, then walking straight off a ledge after my character decided they didn’t want to follow orders.</p><br />
<p style="margin:0">Colliding with enemies is awful too. Touch an enemy, and the protagonist will spin on the spot for a second – but there is no moment of invincibility, so if he keeps walking towards you, he’ll hit you again instantly. Numerous times I ended up losing all of my hit points from a single bad guy. Since it’s just not worth getting close to an enemy, I eventually opted to stick with the President so I wouldn’t have to use the samurai’s close-range attacks.</p><br />
<div class="header3">Style</div><br />
<p style="margin:0">What <i>The Tempura of the Dead</i> lacks in gameplay, it makes up for in style. The visuals are pure bliss, with a real authentic ‘this game was made in the 80’s, honest’ look to them. The cutscenes too are very lovely indeed, splashed with only a few different colours, yet giving off a far more enjoyable radiance than the majority of games on XBLIG.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">It’s actually quite insane that these old-school visuals can provide such atmosphere. The backdrops of cityscapes and stormy nights are really stunning, and give the game’s personality a real dark edge.</p><br />
<p style="margin:0">The music is also fantastically retro, and fits the game perfectly. If only there were more tracks, we’d be in 8-bit heaven.</p><br />
<br />
<div class="header3">Story</div><br />
<p style="margin:0">As you’d expect (given the rest of the game’s content), the story is proper mental. There’s a zombie outbreak in the US, and the President is escaping in his chopper when he spots a samurai on the ground below fighting the zombies. He decides to jump down and join forces with him to eliminate the zombies for good.</p><br />
<p style="margin:0">The samurai teaches the President his special ways of killing – first he kills the zombies, then he juggles its head with his sword, before finally deep-frying it. When the President remarks that he doesn’t have a sword, the samurai tells him that it doesn’t matter what weapon you use, as long as you complete the kill using this special method.</p><br />
<p style="margin:0">Yikes indeed. The cutscenes are really enjoyable to watch and made me laugh numerous times, while following the story as it progresses is entertaining enough. Perhaps the craziest storyline in the Xbox Marketplace?</p><br />
<div class="header3">Other</div><br />
<p style="margin:0"><i>The Tempura of the Dead</i> is going to sell lots of copies off those screenshots and that trailer alone – it looks perfect, and you can’t help but want a go. It’s worth downloading the trial before you do so, however, as you may well find that it’s a little too awkward for your likings.</p><br />
<p style="margin:0">If you can work through the dodgy control mechanics and see past the elements of the game that really don’t make any sense whatsoever, <i>TOTD</i> is charming retro fun with several hours worth of zombie-killing for your enjoyment.</p><br />
<a href="http://marketplace.xbox.com/en-US/Product/The-TEMPURA-of-the-DEAD/66acd000-77fe-1000-9115-d802585506d0">BUY/TRY</a><br />
<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<item>
		<title>Designing a Game from the Ground Up</title>
		<pubDate>Mon, 15 Nov 2010 16:53:22 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/designing-a-game-from-the-ground-up</link>
		<guid>http://www.indiepubgames.com/news/designing-a-game-from-the-ground-up</guid>
		<description><![CDATA[<div class="header3">What is this article about?</div><br />
<p style="margin:0">In this article I want to talk about how you should go about designing a game. There are a lot of methods to designing a game but I think this is one of the best. I’m going to talk about how to approach each part of the design process and what to consider while doing it. My goal here is to help you get started the first time you design a game and make it seem a little bit easier than it might at first glance. In any case, let’s get started.</p><br />
<div class="header3">Game Mechanics, the most important thing you will design today…</div><br />
<p style="margin:0">No matter what game you are playing, and no matter how old or how new that game is, the game mechanics are the single most important part of the game. The game mechanics define the biggest part of the experience that the player will have; they define how the player will interact with the game world and determine what the player can and cannot do. If the game mechanics are not at least passable, the game cannot succeed. No matter how popular the characters are, how powerful the music is, or how much the story moves you, the game will not be successful without good, strong, gameplay.</p><br />
<p style="margin:0">Since gameplay is so important to the success of your game, it is usually a good place to start when designing a game. Gameplay is built on game mechanics and thus defining those helps you define your gameplay. First let’s look at what we define as a game mechanic. A game mechanic is any way in which the player interacts with the game world or the characters in the game. Beyond that basic definition, different people have different ways of describing gameplay mechanics. For us, this definition will do just fine.</p><br />
<p style="margin:0">Creating game mechanics can be challenging the first time around but gets easier as you go along. Your first couple times you might want to try a method called “tweaking.” This method is actually very simple. Basically all you do is take an existing idea and build on it or modify it in some way to create something new. This can be done by looking at games you enjoy and seeing how they can be improved or modified, or by taking game mechanics you really like and adding new ideas to them.</p><br />
<p style="margin:0">Tweaking is a good method but it can also lead to ideas that are not really unique experiences. When using this method you must always remember to think about how significant the changes you are making actually are. Ask yourself questions like “Is this new version of the game really better” or “Does this new idea or mechanic actually add anything to the game or is it a pointless change”. These are important questions because they help you see how significant the changes you are making actually are. The great thing about this method is that it also helps teach you how to look at other games analytically, which can be a great skill to have.</p><br />
<p style="margin:0">Sometimes it is also helpful to design other parts of the game at the same time as the mechanics, as it can help get the creative juices flowing and help inspire you along the way. On top of this sometimes gameplay mechanics are built on story ideas or with other aspects of the game in mind. While it is true that the game mechanics should be able to stand on their own, that doesn’t mean you can’t think about the other aspects when designing your gameplay. It doesn’t matter how you create your game mechanics as long as you put in the time to do so. To neglect gameplay design is to neglect game design as a whole because without gameplay you have no game.</p><br />
<div class="header3">Story, characters, dialog, and much more…</div><br />
<p style="margin:0">After you have the gameplay down or in a respectable position, you should probably move onto the story or narrative. Writing a story for a game can be challenging because there is a lot to consider. Like in most other forms of media you want to have a story that engages the “viewer”, but in games there is so much more to it. You want a story that lets the player feel like they are part of the world, and is fully realized to deliver the player an experience that can’t be replicated in any other medium.</p><br />
<p style="margin:0">In games, the story is more than just a plot outline, some characters and the dialog they speak. The story is also what the player reads on signs, it is what the player overhears when passing by NPCs, and it is the overall feeling and presentation of the game world. You cannot just write a story, you have to create a living-breathing world. The game world must not only exist <i>with</i> the player, it must exist <i>around</i> the player. Things should happen without the player, background characters should feel like they have a purpose other than to help the player. The more developed the story and the game world are, the more engaged the player will be.</p><br />
<p style="margin:0">The first thing to think about when crafting a story is world building. World building is the process of creating a setting for your game or story and helps to give you context when creating a game. For example, when Bungie was creating <i>Halo</i> they probably didn’t create Master Chief and then come up with a world to put him in, they probably came up with the ideas of what the world was like and then built a story within it. Stories are much easier when they have context because you don’t have to pull all of the details out of thin air and you have something to build your ideas on.</p><br />
<p style="margin:0">Once you have an idea for a world, you want to start looking at a storyline or characters. You should try and come up with a story first because once you have done that you know what sort of main character you want. Remember at this stage you don’t have to have every detail set in stone, you just want to know the general direction you are going in. When writing the story for your game you want to start with the largest details and get more specific as you go, not the other way around. If you do this in reverse you will often find that it is hard to “fit pieces together” or make the idea work as a whole.</p><br />
<p style="margin:0">Once you have a story you like, and have a general idea of what characters you need, it is time to start developing your characters in more detail and defining who they are as people. The first thing you want to do when developing a character is figure out who they are. I don’t mean just figuring out their name and what special attacks they have, I mean really putting detail into the character and what they’re like.</p><br />
<p style="margin:0">Your goal, when designing characters, should be to know as much about them as possible, even if you don’t think the information will be used in game. Ask yourself things like, is the character skinny or fat, young or old, do they often procrastinate or do they do their work immediately, where did they grow up. All of these questions help give you insight into who the character is and how they would respond to different situations. Defining things like this makes script writing easier, but it also makes the visual design process easier. In the end, the more detailed your character descriptions are, the easier it will be to figure out what the character should look like and how they should act.</p><br />
<p style="margin:0">There are some other topics relating to writing that are important but for now just remember, start with the big stuff and once you feel ready, move into the smaller stuff. It is much easier to change small things based on big things than it is to change big things based on small things.</p><br />
<div class="header3">Art and Music…</div><br />
<p style="margin:0">The final thing to look at when designing a game is the art, or visual style, and the music, or sound design. The key thing to think about when creating art and music for your game is consistency. Your goal in creating a visual style and adding sound effects to your game should be to extend the experience already being presented by the rest of the game. If your game was a team death match game where the characters ran at each other with chainsaws and brutally murdered each other, you would not want the art style to look like an episode of Teletubbies and you definitely would not want the music to sound like with was recorded with a Ukulele.</p><br />
<p style="margin:0">With art your goal should be to create a strong visual style that will draw players in at a glance and will keep them feeling connected to the game. The art should emulate the feeling of the rest of the game and build on the foundations it establishes. Cute and cartoonish games should use bright-saturated colors and creepy and scary games should use darker, paler colors. By maintaining a visual style that is representative of the rest of the game you can help keep the player enticed and increase their level of immersion.</p><br />
<p style="margin:0">Music is also important for maintaining the feeling of the game. The goal of music should be to help guide the player both emotionally and literally. Musical cues can be used to tell the player what is going on or what they should do. Shifting between tracks and using different music for different things can also build a powerful experience and make the game feel deeper.</p><br />
<p style="margin:0">Like with the art, music has the job of maintaining the ideas set down by the other parts of the game. Sound design is all about knowing what sounds work best and how to use those sounds. Sometimes this means not using sound at all. In some situations the absence of sound can be just as effective as the use of it. In the same way that horror movies maintain a level of suspense by only giving a glimpse of some murders or some events, sound designers can maintain a consistent feel just as strongly with a lack of music as they can with the use of it.</p><br />
<p style="margin:0">When crafting the visual style and creating the sound design for a game you want to do your best to represent the story ideas and gameplay elements through these mediums. Good art and music will not just work alongside the rest of the game, they will reinforce the ideas presented throughout the game and make everything stronger in the end.</p><br />
<div class="header3">What to take away from this article…</div><br />
<p style="margin:0">Designing your first game can be tricky but it's all about understanding what you must do and the best ways to do it. As I said earlier, you want to start with the broadest aspects of your design and move into the more specific pieces as you go along. By designing the gameplay first you give yourself an idea of what kind of audiences you might be appealing to. By creating the story second you help to take your idea from a collection of gameplay mechanics to something you can design and build on. Finally, by designing your visual style and sound last you can build on your story and your gameplay to pull out the overarching themes and find the way to best present them to the player. By building your game this way you can create gameplay, story, and visuals/music that don’t just work with each other but work for each other.</p><br />
<p style="margin:0">Designing a game is not like building a desk; there are a lot of different ways to do it, everyone has their own method, and I would love to hear about yours. Maybe you have a really good method of getting inspiration, maybe you have some interesting stories from games you’ve designed, or maybe you just have questions. In any case, I would love to see what you guys have to say in the comments.</p>]]></description>
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		<title>This Game Ain’t No Square… Cubism</title>
		<pubDate>Mon, 15 Nov 2010 11:20:46 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/this-game-aint-no-square-cubism</link>
		<guid>http://www.indiepubgames.com/news/this-game-aint-no-square-cubism</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Cubism:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">So check this out – <i>Cubism</i> is an Xbox Live Indie Game in which you build cubes using oddly shaped pieces for the sides. You’ve probably played a physical puzzle just like it. Now consider this – <i>Cubism</i> is one of the best Xbox Live Indie Games I’ve played.</p><br />
<p style="margin:0">Doesn’t seem likely, does it? I mean, just look at it – it really is an entire game based around the idea of building cubes. Once you’ve built one cube, you move onto the next one and build that one too. Yet there is something about <i>Cubism</i> that is just… right. It feels great to control, stupidly addictive to play and polished to perfection. Never considered cube-building as your cup of tea? You may well after giving this a go.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">The main mode in <i>Cubism</i> sees you placing pieces around a central cube. If all of the edges slot into each other and the cube is completely covered, then the level is complete and you move onto the next.</p><br />
<p style="margin:0">This really is the entire game, but by God is it cleverly designed. Rotating and moving around the cube is done via the right stick, and picking up pieces of the puzzle is a case of moving your cursor over them with the left stick and pressing A. Pieces can also be rotating via B, X and Y, and placed onto the main cube with A again.</p><br />
<p style="margin:0">The controls are simple yet effective, and feel very satisfying. Spinning the cube and putting the pieces together is such a breeze that there’s never really a feeling of frustration, since it’s so easy to take them all off and start again.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">The way <i>Cubism</i> ramps up the difficulty is perhaps the its greatest element. The first few levels are simple, asking you to input just one or two pieces into a semi-complete cube. The edges and sides also have colours on them to show which pieces should go where. Then pictures are introduced, with dogs’ faces all over the place and a panoramic scene stretched around the cube.</p><br />
<p style="margin:0">Eventually you get mixtures of each element, with bigger cubes, lots of different pictures, cubes with no colour, cubes with colours that will throw you off the right track, cubes with no pieces already applied at all… the amount of variety is staggering, and does the experience a huge favour. It never really gets to the point where you think ‘I can’t be bothered to do another of these’, even after all 70 puzzles have been solved.</p><br />
<p style="margin:0">Apart from the main levels, you’ve also got a few extra modes. Puzzle mode sees you completing levels with whatever pieces you choose – tapping Y allows you to remove the current pieces and select a new batch. Hence, there is never one single solution to a level. Then you’ve got Freeform mode – don’t feel like building a cube? How about an oblong? A diamond? A pyramid? They’re all here, with plenty of pieces to build around them.</p><br />
<p style="margin:0">Seeing modes like this with real work that has gone into them, rather than a hopeless tacked on feel like most of the Xbox Live Indie Games we see, is a real breath of fresh air. We didn’t really play around with either of them too much before becoming bored, but we definitely appreciate the sentiment.</p><br />
<div class="header3">Style</div><br />
<p style="margin:0">Again <i>Cubism</i> surprises, this time in the visuals department. For a game that involves a cube and lots of jigsaw pieces, it looks damn pretty with bloom effects and smooth movement and rotation. The backdrops are a little bland, but you’ll most likely be concentrating on everything in the foreground to notice.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">The majority of XBLIG developers should take note of <i>Cubism</i>’s interface and menus. Nothing is particularly incredible about them, but they just feel right – this is thanks to a combination of style and fitting font choice. Developers: Choosing one of the standard fonts and throwing them all over the screen higgledy piggledy is not OK. Watch and learn.</p><br />
<br />
<br />
<div class="header3">Story</div><br />
<p style="margin:0">One day someone was building some cubes and they thought ah, I know, let’s make a game about it! That was in fact the story behind the making of the game – unsurprisingly, <i>Cubism</i> itself does not feature a story.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0"><i>Cubism</i> doesn’t look like much from the screenshots, and for this reason it will not sell well. It’s a harsh truth, but one that we would like to see put right.</p><br />
<p style="margin:0">Hence, we are telling you now – if you own an Xbox 360, you should pick up a copy of <i>Cubism</i>. It’s addictive and so easy to play, and without realising it you’ll have lost a good few hours simply slotting cubes together. And really, isn’t that all life is about?</p><br />
<a href="http://marketplace.xbox.com/en-US/Product/Cubism/66acd000-77fe-1000-9115-d802585503e4" target="_blank">Buy/Try</a><br />
<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<item>
		<title>Indie News: Weekly Recap 11-12-10</title>
		<pubDate>Fri, 12 Nov 2010 14:44:52 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-11-12-10</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-11-12-10</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
<div class="header3">Instant Action is out of Action, Looking for Torque Buyers</div><br />
<p style="margin:0">In a brief posting on the Torque website, manager Eric Preisz announced that InstantAction will be winding down all operations and shutting down.  The Torque website itself will stay live as InstantAction seeks a buyer, but both InstantAction.com and Instant Jam game will be closing their doors for good.</p><br />
<p style="margin:0">Torque is still a very popular middleware tool in both 2D and 3D game development.  In fact, according to Torque’s website “Torque is the most licensed engine middleware in the games industry,” boasting licensees from big names like Bioware, EA, and Ubisoft to the much-beloved one-man indie developers.</p><br />
<p style="margin:0">“Today, InstantAction informed employees that it will be winding down operations. While we are shutting down the InstantAction.com website and Instant Jam game, Torquepowered.com will continue to operate while InstantAction explores opportunities with potential buyers for Torque. We thank all of our past and current customers for their support.  - Torque Management”</p><br />
Read: <a href="http://www.torquepowered.com/community/blogs/view/20495">http://www.torquepowered.com/community/blogs/view/20495</a><br />
<br />
<div class="centeredMedia"></div><br />
<div class="header3">EA Signs Publishing Deals with Three Indies</div><br />
<p style="margin:0">Even the giants in the industry can tip their hats to indie games on occasion.  Case in point, EA this week announced that it will be publishing three indie titles on Xbox Live Arcade, Playstation Network, and PC.</p><br />
<p style="margin:0">First is Vanguard Games’ <i>Gatling Gears</i>, a semi-sequel to Vanguard’s last game <i>Greed Corp</i>.  But whereas <i>Greed Corp</i> was a turn-based strategy game, <i>Gatling Gears</i> will put more of an emphasis on action with its twin-stick shooter gameplay.  Next is the console release of Borne Games’ famous flash game <i>Fancy Pants Adventures</i>.  The XBLA and PSN port will feature all of the content from the original two <i>Fancy Pants Adventures</i>, as well as a brand new world and a new story mode.  Finally, EA will publish Trapdoor’s stealth action game <i>Warp</i>.</p><br />
<p style="margin:0">EA has been quite the friend to indie developers lately, recently publishing HotHead Games’ <i>Deathspank</i> and Klei Entertainment’s <i>Shank</i>.  More major publishers should take note and help to bring indie games to a wider audience.</p><br />
<div class="centeredMedia"></div><br />
<div class="header3">YoYo Games Opening its Online Shop</div><br />
<p style="margin:0">YoYo Games, home of the Game Maker software, has opened up its own online store to promote iOS games made in Game Maker.   To go along with the store’s opening, YoYo Games has posted its publishing spec sheet, detailing the guidelines required to have your creation featured in the YoYo Game store.  Currently there are only two games available, <i>Maddening</i> and <i>Skydiving Mach II</i>, but the store is sure to fill quickly as developers submit their iOS Game Maker creations.</p><br />
Spec Sheet: <a href="http://wiki.yoyogames.com/index.php/IOS_Baseline_Spec#iOS">http://wiki.yoyogames.com/index.php/IOS_Baseline_Spec#iOS</a><br />
YoYo Game Store: <a href="http://store.yoyogames.com/#">http://store.yoyogames.com/#</a><br />
<br />
<div class="header3">Indie Game Socks Sell for a Fortune</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div><p style="margin:0">Gamer and TIG Source fan <a href="http://ekermo.se/yarn/" target="_blank">Anders Ekermo</a> has a talent for knitting, and recently put his skills to good use making socks for some of his favorite indie games.  Even better, Ekermo put the socks up for sale on ebay to raise money for the charity Childs Play.  And while the socks themed in the style of <a href="http://cgi.ebay.com/Castle-Crashers-themed-handmade-yarn-socks-/300491200147?pt=LH_DefaultDomain_0&hash=item45f6abd693" target="_blank"><i>Castle Crashers</i></a>, <a href="http://cgi.ebay.com/Aquaria-themed-handmade-yarn-socks-/300491201468?pt=LH_DefaultDomain_0&hash=item45f6abdbbc#ht_500wt_1156" target="_blank"><i>Aquaria</i></a>, <a href="http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=300491202426#ht_500wt_1156" target="_blank"><i>Fez</i></a>, <a href="http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=300491203842#ht_500wt_1156" target="_blank"><i>Hero Core</i></a>, and <a href="http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=300491207537#ht_500wt_1156" target="_blank"><i>Cave Story</i></a> are selling for around $20 each, a generous amount, the <a href="http://cgi.ebay.com/VVVVVV-themed-handmade-yarn-socks-/300491205217?pt=LH_DefaultDomain_0&hash=item45f6abea61#ht_662wt_226" target="_blank"><i>VVVVVV</i></a> socks have reached an absolutely ridiculous price.  The last time I checked, they were at $5,200, which is frankly absurd for a pair of socks.  Part of the reason the <i>VVVVVV</i> socks have reached that price is because <i>VVVVVV</i> creator Terry Cavanagh caught wind of the auction and offered a free, giftable copy of <i>VVVVVV</i> on Steam to anyone who bid on the auction.  Some forum posters have noted that there are an abnormally high number of newly created ebay accounts bidding on the auction, though the idea of bidding over $5,000 to get a $5 indie game for free isn’t the best example of logic.  Hopefully whoever ends up with the winning bid actually pays up.</p><br />
<div class="header3">Xbox Indie Games of the Week</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;"></div>Radiangames <i>Fireball</i> (80 MS points) by Radiangames<br />
<br />
<p style="margin:0">“Dodge, Trigger, Destroy! Be the Fireball as you set off huge explosion combos across 8 waves and 4 unique challenges. Compare your scores to the best in the world using the online scoreboards. Fireball is the fifth game in the radiangames series.”</p><br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/radiangames-Fireball/66acd000-77fe-1000-9115-d802585506de">http://marketplace.xbox.com/en-US/Product/radiangames-Fireball/66acd000-77fe-1000-9115-d802585506de</a><br />
<br />
<i>Chaos Shift</i> (80 MS points) by ForestMcCorkle<br />
<br />
<p style="margin:0">“Classic arcade style gameplay in 3D. Take control of an experimental alien vessel and blast your way through hordes of relentless enemy ships, satellites, mines and asteroids. Kill as many enemies as fast as you can to boost your score and unleash the invincible "Chaos Shift".”</p><br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Chaos-Shift/66acd000-77fe-1000-9115-d802585506da">http://marketplace.xbox.com/en-US/Product/Chaos-Shift/66acd000-77fe-1000-9115-d802585506da</a><br />
<br />
<i>The Tempura of the Dead</i> (240 MS points) by JPN 8bits fanatics<br />
<br />
<p style="margin:0">“The TEMPURA of the DEAD is a simple & exhilarating 8bit style 2D platformer & shooter. Switch between two unique characters -PRESIDENT TOMPSON and SAMURAI SUGIMOTO- and beat the zombies. Juggle the zombie's head to increase the extra life! You must find all GERMS of Calamity, and exterminate them to restore peace.”</p><br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/The-TEMPURA-of-the-DEAD/66acd000-77fe-1000-9115-d802585506d0">http://marketplace.xbox.com/en-US/Product/The-TEMPURA-of-the-DEAD/66acd000-77fe-1000-9115-d802585506d0</a><br />
<br />
<i>Panic Attack-Devil's Favorite</i> (240 MS points) by DeRail Games<br />
<br />
<p style="margin:0">“The Devil’s favorite game, Panic Attack, will make you swear, sweat and sing strange melodies of insanity. Speed trough 56 deranging maps on your way to the ultimate challenge: The Lands of Pain! Maps that only a few, hardcore gamers have ever been able to complete. Panic Attack is featuring music from 8 Bit Weapon and ComputeHer.”</p><br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Panic-Attack-Devils-Favorite/66acd000-77fe-1000-9115-d802585506d3">http://marketplace.xbox.com/en-US/Product/Panic-Attack-Devils-Favorite/66acd000-77fe-1000-9115-d802585506d3</a><br />
<br />
<i>Night</i> (80 MS points) by sisao<br />
<br />
<p style="margin:0">“Explore the landscape between dreams and nightmares. Call forth pillars from the earth and summon a nightmare from the darkness. Play through the story or try to last as long as you can in survival mode!”</p><br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Night/66acd000-77fe-1000-9115-d802585506db">http://marketplace.xbox.com/en-US/Product/Night/66acd000-77fe-1000-9115-d802585506db</a><br />
<br />
<i>Iredia: Atram's Secret</i> (80 MS points) by CEIEC<br />
<br />
<p style="margin:0">“’Iredia, Atram’s Secret’ is an entertaining video game in which you will travel through a world of magic where you will be able to see and experience sounds in a different way. Help Sara recover the flute that Kikarazu the cat stole from her and discover Iredia’s secrets. Amazing characters will share your adventure. Complete all levels, challenge Atram and recover Sara’s flute!”</p><br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Iredia-Atrams-Secret/66acd000-77fe-1000-9115-d802585506cb">http://marketplace.xbox.com/en-US/Product/Iredia-Atrams-Secret/66acd000-77fe-1000-9115-d802585506cb</a>]]></description>
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		<title>Breaking Walls and Chucking Rabbits, The Making of Catapult for Hire</title>
		<pubDate>Thu, 11 Nov 2010 17:03:10 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/breaking-walls-and-chucking-rabbits-the-making-of-catapult-for-hire</link>
		<guid>http://www.indiepubgames.com/news/breaking-walls-and-chucking-rabbits-the-making-of-catapult-for-hire</guid>
		<description><![CDATA[<p style="margin:0">Working as a web developer for most of his professional career, Tyrone Henrie had always been interested in game development.  After discovering the joys of Unity, Ty decided to leave his day job to work full time as an independent game developer.  Growing up in a rural area inspired Ty to create a game around a pure and simple childhood activity:  throwing stuff.  Thus, <a href="http://www.indiepubgames.com/game/Catapult_for_Hire_Prototype" target="_blank"><i>Catapult For Hire</i></a> was born.</p><br />
<p style="margin:0">In the game, the user takes on a variety of freelance jobs.  One job entails chucking rabbits across a gorge to stop them from procreating, while another tasks the player to plug an oceanic oil leak protected by a giant octopus. Ty stretched his imagination to allow inventive gameplay.  “Some people will say its just another catapult game,” says Ty, “but by adding more elements to the game, it will force the player out of the norm of just moving and breaking stuff.  They will have to creatively find different ways to solve the various puzzles.”</p><br />
<p style="margin:0">Ty admits that his game is still in progress, but he is looking forward to adding more levels and cleaning up the gameplay.  So far he has spent between 700 to 800 hours working on the game.  Ty uses witty writing and creative gameplay to make the player feel connected to the character and plotline. indiePub’s judges felt that the game was incredibly addictive, and gave it the title of Staff Pick in the 3rd Independent Developers’ Competition.  See Ty’s story below, and his plans for the future:</p><br />
<div class="centeredMedia">youtube_ws:watch?v=Fdz-zL0bNCs</div><br />
<p style="margin:0"><a href="http://www.indiepubgames.com/game/Catapult_for_Hire_Prototype" target="_blank"><i>Catapult For Hire</i></a> is well on its way to being a completed game, and Ty is already started to think of his next big project.  Stemming from a previous job where he worked on a dating site, Ty is interested in the psychological nature of games.  He hopes to someday make a game that will interact with the player, and change based upon their decisions within the game. He feels that this style of game would be more than just a way to spend time; it would increase the player's quality of life.</p><br />
<p style="margin:0">Ty has a positive attitude on programming and an adventurous approach to game development.  Hopefully he keeps in touch with his inner child and continues to make cool games.  If you want to see more, check out Ty’s <a href="http://www.youtube.com/watch?v=SvtJwc76lps" target="_blank">teaser trailer</a> for the game, or better yet, play the prototype <a href="http://www.indiepubgames.com/game/Catapult_for_Hire_Prototype">here</a>.</p><br />
<br />
<div class="caption">Tyrone Henrie in the spotlight — cool as a cucumber</div><br />
<div class="caption">Start with y = −g(x/v<sub>h</sub>)<sup>2</sup>/2 then watch stuff go BOOM</div><br />
<div class="caption">Those who played Catapult for Hire were given plenty of personal attention from Tyrone</div>]]></description>
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		<title>Doc Clock: The Toasted Sandwich of Time Review</title>
		<pubDate>Thu, 11 Nov 2010 12:15:14 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/doc-clock-the-toasted-sandwich-of-time-review</link>
		<guid>http://www.indiepubgames.com/news/doc-clock-the-toasted-sandwich-of-time-review</guid>
		<description><![CDATA[<div class="header3">Harry Hughes from MMGN.com reviews Doc Clock: The Toasted Sandwich of Time:</div><br />
<p style="margin:0"><i>Doc Clock: The Toasted Sandwich of Time</i> is a comical, physics-based platformer which appears to be both realistic and unrealistic all at once. It's another title which revolves around a single twist in gameplay, though unfortunately falls short of the standard set by other platform releases this year, due to some poor implementation.</p><br />
<p style="margin:0">The game takes on the story of inventor Doc Clock, who turns his cat into a cactus while trying to invent himself a new toasted sandwich machine. He then attempts to use a time machine he built previously to go back in time and correct his mistake. He finds the plan hasn't quite worked when he finds himself over 2000 years into the future, and in a world where his house no longer exists. Parts of the time machine have been scattered, and so the initial aim is to relocate parts of the time machine in order to travel back in time once again.</p><br />
<p style="margin:0">Throughout the levels are a bunch of different obstacles, including pits, spikes and various other traps. There's one major problem here: Doc Clock, living up the the modern stereotype of a nerd, is not very strong and has poor athletic ability. He can't move quickly and he can't jump. He can't eat mushrooms to make himself stronger and he <i>certainly</i> can't withstand more than one blow. This is where the oh-so-important gameplay twist comes into play.</p><br />
<p style="margin:0">If a player happens to succumb to a trap or an attack from blood-thirsty robots, he may, using some power left in him through time travel, travel back in time for up to a few minutes of gameplay and correct his mistake. This had the potential to be a truly fantastic element of play, and while it's not terrible, the poor implementation of this feature is quite poor.</p><br />
<p style="margin:0">Instead of utilising the scroll-wheel on the mouse for this, the player is required to enter a little rewind menu, where he must drag the little icon to the desired area. While this is no doubt fitting for the Wii release, it just isn't smooth, and heavily interrupts play.</p><br />
<p style="margin:0">In order to progress through the levels and avoid the deadly chasms and traps, players will need to use their brains. As mentioned earlier, Doc Clock isn't quite up to scratch with other platforming heroes. Instead of using standard platforming abilities, <i>Doc Clock</i> has players collect different bits and pieces and combine them for various purposes. For example, wood planks can be combined to create a bridge, and boxes can be combined to make staircases.</p><br />
<p style="margin:0">These examples, however, do not showcase the greatness that the system employed can achieve. Early on in the title you'll receive a chair, which can be attached to different wheels in order to form a vehicle, which can be driven around the place. It's quite a nice little system, and if the original vehicle doesn't quite cut it, you can combine add-ons like umbreallas or propellors to keep yourself in the air.</p><br />
<div class="centeredMedia"></div><br />
<p style="margin:0">It is probably one of the least realistic physics-based platformers you'll ever see. At the same time, it's probably one of the best. There's nothing quite as satisfying as speeding down a hill in a vehicle built out of a bathtub and launching yourself tens of metres into the air, despite knowing that the vehicle should have fallen apart the moment you sat in it.</p><br />
<p style="margin:0">The protagonist's lack of athletic ability, though frustrating, fits in quite perfectly with the theme and makes for an interesting system when combined with the physics-based puzzle gameplay. A good balance is achieved through the mix of both realistic and unrealistic gameplay element. The game's main drawback is in collision problems. Building can be an incredibly tedious process on its own - throw in some collision issues and the system has the potential to be a great annoyance.</p><br />
<p style="margin:0">The transitions between different environments instils in the player an appreciation for the work which has gone into the presentation. On both the audio and visual fronts, a significant amount of work has gone into giving the game some character, and while neither graphics or sound live up to a magnificent standard, it's great to see another game with style.</p><br />
<p style="margin:0">There are 12 levels in total for players to walk, slide, roll and fly through - which may not seem like enough at first. That said, the odd bonuses we see along with the challenges that have been thrown in are enough to prompt multiple play-throughs - and even then, you'll be likely to experiment with the physics engine, despite how incredibly far away from realistic it may be.</p><br />
<div class="header3">The Final Verdict</div><br />
<p style="margin:0"><i>Doc Clock: The Toasted Sandwich of Time</i> might just be a platformer with a single gameplay twist, but it is one that works well. Though there are flaws in the execution of the concept, the originality, along with the stylish presentation which gives the game some character, contribute to an experience well worth paying for.</p><br />
<div class="header3">Gameplay</div><div class="centeredMedia">7.7 - Great concept. Some flaws in the engine.</div><br />
<div class="header3">Graphics</div><div class="centeredMedia">8.0 - Some great environments in game.</div><br />
<div class="header3">Sound</div><div class="centeredMedia">8.0 - Some nice sounds for each of the different environments.</div><br />
<div class="header3">Value</div><div class="centeredMedia">8.0 - The general fun factor of the game will keep you playing.</div><br />
<div class="header3">Overall</div><div class="centeredMedia">7.8 - A great title, with only a few flaws detracting from the experience.</div><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://mmgn.com/"></a></div><div class="caption">This article was republished with permission from MMGN.com. MMGN provides the latest gaming news, reviews and videos on PS3, Wii, Xbox 360 and more.   MMGN also brings together the most engaging online social elements, creating communities around the most popular game titles.  <a href="http://mmgn.com/">MMGN</a> - Gaming and Entertainment - Switched On.</div>]]></description>
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		<title>Casual Contraptions… The Machine</title>
		<pubDate>Wed, 10 Nov 2010 09:20:58 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/casual-contraptions-the-machine</link>
		<guid>http://www.indiepubgames.com/news/casual-contraptions-the-machine</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews The Machine:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">If you had an obsession with the ‘<i>The Incredible Machine</i>‘ series back in the day, then this latest offering from the Bumpkin Brothers may well be right up your street. <i>The Machine</i> is a far simpler beast, with coloured boxes to stack away and conveyor belts to move everything into its required position.</p><br />
<p style="margin:0">It’s all very charming and enjoyable stuff that starts off strong and continually challenges you to come up with amazing designs and use all the space provided. Later puzzles can be a little tricky, and it would have been nice to be able to skip past the harder machines instead of having to tackle them in a linear fashion, yet there’s no denying that <i>The Machine</i> is a great way to spend an evening.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">On each of <i>The Machine</i>’s 33 levels, the idea is to fulfil your boss’ order by placing a number of coloured cubes into a dumpster. A dispenser churns white cubes out, and your job is to place down conveyor belts to move the cubes along and into the goal. Each level has different requirements, ranging from different numbers of cubes, a variation of colours and different sizes.</p><br />
<p style="margin:0">Once the conveyor belts have been properly introduced, that’s when things start to get interesting. Paint guns spray cubes specific colours, and two-way conveyor belts allow you to split your stream of cubes up and spray them all different colours to satisfy the level’s requirements. Later levels introduced more and more wacky and challenging ideas, with a splitter machine that can turn a big cube into two small ones, and a cannon that blasts cubes across gaps in the level.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">The level of creativity is astonishing. <i>The Machine</i> plays a bit like a Sudoku puzzle – you start by filling in the spaces that are obvious, then piece the rest of the puzzle around them. Putting together a beast of a machine is very satisfying, especially in later levels, and is made much easier thanks to a variety of simple one-touch options, such as editing and deleting placed pieces and speeding up the action once everything is in order.</p><br />
<p style="margin:0">Our only real issue with the story mode is its linear nature. If you find yourself stuck on a later puzzle – and believe us, you will – there is no way to skip this puzzle and try the next one. Each puzzle must be completed in order, hence you only ever have one new puzzle available at a time. It’s a shame, as it adds a slight sense of frustration that could have otherwise been avoided.</p><br />
<p style="margin:0">Apart from the main puzzling, you’ve also got a free play mode, a level designer and community levels. Free play does exactly what it says on the tin – you’re provided with a blank slate and every machine piece, and it’s a case of building the biggest and most badass machine you can. Our personal lack of creativity meant that our own machines were a bit rubbish, but we can definitely see how certain players will be able to lose hours to this mode.</p><br />
<p style="margin:0">The level designer is like free play, except that you’re in fact building machines for other people to head-scratch over. Once your machine is built, you’re able to choose the level requirements and locked-down pieces, then upload it for other players to try. It’s a great feature, although understandably there aren’t too many community-built levels at the moment!</p><br />
<div class="header3">Style</div><br />
<p style="margin:0">As mentioned previously, <i>The Machine</i> is really charming. It has a very casual feel to it, with bright colours and funny little workmen helping you every step of the way. No-one is unhappy in the land of <i>The Machine</i>, even when the difficult levels come to call.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Every level is doused in white, with a plain cream backdrop and white cubes everywhere – that is, of course, until you begin to build your machine and bring the level to life. It perhaps would have been nice to have a range of different backdrops rather than just the simple one-colour available, but there’s no denying that <i>The Machine</i> definitely has style.</p><br />
<p style="margin:0">The interface is simple and very effective. Only the bare essential buttons are available for clicking, and each has its important uses. We never found ourselves confused at any point, and building your machine is always a piece of cake (although winning the level is a different matter!).</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">While <i>The Machine</i> does feature little men giving you jobs and telling you how to build your contraptions, there isn’t really a story as such. No explanation is given as to why you’re dumping coloured blocks or who you’re doing it for. It doesn’t take too much away from the gameplay, but we would have liked to have seen some form of story to wrap it all up.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0"><i>The Machine</i> is lovely, elegant fun that will easily fill an evening – and beyond, if the free play mode is your kind of thing. Even with the fact that you can’t skip the more difficult later levels, we’re still recommending this out-right, especially for any gamers looking to delve into a casual gaming experience or two.</p><br />
<p style="margin:0">There’s plenty to love in <i>The Machine</i>, especially at that $8 price tag. If you’re still not convinced, there’s a demo available from <a href="http://www.bumpkinbrothers.com/themachine/default.htm">the official site</a>. Otherwise, you’ll find the game on <a href="http://www.impulsedriven.com/themachine">Impulse</a>.</p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Fate Has It In For Me… BIT.TRIP Fate</title>
		<pubDate>Mon, 08 Nov 2010 12:48:22 -0500</pubDate>
		<link>http://www.indiepubgames.com/news/fate-has-it-in-for-me-bit-trip-fate</link>
		<guid>http://www.indiepubgames.com/news/fate-has-it-in-for-me-bit-trip-fate</guid>
		<description><![CDATA[<div class="header3">Geoff Gibson from DIYGamer.com reviews BIT.TRIP Fate:</div><br />
<div class="" style="margin-bottom:10px;border:1px solid #7d7d7d;"></div><p style="margin:0">BIT.TRIP Fate is the next installment of the wonderful BIT.TRIP series of games by Gaijin Games. I don’t recall just when the series began, however, our own Peter Eykemans <a href="http://www.diygamer.com/2010/05/trust-beatbittrip-runner-review/">reviewed <i>BIT.TRIP Runner</i></a> not too long ago. The reason why I bring that up is because, despite having the same series name, the two games aren’t entirely similar. Each has it’s own “story” and gameplay type. For example, <i>BIT.TRIP Runner</i> was a game about running through various levels, <i>BIT.TRIP Fate</i> however, is something else entirely… a shmup.</p><br />
<p style="margin:0">So, sit back and relax while you take in the newest BIT.TRIP game and all its glory as you read this review.</p><br />
<div class="header3">Gameplay</div><br />
<div class="" style="margin-bottom:10px;border:1px solid #7d7d7d;"></div><div class="caption">Commander Video can't deviate from the line.</div><br />
<p style="margin:0">As mentioned above, <i>BIT.TRIP Fate</i> is a shmup. However, while at first glance it may seem like a fairly standard sidescrolling shmup with Wiimote-pointing controls, the whole genre gets turned on it’s head by a unique “on-rails” sort of gameplay. What I mean by this is that, despite it being a sidescrolling game, you’re stuck to a line that Commander Video can’t deviate from. If the line goes up, you have to go up as well. This method brings about a whole level of strategy to the game that otherwise wouldn’t be there. Suddenly you have to tactically use the line to avoid various enemies and bullets that are coming at you.</p><br />
<p style="margin:0">Of course, the flip side of this is that, sometimes you’re just screwed. While the method is certainly unique and brings some fun gameplay, it can be frustrating to know that no matter what you’re about the get a face full of bullets and there’s nothing you can do about it. Removing the control from the player is often an aggravating experience.</p><br />
<p style="margin:0">Now, as with most shmups, <i>BIT.TRIP Fate</i> allows you to upgrade your weapon in order for it to become bigger, badder, and even more “killy.” It’s a simply process: everything you kill in the level will drop an item that you can pick up. No matter where you kill them the item will float down or float up to your line so that you’re able to collect. After attaining a certain amount of them Commander Video will be “upgraded” to various levels termed “Ultra,” “Mega,” “Giga,” and so on in that manner. With each new mega or ultra rating you’re weapon will get bigger and more powerful.</p><br />
<p style="margin:0">Additionally, and this is quite unique amongst side scrolling shmups, with each new ranking Commander Video will be able to take another hit of damage. of course, getting hit will instantly downgrade you to the next lowest rank. So, for example, if you’re at the “Giga” rank and you take a bullet, you’ll be downgraded to “Extra.” The method works for what it is, but, as I mentioned previously, it can be quite frustrating to lose an entire rank when you get to one of those places where there’s no way you’re dodging a bullet.</p><br />
<p style="margin:0">One more thing that really bugged me about <i>BIT.TRIP Fate</i> was that the game had no set “check points” within each level. So, while getting through the level was fairly easy enough, figuring out the boss patterns could be quite challenging. Unfortunately, should you die you’ll have to start all over again from the beginning of the level, which is exactly the same as the first time you played it and moves along at a slow pace. After dying a couple times on a boss you’ll definitely have reservations about beginning the process over again.</p><br />
<p style="margin:0">Finally, yes both <i>Super Meat Boy</i> and <i>Mr. Robotube</i> make an appearance in the game as special weapons that last only a limited amount of time. I won’t spoil what exactly they do, but they come with three other BIT.TRIP robots each of which enhance your weapons for a limited time.</p><br />
<div class="header3">Style</div><br />
<div class="" style="margin-bottom:10px;border:1px solid #7d7d7d;"></div><div class="caption">As with other BIT.TRIP Games, <i>BIT.TRIP Fate</i> proves retro still looks good.</div><br />
<p style="margin:0"><i>BIT.TRIP Fate</i>’s artistic style is decidedly retro, as with all the series’ games. It’s colorful, blocky, and overall looks really good. I don’t believe anybody expected anything more or less than that. Gaijin Games proves, once again, that the retro style fits in perfectly with modern consoles such as the Wii.</p><br />
<p style="margin:0">The music, however, is where <i>BIT.TRIP Fate</i> really shines. With each successive rank the techno music gets better and better. Additionally, whenever you kill something the song works in a little “bing” to add even more flavor to the already great music. Of course, the flip side is that with each successive hit you take the music will get flatter and flatter to the point where, just before you die, you’ll hear no music at all. It’s a nice affect and one that really brings <i>BIT.TRIP Fate</i> to life.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">I don’t recall any sort of story line and I honestly don’t know if there is an overarching storyline across all the various games.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0">The game comes with support for the either the nunchuck attachment or the classic controller attachment. My suggestion? Go with the latter. It makes the entire game far more enjoyable. To expand on that even further however, I recently received a Nyko gun attachment that really made the game all the more enjoyable. So if you have one I strongly suggest playing with that.</p>–<br />
<p style="margin:0">Bottomline, <i>BIT.TRIP Fate</i> is another solid entry into the BIT.TRIP series of games by Gaijin Games. If you’re a fan of the series and, more importantly, a fan of shmups then I’d suggest giving this most recent addition a look-through. It has enough content to last for a while, offers a unique take on a tired genre, and is generally more fun than not.</p><br />
<p style="margin:0">BIT.TRIP Fate is available on the WiiWare channel for the Nintendo Wii for 800 Nintendo points ($8).</p><br />
(<a href="http://bittripgame.com/">Gaijin Games</a>)<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Move Over ABBA, Sweden's New Claim to Fame Will Be Clay Animation</title>
		<pubDate>Fri, 05 Nov 2010 11:49:39 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/move-over-abba-swedens-new-claim-to-fame-will-be-clay-animation</link>
		<guid>http://www.indiepubgames.com/news/move-over-abba-swedens-new-claim-to-fame-will-be-clay-animation</guid>
		<description><![CDATA[<p style="margin: 0">Anders Gustafsson and Erik Zaring are the two halves of <a href="http://cockroach.se/">Cockroach Inc</a> and the creators of <i><a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1">The Dream Machine</a></i>.  The Swedish power force met in animation school 10 years ago, and in the last two years decided to leave their day jobs to pursue their own passion, or what Erik calls, “pure love”.  Although <a href="http://cockroach.se/">Cockroach Inc</a> has a few ongoing projects, the majority of their time is spent on the development of <i><a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1">The Dream Machine</a></i>.  This is primarily due to the time-consuming nature of the project; the environments, props and characters are all built by hand out of clay and cardboard.</p><br />
<p style="margin: 0">Although serious at work, in person, Anders and Erik are quite lighthearted and humorous.  They constantly joke about their non-existent personal lives due to working on the project, and insist that bad ideas are the best for game development.  Humble and overall well-rounded guys, Anders and Erik speak honestly to indiePub about the pros and cons of their development situation.  See their story below:</p><br />
<div class="centeredMedia">youtube_ws:watch?v=-mlBSZAqAy4</div><br />
<p style="margin: 0"><i><a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1">The Dream Machine</a></i> is a point and click adventure game where the player must complete a number of puzzles before moving on to the next part of the story.  Enchanting both visually and aurally, players explore a new apartment to find that their surroundings might not be as wholesome as they originally thought.   Although the demo is short, the player can easily become immersed.  Through art direction and sheer creativity, <i><a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1">The Dream Machine</a></i> won the award for Best Art in indiePub’s Third Independent Developers’ Competition.</p><br />
<p style="margin: 0">Be sure to play the demo of <i><a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1">The Dream Machine</a></i> and visit <a href="http://cockroach.se/">Cockroach Inc’s blog</a> to see any other projects they squeeze in time for.</p><br />
<br />
<div class="caption">Anders shares a player's enjoyment of The Dream Machine; warm and fuzzy</div><br />
<div class="caption">A friendly exchange between Erik and half of Hitbox Team</div><br />
<div class="caption">We couldn't have dreamed up a better interview; inspirational, thoughtful, and humorous</div><br />
<div class="caption">Anders and Erik enjoy watching others experience The Dream Machine</div>]]></description>
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		<title>Let’s do the Timewarp… Age of Zombies</title>
		<pubDate>Wed, 03 Nov 2010 10:47:42 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/lets-do-the-timewarp-age-of-zombies</link>
		<guid>http://www.indiepubgames.com/news/lets-do-the-timewarp-age-of-zombies</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews Age of Zombies:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Hot on the success of <i>Monster Dash</i> on iOS platfroms, Halfbrick now brings us Barry Steakfries’ original adventure for iPad, iPhone, and iPod Touch.  Originally released as a PSP Mini, <i>Age of Zombies</i> throws Barry through time to blast zombies and spout out one-lines that would make Ash Williams proud.  Halfbrick has been very successful with the $1 price point on iOS in the past, but for <i>Age of Zombies</i> Halfbrick is aiming high at $2.99.  And even at the higher price point, Halfbrick has another winner.</p><br />
<br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">On the PSP and PS3 <i>Age of Zombies</i> was a twin-stick shooter, and the iOS version carries over that control scheme quite well.  Virtual joysticks appear on-screen under your thumbs and can be easily used to move Barry and aim his gun at the oncoming hordes of undead.  It’s a control scheme found in dozens of iOS titles, and while it does mean a decent portion of the screen is covered during play, it works well with the limited options available on Apple’s devices.  <i>Age of Zombies</i> does a better job with it than most though by having the joysticks appear wherever you set your thumbs down.  With the iPhone’s limited screen real estate it is a huge improvement to be able to adjust on the fly what area of the screen my thumbs cover.</p><br />
<p style="margin:0">Barry Steakfries’ arsenal might not be the most original, consisting of genre staples like SMGs, shotguns, and flamethrowers, but the way they are used is fairly unique.  When you pick up a weapon power-up, every zombie you kill with that weapon counts toward a combo meter.  When you run out of ammo or pick up any other weapon (including another power-up of whichever weapon you are currently using) the combo is broken and you collect a score bonus based on the combo you built to that point.  This encourages a bit of restraint in terms of how you ration the power-ups that are dropped in the level, which can become a challenge when trying to balance 40+ zombies coming at you from all sides.</p><br />
<p style="margin:0">And of course, let’s not forget about the zombies themselves.  As Barry travels through prehistoric times, 1930’s Chicago, ancient Egypt, feudal Japan, and into the future the zombies change to match his new surroundings.  This isn’t just a cosmetic change, as certain time periods introduce new enemy types with new attacks.  This is topped with a boss battle in each time period, like a showdown with a zombified T-Rex.  Between the different zombie types and weapon-based combo system, <i>Age of Zombies</i> does a nice job of breaksing up what could have easily become an all too repetitive shooter.</p><br />
<p style="margin:0">If there is a downside to <i>Age of Zombies</i>, it would be the game’s length.  With only five levels (consisting of three short stages each) to the game’s story mode, it doesn’t have quite the same replayability as Halfbrick’s other iOS games.  To extend the game’s length there is also a survival mode, allowing you to enter any of the time periods and fight as long as possible to secure a place on the leaderboards.  And while the gameplay is incredibly addicting in the survival modes, the real draw for me in <i>Age of Zombies</i> is the story so I seldom found myself motivated enough to actually select that menu option.</p><br />
<div class="header3">Style</div><br />
<div class="" style="float:left;margin:4px 30px 30px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0"><i>Age of Zombies</i> looks fantastic on any iOS screen.  It looks even better than it originally did on the PSP, and that already was no slouch.  In a top-down isometric perspective, the zombies that already stole the show in <i>Monster Dash</i> show even more personality as they follow Barry around each level.  The levels themselves deserve recognition of their own, featuring bright colors that pop on the portable screen, but are never a hindrance in distinguishing Barry or his undead adversaries from the surrounding area.  It’s a shame that playing the game requires you to cover up so much of the screen with your thumbs, preventing you from seeing all of the detail put into every frame.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">Ah, now here is where <i>Age of Zombies</i> shines brightest.  The evil professor Brain has sent zombies back in time, and it’s up to Barry to go back and fix the time-space continuum and save the day.  The writing is often hilarious, completely self-aware, and enough to dethrone <i>Duke Nukem</i> as the king of videogame one-liners.  In his review of <i>Monster Dash</i>, Arsen lamented the lack of story to give context to Barry and the crazy world he inhabits.  Well, <i>Age of Zombies</i> is exactly the story that was missing in <i>Monster Dash</i>.  How can you say no to robot zombies?  Yes, there are robot zombies.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0"><i>Age of Zombies</i> is a great shooter for iOS devices.  Better than the original PSP Minis version, in fact.  Add in support for both Open Feint and Game Center, and you’ll have leaderboards and achievements to last you a long time.  The main story mode might be short, but it’s comic gold that you won’t want to miss out on.  Leaderboard addicts will love the survival mode, unlike the PSP Mini version those leaderboards are online to offer competition from around the world.  If you like to laugh, then Age of Zombies might be the only iOS action game you’ll ever need.</p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Indie News: Weekly Recap 10-29-10</title>
		<pubDate>Tue, 02 Nov 2010 12:06:06 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-10-29-2010</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-10-29-2010</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
<div class="header3">Molehill API Gives Flash GPU-accelerated 3D</div><br />
In what is clearly a response to the popularity of Unity 3D’s robust API, Adobe announced their new “Molehill” API for Flash this week.  Molehill is a new low-level API allowing developers to access a system’s GPU for more complex 3D visuals than Flash ever supported before.  For example, Flash 10.1 currently renders thousands of non z-buffered triangles at around 30 Hz, while the Molehill API will be able to render hundreds of thousands of z-buffered triangles, in HD at full screen no less, at around 60 Hz.  This isn’t a replacement for the existing 3D APIs in Flash 10, rather Molehill will be another tool available to developers, so developers familiar with those won’t be forced into using the new kid on the block if they don’t want to.<br />
<br />
Using Molehill will require at least DirectX 9 on Windows or OpenGL 1.3 for MacOS and Linux systems.  On mobile platforms, Molehill will run on OpenGL ES 2.0.  For systems that aren’t up to the task there will also be a software solution through a rasterizer called SwiftShader.<br />
<br />
Molehill should be in the hands of developers in the first half of next year as part of an upcoming Flash Player beta program.<br />
<br />
<div class="centeredMedia"></div><br />
<div class="header3">The First Annual “Who’s an indie gamer” Poll</div><br />
Dejobaan Games (of <i>AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity</i> fame) is running a poll right now out of their Indie Superstar site.  Indie Superstar usually finds itself searching after what it means to be an indie developer, but they’re turning it over to the players with a poll to find out just what makes indie gamers tick.  The poll is being called the first annual, so hopefully this will return in future years to help measure the growth of indie games and their audience.  And, if anyone reading this wants to go over and take the poll themselves, I’m sure Indie Superstar would much appreciate it.<br />
<br />
Poll: <a href="http://www.surveymonkey.com/s/indiepoll">http://www.surveymonkey.com/s/indiepoll</a><br />
<br />
<div class="header3"> Gratuitous Space Battles Developer Gives Advice on Selling Your Game Without a Portal</div><br />
Cliff Harris’ blog is always a wealth of information for indie developers, and this week was no different.  On his blog this week Harris posted about the importance of selling your game yourself regardless of whether or not you also sell through a portal like Steam or an app store.  The blog has everything from advice on how to handle payments to marketing and publicity tips and techniques to help make your game a hit.  Obviously, not all developers have this option, iPhone and Xbox indie developers don’t really have much choice in the matter, but for those who have the option of selling their games directly the blog is a must read.<br />
<br />
Read: <a href="http://positech.co.uk/cliffsblog/?p=884">http://positech.co.uk/cliffsblog/?p=884</a><br />
<br />
<div class="header3">The Return of the Humble Indie Bundle</div><br />
Earlier this year the Humble Indie Bundle was a huge success, offering five indie games for the attractive price of “pay what you want.”  It was so successful in fact that it looks like the bundle may make a return in the not so distant future.  On the Humble Indie Bundle’s site a new addition appeared this week asking for visitor’s email addresses to get on the mailing list for the next Humble Indie Bundle.  There’s no word yet on what games or how many will be included in the next bundle, but it’s encouraging that such a successful tool for promoting indie games to the masses will be returning.<br />
<br />
<div class="header3">GameCity 5 this Weekend in Nottingham</div><br />
If you’re in the UK and have the opportunity to make it over to Nottingham this weekend, then you might want to check out GameCity 5.  The event isn’t exclusively for indie games, but there is certainly going to be plenty of indie game happenings in attendance.  Playdead’s Martin Stig Andersen will be hosting a talk about the music in their breakaway hit Limbo.  Jonathan Blow will give insight into the development process behind Braid, as well as a look at his new game the Witness.  Adam Saltsman and Rebecca Meyes will make the World’s Best Videogame right before your eyes.  Chris Hecker will talk about his game Spy Party, which was a runaway hit at this year’s PAX.  And of course, there will be games jams.  Two games jams in fact, a three hour jam and a 24 hour jam.  If you’re in the UK, it would definitely be worth the trip.<br />
<br />
Site: <a href="http://www.gamecity.org/gamecity5">http://www.gamecity.org/gamecity5</a><br />
<br />
<div class="header3">IGF Announces Nuovo Award Jury</div><br />
For the past two years during the Independent Games Festival, the Nuovo Award is presented to a game that honors abstract, and unconventional game development which "advances the medium and the way we think about games."  Needless to say, it’s usually one of the most interesting awards given out for the IGF.  This week the jury to pick a Nuovo Award winner from the nearly 400 IGF entries was selected.  On the 2011 Nuovo Award Jury is the following:<br />
<br />
- Daniel Benmergui (independent developer, author, creator of 2010 Nuovo finalist Today I Die)<br />
- Eric Zimmerman (formerly co-founder of independent studio and Diner Dash creator Gamelab, now NYU Game Center educator and co-author of notable game book 'Rules Of Play'.)<br />
- Eddo Stern (Los Angeles-based artist and game designer behind exhibits like Waco Resurrection,Tekken Torture Tournament and Darkgame, and Director of the UCLA Game Lab.)<br />
- Clint Hocking (Creative Director at LucasArts and director behind games including Far Cry 2 &Splinter Cell.)<br />
- Frank Lantz (co-founder of crossmedia game company Area/Code, responsible for games likeDrop7, Parking Wars and Spore Islands, and Director of the NYU Game Center.)<br />
- Ian Bogost (Georgia Institute of Technology professor and Director of the digital media graduate program, founding partner of Persuasive Games, and creator of 2010 Nuovo finalist A Slow Year.)<br />
- Jason Rohrer (independent developer and creator of Sleep Is Death, Passage and 2009 Nuovo winner Between.)<br />
- Jesper Juul (author of the MIT Press book 'A Casual Revolution', visiting professor at NYU Game Center & The Danish Design School.)<br />
- Justin Smith (independent game developer and creator of 2010 Nuovo finalist Enviro-Bear 2000)<br />
- Rod Humble (Executive Vice President for the EA Play label at major publisher Electronic Arts, and experimental game creator behind The Marriage and Stars Over Half Moon Bay.)<br />
- Paolo Pedercini (game developer at Molleindustria [Every Day The Same Dream>, artist and educator at the School of Art at Carnegie Mellon University.)<br />
- Tale of Tales -- Auriea Harvey & Michael Samyn (independent developers and artists behind The Endless Forest, The Path, Fatale and 2009 Nuovo finalist The Graveyard.)<br />
<br />
The 12 jurors will first narrow the field down to eight finalists later this year, along with a jury statement detailing the thought process behind each selection.  With almost 400 games to choose from, this will surely be a monumental task, but one that I can’t wait to see the results of.<br />
<br />
<div class="header3">Xbox Live Indie Games of the Week</div><br />
Oh Noes!!1 (80 MS points) by ExecutiveIguanaStudios<br />
<br />
“Oh Noes!!1 a giant chicken with laser eyes is stomping down upon helpless humanity. Who will save them... certainly not you, you control the chicken. Play this Ultra-Realistic-Laser-Eyed-Chicken Simulation now and stomp down upon humanity like it so richly deserves. Please not this game is EXCESSIVELY VIOLENT and EXCESSIVELY GORY... Oh Wellz...”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Oh-Noes-1/66acd000-77fe-1000-9115-d802585506aa">http://marketplace.xbox.com/en-US/Product/Oh-Noes-1/66acd000-77fe-1000-9115-d802585506aa</a><br />
<br />
Ripple (80 MS points) by Iterative Task<br />
<br />
“Have a blast fighting off hordes of enemies using classic dual analog stick gameplay. You must master the use of ripples to survive and drive your score to new heights. This game features retro style graphics, quick twitch gameplay, customizable enemy appearances, and a killer soundtrack.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Ripple/66acd000-77fe-1000-9115-d802585506a3">http://marketplace.xbox.com/en-US/Product/Ripple/66acd000-77fe-1000-9115-d802585506a3</a><br />
<br />
Chaos Gateway (240 MS points) by ChaosGateway<br />
<br />
“Daylight City is no longer safe. With the sudden appearance of crazed gangs and strange monsters a small group of civilians take refuge inside a military bunker, but are they safe... Enjoy the debut Visual Novel by Black Ball.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Chaos-Gateway/66acd000-77fe-1000-9115-d802585506a7">http://marketplace.xbox.com/en-US/Product/Chaos-Gateway/66acd000-77fe-1000-9115-d802585506a7</a><br />
<br />
Mutant Zombie Onslaught (80 MS points) by Photonic Games<br />
<br />
“The year is 2012 and the world as we know it has ended. A virus sent from the depths of Hell has decimated humanity. Genetic mutations caused by the virus have turned many of those remaining into mindless zombies with dangerous mutant powers. Can you survive the zombie onslaught and save humanity from Armageddon?”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Mutant-Zombie-Onslaught/66acd000-77fe-1000-9115-d802585506ad">http://marketplace.xbox.com/en-US/Product/Mutant-Zombie-Onslaught/66acd000-77fe-1000-9115-d802585506ad</a>]]></description>
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		<title>The Quick and the Entertaining… Nimbus</title>
		<pubDate>Mon, 01 Nov 2010 14:33:21 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/the-quick-and-the-entertaining-nimbus</link>
		<guid>http://www.indiepubgames.com/news/the-quick-and-the-entertaining-nimbus</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Nimbus:</div><br />
<div class="" style="float:left;margin:4px 30px 30px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Racing and puzzling – now there are two genres that you don’t often see lumped together. Nimbus attempts to duct tape the two together, throwing a small bouncy vessel around a series of mazes at speed.</p><br />
<p style="margin:0">Calling it a ‘Racing’ game is stretching the truth a fair bit – if this is racing, then so is Super Meat Boy – but the puzzling elements are definitely something special. The controls can feel a little fiddly at times, but in general this is a cheap and cheerful experience definitely worth partaking in.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">Taking control of a missile-like object, the idea is to navigate increasingly difficult mazes and reach the goal at the end of each. Holding left and right causes the missile to turn in a clockwise or anticlockwise manner and initially this feels quite confusing, especially when moving in a downwards direction. A few levels later, however, and you’ll be powering towards the finish with full understanding under your belt.</p><br />
<p style="margin:0">The main concept is that your vessel cannot stay airborne on its own – it needs to touch a bouncy wall or fire from a cannon or use other assorted useful appliances. Here’s the thing, though – using one of these objects does not push your craft, but rather it gives your craft a boost of energy. In other words if there is a bouncy wall on the ceiling and you touch it, you won’t be catapulted towards the ground – instead, you’ll earn a boost which can be used to then move in any direction you wish.</p><br />
<p style="margin:0">It’s a difficult idea to grasp when saying it outloud, and you really need to try it out to see how it all works. If your craft stops moving and rests on the ground, you become stranded and die – hence, you need to keep moving until you reach the end. Of course, it’s never as simple as that, thanks to lots of obstacles and spikes in your way.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">It’s all really enjoyable and we found ourselves whizzing through the whole game in one sitting. Every new level is fun to explore, and there are secret exits and hidden coins to find that really boost the replay value. Then you’ve got global leaderboards to top and lots of ship customization to mess about with. In other words, you’ll easily get a good several hours of play out of this bad boy, and then some.</p><br />
<p style="margin:0">What makes Nimbus really addictive is the quick stop-start elements. When you die, you’re instantly respawned either at the start of the level, or at the latest checkpoint cannon. This means that dying isn’t such a huge hassle, as you’ll be back at that point within seconds. It’s like an airborne version of VVVVVV in a sense, especially when you start messing around with gravity later on in the game!</p><br />
<p style="margin:0">Only a couple of niggles threatened to ruin the fun. While the controls are perfectly reasonable, later levels get incredibly difficult. This isn’t a bad thing – in fact, we love a challenge – but the lacklustre feeling of control can be a little too much when faced with tight spaces and sharp corners. It’s nothing a few dozen attempts can’t solve, but it can still feel quite frustrating.</p><br />
<p style="margin:0">The other issue is the lack of indication as to where all the coins are. We don’t mind hunting down collectables, but since many of the levels are pretty big, it would be nice to know which ones we should be looking in! We wouldn’t mind all that much if we knew that there was one coin in each level, but we found quite a few levels in which there were multiple coins! A small symbol next to each level that has a coin in it would do wonders and definitely make us want to grab every single one.</p><br />
<div class="header3">Style</div><br />
<p style="margin:0">There’s a lovely visual style throughout Nimbus, with bright colourful backdrops and a wonderful variety of objects to navigate. However, it does all being to feel a little samey towards the end, as every world is the very same, but with a few colour changes.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">The world map is set in a Super Mario World style layout, with levels joined together and secret routes seemingly out of reach until you find the special goals. The feeling of progression is really great, and leaderboards are loaded on the fly so you can check out your top times against the rest of the world in a very easy fashion.</p><br />
<p style="margin:0">The Nimbus soundtrack is a mix of good-to-great tunes, and every track fits well with the general feel of the game. Throughout each world you’ll hear the same track repeated, which can become a little annoying, but we still found ourselves humming the tunes afterwards.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">The Steam description for Nimbus states that the game is ‘Light on story, but heavy on gameplay’, and it’s not wrong there. There is some intro about a girl vessel thingy being snatched away by a big nasty robot, but really it’s all just an excuse to zip around some cool-looking mazes and beat all your friends’ times.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0">With plenty of Steam features integrated into the game, including Steam Cloud, leaderboards and achievements, Nimbus has got tons going for it. Fun? Check. Addictive? Check. Plenty of reasons to keep playing once it’s all over? Double check. This is a game that looks good in trailers, and plays even better.</p><br />
<p style="margin:0">There’s no demo available at the moment which is a bit of a bummer, but honestly, for the $10 asking price, it’s not exactly a huge risk to take. Nimbus is charmingly unique and immensely entertaining, and will keep you going for a good six hours or more.</p><br />
<a href="#">Nimbus on Steam</a><br />
<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Watch, Learn, Create - Thomas Brush and the Development of Coma</title>
		<pubDate>Thu, 28 Oct 2010 15:17:31 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/watch-learn-create-thomas-brush-and-the-development-of-coma</link>
		<guid>http://www.indiepubgames.com/news/watch-learn-create-thomas-brush-and-the-development-of-coma</guid>
		<description><![CDATA[<p style="margin: 0">From Greenville, South Carolina, Thomas Brush is just starting his career in game development.  Although Thomas admits he has never beaten a video game, he was inspired to develop games through watching his three older brothers play.  Using a Mac computer, Thomas created the music and sound effects to his game, <i><a href="http://www.indiepubgames.com/game/Coma">Coma</a></i> within his room.  Thomas used visceral tones and simple effects to create the dreamlike mood that helped convey the world of <i><a href="http://www.indiepubgames.com/game/Coma">Coma</a></i>.  The game is about a player awakening in a subconscious dream world, trying to find their way back to reality.  Thomas’s  work paid off, and he was given the award for Best Audio in indiePub’s Independent Developer Contest.  See Thomas’s story below:</p><br />
<div class="centeredMedia">youtube_ws:watch?v=olhTY6CXd9k</div><br />
<p style="margin: 0">Fairly young for a developer, Thomas created <i><a href="http://www.indiepubgames.com/game/Coma">Coma</a></i> when he was just 19 years old.  However, Thomas feels that his age is more of an advantage than a hindrance.   “Many gamers are young, so to play a game that was made by someone that is near their age group I think is helpful.”</p><br />
<p style="margin: 0">Thomas is currently studying at Clemson University in South Carolina toward his degree in Graphic Communications. In his free time, Thomas is creating concepts and fine-tuning the aesthetics for future games, particularly the <i>Coma</i> sequel.  Through indiePub, Thomas recently received his first publishing deal with Zoo Entertainment to bring <i><a href="http://www.indiepubgames.com/game/Coma">Coma</a></i> to other platforms. Be sure to look for it on PSP Mini, Android, PlayStation Network, PC, iPhone and iPad next year.</p><br />
<div class="caption">Thomas holding up his invisible award.  It looks really awesome.  Seriously...  It's just not very photogenic.</div><br />
<div class="caption">Thomas made tons of friends while chatting about games at GDC.</div><br />
<div class="caption">Every finalist had an interview with Terence.  For Thomas, Terence used the lights to assist with his interrogation.</div>]]></description>
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		<title>3D TV Winner for the Gamer Giveaways!</title>
		<pubDate>Thu, 28 Oct 2010 10:15:34 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/3d-tv-winner-for-the-gamer-giveaways</link>
		<guid>http://www.indiepubgames.com/news/3d-tv-winner-for-the-gamer-giveaways</guid>
		<description><![CDATA[A long time ago, in an indiePub site one version away, there was the Gamer Giveaway. Back then, indiePub members obtained iPads merely for site participation. As a throwback to those good old days, we've decided to give out our final prize, a Samsung 3D LED TV. That's right, this TV has 3 dimensions instead of the 2 that normal TVs have. It's also made with <b>real</b> LED's.  Oh, and its got 46 inches of all that!<br />
<br />
As you know, we randomly choose a winner for our Gamer Giveaway prizes. Our random selection process is influenced by the frequency of participation on behalf of the entrants. For this final giveaway, we would like to congratulate Terina777. Thanks, Terina777, for your participation in indiePub. Enjoy your new TV!<br />
]]></description>
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		<title>One Button Dungeon Crawling… Glorg</title>
		<pubDate>Wed, 27 Oct 2010 10:08:14 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/one-button-dungeon-crawling-glorg</link>
		<guid>http://www.indiepubgames.com/news/one-button-dungeon-crawling-glorg</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews Glorg:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Developed by Martin Jonasson (aka Grapefrukt) for the GAMMA IV one-button game showcase at the upcoming GDC, <i>Glorg</i> takes the traditional dungeon crawler RPG and and boils it down to a fine paste.  And though the idea of making a complex RPG work with only one button sounds like a daunting one, <i>Glorg</i> actually manages to pull it off.  Mostly.</p><br />
<div class="header3">Gameplay</div><br />
<p style="margin:0">To control <i>Glorg</i> through eleven levels of caverns, all you need is the left mouse button.  Holding down the button is used to travel from one room to the next as well as to “explore” a room that you have entered.  Explore is a word used very loosely here, as it simply means filling the room with light so that you can see a lineup of the enemies and loot held in that room.  Though the procedurally-generated tunnels and rooms branch in every direction, traveling between them is a very linear affair.  <i>Glorg</i> automatically chooses which room to move to next, always in such a way that the last room you visit is the one containing the stairs to the next floor.  It can get irritating when this means backtracking through an entire floor to the exit, but as a parody of how most people play dungeon crawler games, exploring every nook and cranny before moving on, it fits perfectly.  It’s simplistic, perhaps overly so, but it’s difficult to deny that there is something attractive about its simplicity.  Without worrying about where you are going exploring <i>Glorg</i>’s caverns is a breeze, making it easy to get lost in marathon gaming sessions.</p><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Combat doesn’t translate quite as well to the one-button format.  You have two options: click to block or click and hold to charge, then release the button to attack.  Unfortunately, you don’t have full control over which action you perform with a button prompt dictating whether you can attack or block at any given time.  For the most part, the button prompt chooses the appropriate action for the situation, but there were still a handful of times when I wanted to perform a quick attack while the enemy charged its animation only to block at the wrong time and take a hit.  There are also some enemies that throw rocks and can only be defeated by blocking the deflect the rocks back at them.  These enemies are the worst, because the rock can get deflected back and forth between you and the enemy several times, and if it hits you you will be temporarily stunned.  While stunned, all you can do is mash on the mouse button to recover while the enemy continues to fling rocks at you.  Normally, this means you’re dead.</p><br />
<p style="margin:0">Thankfully, if you do die you can use the money you’ve earned to buy portals so that you don’t have to start all the way back at the beginning every time.  These portals also start you out with the appropriate amount of experience and leveling-up for the given floor of the dungeon.  This is a very helpful feature for getting you right back into the game, especially since Glorg is a browser game.</p><br />
<div class="header3">Style</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div><p style="margin:0">Glorg, both the character and the game itself, are just oozing with charm.  I found myself getting surprisingly attached to the little purple cyclops.  A lot of it has to do with how the game doesn’t take itself too seriously.  I already mentioned how the game’s linear dungeon is a parody of typical RPGs, but the parody extends beyond that.  You will constantly find ridiculous weaponry ranging from battle axes and swords to a basket of eggs or a rainbow umbrella., with the game automatically equipping the stongest weapon you have found.  At one point this meant Glorg threw away an executioner’s axe in favor of a rat on a stick.  Does the stat distribution make sense?  Not at all.  But when playing a typical dungeon crawler all that matters are the weapon’s stats, with the aesthetics often completely ignored in favor of simply comparing each weapon’s numbers.  <i>Glorg</i> does the exact same thing automatically for you, the whole time poking fun at the very concept of stat-based weaponry.  The parody is made all the more satisfying because there is only one attack animation regardless of what weapon you hold.  There’s nothing quite like bludgeoning an enemy with a slingshot rather than shooting them with it.</p><br />
<p style="margin:0"><i>Glorg</i> also features an excellent soundtrack by DannyB of Canabalt and Super Meat Boy fame.  It’s catchy and fun, and perfectly reinforces Glorg’s whimsical style.</p><br />
<div class="header3">Story</div><br />
<p style="margin:0">Though there is no story put into the game, it’s hard not to invent one for the little purple cyclops.  Some may see <i>Glorg</i> as the victim of an invasion from the surface, while others may think of <i>Glorg</i> as an aggressor attacking those who don’t live underground.  But the game is interpreted, everyone who I have spoken with seems to have their own sense of who <i>Glorg</i> is and his motivations.  It says a lot about a game if it can evoke such strong characterization without a single line of exposition.  The minimalist approach definitely works in <i>Glorg</i>’s favor.</p><br />
<div class="header3">Other</div><br />
<p style="margin:0">Everyone should play <i>Glorg</i> at least once, if only to witness a complex genre distilled onto a single button.  Not only is it an excellent parody of dungeon crawling RPGs, but has enough charms to stand on its own.  And as a free browser game, there’s really no excuse not to give Glorg a try.  But be warned, <i>Glorg</i>’s simplified gameplay and charming style can easily steal hours away from you if you let it.</p><br />
<p style="margin:0">Play <i>Glorg</i> on <a href="http://armorgames.com/play/7115/glorg">Armor Games</a> or through <a href="http://jayisgames.com/games/glorg/">Jay is Games</a>.</p><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Mobile Contest Update</title>
		<pubDate>Tue, 26 Oct 2010 17:39:02 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/mobile-contest-update-2010</link>
		<guid>http://www.indiepubgames.com/news/mobile-contest-update-2010</guid>
		<description><![CDATA[<div class="header3">The Mobile Contest Rules have been updated.</div><br />
You can find more information on the <a href="http://www.indiepubgames.com/contest.php">contest page</a>, and see the official rules here: <a href="http://www.indiepubgames.com/mobileRules.php">Rules</a>.<br />
<br />
<div class="header3">We made some final updates to our mobile competition.</div><br />
It is now more accessible to developers and most restrictions have been removed.  Here are all the changes in plain English:<br />
<ul><li>Apps can now be on the app store.</li><li>A free version is not required, though you can still submit that way.</li><li>We no longer have first and last rights of refusal for the grand prize winner.</li><li>There is no Community Favorite.</li><li>All mobile platforms are now accepted, not just iOS and Android.</li><li><b>The deadline is now Nov 30th.</b></li></ul>If you need device UDID's, here they are:<br />
iPod Touch 4G - 3df2ace831465aaeaaaa70f24303d1e1165f2f09<br />
iPod Touch 3G - 2801a948f57a35775010fabab6339ed70af5446c<br />
iPhone 3GS -  72fd80f7801efaf58d25d6c94ab698254a62d05b<br />
iPad - 9cffe1d13401e75f110b710eea874160acdda931<br />
iPad - 8a13ca9765385e43b9403fedc59b01a14c65fc3f<br />
<br />
For developers on other mobile platforms, contact us at <a href="mailto:ipadmin@indiepubgames.com">ipadmin@indiepubgames.com</a> to submit your entry.<br />
<br />
What are your thoughts on these changes?  Let us know below or in the <a href="http://www.indiepubgames.com/forumHome.php">forums</a>.]]></description>
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		<title>This Year’s Portal… The Ball</title>
		<pubDate>Mon, 25 Oct 2010 11:39:14 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/this-years-portal-the-ball</link>
		<guid>http://www.indiepubgames.com/news/this-years-portal-the-ball</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews The Ball:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>Ever since the wonderful Portal showed us exactly how puzzle platformers should be done, the test chamber scenario has been explored rather frequently by indie developers, both in 2D and 3D environments, with simple, monotone rooms to navigate and/or a sinister voice directing your journey. The Ball has neither of these features, and yet could well be the greatest Portal-like experience we’ve partaken in since Valve’s epic released.<br />
<br />
Of course, there are rather major differences between the two – swap the test chambers for the innards of a dormant volcano, and swap the portal manipulation for a rolling ball of death – but the moments of pure jubilation and that wonderful feeling of progression via the power of your noggin make this a wholly worthwhile purchase. Enemies can become a little tedious later on, but fortunately there’s far more head-scratching involved than steamrolling.<br />
<br />
<div class="header3">Gameplay</div><br />
Armed with an odd push’n pull device, your objective is always the same – move a huge rolling ball around a series of rooms and caverns, opening the pathway to further areas. Initially puzzles are simple cases of pushing the ball onto buttons, or rolling in along narrow walkways. Holding left click and releasing fires the ball off in a straight line, while keeping the right mouse button held down will drag it towards you and keep it close at hand.<br />
<br />
Puzzles don’t stay tame for long, however, and within the hour you’ll find yourself smiling as each room’s solution becomes apparent. Nothing ever really gets too difficult, and we breezed through the game without a single hitch, yet there’s something so charming and clever about each solution that you most likely won’t notice.<br />
<br />
Manipulating the ball always feels so effortless, which is key to why the game feels so great to play. Feeling fully in control is important, and The Ball is fully aware of this – in fact, it plays on the idea by messing with you too. In certain areas you’ll suddenly lose the ball, or watch as it moves rapidly away from you.<br />
<br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>In that moment, you suddenly feel a huge sense of worry and it becomes your number one priority to get it back again. It’s not actually possible to lose the ball (or at least we didn’t manage to!), but the idea that you may never see it again is enough to make you panic. You could argue that this element makes The Ball even greater than Portal a certain light – imagine taking a Companion Cube all the way through Portal, and you get a rough idea of your relationship with the ball.<br />
<br />
Later on in the game, enemies are introduced. You cannot attack these directly, but must use your trusty spherical friend to roll over their undead bodies. The number of different methods for killing is brilliant - push the ball into them and blood splatters, or allow them to run between you and your companion and reel in it. You can also use your surroundings as well, like spike pits and arrow traps.<br />
<br />
Enemies are both great fun and rather chilling additions to begin with, but eventually become a little tiresome when the numbers start to ramp up. Getting hit delivers a fair amount of damage, and it can be a while before you find a place to regain health. We would have rather seen less enemies and more lovely puzzles, but these sections are definitely not game-breakers.<br />
<br />
Apart from the main story mode, you’ve also got a survival game in which enemies attack in waves, and you must roll all over their undead asses. As you can guess from our lukewarm response to the baddie overload, this wasn’t a favourite mode of ours, although it’s still nice to see it included. If you don’t mind the enemies as much as we did, you could easily find yourself playing this over and over for the highest score possible.<br />
<br />
<div class="header3">Style</div><br />
The Ball is staggeringly gorgeous, attaining such an incredibly claustrophobic atmosphere. One moment you’ll be pushing the ball through tight compacted corridors, the next a doorway is opening out into a huge cavern filled with ancient artifacts and intrigue. Not a single pixel is every out of place, and the attention to detail is sometimes far past what you’d expect from a smaller team like Tripwire.<br />
<br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>There’s also a huge scare factor involved too. Early on you’ll hear chilling noises but nothing too scary – then the zombies are introduced. The way they pelt towards you will genuinely get your adrenaline pumping, and eventually you’ll approach each new room with a great deal of caution.<br />
<br />
Perhaps the only aspect that could be improved on is the lack of variation in environments. For the most part, you’re walking through chambers and caverns that all looks very similar to one another. Far later into the game you’ll find some interesting new scenery, but for the first few hours at least it’s all a bit samey.<br />
<br />
<div class="header3">Story</div><br />
A team of archaeologists are doing their business on the side of a dormant volcano in Mexico when the floor caves in, and one unlucky sod falls into the cavern below. His colleagues tell him to wait while they get help, but his curiosity gets the better of him and he ventures into the depths of the volcano.<br />
<br />
After discovering a strange mechanical device on a pedestal, it’s not long until he finds a huge ball decorated with strange symbols. Putting 2 and 2 together, he uses the device with the ball, and the puzzling commences.<br />
<br />
We honestly can’t think of a better story to wrap around ‘move ball with gun’, and the mysterious setting adds tons of depth and personality to the concept. Tripwire could have easily gone with a more Portal style approach, but instead risked a rather ‘out there’ underground ruins setting, and has definitely been rewarded for its effort.<br />
<br />
<div class="header3">Other</div><br />
The Ball is something you must experience. It’s effortlessly clever stuff, marred only by frustrating enemy rushes late into the game. Puzzle design is always solid, and there’s more than enough entertainment to keep the average gamer happy for several hours and beyond.<br />
<br />
As if making your mind up wasn’t already simple enough, the $20 price point is more than reasonable. The Ball is sure to be one of the underground hits (excuse the pun) of the year.<br />
<br />
<a href="http://store.steampowered.com/app/35460/"target="_blank">The Ball on Steam</a><br />
<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Indie News: Weekly Recap 10-22-10</title>
		<pubDate>Fri, 22 Oct 2010 17:31:05 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-10-22-2010</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-10-22-2010</guid>
		<description><![CDATA[<div class="centeredMedia"></div><br />
<div class="header3">Record Breaking 391 Entries for 13th Annual IGF</div><br />
The big news this week was the IGF revealing all of the entries into the 13th Annual Independent Games Festival.  This is a 35 percent higher turnout than last year’s already record-setting number of 306 entries.  The fact that the entrant pool is growing and the huge turnout are testaments to the passion and dedication of indie developers all over.  <br />
<br />
Of those nearly 400 entries, 150 of them are mobile games, which includes DS, PSP, iOS, and Android devices, showing the popularity of portable indie gaming.  And with an entry list includes some big titles, Amnesia, Cave Story, the ever-addicting Minecraft, and winner of our own 3rd Independent Game Developers’ Competition Dustforce among them, it’s a very strong field.  But one of the great things about having so many titles in the IGF is that relative unknowns come out of the woodwork, so it will be exciting to see which games come out on top this year.  <br />
<br />
13th Annual IGF Entries: <a href="http://www.igf.com/php-bin/entries2011.php">http://www.igf.com/php-bin/entries2011.php</a><br />
<br />
<div class="centeredMedia"></div><br />
<div class="header3">DDoS Attack on Minecraft from Disgruntled “Fans”</div><br />
Minecraft has been under siege recently by a series of DDoS attacks on its servers.  DDoS stands for Distributed Denial of Service, meaning that the malicious ones are occupying server resources for a long period of time, making them unavailable to other users.  As Minecraft dev Markus Pearson put it in his blog, “A real world example would be running up to the cashier at a super market and paying in small coins, counting every single one really slowly, then finding out at the end you didn’t have enough in the first place.”  The fact that the attacks are distributed means that it is coming from multiple sources at once, making it significantly harder to track and stop. <br />
 <br />
The only claim to responsibility for the attacks comes from a 4Chan posting.  The post states the attacks are in response to the lack of updates to the game while Pearson works on establishing his own company to help better run and develop Minecraft.  If true, these supposed “fans” are truly pathetic individuals.  Not only do the DDoS attacks create more work that needs to be sorted out, which further delays any possible game updates, but the attacks came mere days after the announcement of a massive update scheduled to release for Minecraft on Halloween.  A DDoS attack is quite possibly one of the most counterproductive moves the attackers could have done if they want more Minecraft.  There is no word yet on if the attacks have caused enough technical issues to delay the Halloween update, which hopefully means that everything is getting sorted out and will be on schedule.<br />
<br />
The Word of Notch: <a href="http://notch.tumblr.com/">http://notch.tumblr.com/</a><br />
<br />
<div class="header3">EA Buys Mobile Publisher Chillingo</div><br />
Mega publisher EA bought Chillingo, publisher of such popular iOS games as Angry Birds and Cut the Rope, this week.  It is reported that EA spent $20 million to acquire Chillingo.  That’s quite the hefty sum, though nowhere near the $300 million EA had to shell out for Playfish earlier this year.  Not included in the deal, however, were the rights to the game Angry Birds, which developer Rovio Mobile will retain to self-publish in future incarnations like the recently released Angry Birds Halloween.  Publishers are increasingly unnecessary in mobile markets, where a developer can just as easily self-publish their game, so it’s interesting that EA sees such value in it.  Though Chillingo certainly seems to have a keen eye for winning iPhone games, so maybe the acquisition isn’t so crazy after all.  <br />
<br />
<div class="centeredMedia"></div><br />
<div class="header3">Team Fortress 2 Community Contributors Rake in Cash with Mann Co. Store</div><br />
When Team Fortress 2 opened up for user submitted in-game items through the Mann Co. Store, creators were just happy to have their creations featured in the game.  It turns out that this can make you a tidy sum though, with five creators – Rob Laro, Shawn Spetch, Steven Skidmore, Spencer Kern and Shaylyn Hamm – netting between $39,000 and $47,000 each in royalties.  Though items in the Mann Co. Store can be unlocked during regular play, the store gives users a quick way to access new items, for a price.  These microtransaction stores are usually met with much skepticism by gamers, but Valve’s version differs by allowing users to submit their own creations which have the possibility of appearing in-game and earning some extra cash.  It’s nice to see an in-game store that is actually community driven, and gives eager budding game designers a chance to put their creations into a high profile game like Team Fortress 2.<br />
<br />
<div class="centeredMedia"></div><br />
<div class="header3">Xbox Live Indie Games of the Week</div><br />
Radiangames Fluid (80 MS points) by Radiangames<br />
<br />
“Race as fluidly as possible to collect all the dots and avoid the growing swarm of killer jellyfish. Use powerpills, vortices, speed pads, and teleporters to perfect your runs across 30 levels and 5 extreme levels. Fluid is the fourth game in the radiangames series.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/radiangames-Fluid/66acd000-77fe-1000-9115-d802585506a2">http://marketplace.xbox.com/en-US/Product/radiangames-Fluid/66acd000-77fe-1000-9115-d802585506a2</a><br />
<br />
Blazin’ Balls Xtreme Edition (80 MS points) by DrMisty<br />
<br />
“Make your spinning, sizzling way along the road as fast as you can without falling through the gaps. Simple? Few will be good or fast enough to complete all 20 stunning 3D levels, but everyone can enjoy the 2-player battle mode - smack your opponent's ball around in the race to the line! Can YOU find your way to the top of the global online score table?”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Blazin-Balls-Xtreme-Edition/66acd000-77fe-1000-9115-d80258550694">http://marketplace.xbox.com/en-US/Product/Blazin-Balls-Xtreme-Edition/66acd000-77fe-1000-9115-d80258550694</a><br />
<br />
Bluebones Curse (80 MS points) by Chounard<br />
<br />
“Arr! What a horrible night to have a curse. Can Bluebones find the lost gold of Davy Jones to break the curse and return to his true form? He only has until midnight, and the clock is ticking!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Bluebones-Curse/66acd000-77fe-1000-9115-d80258550692">http://marketplace.xbox.com/en-US/Product/Bluebones-Curse/66acd000-77fe-1000-9115-d80258550692</a><br />
<br />
Tiny Tim’s Tremendous Tank (80 MS points) by SniperED007<br />
<br />
“Tiny Tim and his Tremendous Tank is an awesome physics based action platform shooter that allows you to Destroy and Splatter anything that moves. This war just got messy!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/66acd000-77fe-1000-9115-d802585506a1">http://marketplace.xbox.com/en-US/Product/66acd000-77fe-1000-9115-d802585506a1</a><br />
<br />
Lab Rabbit (80 MS points) by OneManBandStudios<br />
<br />
“You are a worthless rabbit. However you have the privilege of helping further science. What lies before you are a series of experiments. They will test you speed, your agility and the effects of high powered lasers on rabbits. Why you may ask? SCIENCE!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/Product/Lab-Rabbit/66acd000-77fe-1000-9115-d80258550699">http://marketplace.xbox.com/en-US/Product/Lab-Rabbit/66acd000-77fe-1000-9115-d80258550699</a>]]></description>
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		<title>David J Sushil & His Dream</title>
		<pubDate>Thu, 21 Oct 2010 16:35:27 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/david-j-sushil-and-his-dream</link>
		<guid>http://www.indiepubgames.com/news/david-j-sushil-and-his-dream</guid>
		<description><![CDATA[<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>Submerged in the video game world for both work and play, David Sushil is no stranger to development. A professor of Game and Simulation Programming at DeVry University and the owner of Bad Pilcrow, an independent game studio in Orlando, Florida, David spends his free time developing independent games and refining interesting game mechanic ideas.  His most recent game, Vanessa Saint-Pierre Delacroix & Her Nightmare, was awarded Best Design in indiePub’s 3rd Independent Game Developers' Competition.<br />
<br />
In this interview with indiePub, David talks about the growth of his game from the very beginning.  He explains the entire concept for Vanessa's Saint-Pierre Delacroix & Her Nightmare actually came from a dream.  But dreaming of the game didn't make it for him.  He then worked to create a mechanic that would allow for a 2D platformer to function within a 3D cube.  Here is his story:<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=HNtFZnFCqS4</div><br />
David is also currently writing for indiePub, bringing a strong perspective on game design to our community.  His recent article on <a href="http://www.indiepubgames.com/news/creating-games-with-replayability">replayability</a> can be found on indiePub.<br />
<br />
We’ll be posting more interviews with our finalists in the next few weeks – so be sure to check them out.<br />
<br />
<div class="caption">The man in the middle is Ralph Baer, the Father of Video Games and inventor of the Magnavox Odyssey, Simon handheld game, the lightgun, and more</div><br />
<div class="caption">A journey of a thousand miles begins with a single note card</div><br />
<div class="caption">Kim and David (left and middle) with Vanessa's illustrator at GDC Online</div>]]></description>
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		<title>Creating Games With Replayability</title>
		<pubDate>Thu, 21 Oct 2010 13:59:32 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/creating-games-with-replayability</link>
		<guid>http://www.indiepubgames.com/news/creating-games-with-replayability</guid>
		<description><![CDATA[<br />
<br />
If you are an indie developer, you likely operate within a fairly meager budget. Heck, you may not have a budget at all! Mainstream studios like EA and Activision spend millions developing, marketing, and advertising their games. How can little guys like us stay competitive?<br />
<br />
<div class="header3">ENTERTAINMENT VALUE</div><br />
Thankfully, it doesn’t take an enormous budget to make a successful game. First, indie developers should establish reasonable expectations for their projects. What would it take for your game to be a success? Your answer may fall along one of the following lines:<br />
<br />
●	I want to make money.<br />
●	I want to express myself.<br />
●	I want to demonstrate my abilities.<br />
<br />
No matter how you define success, if a game has entertainment value, it stands a better chance of doing well. Entertainment value is the relationship between consumer cost and overall enjoyment. Financial investments and time commitments (traveling to the store, installing the game, downloading updates, etc.), compose consumer costs. Enjoyment is harder to measure, and can vary dramatically from player to player, but games with solid mechanics, polished usability, minimal errors, and enough content will likely elicit greater enjoyment.  <br />
<br />
Offering games of comparable entertainment value is one way for indie developers to stay competitive with mainstream studios. This article will address one method for doing so: designing for replayability. Replayability guarantees that your games are not single serving experiences. Ideally, gamers should want to play your games again and again.<br />
<br />
<div class="header3">ADJUSTABLE DIFFICULTY</div><br />
Easy, Normal, and Hard. These three little words can add significant replayability to your games. Adjustable difficulty is no secret – it  has been a staple of game development for decades. Still, properly implementing difficulty levels can be a challenge. Easy, Normal, and Hard are subjective terms, so how can designers determine what is appropriate difficulty for their games?  <br />
<br />
One tried-and-true method is operational research. For many projects, it is possible to calculate the minimum resources necessary to complete an objective. For example, imagine you are developing a racing game. If you know enough about the player’s car (rate of acceleration, maximum speed, fuel economy, etc.), you can determine the optimal resources necessary to complete a given track. This best-case scenario should be the basis for Hard mode. Start by putting just enough time on the clock, and leaving a barely sufficient number of fuel canisters scattered about. The player should ideally cross the finish line on an empty tank, with no time to spare. For Normal mode, add more time and fuel canisters; for Easy mode, even more.<br />
<br />
No matter how you decide to establish difficulty modes, remember that there is no substitute for thorough testing. What seems perfectly reasonable to you, the developer, may seem punishing and unfair to the average player. After all, by crafting a puzzle you inherently know the solution.  You should test your games often and with fresh testers. Although it may seem tempting to intervene when a tester gets stuck while playing your game, do not help them unless absolutely necessary! You need to understand where your players are failing, and why. Then, revise and adjust your game accordingly.<br />
<br />
If a game supports multiple difficulty levels, players may decide to challenge themselves with subsequent campaigns. It wouldn’t hurt to reward them for their efforts, either. That’s where achievement systems come into play.<br />
<br />
<div class="header3">ACHIEVEMENT SYSTEMS</div><br />
Implementing an achievement system is an excellent way to add replayability to your games. Achievements (often called trophies, badges, or challenges) are additional goals recognized by a game, which rarely affect the game’s outcome. Achievements are optional, but players (often completionists) compete for them to secure bragging rights.<br />
<br />
Developers should encourage players to collect trophies. Adding a few easy challenges – ones the player will likely overcome early in the game is a good strategy. This serves two purposes.  First, it demonstrates that your game supports achievements. That is, it’s a simple way to educate the player about your achievement system without requiring them to do any outside research. Second, it puts the player in a completionist mindset. They may think to themselves, “Well, I beat the game and I already have three achievements, so I might as well go back and collect the remaining four.”<br />
<br />
Tracking statistics is an easy way to add achievements to your game as well. Simply tally the number of coins collected, enemies defeated, or points accrued. When players exceed a certain number, reward them accordingly. It takes surprisingly few lines of code to track such data, and only a few more to check for and present completed challenges.<br />
<br />
For an excellent example of achievements, consider <i>Castle Crashers</i> (2008). Numerous meta-goals within the game cannot be completed without the help of additional players. For example, the Medic! achievement states, “In a 4 player game, resuscitate each of your comrades at least once.” Completionists must actively seek out partners therefore, spreading awareness of the game. It is a brilliant marketing tactic.<br />
<br />
<div class="header3">BRANCHING STORIES</div><br />
A recurring trend in game design is non-linear storytelling. Such games as <i>Chrono Trigger</i> (1995), <i>Fable</i> (2004), and <i>Heavy Rain</i> (2010) feature multiple story paths the player can take, which result in a variety of endings. This firmly establishes replayability – gamers know they can play through a title several times.<br />
<br />
The challenge for designers is keeping track of all the narrative threads.  It’s possible that some decisions preclude the player from advancing, which could cause frustration and lower your game’s entertainment value. For example, in The <i>Hitchhiker’s Guide to the Galaxy</i> (1984), while on Earth, the player encounters a pile of junk mail. The junk mail can be added to the player’s inventory, but doing so is optional. Later in the game, the junk mail is required to solve a puzzle.  However, if the player does not possess the junk mail, there is no way to travel back to Earth to retrieve it – Earth has been destroyed, along with the necessary pile of junk mail.<br />
<br />
By carefully plotting each critical path in a non-linear narrative, designers can ensure such unwinnable situations never occur. Still, thorough testing is required to ensure all branches within a game are bug free. You can imagine the additional workload required for such testing – rather than exploring one critical path, your testers must rigorously explore multiple paths.<br />
<br />
Still, branching stories offer a tangible incentive for players to purchase your game. They should be considered for any project where story factors heavily into your designs.<br />
<br />
<div class="header3">PROCEDURALLY GENERATED CONTENT</div><br />
The Holy Grail of game development is a game that creates itself. The industry is still decades away from such an achievement, but significant efforts have been made towards that goal. Indeed, in the early days of game development, hardware was very limited. Developers could not store vast numbers of maps on eight-inch floppy disks. Instead, game worlds were often generated via complicated algorithms, which required far less space. The galactic trading game <i>Elite</i> (1984) is an early example of procedurally generated content. The game contains 2,048 planets – each with a unique name, location, and economy – generated entirely via algorithm.  <br />
<br />
If you want to understand the power of procedurally generated content, look no further than Blizzard’s perennial dungeon crawl, <i>Diablo II</i>. A decade has passed since its launch in Summer of 2000, yet interest in the game has remained high enough for Blizzard to invest a full year’s worth of development towards a major content patch (1.13c, released in March of 2010).<br />
<br />
<i>Diablo II</i>’s dynamic content has aided its popularity. For many of the locations in the game, special environment tiles are arranged in a (mostly) random fashion. As a result, every time a player creates a new character and begins the game, the world is different. Likewise, the attributes of many monsters and items within the game are randomly generated. Due to the low level of predictability from one campaign to the next, the excitement of exploring unfamiliar dungeons has remained high for fans of <i>Diablo II</i>.<br />
<br />
Procedurally generated content ensures an increased level of replayability, but it comes with considerable costs as it complicates development and demands extensive testing. Designers should decide whether or not to use procedurally generated content early in development.<br />
<br />
<div class="header3">DOWNLOADABLE AND USER-CREATED CONTENT</div><br />
As the Internet has become more ubiquitous, the opportunity to deliver game content online has grown. Developers should embrace the potential for expanding their games via the Internet, which can add significant replay value.<br />
<br />
A growing trend in game development is downloadable content, or DLC. Using a content delivery system, developers can perform maintenance tasks such as fixing bugs and balancing gameplay. Additionally, they may add new levels, new characters, and new weapons to increase the entertainment value of their games.<br />
<br />
Developing titles that support user-created content is also a good strategy. Id Software pioneered user-created content for games in 1993 with the release of <i>DOOM</i>, which supports custom maps, sprites, and other assets. Needless to say, it has worked out well for them. More recently, indie game <i>CarneyVale: Showtime</i>, winner of Microsoft’s Dream-Build-Play 2008 Contest, features a robust map editor, which allows players to create and share content.  <br />
<br />
User-created content does not need to be as expansive or robust as what you might find in <i>LittleBigPlanet</i> (2008). In fact, it need not be as hands-on as the examples outlined above. For instance, in Time Trial mode, <i>Mario Kart Wii</i> (2008) automatically records data for the player’s best race on each track. This information is represented as a “ghost,” which can be downloaded and viewed during a race by other players, creating a novel system of asynchronous competition. In this case, the player does not have to learn any kind of complicated content-authoring software; he or she simply plays the game, and the content is created for them.<br />
<br />
At the very least, consider adding an online high score list to your games, which can add replayability by encouraging competition.<br />
<br />
<div class="header3">MULTIPLAYER</div><br />
Not every game lends itself well to cooperative or competitive play. Still, if replayability is important to your project, you should consider adding multiplayer capabilities.  <br />
<br />
Novice designers often add multiplayer modes to their concepts without much thought. A well-designed multiplayer game may require maps, weapons, and other elements separate from the single player campaigns. In many ways, multiplayer modes demand just as much time and attention as a single player mode does.  <br />
<br />
For example, the nine levels featured in the single player campaign of <i>Halo 3</i> (2007) are not well suited for deathmatch, capture-the-flag, or other competitive team activities. Therefore, <i>Halo 3</i> (with all expansions integrated), supports twenty-four multiplayer maps designed specifically for competitive play.<br />
<br />
If you decide to include cooperative or competitive challenges in your designs, do so early, and create specific content to strengthen them.<br />
<br />
<div class="header3">CONCLUSION</div><br />
By minimizing consumer cost and elevating overall enjoyment, developers can increase the entertainment value of games. Designing for replayability is an excellent strategy for stretching your resources further, and elevating player enjoyment of your projects. Advanced features, such as branching stories, dynamic level generation, downloadable content, and multiplayer modes, should be included in your designs early on. Other features, such as adjustable difficulty and achievements, can be added much later in the project lifecycle, and require only a little extra development time.<br />
<br />
<br />
<div class="caption">David J. Sushil is a professor of Game and Simulation Programming at DeVry University. He is also the owner of Bad Pilcrow, an independent game studio in Orlando, Florida. His most recent game, Vanessa Saint-Pierre Delacroix & Her Nightmare, was awarded Best Design in indiePub’s 3rd Independent Game Developers Competition.</div>]]></description>
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		<title>iPhone Game of the Year… Game Dev Story</title>
		<pubDate>Wed, 20 Oct 2010 10:50:58 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/iphone-game-of-the-year-game-dev-story</link>
		<guid>http://www.indiepubgames.com/news/iphone-game-of-the-year-game-dev-story</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Game Dev Story:</div><br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>The iPhone has proved itself to be the perfect vessel for a management game, allowing for portable diving in and out. Game Dev Story isn’t just any iPhone management game, though – it’s quite easily the most addictive we’ve ever played.<br />
<br />
Taking charge of a game development team, your job is to create the greatest games company possible while competing with some hilariously familiar brands. It’s seemingly simple gaming, yet there’s so much depth involved that you’ll have lost around a dozen hours to the game before you finally come up for air.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<div class="header3">Gameplay</div><br />
The main bulk of Game Dev Story involves doing the same actions over and over, but receiving better results each time. Initially you’re presented with a small office, and left to hire several fresh, budding game devs for your company. Your first batch of games will be dire, but this only motivates you to do better, and as you accumulate fans and more skilled workers, the money will start rolling in.<br />
<br />
Everything is controlled via a simple menu system, from where you can train your staff, advertise your company, check your latest company stats or start a new game project. It only takes a few minutes to settle into your new job, and the simplicity of it helps oodles in making the experience stupidly addictive.<br />
<br />
Starting a project involves choosing the type of game you want to create, and setting a budget based on how much time you spend developing the game. Your staff will then automatically set to work building your masterpiece, as it goes through the alpha and beta stages of development. You’ll need staff with a variety of skills to make sure everything in your game is up to scratch.<br />
<br />
Now and again you’ll also need to take on contract work. This provides your team with quick cash, and boosts your technical points, allowing you to level your staff up and create even more interesting games. Working out which contract work to take on is a game in itself, as each will have a set period of time in which it must be completed. Fail to turn in your work on time, and it will all have been for nothing.<br />
<br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>Here’s the thing, though – while it’s all so simple to play, there’s also a underlying depth that must be explored. Special boosts allow you to create even better games, and games expos, magazine articles and awards shows allow you to build up hype for your latest venture. Creating a successful business isn’t difficult at all, but evolving into an incredible force takes a little extra doing. This means that, while it’s casual enough that anyone can have a crack, the more hardcore players will find so much more to be getting on with.<br />
<br />
Amazingly, a prior knowledge of gaming over the last 20 years helps considerably. Every event, console, game and company in Game Dev Story is based on real-life – you’ve got Intendro with the Super IES, then Sonny pops up and develops the hugely successful PlayStatus series. Later in the game Microx appears, launching the Microx 480 console. Hilariously, even the game names are familar, with one or two letters changed around here and there.<br />
<br />
Hence, when the NeonGeon console appears, it’s safe to stick with the IES instead. It’s such clever stuff, since it gives you the impression that you’re actually a real development company playing through the 90’s and into the millennium. All these points combined mean that Game Dev Story is quite easily the most enjoyable game we’ve played on the iPhone in a long while.<br />
<br />
<div class="header3">Style</div><br />
Want to know how to pump a serious amount of personality into your game? Simple – just watch how Game Dev Story effortlessly and constantly makes you smile. Your staff will chatter away via speech bubbles, perhaps telling another staff member ‘Good job!’ or saying ‘Morning!’ as they come in well rested. They’ll also occasionally approach your desk to offer ideas on how to make your latest game even better.<br />
<br />
Whenever a staff member gets on a roll, they will literally be on fire - it’s such an awesome visual effect that gives a real sense of urgency and power in your game developing skills. It’s as if there is a real office on your iPhone screen that is bustling away, and the effect is very powerful indeed.<br />
<br />
The simplicity of the interface and controls means that graphically it feels so tidy. The various options never appear cluttered or thrown together – every has a purpose, and is laid out in the most perfect way imaginable, with gorgeous pixel-art style environments and characters.<br />
<br />
<div class="header3">Story</div><br />
Starting in the early 90’s, you play the director of a new game development company that is hopefully set for the big time. After giving the team a name and hiring your staff, your job is to create the best games possible and be the largest developer around within 20 years.<br />
<br />
<div class="" style="float:left;margin:4px 30px 10px 0px;border:1px solid #7d7d7d;"></div>In a way, Game Dev Story gives the impression that you are creating your own story. You’re never specifically told what to do next – you can develop any type of game for any available console, and even ship your own branded console later into the game.<br />
<br />
On my first playthrough I stuck to fantasy RPGs, and hence found that most of my fans were young males. Yet my next company went more for shooters, and this time around I picked up a much broader audience. There’s just so much to see and do, and creating your own journey is what spurs your enjoyment on.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<div class="header3">Other</div><br />
You shouldn’t even think twice about grabbing yourself a copy of Game Dev Story – it’s easily the best iPhone game released this year, and will keep you entertained for hours on end.<br />
<br />
I’d say more, but in all honesty I need to get back and create some more games. Fifteen hours in, and I’m still well and truly addicted. Head over to the App Store and prepare to lose a good portion of your life to game development.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>What is Indie?</title>
		<pubDate>Tue, 19 Oct 2010 11:32:08 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/what-is-indie</link>
		<guid>http://www.indiepubgames.com/news/what-is-indie</guid>
		<description><![CDATA[<div class="caption" style="float:left;margin:4px 30px 0px 0px;border:1px solid #7d7d7d;"><a href="http://wii.ign.com/dor/objects/14315738/super-meat-boy/images/super-meat-boy-20090526054136334.html"><img alt=' ' style='max-width:680px' src="http://wiimedia.ign.com/wii/image/article/986/986759/super-meat-boy-20090526054136334.jpg" alt="Super Meat Boy Artwork" width="320" height="279" /></a><a href="http://wii.ign.com/dor/objects/14315738/super-meat-boy/images/super-meat-boy-20090526054136334.html">See More Super Meat Boy Artwork at IGN.com</a></div>So… This might not be the best place to admit it, but I’m not really sure what “indie” games are. I’ve done quite a bit of “student” game development. I’ve been making games as a “hobbyist” for a while. I’ve seen a lot of self-published games, too, mostly in the casual space. But I don’t really know how to define the “indie” scene. I’m not sure I’m even allowed to call it a “scene”. Maybe that’s too hipsteresque or something. I wouldn’t know.<br />
<br />
At first I thought that “indie” just meant that the game was developed independent of a publisher. It wasn’t long ago that any mention of the dreaded publishers elicited snarls and gnashing of teeth. My opinion on the matter was pretty much entirely shaped by an excellent 2005 <a href="http://www.escapistmagazine.com/articles/view/issues/issue_8/50-Death-to-the-Games-Industry-Part-I">article</a> by Greg Costikyan (founder of the commendable but ill-fated Manifesto Games) that revealed the evils of publishers and retailers for all to see. They’ll never fund you unless you’re making derivative schlock! Then, if they do fund you, they’ll take your IP! And then they’ll force you to alter your game until you don’t even recognize it anymore! Suffer not a publisher to live.<br />
<br />
But then I kept having these weird encounters where I would find <i>World of Goo</i> on a retail shelf, <i>Braid</i> on XBLA, or <i>Everyday Shooter</i> on Steam. Aren’t these guys now, ah… dependent on Nintendo, Microsoft, and Valve? Sure, it was just distribution, but there were also privately-owned AAA development studios that only used publishers for distribution and marketing, and nobody called them “indie” as far as I could tell. Branden Sheffield already <a href="http://www.gamasutra.com/view/feature/4213/pondering_indie_spirit_derek_yu_.php">made this point</a> more articulately than I: “Indeed, where is the line drawn? When you're partnering with Microsoft for the release of your game, how independent are you? More or less independent than the guys who just put out games free and don't worry about commercial success? Does it matter?”<br />
<br />
So if indie doesn’t mean independent, what does it mean? My other sources, aside from the word itself, are the presentations, forum posts, and blogs of the indie developers themselves. Defining the term turns out to be a lot easier if you just jettison the etymology and start listing the traits of the prototypical indie developer. Indies are small and agile, unlike AAA studios. They’re informal, unlike our corporate nemeses. They help each other out with feedback and encouragement. Indies are creative, have vision, and don’t let outside forces spoil their art. <br />
<br />
There’s a spirit of community and artistic integrity that quickly starts coming through. It wasn’t immediately apparent when I was trying to understand “indie” as a business strategy, but it becomes clearer and clearer as I listen to indie devs talk to each other and talk to their fans as they craft their next masterpiece. There’s something deeply inspiring about this nascent indie spirit. David Sirlin <a href="http://www.sirlin.net/blog/2010/3/10/gdc-2010-the-day-before-day-1.html">wrote</a> about entering the indie game summit at GDC: “As soon as I walked in, everything changed. Everything was different here, the vibe, the people, the energy. This is the kind of thing I can't communicate to you &#91;in&#93; words… People help each other, they collaborate, they are rooting for each other to succeed. I really have to tell you, this is not made-up hippie bullshit.”<br />
<br />
<div class="" style="float:right;margin:4px 0px 0px 30px;border:1px solid #7d7d7d;"></div>And I also keep picking up this vibe that indie games are finally coming into their own. Five years ago, Costikyan claimed that “in gaming, we have no indie aesthetic, no group of people (of any size at least) who prize independent vision and creativity over production values,” and that “astonishing, first-rate, unconventional titles like <i>Darwinia</i> or <i>Rag Doll Kung Fu</i> exist - but not enough of them.” Five years ago, the availability of indie games and the audience for indie games were disheartening and small. Now, indie games command attention. People are excited about them. I can’t go about my daily internet life without stumbling across someone frothing at the mouth with praise for <i>Spelunky</i> or <i>Minecraft</i> or <i>Dwarf Fortress</i>. Fun, focused games like <i>Gratuitous Space Battles</i> or <i>AaAaAA!!! - A Reckless Disregard for Gravity</i> keep showing up and intriguing the hell out of me. I enjoy a blockbuster as much as anybody, but there’s an energy associated with the indie games scene, and I can’t get enough.<br />
<br />
So now I find myself ready to dive in headfirst, and I feel like there’s a whole community of like-minded developers implicitly cheering me on, just as I cheer them. “These guys,” wrote Sirlin. “These crazy, passionate guys. It's like they all have the same kind of blood flowing through them, and I have it too.” I like these crazy guys. I think they’ve got the right idea. And if that makes me crazy too, well… I think that’s worth it. These crazy guys seem to be having the most fun.]]></description>
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		<title>indiePub Conversation, October 2010</title>
		<pubDate>Mon, 18 Oct 2010 18:00:09 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiePub-conversation-october-2010</link>
		<guid>http://www.indiepubgames.com/news/indiePub-conversation-october-2010</guid>
		<description><![CDATA[<div class="header2">Hey indiePubbers.  We're writing you today to chat about what has been up with us for the past couple of months and where we're thinking of going in the future.</div><br />
<br />
We released a new version of indiePub.  It seems like forever ago, but it has been <a href="http://www.indiepubgames.com/news/welcome-to-the-new-indiepub">only 19 days.</a><br />
<br />
We finally told you who won our 3rd Independent Game Developers' Competition.  <a href="http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced">Such wonderful games they were.</a><br />
<br />
We recently went to GDC, and brought along all the 3rd competition finalists. <a href="http://www.indiepubgames.com/news/the-indiepub-adventures-of-gdc-online">It was a grand old time.</a><br />
<br />
While there, we chatted with many a folk, lots of whom took our money.  <a href="http://www.indiepubgames.com/news/hitbox-team-says-the-who-when-what-where-why-and-how-of-dustforce">The makers of Dustforce! certainly did.</a><br />
<br />
<br />
<div class="header2">We have a lot going on for the future as well.</div><br />
<br />
We are working on a side project that will give developers a new way to bring their games to a large audience.  Mum's the word right now, but you can expect something cool to happen when we finish.<br />
<br />
We are also experimenting with some ideas that will give developers a different opportunity to make some money for their games.<br />
<br />
<br />
<div class="header2">Other things are still happening on the site.</div><br />
<br />
We've had some issues with the mobile competition which we're in the process of resolving.  We're still working out the legal details right now, but we'll make sure to update things as soon as possible.<br />
<br />
Just as any new site has bugs, so does ours.  But <a href="http://www.indiepubgames.com/profile/Web+Dev">Web Dev</a> even works weekends to fix all the errors you all let us know about.  Thanks for letting us know!<br />
<br />
<br />
<div class="header2">So here's our question for you:</div><br />
<br />
If animals could program video games, which would be the most indie?  Let us know in the comments!<br />
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Now that we've asked you a question, do you have any questions for us?  Comment here or send us an email at ipadmin@zoogamesinc.com.]]></description>
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		<title>We’re Digging This… Diamond Dan</title>
		<pubDate>Mon, 18 Oct 2010 13:51:02 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/were-digging-this-diamond-dan</link>
		<guid>http://www.indiepubgames.com/news/were-digging-this-diamond-dan</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Diamond Dan:</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Archeology, eh? Excavation sites, dusting rocks, going on digs in the hope of finding something buried deep in the land… no, that’s not the life for Diamond Dan. He’s in it for the exotic locations, dangerous trap-filled chambers and oodles of treasure, and you’re coming along for the ride.<br />
<br />
Diamond Dan is tagged as a ‘casual’ game on its Steam page, but honestly it feels anything but casual. Take a breath for one second and Dan is a goner, skewered on spikes or crushed by falling rocks. It’s remarkably exciting stuff, although the one-hit-deaths and constant restarting of levels may put some gamers off.<br />
<br />
<div class="header3">Gameplay</div><br />
Dan runs, jumps, falls, clings and smashes his way through over twenty levels full of blocks, diamonds and traps. The idea is to grab as much treasure as you can, all the while moving towards the bottom of the level. Once you’re at the base of the dungeon, you need to grab the scroll at the bottom, then leave via the temple door and rake in the booty.<br />
<br />
Dan navigates the maze by pushing blocks out of the way and creating gaps for moving through. Random surrounding blocks will also occasionally move out of his way, providing a different path each time you play the level. There are tons of directions to head in and different amounts of treasure each way, so working out the best path to the finish is entertaining stuff and adds tons of replay value to the game.<br />
<br />
You’ve got a combo meter in the corner than decides how many points you bag for each gem or pile of coins found. Your combo increases every time you set off a trap – hence, the idea is to purposely set off traps, then quickly get out of the way. Running along a row of trapdoors or diving out of the way of a falling block is brilliant stuff, and gives a real sense of urgency and tension.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Strangely, Dan will die instantly if caught by a trap and you’ll have to start from the very beginning. In a way this makes perfect sense, as setting off traps is a huge risk, yet completely worth it for the points – yet at the same time, it maybe would have been nice to have an Easy mode available, that allowed you to get hit a couple of times.<br />
<br />
This one-hit kills nature of the game also means that Diamond Dan is incredibly challenging, especially on later levels. This will go down different depending on how hard you like your games – I personally found it just a tad too difficult, as you need to stay one-hundred percent focused the entire time to make sure random blocks don’t tall on you, or spikes don’t come out of a wall and catch you. It’s particularly stressful when you’re right at the end of a level, and get hit by something that comes out of the blue.<br />
<br />
That’s not to say that the difficulty put me off playing – after being knocked out, Dan is throwing straight back into the action again, with barely any loading time. This helps to numb the feeling of punishment, and gives the game a great ‘just one more go’ element. Each level can technically be completed in around one minute, so it doesn’t take too long to get back to where you were up to.<br />
<br />
Apart from Dan, you’ll also be able to select another character Ann after you’ve playing several levels. Ann adds a whole new dimension to the game, as she can break blocks instead of pushing them. I’d argue that Ann’s method of play is even more frantic that Dan’s, as you attempt to break a wall down to dodge a trap instead of running away. Brilliant stuff.<br />
<br />
<div class="header3">Style</div><br />
For a game full of similar-looking blocks and browny-grey walls, Diamond Dan is really quite beautiful. The level of polish is staggering, and helps give the gameplay a pleasantly smooth feel. The lighting effects in particular are really well designed, allowing you to see the area around your character but fading to black the further you look.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>The interface is perhaps the most fantastic element, though. The menus are built around the idea that you are an explorer tagging along with Dan, and you’re presenting with a table in a tent, with each different option acting as an item on the table. For example, choosing levels is set out via a map and diary. It’s all very clever, and really puts so many of the menu systems we see in indie and casual titles to shame.<br />
<br />
<br />
<br />
<div class="header3">Story</div><br />
Dan has been dragged along on an archeology dig by his uncle, who is a huge fan of dusting rocks and being generally slow and boring. Dan can’t stand this approach, so one night he sneaks into the dig and does some adventuring of his own. He comes across a scroll that leads him to another hidden tomb, and so his adventures begin.<br />
<br />
Dan’s story is told via a diary that keeps track of his movements. Since levels can sometimes be tackled in whichever order you choose, this recording of your efforts can be really interesting, as you’re technically making it happen depending on how you make Dan go about his business. As with the slick interface, this is a genuinely lovely idea, and adds so much personality to Dan and his journey.<br />
<br />
<div class="header3">Other</div><br />
Diamond Dan is challenging stuff, but ultimately rewarding and very satisfying indeed. If you’re looking for a more casual, sit-back-and-relax title, this is not it – you’ll need quick reactions and plenty of adrenaline to make it through this adventure. However, those after a thrilling rush down under should definitely apply on the dotted line.<br />
<br />
With several hour’s worth of play and tons of achievements to unlock, Diamond Dan is an essential indie purchase that will have you both cursing and smiling at the same time. Make sure you at least check out the demo for this gorgeous piece of indie gaming.<br />
<br />
<a href="http://store.steampowered.com/app/70500/">BUY</a><br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Indie News: Weekly Recap 10-15-10</title>
		<pubDate>Fri, 15 Oct 2010 16:43:52 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-10-15-2010</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-10-15-2010</guid>
		<description><![CDATA[<br />
<div class="header3">IndieCade Award Winners Announced</div><br />
Last weekend were the 2010 IndieCade Awards with an award ceremony in Culver City, California.  And while several of the winners were expected, there were plenty of surprise winners as well.<br />
<br />
•	Aesthetics Winner: Spirits <br />
•	Gameplay Innovation (presented by BBC Worldwide) Winner: Continuity<br />
•	Fun / Compelling Winner: VVVVVV<br />
•	Amazing (formerly Technological Innovation) Winner: Miegakure<br />
•	World / Story Winner: Games of Nonchalance<br />
•	Vanguard Winner: A Slow Year<br />
•	Sublime Experience Winner: Faraway<br />
•	Virtuoso Winner: A Slow Year<br />
•	Documentary Games Winner: The Cat and the Coup<br />
•	Sound Winner: Limbo<br />
•	Wild Card Winner: B.U.T.T.O.N.<br />
•	Jury Winner: Groping in the Dark<br />
<br />
This was followed Sunday by more awards that were voted on by those who attended the Friday award ceremony and finalist gamemakers.<br />
<br />
•	Audience Choice Award Winner: Retro/Grade<br />
•	Finalists Choice Award Winner: 16 Tons<br />
•	Kids Choice Award Winner: Humans vs. Zombies<br />
<br />
Congratulations to all of the winners.<br />
<br />
<div class="header3">Three Days Left to Submit a Game for IGF</div><br />
This is just a reminder that there are only three days remaining for developers to submit their games for the Independent Games Festival.  And with over $40,000 in prizes up for grabs, submitting that game you’ve been working on might not be such a bad idea.  The cut-off date for the main 2011 IGF competition is October 18 though, so I would hurry with that submission if I were you.  Students hoping to submit for the IGF Student Showcase have a little more leeway with a submission deadline of November 1. <br />
<br />
Site: <a href="http://www.igf.com/03submit.html">http://www.igf.com/03submit.html</a><br />
<br />
<br />
<div class="header3">Chilingo’s Crystal SDK Now Supports Microtransactions</div><br />
There is no shortage of iPhone SDKs out there, and if Chillingo’s Crystal is your tool of choice then prepare to nickel and dime your way to the bank.  The Crystal SDK will now support in-game microtransactions for all of your “freemium” development needs.  Developers now have three ways to offer their games with Crystal: paid, free, and free supported with microtransactions.  The Crystal SDK is currently only compatible with iOS and Flash, though Chillingo is working hard on adding Android to that list by the end of the year.<br />
<br />
Read: <a href="http://www.gamasutra.com/view/news/30930/Chillingo_Updates_Crystal_SDK_With_Freemium_Support.php">http://www.gamasutra.com/view/news/30930/Chillingo_Updates_Crystal_SDK_With_Freemium_Support.php</a><br />
<br />
<br />
<div class="header3">Minecraft Halloween Update Incoming</div><br />
The ever-popular Minecraft has a frightening update in store for players on October 31.  Additions include a new Hell world for fast travel across long distances, new monsters, torches that die out and must be relit, jack-o-lantern carving (which can double as a helmet), and a craftable watch for telling time during your deep underground excursions.  Also promised in the update, and less frightening, are bug fixes and improvements for playing online as well as more music and sound effects.  If you aren’t yet hopelessly addicted to Minecraft, this might be the perfect time to hop onboard.  And for those who are already addicted, well, good luck getting anything productive done during the first week of November.<br />
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Site: <a href="http://www.minecraft.net/boo/">http://www.minecraft.net/boo/</a><br />
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<br />
<div class="header3">Intel Bringing Apps to Netbooks with AppUp</div><br />
Apps are all the rage on smartphones, so why not try bringing that same functionality to netbooks?  That’s what Intel is trying to accomplish with its latest venture AppUp.  Essentially, AppUp is an app store for your netbook, giving users quick and easy access to games and entertainment apps as well as business, finance and education apps.  It uses its own SDK for distribution and to give developers all the tools they’ll need to ensure that all apps run smoothly on a netbook’s limited hardware.  And though AppUp might not be a well known name yet, it likely will quickly become a household name with plans to start pre-loading the AppUp store on new netbooks.  And with AppUp still in its infancy, now is a great time to get your game on their marketplace.  Being first to a new service tends to have a high return on investment, and having an already established game on AppUp would certainly be an advantage if the service takes off.<br />
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Site: <a href="http://www.appup.com/applications/index">http://www.appup.com/applications/index</a><br />
<br />
<br />
<div class="header3">XNA Updates to App Hub for Windows Phone 7 Launch</div><br />
Developers who frequent the XNA Creators Club forums noticed some prolonged downtime over the weekend.  When the site returned, it did so with a fresh coat of white paint and a new name: App Hub.  The App Hub is designed to make development forums easily accessible for all XNA developers, whether they’re making games for the Xbox 360 or a Windows Phone 7.  But more than a community forum, App Hub represents a new direction for Microsoft, seemingly abandoning Xbox indie games in favor of promoting Windows Phone 7 development.  Microsoft has always been fairly hands-off when it came to Xbox indie games, much to the dismay of most developers, but it seems Windows Phone 7 development could bring out Microsoft in a more involved role.  Only time will tell how Microsoft handles both the Windows Phone 7 and Xbox indie game markets, but the gaming landscape is surely large enough for both to thrive.<br />
<br />
<br />
<div class="header3">Xbox Live Indie Games of the Week</div><br />
Cutouts (80 MS points) by Robert J Louie<br />
<br />
“Cutouts! A game made entirely from felt. Run, duck, jump, and throw objects at your enemies! Collect buttons for extra lives! Nine levels across three worlds! What awaits you at the end of your adventure? Play now to find out! A true indie project, all art, music, and programming made by me!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855068f">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855068f</a><br />
<br />
Get Rich or Die Gaming (80 MS points) by Baller Industries<br />
<br />
“A young man, Wilson Cooper, is playing video games at home, something his Dad forbids him to do. His Dad unexpectedly returns home early to find Wilson in the midst of a game. Dad is so furious, he kicks Wilson out of the house and leaves him on the streets of a ghetto. It is at this exact point you take control of Wilson Cooper, and guide him to riches.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855068c">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855068c</a><br />
<br />
Dungeon Tales (80 MS points) by Laurent Goethals<br />
<br />
“Pit your might against the Dungeon Defendor. Uncover nefarious plots, battle ferocious enemies. And save the peasants! Discover 24 intense levels, with up to 4 player simultanious Co-op. Only true heros need apply!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550686">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550686</a><br />
<br />
EleMental Orbs (80 MS points) by GarbledAirwaves<br />
<br />
“Forget everything you thought you knew about the falling block genre. EleMental Orbs allows you to destroy orbs with other falling orbs pieces. You can buy pieces to help yourself or punish your opponent but be careful with your gold or you may find yourself in a hole you can't get out of. Includes: 2P Versus and 3 1P modes.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550685">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550685</a><br />
<br />
Deadly Space (400 MS points) by hotshot10101<br />
<br />
“DeadlySpace is a game set in the far reaches of a distant galaxy. Choose your faction, build your towers, defend your Starbase. How long can you last? 1-4 Player Coop Split-Screen Action. Master 6 Different Factions. Conquer 60+ maps. Discover 25+ Towers. Musical soundtrack written just for DeadlySpace.”<br />
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Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550682">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550682</a>]]></description>
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		<title>Sporkenator of DOoOOooOom Development Tutorial Video - Part 2 and 2.5</title>
		<pubDate>Fri, 15 Oct 2010 16:29:28 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/sporkenator-development-tutorial-video-part-2-and-2point5</link>
		<guid>http://www.indiepubgames.com/news/sporkenator-development-tutorial-video-part-2-and-2point5</guid>
		<description><![CDATA[<div class="header3">Sporkenator 2</div><br />
<div class="centeredMedia">youtube_ws:watch?v=q5hBLt36Rxg</div><br />
This video covers setting up your catapult (the sporkenator), setting up a basic grenade plus your target.  This is the set-up phase in the Unity3d editor, preparing prefabs for code.<br />
<br />
<div class="header3">Sporkenator 2.5</div><br />
<div class="centeredMedia">youtube_ws:watch?v=ewGXlJvHBhw</div><br />
This video covers the code for basic launching of a grenade from the sporkenator.  Also covered is the code for making the target follow the mouse and ensuring the proper force is applied to the grenade to reach the target position.  This video combined with Sporkenator 2 will show the process of the basic catapult launching features and basic targeting. <br />
]]></description>
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		<title>Hitbox Team Says: The Who When What Where Why and How of Dustforce!</title>
		<pubDate>Fri, 15 Oct 2010 10:39:39 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/hitbox-team-says-the-who-when-what-where-why-and-how-of-dustforce</link>
		<guid>http://www.indiepubgames.com/news/hitbox-team-says-the-who-when-what-where-why-and-how-of-dustforce</guid>
		<description><![CDATA[As you all probably know by now, Dustforce! was the winner of our recent 3rd Independent Game Developers' Competition. With the grand prize came the modest sum of $100,000. Well, in order to truly earn that money, we made Lexie Dostal and Woodley Nye of <a href="http://www.hitboxteam.com/">Hitbox Team</a> sit down (or rather stand up) and chat with us. See what inspired the developers from Hitbox Team to concept and create their award winning game:<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=NlASrDszw10</div><br />
In addition to Lexie and Woodley, Mathew Bush just recently joined the team to help continue development. The  Aussies traveled to Austin for the convention, but are still in the states currently. So if you see them, be sure to ask them for money. If you haven’t yet, play <a href="http://www.indiepubgames.com/game/Dustforce!">Dustforce!</a> now.<br />
<br />
<div class="caption">We think they're happy about winning the grand prize</div><br />
<div class="caption">Everyone who sat down to play Dustforce! ended up with a smile on their face</div><br />
<div class="caption">Terence stares down Lexie and Woodley during their interview</div><br />
You can look forward to more independent game developers competition finalists interviews. We made a video with every finalist, and our very own <a href="http://www.indiepubgames.com/profile/chocolatemiak">chocolatemiak</a> will be cutting the clips together for maximum entertainment. Next week you can expect to hear from David J Sushil of Bad Pilcrow, creator of <a href="http://www.indiepubgames.com/game/Vanessa_Saint-Pierre_Delacroix_And_Her_Nightmare">Vanessa Saint-Pierre Delacroix and her Nightmare.</a>]]></description>
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		<title>The indiePub Adventures of GDC Online</title>
		<pubDate>Thu, 14 Oct 2010 12:54:25 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/the-indiepub-adventures-of-gdc-online</link>
		<guid>http://www.indiepubgames.com/news/the-indiepub-adventures-of-gdc-online</guid>
		<description><![CDATA[<div class="header3">indiePub at GDC Online</div><br />
Last week, indiePub travelled to Austin,Texas for GDC Online along with all the finalists of our 3rd Developer Contest.  The finalists would each be showing their games at our indiePub booth to the conference members.  We were all excited to be in Austin: for the show, for the music, but mostly because we all knew that someone would be going home that week with the $100,000 grand prize.<br />
<br />
<div class="header3">The Show</div><br />
<div class="caption">indiePub in our booth - smack dab in the middle of GDC</div><br />
Our booth was right in the middle of the convention floor; we had the perfect location for catching the attention of any curious attendees.  We set up two games per table, each one manned by their respective developers who would give demonstrations of their game.  The whole arrangement was very inviting: we had students, developers, executives, and press playing the six games and chating with the finalists.<br />
<br />
<div class="header3">The Experience</div><br />
We flew the finalists in from all over the world: Sweden, Denmark, Australia, and even a distant kingdom called Utah.  Weary and jet-lagged, they worked hard during the day to show their games to the world, and attended events at night to soak in the GDC experience.  “I didn’t come here to sleep,” yelled Anders Gustafsson, designer of The Dream Machine, over the noise of Epic Games’ opening party.  His partner in crime, Erik Zaring, said something to him in Swedish, and they laughed.  It was probably hilarious.<br />
<br />
<div class="caption">Erik Zaring (left) and Anders Gustaffson (right) talk about their game to a game player</div><br />
The booth was constantly swarmed with people drawn to the colorful noises and loud visuals of our six games.  A particularly large crowd was forming behind Alexander Bruce and his game Hazard: The Journey Of Life.  Alex would explain in great detail the complexities of his space-bending game, always making sure his audience would get to see all the crazy puzzles tucked into the various levels.  The game was surely an attention getter, but even <i>that</i> was overshadowed by his deafeningly pink suit.<br />
<br />
<div class="caption">Alex chuckles during his interview with indiePub</div><br />
On the other side of the booth, Ty Henrie, creator of Catapult for Hire, also kept busy.  Catapult for Hire is still a work in progress, but Ty showed feverish dedication to his game by working on it in his hotel room throught the conference.  The game is still early in development, so he used the opportunity to try out new features and get valuable feedback from the constant stream of fresh players.<br />
<br />
<div class="caption">Ty Henrie (left) talks Catapult for Hire to a player</div><br />
During the show, we were also conducting video interviews with each of the developers (we will be releasing one of these interviews each week).  David Sushil, Lead Designer on Vanessa Saint-Pierre Delacroix and her Nightmare, was our first interviewee.  David is an associate professor at DeVry, and his scholarly demeanor took over as he passionately talked about his students, game design, and independent development.  His wife, Kimberly, lent David her voice talents for the creation of his game.  While at GDC, she watchfully operated the Vanessa workstation while David focused on his interview. <br />
<br />
<div class="caption">David J Sushil (left) being interviewed</div><br />
<div class="header3">The Awards</div><br />
On Thursday Mark Seremet, CEO of Zoo Games, prepared to announce the winners.  He drew a crowd as he introduced himself and talked passionately about his vision that became indiePub.  He recounted his early days when he was an indie developer building games in his campus dorm room, and how inspiring it was for him to see this new generation of developers work towards their own goals.<br />
<br />
Mark then announced the winners of the competition, first handing out a $1,000 check and glass trophy to each of the five category prize winners, before finally giving a giant $100,000 check to the grand prize winners: Hitbox Team, for their game Dustforce!  Hitbox’s Woodley Nye and Lexie Dostal were stunned, frozen in place.  Matt Bush, Hitbox’s most recent member, hurriedly pushed them forward to accept the award.<br />
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<div class="caption">Hitbox Team receiving their novelty check</div><br />
<div class="header3">The Dinner</div><br />
After the awards, we all went out to dinner at Max’s Wine Dive.  The restaurant’s slogan is: “Fried chicken and champagne?  Why the hell not?!”  An excellent question.  We went inside and had the whole bottom floor to ourselves, where we indulged in an unexpected mix of casual and gourmet foods.  We chatted about the show, the food, the future, and of course, games.  Thomas Brush, creator of Coma, and his brother Steve, were engaged in a civil discussion about the intricacies of Halo, throughout the evening.<br />
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<div class="caption">Thomas Brush showing off his Best Art award</div><br />
<div class="header3">The Goodbyes</div><br />
The slow crowd on the last day reflected our own energy levels.  We had all worked during the day, networked at night, and played mass video games throughout the entire trip.  In just a few short days, experiences were shared and friendships were forged.  As each developer left for the airport we said our final goodbyes, until we were at last alone and turned around to our war torn booth: “Oh crap, we’re going to have to clean all of this up.”]]></description>
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		<title>When Life Gives you Lemons… Explosionade</title>
		<pubDate>Tue, 12 Oct 2010 13:57:29 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/when-life-gives-you-lemons-explosionade</link>
		<guid>http://www.indiepubgames.com/news/when-life-gives-you-lemons-explosionade</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews Explosionade</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Mommy’s Best Games has been making high quality shooters for Xbox indie games since they first arrived on the Xbox 360 under the title of Community Games.  First with Weapon of Choice, then with Shoot 1Up, and now with Explosionade.  You remember Explosionade, the game that was delayed because the Xbox indie Top Downloads list was broken.  Ironically, even though the Top Downloads list was temporarily fixed, the day after Explosionade released the list broke down again, highlighting the very issue that Mommy’s Best Games had hoped to avoid.  It would be a shame if the Top Downloads list issue prevented some from playing Explosionade, because it might just be Mommy’s Best Games’ most focused and polished title yet.<br />
<br />
<div class="header3">Gameplay</div><br />
As Explosionade’s title suggests, you’ll spend most of your time making things go boom.  Most of this is performed by your war mech’s versatile grenade launcher that can fire either sticky or bouncing grenades depending on whether you tap or hold the fire button.  Assigning two weapons to the same button can often be a recipe for terrible controls, but Explosionade manages to pull it off.  Sticky grenades are best used for blasting apart the abundant destructible walls, while bouncing ones are best lobbed through those destructible holes to clear the area from enemies.  You can only fire three grenades at a time before having to wait for them to reload, preventing you from relying on their power exclusively while still reloading quickly enough that the game never slows from its explosive pace.  There are also gold bricks scattered throughout the levels which, when ten are collected, give you 30 seconds of infinite grenades to tear through enemies.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>For times that require a more direct approach your mech has two other tools at its disposal: a machine gun and energy shield.  The machine gun used with the right analog stick is excellent for attacking close range enemies or peppering one of the game’s screen-filling bosses.  And since you will also aim your grenades with the right stick, there will be few times when you aren’t using the machine gun in some way.  The real star of the game, for me at least, was the shield.  As a defensive tool, the shield protects you from all damage while active.  It has some limitations, most notably the inability to fire while the shield is active, but it’s perfect for a quick rescue when a barrage of missiles are coming your way.  This would be great on its own, but the shield can also be used for navigation and as an offensive tool.  When falling you can activate the shield to bounce off of the ground, launching you into the air to reach higher platforms.  This bounce can also be used to squash enemies, which is way more fun than it has any right to be.  The shield makes it just as fun to play defensively as it is to blow everything apart, which is extremely difficult to balance in an action game of this kind.<br />
<br />
So Explosionade is an action game loaded with powerful, over-the-top weapons.  What makes if different from Mommy’s Best Games’ last side-scrolling shooter Weapon of Choice?  It’s all a matter of scale.  Every level in Explosionade consists of a single room, with each one of those rooms being exactly the same size.  Each level also has a completely different platform layout so no two levels ever feel the same, but the dimensions and background of every level is the same.  Some may find this monotonous, but I think overall it was the right design choice for the game.  By keeping one aspect of the levels the same it allows you to focus all of your attention on using your diverse weapon set and how to best utilize them for the situation at hand.  It’s certainly a controversial design choice, and will turn off fans of Weapon of Choice’s expansive sprawling levels, but it should still please those looking for more of a classic arcade feel driven by high scores and leaderboards.<br />
<br />
<div class="header3">Story</div><br />
Explosionade has an entertaining  story with tongue planted firmly in cheek.  You play as Atticus, clearly the dim bulb of the military.  While everyone else in his squad is on an important mission, he’s left behind to guard the stock room.  But when he peeks inside the stock room and sees a giant war-mech just lying around, he decides to take it into the sewers for a test run.  It all has a very B-movie feel to it, and the ridiculous one-liners just go on to solidify that feeling.<br />
<br />
<div class="header3">Style</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Both your mech and enemy sprites are very detailed with bright colors to help them stand out against the shades of tan in the background.  Even the smallest enemy soldier has a lot of personality thanks to the little details in his armor and animations as he runs for cover from an explosion.  This is all great if you use the zoomed-in camera option, but falls apart when you zoom out.  Zooming out fills the entire screen with the level, and in the process it becomes harder to distinguish between the smaller enemies.  The zoomed out view also shrinks the HUD to just your life bar, so you lose information like your shields recharge rate and your score for the level.  This was a pretty big issue for me because I found it much easier to manage the on-screen action using a zoomed out view, and it was a shame to miss some of that extra detail that was put into the game.  It’s still a fine looking game when using a wider view of the action, just not as fine as it looks close up.<br />
<br />
<div class="header3">Other</div><br />
Explosionade is absolutely packed with options.  You can completely remap all of the controls, adjust how the HUD appears, and even change the game’s speed if you feel the action is too fast or slow for you.  Action game veterans might want to bump the speed up to the 150-200% range, but it’s also nice to be able to knock it back down again when practicing the later levels on harder difficulty settings.  On top of everything Explosionade also has 15 achievements which, while they won’t actually add to your gamerscore, will give completions something to come back for.  If achievements don’t do anything for you, then maybe vying for a top spot on the Explosionade leaderboards will extend the game’s replay value.  Not to mention that the whole game can be played with a friend in co-op, though putting two mechs in the game makes things considerably easier.<br />
<br />
Some might find the levels a bit too restricting, but I really liked how level design was used to put more of an emphasis on your weapons.  In all, Explosionade is an excellent action game, and a steal at only 80 MS points.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>indiePub Gets an Exclusive Interview with Cipher Prime</title>
		<pubDate>Tue, 12 Oct 2010 12:51:22 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiepub-gets-an-exclusive-interview-with-cipher-prime</link>
		<guid>http://www.indiepubgames.com/news/indiepub-gets-an-exclusive-interview-with-cipher-prime</guid>
		<description><![CDATA[<br />
The staff at indiePub is growing excited as Auditorium’s console release draws closer.  The game is special to us, as it is the first game published through indiePub’s partnership with Zoo.  To mark this occasion, a few indiePubbers traveled to Philadelphia to visit Cipher Prime, the creators of Auditorium.<br />
<br />
Cipher Prime’s new studio is right in the heart of Philly, on the corner of Chestnut and 3rd.  It contains a large main room with high ceilings and loft, a break room with a refrigerator, and a full bathroom. The room is sparse with just a couch and TV, a keyboard, and a few work tables hosting Mac computers.  The walls are covered with bric-a-brac: a whiteboard, some motivational pictures, and various awards all hang neatly around the office. The studio has everything Cipher Prime needs, and they couldn't be happier.<br />
<br />
Auditorium is an audio-visual puzzle game, where the player directs a stream of light particles into various audio containers.  When filled, the containers each play the melody of an instrument, eventually bringing together a complete orchestrated soundtrack. Cipher Prime is comprised of Will Stallwood and Dain Saint, who both originally created Auditorium from a particle engine they were building. The game was an instant online success, helping them generate revenue and continue working on Auditorium along with other projects.<br />
<br />
Currently, Will and Dain are putting the finishing touches on the new versions and are looking into future projects for the team. Check out the full interview where they discuss the game, working with Zoo, and the new features of Auditorium as it arrives on console:<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=I_BdWjnO0ew</div><br />
In the new console versions, players will have the ability to play both the original levels from the PC version as well as a whole new set of freshly designed levels. Auditorium will also have PlayStation Move support, and will be presented in HD.<br />
<br />
The game will be priced at 800MS point on XBLA and $9.99 on PSN. Auditorium is already available on PC for $10.99 and there is also an iPhone app edition.  A demo of the PC game can be found at <a href="http://www.playauditorium.com">playAuditorium.com</a>, as well as on <a href="http://www.indiepubgames.com/game/Auditorium">indiePub</a>.<br />
<br />
<div class="caption">It is important to tie your shoes before an interview.</div><br />
<div class="caption">Albert Einstein once said: "If a cluttered desk signs a cluttered mind, of what, then, is an empty desk a sign?"</div><br />
<div class="caption">Will is an expert juggler; Terence is really good at dropping objects.</div>]]></description>
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		<title>A Wonderful Night for a Curse… Coral’s Curse</title>
		<pubDate>Mon, 11 Oct 2010 15:58:26 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/a-wonderful-night-for-a-curse-corals-curse</link>
		<guid>http://www.indiepubgames.com/news/a-wonderful-night-for-a-curse-corals-curse</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews Coral's Curse</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>One of my greatest joys when searching through the droves of games in the Xbox indie game marketplace is when I come across a game that’s genuinely original.  With many game developers focusing mostly on safe sequels, or occasionally new IPs that play very similarly to other safe sequels, finding a game that has something completely new to offer is rare.  So imagine my excitement when I first loaded up Coral’s Curse and found a control scheme completely unlike any I’ve seen before.  But is Coral’s Curse a welcome innovation, or just an A for effort?<br />
<br />
<div class="header3">Gameplay</div><br />
The first thing that you’ll notice when playing is that Coral isn’t your typical videogame heroine.  For starters, she doesn’t have any legs.  Instead, where her limbs should have been is a large, scaly tail.  This half-snake body feels unwieldy at first, as you squirm unevenly controlling both the head and tail separately.  Her upper body moves with the left analog stick, while the right analog stick controls the tip of her tail.  If this sounds cumbersome, that’s because it is for the first few awkward minutes.  But imagine for a moment that your legs had been replaced with a tail, surely there would be an adjustment period involved.<br />
<br />
And sure enough, within ten minutes of picking up the controller slithering around felt quite natural.  And with that natural feeling came a whole new way of thinking about the game’s environment.  Coral’s Curse is laid out similar to games in the Metroidvania vein, with the world consisting of one enormous level with interconnected areas you gain access to along the way.  There is an intuitive map on the pause menu that fills in as you explore new areas, as well as showing a waypoint for the next key or amulet you need to find.  But just because you’re shown where to go doesn’t mean that getting there is easy.  The puzzles themselves aren’t anything new for genre veterans, but the ways you go about solving them have been given a fresh feeling because of the controls.  Instead of jumping to reach higher platforms I found myself balancing on the tip of my tail or wrapping my tail around ledges.  Instead of pushing a block onto a pressure switch I had to curl my tail around a ball to carry it.  These aren’t abilities that you unlock either, but rather techniques you discover naturally through experimentation while playing.  It’s an organic feeling of progression and discovery that gave me a huge feeling of accomplishment when playing.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>It’s not all exploration and discovery though, as you will come across many enemies in the tunnels and cliffs Coral explores.  You can fend off these enemies with fire and ice projectiles, with most enemies color-coded to indicate which will be more effective against them.  Some enemies need to be frozen first, then shot with a fireball, but for the most part they all go down in one hit.  It’s good that they don’t take much to kill, because with both analog sticks used for movement there are some sacrifices made in the aiming controls.  Aiming, like moving Coral’s torso, is done with the left stick.  This usually means that trying to shoot down a flying enemy looks like she’s having a seizure.  You can hold the A button to relax Coral’s body, which prevents her from moving around while aiming, but it also means you can’t dodge an enemy’s attacks.  For those that can master using the tail, it can also use it as a shield of sorts since it doesn’t take damage from projectiles.  It’s not an invincible tail though, so ice attacks will still slow you down letting your tail touch lava is a sure way to drain your health.<br />
<br />
<div class="header3">Story</div><br />
The story of Coral’s Curse is told through a short narrative at the beginning of the game.  Coral was a skilled mage until one spell backfired, resulting in her half-snake curse.  It’s a fairly simple narrative, but it gets the job done in terms of explaining why you are playing as a girl with a tail instead of legs.  Once you’re in the game itself the only indication of a story is the passage of time through a day/night cycle.  It’s a subtle touch, but helps to add to the overall atmosphere of the game.<br />
<br />
<div class="header3">Style</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Coral’s Curse is a great looking game.  The environments are rich with color and the way that the tail animates is simply mesmerizing.  There are a few odd hiccups where Coral’s animations seem strange, like trying to turn around in a tight tunnel, but for the most part the visual style is excellent.  The soundtrack isn’t particularly memorable.  It’s good ambient sound to have in the background, but it’s not something you’ll find yourself humming when away from the game.<br />
<br />
<br />
<br />
<div class="header3">Other</div><br />
Coral’s Curse is the type of game that I would recommend playing the trial version before committing to a purchase.  Maybe even play the trial twice since the first time will be acclimating to the controls.  But those brave enough to take the plunge will find a highly original and satisfying twist on exploration-based gameplay that deserves to be played.  As someone who is always looking for originality and innovation in game design, Coral’s Curse is a welcome breath of fresh air.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Indie News: Weekly Recap 10-8-10</title>
		<pubDate>Fri, 08 Oct 2010 17:39:11 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-10-8-2010</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-10-8-2010</guid>
		<description><![CDATA[<div class="header3">3rd Independent Game Developers' Competition Winners Announced!</div><br />
Right here on Indiepub we announced the winners for the 3rd Independent Game Developers' Competition.  It was a tough to pick just one winner for each category, but in the end five games came away as winners.<br />
<br />
Staff Pick: Catapult for Hire<br />
Best Art: The Dream Machine<br />
Best Audio: Coma<br />
Best Design: Vanessa Saint-Pierre Delacroix and Her Nightmare<br />
Technical Excellence: Hazard: The Journey Of Life<br />
Grand Prize Winner: Dustforce!<br />
<br />
Congratulations to all of the winners, and a very special thanks to all of you for showing your support for your favorite indie games and making this our best contest yet.<br />
<br />
Read: <a href="http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced">http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced</a><br />
<br />
<div class="header3">Nominate your favorite development tools for the 2010 Front Line Award</div><br />
Game Developer Magazine is looking for nominations for its annual 2010 Front Line Awards.  The Front Line Awards honor the new and innovative tools that help to make game development a possibility in the categories of programming and production, art, engine, middleware, audio, and networking.  Nominations started on October 4, with the deadline for nominations ending on October 15.  Something to keep in mind before you nominate though: betas are not eligible.  <br />
<br />
Site: <a href="http://www.gdmag.com/homepage.htm">http://www.gdmag.com/homepage.htm</a><br />
Nomination Form: <a href="http://www.gdmag.com/frontlineawards/homepage.htm">http://www.gdmag.com/frontlineawards/homepage.htm</a><br />
<br />
<div class="header3">Experimental Gameplay Project October challenge: boys and girls</div><br />
The Experimental Gameplay Project launched a new challenge for the month of October with a battle of the sexes.  The challenge is to make a game for the opposite sex, with guys making games for girls to play and vice versa.  Ideally this should help to eliminate the stereotypes that boy and girl gamers are really so different, though it is just as likely that the results will be oversaturated in gender clichés.  In either case, the results should be fun to play, and even more fun to participate in for any interested developers.<br />
<br />
Site: <a href="http://experimentalgameplay.com/blog/2010/10/boys-and-girls-in-october/">http://experimentalgameplay.com/blog/2010/10/boys-and-girls-in-october/</a><br />
<br />
<div class="header3">Minecraft sells over 350,000 copies</div><br />
Minecraft, created by Notch (aka programmer Markus Perrson) has taken the indie gaming scene by storm, and now there are some sales numbers to prove it.  Specifically the number 320K, which is the number of total sales Notch recently passed since the game first became available a year ago.  And with average of 10,000 new sales daily, it doesn’t look like a downturn will be coming any time soon.  Notch plans to continue working on Minecraft as long as he is financial able, and plans to release the game’s source code when once the game has run its course.  Minecraft is currently in pre-release alpha stage selling for €9.95 ($13.62), with a planned price bump for when it hits beta and a final price of €20.00 ($27.84) when the game is finished.  <br />
<br />
Read: <a href="http://www.gamasutra.com/view/news/30767/Indie_Game_Minecrafts_Sales_Pass_320K.php">http://www.gamasutra.com/view/news/30767/Indie_Game_Minecrafts_Sales_Pass_320K.php</a><br />
Site: <a href="http://minecraft.net/">http://minecraft.net/</a><br />
<br />
<div class="header3">Pirates of New Horizons prototype is ready to play</div><br />
Developer Exit Strategy made available a prototype build of their indie adventure game Pirates of New Horizons this week.  The prototype can run either in your web browser using the Unity Web Player plugin or by downloading the file to your computer.  Since the game runs on Unity 3D, it will work on both PC and Mac.  The prototype was designed with a controller in mind, so it is recommended that you plug in a wired Xbox 360 controller to play, though there is also a mouse and keyboard configuration available.  There are three areas available in the prototype to display the games different styles of gameplay: combat, towns, and dungeon exploration.  It still feels very much like a prototype to play, and represents about 1/5 of what Exit Strategy has planned for a full game, but it is always fascinating to get an early look at an unfinished game.<br />
<br />
Site: <a href="http://www.piratesofnewhorizons.com/">http://www.piratesofnewhorizons.com/</a><br />
<br />
<div class="header3">VVVVVV soundtrack to appear in Rock Band 3</div><br />
Three songs from Terry Cavanagh’s indie platformer VVVVVV will make their way to Rock Band 3 via the Rock Band Network.  The three tracks are “Pressure Cooker,” “Positive Force,” and “Potential for Anything,” which will make them the largest soundtrack representation from a single game in Rock Band.  The chiptune tracks were written by artist Magnus ‘SoulEye’ Pålsson and released as part of the games soundtrack, aptly titled PPPPPP.  The songs are being converted to Rock Band by Fairwood Studios, who is tailoring the chiptune tracks specifically for the keyboard controller that is getting an introduction in Rock Band 3.  The songs will of course also have parts for guitar, bass, and drums, bringing the whole band together.  Hopefully this is only the beginning of a new trend for indie game music.<br />
<br />
Read: <a href="http://fairwoodstudios.com/vvvvvv.php">http://fairwoodstudios.com/vvvvvv.php</a><br />
<br />
<div class="header3">Concern over Xbox indie marketplace’s broken Top Downloads list</div><br />
Nathan Fouts of Mommy’s Best Games, creator of Xbox indie titles Weapon of Choice and Shoot 1Up, expressed his concern for the Xbox indie game marketplace.  Specifically, his concern lies in the frequent downtime of the marketplace’s Top Downloads list.  The Top Downloads list on the Xbox indie game marketplace is one of the few methods of publicity available to developers, and so when the list fails to update it can mean lost sales an a game fading into obscurity once it no longer appears on the New Arrivals list.  Thankfully, the Top Downloads list seems to be updating properly again, but the all too frequent outages are a serious concern for any indie developer hoping to release their game through the Xbox indie games marketplace.<br />
<br />
Read: <a href="http://mommysbest.blogspot.com/2010/10/top-downloads-is-broken-delaying.html">http://mommysbest.blogspot.com/2010/10/top-downloads-is-broken-delaying.html</a><br />
<br />
<div class="header3">Xbox Live Indie Games of the week</div><br />
Explosionade (80 MS points) by Mommy’s Best Games:<br />
<br />
“**Just like lemonade, but with EXPLOSIONS.** INFILTRATE subterranean strongholds manned by cunning bipedal aliens and their mind-blasting hellions! ** Dozens of CHALLENGE-ROOM-style gameplay with a zoom function that let's you in close or zooms out to see all the action! ** 2 PLAYER COOP and ONLINE Highscores!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/offers/00000001-0000-4000-8000-000058550684">http://marketplace.xbox.com/en-US/games/offers/00000001-0000-4000-8000-000058550684</a><br />
<br />
Coral’s Curse (240 MS points) by abnormalsoft:<br />
<br />
“Help Coral in her quest to break the spell that has transformed her into a frightening new form. Use your tail to slither to high ledges and solve unique puzzles. Cast spells like fireball and frostbolt, or use your tail to defeat various enemies. Collect resources to improve your abilities and become even more powerful. Coral's Curse is a platformer unlike anything you've seen before!”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067e/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067e/</a><br />
<br />
Excruciating Guitar Voyage (240 MS points) by floatstarpx:<br />
<br />
“Excruciating Guitar Voyage is a platform-puzzle-adventure. You play as PX, a surprisingly invincible hairy moron, who can set himself on fire and electrocute himself to solve puzzles. EGV combines traditional point'n'click style puzzles with platform gameplay. There is a fully voiced cast of interesting characters to meet, bizarre scenarios to end up in, and many many levers to pull.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067c/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067c/</a><br />
<br />
U Want Cookie? (80 MS points) by AxB:<br />
<br />
“Cookies. Who doesn't like them? Who wouldn't do anything to get one? Would you brave a world cluttered with dangerous turrets, mines and other various objects of destruction just to get a taste of that sweet treat? If you do, then go ahead and explore our 100 levels. If you don't then why not try a game of Crumb Collector, Builders Block or any other of our multiplayer game modes.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067d/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855067d/</a>]]></description>
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		<title>3rd Independent Game Developers' Competition Awards Announced</title>
		<pubDate>Thu, 07 Oct 2010 17:38:50 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced</link>
		<guid>http://www.indiepubgames.com/news/3rd-developer-competition-winner-announced</guid>
		<description><![CDATA[We can’t deny it; our third competition has been our best yet! Many amazing games filled this contest; innovative concepts, unique visuals, and fun gameplay were the norm, not the exception. We had more great games than we could rightly recognize without it seeming like we gave everyone an award. Not that all the entrants didn't deserve one, though.<br />
<br />
We at indiePub would like to personally thank all of the contestants for entering. Thank you for not making the decisions for finalists and semi-finalists easy. Thank you for showing your support for your favorite games. Thank you for posting and discussing things on the forums. Thank you for making this our best contest yet, and telling us how we can make our next contest even better. And finally, we'd like to thank one of you for taking $100,000 of our hard earned money.<br />
<br />
Without further ado, here are our five finalists and grand prize winner:<br />
<br />
<a href="http://www.indiepubgames.com/game/Catapult_for_Hire"></a>Catapult for Hire was chosen as Staff Pick because we thoroughly enjoyed the game. The game play is simple yet entertaining, involving physics based, object launching challenges. The game is also overflowing with tongue-in-cheek humor about its own unfinished state. A 'Lord Placeholder' asks for your help, and an Ogre without a body pushes rocks with his face. Even the pseudo old English language that the characters use adds depth to the humorous realm in which the game takes place. Catapult for Hire is fun, addicting, and popular; that's why we chose it for Staff Pick.<br />
<br />
<a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1"></a>The Dream Machine was chosen for Best Art due to the meticulous detail that went in to every object and landscape in the game. Even the smallest element, from the wet grains of sand, to the uneven floorboards, or even the cracks in the ancient stone pieces, adds volumes to the narrative and immersion presented to the player. By using an art form rarely seen in games and presenting it in a masterful manner, it is no wonder that The Dream Machine has earned the award for Best Art.<br />
<br />
<a href="http://www.indiepubgames.com/game/Coma"></a>Coma was chosen for Best Audio from the immersive nature of the game's music. From character sounds to the background music crafted to uniquely portray certain areas, every note and every noise plunges the player further into the game. The peculiar sounds that other beings make are notable in how they don't just give the character a voice but rather give them a personality. Due to the games integration of music within the storyline and virtual world of Coma, it was deserving of the award for Best Audio.<br />
<br />
<a href="http://www.indiepubgames.com/game/Vanessa_Saint-Pierre_Delacroix_And_Her_Nightmare"></a>Vanessa Saint-Pierre Delacroix and Her Nightmare was selected for Best Design due to its interesting amalgamation of intriguing game play concepts and magnificent presentation. The game included not only a full-fledged story, but also a novel platforming innovation. Complexities are stacked upon complexities as this game builds up its difficulty but never becomes incomprehensible. Every step forward is calculated to give the player a chance, but not hand them the objective. Because this game was a solid implementation of intriguing game play, it obtained the award for Best Design.<br />
<br />
<a href="http://www.indiepubgames.com/game/Hazard:_The_Journey_Of_Life"></a>Hazard: The Journey Of Life was chosen for the Technical Excellence award because of its success at the creation of impossible environments. This innovative game uses simple game play components within a non-traditional environment to sculpt a truly one-of-a-kind experience. The elegance of the technical accomplishments within this game gave it a seamless feel, earning it the award for Technical Excellence.<br />
<br />
<a href="http://www.indiepubgames.com/game/Dustforce!"></a>Dustforce! was selected for the Grand Prize due to its excellence in all categories. Each level is visually consistent and leverages a deft blend of creative. The audio in each level perfectly accents all of the visual niceties. The unique concept of this platformer gives it an intriguing and distinctive design unparallel to others. The game play is impeccable and extremely enjoyable.  Every element about this game demonstrates a level of polish that should be required of any game contest champion. Dustforce! was a challenging and addictive game; we couldn't help but try to sweep every surface, wash every wall, and launder every level we played.<br />
<br />
We would like to give a sincere thank you to all the entrants, and a big congratulations to all of the winners. Make sure to check in with indiePub for more contests in the future, and continue to participate in the growing community! As we write this, we're working on some cool ideas that'll give you even more opportunities to show us your skills and potentially earn some cash – so you don’t want to miss out!]]></description>
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		<title>Only Generic in Name… A Shooter</title>
		<pubDate>Wed, 06 Oct 2010 14:36:16 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/only-generic-in-name-a-shooter</link>
		<guid>http://www.indiepubgames.com/news/only-generic-in-name-a-shooter</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews A Shooter</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Call me shallow if you want, but when I see a game title like A Shooter, it doesn’t exactly jump out at me from the digital shelves of the Xbox Indie marketplace.  I think the only way that Sorcery Games could have made the title more generic would be to simply call it “A Game.”  It’s a shame that gamers might pass it by though, because A Shooter is anything but the derivative shmup that it’s title suggests.<br />
<br />
That isn’t to say that all of the A Shooter’s departures from the norm are welcome ones.  In fact, I’ve probably had a more conflicting love/hate relationship with A Shooter than just about any game in recent memory.<br />
<br />
<div class="header3">Gameplay</div><br />
A Shooter is almost like a survival horror version of a shmup.  Where most shmups are content to give the player an abundance of temporary power-ups, A Shooter only gives you one per level.  Thankfully, these power-ups are permanent, and become essential in later levels when they allow your ship to fire to the sides and backwards.  Less thankfully, if you miss even one then you’ll be grossly underpowered in the later levels.  And just in case it wasn’t already easy enough to miss the power-ups, they are hidden inside purple asteroids that, on the early levels, take a ridiculous number of hits to break open.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Yes, A Shooter is a challenging game.  It’s made even more so by the fact that enemies don’t shoot in patterns that you can practice and memorize, but actually aim for your ship.  At first I absolutely hated this gameplay mechanic, as it would often corner me into no-win scenarios where I couldn’t possibly avoid getting hit.  But the more I played, the more I appreciated the shift.  Even though there isn’t an overall pattern for how the bullets will fly, each enemy has its own pattern to learn.  Some shoot one bullet at a time, others shoot three spreading shots, and later enemies may shoot in all directions at once.  In A Shooter I found it much more vital to pay attention to which enemies were on-screen than in other shmups.  For me this was a welcome change of pace from shmups where I just mindlessly fire at anything that moves.  There is a very steep learning curve to playing this way, but it did feel very rewarding when I finally beat a level that I had been stuck on.<br />
<br />
Far less satisfying, however, are the boss battles.  Every boss feels recycled, in large part because they are all simply color palate swaps of each other.  Each one progressively moves around more and fires more bullets in your direction, but it doesn’t change the fact that they are all essentially the same boss over and over again.  It’s an anticlimactic end to each of the game’s short levels.<br />
<br />
<div class="header3">Style</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>A Shooter’s visuals surely don’t do it any favors to dispel the impression gamers get from its generic title.  I already mentioned that the bosses are all the same, however most of the ships have designs that distinguish them from one another, with only a few palate swaps among them.  None of them are particularly memorable or stand out though.  The visuals are neither unappealing nor appealing.  They get the job done, but don’t distinguish A Shooter visually from any other shmup.<br />
<br />
I should mention that some of the menus, while loading on the screen immediately, usually took about a second before any button press registered.  This is particularly annoying when I simply want to retry after the Game Over screen and need to first exit to the main menu then choose which level to start from, and the whole time I’m mashing the A button to no effect.<br />
<br />
<div class="header3">Story</div><br />
What story?  There isn’t really any context given for the game.  Even A Shooter’s description is simply a feature list.  It’s a shmup, so I’m not asking for Tolstoy here, but anything is better than nothing.<br />
<br />
<div class="header3">Other</div><br />
If you can get past it’s generic name and visuals, and don’t mind a controller smashing difficulty curve, A Shooter might just deserve a place in your 360 library.  It should be noted that there is already an update for A Shooter on the way that should make the power-up asteroids a bit easier to handle (apparently the game shipped with a bug that gave them 4X the health they were supposed to have).  It’s certainly not for everyone, but those that put the time in will certainly get a feeling of accomplishment to match their investment.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Free, the New Pay-to-Play</title>
		<pubDate>Tue, 05 Oct 2010 15:18:28 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/free-the-new-pay-to-play</link>
		<guid>http://www.indiepubgames.com/news/free-the-new-pay-to-play</guid>
		<description><![CDATA[“Nothing in life is free.”<br />
<br />
Remember when your grandma was sitting in her rocking chair, shaking that old mesquite walking cane at you giving you the lectures of life? You sat placid, listening with full attention in awe and wonderment of how her teeth didn’t fall out of her mouth (now you’ve realize it was simply denture glue); then like acrid fumes of dragon breathe these words reverberate from her mouth, “Nothing in life is free.”<br />
<br />
I’m not sure if that sentence is blanket coverage for all free-to-play online games, but I’d bet that companies using that montage have every intention of squeezing the lint out of your pocket, but let’s be real – they have too.  If there were no monetary rewards to the developers of these free-to-play games then we’d be stuck with our basic subscription based games and of course bejeweled inspired hobbiest games.<br />
<br />
I think I should explain that the free-to-play games I’m talking about here aren’t your simple flash game puzzlers that you see around internet game sites.  I’m not talking about freeware games, or games embedded on sites like Kongregate; sure some of these developers are making money but not anything like the free-to-play companies like Zynga or Riot.<br />
<br />
I think it’s fair to say that these companies (and many others) have proven that micro transactions aren’t a fad like parachute pants or disco, but something that’s here to stay. With a rising cost on development and competition in the online games we’ve seen an increasing number of AAA studios drop the subscription base and head towards the free-to-play montage, let’s take Turbine for example.<br />
<br />
Turbine (Warner Brothers) currently has three MMORPGS on the market that they publish; two of the three have adopted the free-to-play montage. While Asheron’s Call (previously published by Microsoft) remains their exclusive pay-to-play game, they’ve adopted the free-to-play model for both Dungeons and Dragons Online and Lord of the Rings Online.  When I hear news about games with big budgets going to a free-to-play market it makes me think of the great Howard Hughes, “It’s the wave of the future” (copy paste and reread at least ten times for desired effect).<br />
<br />
I guess the biggest thing to consider here is that Turbine realized they couldn’t compete in the pay-to-play market with these two titles; moreover they concluded that they could actually stand to make a profit of their existing player base by opting for the free-to-play model.   They didn’t replicate the exact model for each game, though the significance is that the game is free to play – but you can be one of the cool kids by purchasing stuff.<br />
<br />
Turbine of course isn’t the only AAA studio rockin’ the free-to-play MMO’s other names you might have heard of – Ncsoft (Guild Wars), Sony (Free Realms), and Gravity (Ragnarok Online).   Of course this is a very limited list, the shear amount of free-to-play MMO’s is incredible and not all of those games are coming from ‘who the heck are they?’ companies.<br />
<br />
<div class="centeredMedia"></div><br />
Micro transactions in the free-to-play world could be compared to, let say, Gotham City’s very own Batman. Like Batman, micro transactions have come to the rescue, unlike batman they don’t wear a cape and they’re far from fictional.  If micro transactions are Batman, that leaves their counterpart Virtual Goods to play the part of Bruce Wayne; cause that’s where the money is. <br />
<br />
Virtual goods aren’t really a new thing to online games. In fact they go back to the beginning when MUDs dominated the online gaming scene.  Although, virtual good sales started with the creation of virtual text gear to help spam your telnet client with colorful adjectives it wasn’t nearly as profitable or popular as it is these days.<br />
<br />
The model for selling in game goods was roughed out and companies back then didn’t expect to make a lot of money with their virtual gear, this sways me to believe that a lot of time wasn’t spent on investigating the impact of balancing in the game.  Most of the items that could be purchased by players with money would give them a distinct advantage in the game world; leading to community toppling by the few players willing to spend money on virtual goods.<br />
<br />
The act of balancing your game with enticing micro transactions can be a bit tricky; lucky for developers we as people seem to be just as obsessed with vanity in-game as they are out-of-game.  Developers have been able to offer unique items in their game that don’t exactly make someone ‘better’, but gives them more variety. Vanity items are huge in some online games, they’re sort-of like a status symbol within the game world and you want to sit at the cool kids table at virtual lunch, don’t you?<br />
<br />
<div class="centeredMedia"></div><br />
There are a vast variety of games that have taken on the model of micro transactions using it in ways that best benefit them and their community.  Some using the strict vanity items in virtual stores, some that give you bonus to in game gains (money or experience), and others allow you to purchase items, characters and other unlockable items.<br />
<br />
Riot adopts a mixture of the vanity and unlockables in their free-to-play model for League of Legends.  As one of the newer MMO games on the block they appear to be doing quite well with their system.  The system allows for players to purchase virtual items with either points earned through playing or with real world cash.   This alleviates the ‘unfair’ element by not giving those willing to pay an advantage over those that aren’t. While vanity items like new character skins can only be purchased with real money.<br />
<br />
This system seems to be a huge reason for their continually growing popularity and success.  Riot adopted a method which encouraged people to purchase items with real money, but giving their players that didn’t have the budget a way to compete.  Each week they rotate the venue of characters that you can play giving you a try-before-you-buy feel; at the same time it gives you the tendency to throw your fist in the air and yell, “ Hooyah!… I gotta have this character!”<br />
<br />
I guess it’s time to be honest with myself; although it’s great to see this model being used with the MMO genre and showing great success to new and old companies alike – these aren’t really the companies that have shown the biggest boom in the virtual market… No the credit for the eye opener belongs to our friends in the social gaming market.<br />
<br />
Who would have imagined that social gaming would become the poster child for micro transactions, it certainly wasn’t me or I’d be writing this article from my Yaht in the Bahamas.  No, it was our friends over in companies like Zynga, Playfish and Broken Bulb.   Though, I’m sure the entire FFA would like to take credit for the inspiration behind games like Farmville.<br />
<br />
I understand how they have so many players the games are truly free-to-play and you don’t need to pay to play. There is no direct competition, there is no rivals, you’re not training your pet society pet to battle against other pets on the Pokefield; so what’s the allure to spending so much money on these casual, social games?<br />
<br />
<div class="" style="float:right"></div><br />
As one of the most fabled stepmothers of all time said it best, “Mirror Mirror on the wall, who’s the fairest of them all?” I’ll take vanity for $500!<br />
<br />
These social games leverage all your vanity to get you to purchase things that make your town, farm, pet stand out from your neighbors (your friends).  You can purchase items that help speed up tasks, so you can get more items in games, or perhaps you want more land so you have the biggest rose garden in the virtual world.  Maybe your dog wants to look like Hong Kong Phooey; fork over the dough and we can make it happen!<br />
<br />
<div class="centeredMedia"></div><br />
Micro transactions have the beauty of being insignificant; meaning they stay true to their name of being micro.  This gives way to a whole new transaction system for casual players, if they’re only spending money when they want something and as little as a dollar, then why not!  What’s a buck to outshine your best friend with some new bling on your virtual avatar?<br />
<br />
It’s hard to deny that micro transactions have jumped up to the number one contender to face off with subscription based games.  It’s a whole new appeal brought on by a busy world with an increasing number of casual games.  But, how accustomed will we become to the model that Free-to-play has introduced?   Are we going to open a new window to a tag team match of subscription based micro transactions?<br />
<br />
Personally, I think the window has already been opened for global gaming giants. Heck they didn’t even have to pay for the market analysis.  Selling virtual currency (gold farmers), auctioning off characters and virtual items are a huge outside money makers in the bigger MMO’s.   Companies like Blizzard are well aware that they stand to increase their income of their current player base by combining their subscription base with some sort of virtual goods store; but at what cost for the communities they’ve created?<br />
<br />
I personally love the micro transaction scene as I liked to casually play more than one game. This allows me to play many games at my leisure without ever feeling like I’m ‘getting behind’ or not ‘getting my monies worth’.  I’m excited to see where new companies will take the model, how it will be molded to fit the future of online gaming and keep great games free with large communities to support the developers and publishers.  Are you a virtual shopper?]]></description>
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		<title>A Fun Way to Save Our Earth… Pure Carnage</title>
		<pubDate>Mon, 04 Oct 2010 14:31:51 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/a-fun-way-to-save-our-earth-pure-carnage</link>
		<guid>http://www.indiepubgames.com/news/a-fun-way-to-save-our-earth-pure-carnage</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Pure Carnage</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>The Xbox Live Indie Games channel sometimes proves itself to be the perfect place for picking up quick-fire, multiplayer action titles, and Pure Carnage cements this theory. It’s a simple twin-stick defense blaster that gets increasingly awesome the more people you add to the mix.<br />
<br />
There isn’t exactly much to it, yet you’ll still manage to wring a good hour’s worth of gaming out of the action, especially if you’ve got 3 friends over. This is as simplistic as a shooter can be, and by stripping everything down but still keeping it hectic, Pure Carnage is a great bit of mental to add to your XBLIG collection.<br />
<br />
<div class="header2">Gameplay</div><br />
Set sometime in the future, Pure Carnage presents you with the open metal gates to Earth’s atmosphere, then asks you to defend them from enemy attack. This is done via four turrets, all set up along the edges of the gates, all ready and willing to take down the incoming baddies for as long as it take.<br />
<br />
Turrets are easily controlled – left stick aims and fires, and right stick aims and fires a second turret if you are in control of two. Enemies move in from above, and you’ll need to aim and blast before they reach the bottom of the screen, damaging your shields or entering the atmosphere.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>This is pretty much all there is to it. You can also activate extra shielding and triple laser fire at certain intervals to aid you in your battle. The baddies attack slowly to begin with, but eventually pile in thick and fast, and the action ramps up to a satisfyingly challenging and hectic level.<br />
<br />
As a single-player, you control two turrets – one either side of the gate – while the other two are taken care of by AI. Playing solo is pretty fun, but throw extra players to take care of the other turrets and you’ll have an absolute ball. Up to four players can blast away together, with each taking control of one turret, and you’ll relish the absolutely insane numbers of enemies that charge your way.<br />
<br />
As you progress you’ll unlock higher carnage levels, so that next time you begin the game again, you’ll be able to start at a much higher difficulty. This is a great feature, although in terms of content, it’s pretty much the only one – there is nothing else to do in Pure Carnage other than this mode, which will most likely put some people off.<br />
<br />
Do not be fooled, however – this single mode will keep you entertained for at least a full hour, and those people looking to achieve big scores will enjoy blasting their way through it a few more times for those huge points.<br />
<br />
<div class="header2">Style</div><br />
It’s not really obvious from screenshots, but Pure Carnage does in fact look pretty great in motion. As with the gameplay itself, the visuals are incredibly simple, with stick lasers and small, red men attacking. There’s plenty of polish involved, especially on the menus and interface.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>The game sounds great too, and does a really nice job of adding to the hectic feel of the action. With all four players blasting away, you’ll barely be able to see what’s going on, and the sound of multiple lasers firing off and explosions sounding all over the place matches the mood perfectly.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<div class="header2">Story</div><br />
While there’s no story in game, the Xbox Live Marketplace description talks about a last stand for humanity, and an endless swarm of alien drones attacking the gates to Earth. It’s interesting enough, although you get the feeling that a lot more could have been done with it.<br />
<br />
<div class="header2">Other</div><br />
Pure Carnage is an absolute blast, especially if you’ve got 3 friends over to save mankind with. Sure, there’s only one game mode, but the gameplay on offer is more than enough to justify the $1 (80 MS points) asking price.<br />
<br />
If you’re looking for something quick for you and your mates to get your mitts around, Pure Carnage will be right up your streets. Make sure to at the very least check out the demo.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Indie News: Weekly Recap 10-1-10</title>
		<pubDate>Fri, 01 Oct 2010 18:15:15 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indie-recap-10-1-10</link>
		<guid>http://www.indiepubgames.com/news/indie-recap-10-1-10</guid>
		<description><![CDATA[<div class="header2">indiePub 2.0 is go</div><br />
Our own indiePub v. 2.0 is live so, in case you’ve missed the new design and new features, check it out at indiepubgames.com. Of course if you are already here then don’t go anywhere. We have more indie game news than you can shake a pixel at.<br />
<br />
<br />
<div class="header2">Unity gets an update, now much three-sier</div><br />
The Unity 3D game making  program has been updated to version 3.0 this week and includes: Android OS support, new image effects, a new CharacterMotor script, a procedural tree creator, integrated lightmapping, scene view improvements, simpier texture importing, static occlusion culling, surface shading, particle rotation, (“Ooh, Matrix dust”), audio tweaks, clothing and skin sims, a new Unity script compiler and it will make your bed and cook you fresh and tasty fries. OK, maybe not the last two, but the list of additions and improvements is quite long. Unity 3 also promises to run 20% to 50% faster than the previous release (Unity 2.6)<br />
<br />
The Unity 3 base product is free while the full-on Unity 3 pro version costs $1500. The Andorid Pro addon is $1500 more, iOS $400, iOS Pro $1500 and an Asset server client license is $500. There is a free 30-day Unity Pro trial you can download as well and is a 400 MB file. Unity 3 will run on Windows (XP SP2 an on) and Mac (OS X Leopard or later)<br />
<br />
Site: <a href="http://unity3d.com/">http://unity3d.com/</a><br />
<br />
<br />
<div class="header2">Ooh, pretty 3D cheese</div><br />
Voxelogic has announced that Acropora 1.2 Beta is now available. According to the Voxelogic web site, “Acropora is a procedural voxel modeler for creating complex, organic mesh topologies that are useful for all types of 3D modeling applications.” Some of the features include user-defined surfaces, full animations of base objects and modifiers, MAX 2009plug-in, up to 15 octaves of 3D noise, noise editing tools, batch processing and the ability to export to multiple mesh formats. You know it must be good if it can make a honkin’ huge cube of cheese. The 30-day demo is free and fully functional (nice) but the full version will set you back $89 US. The full version includes all upgrades for a year. Acropora will run on Windows (200, XP and Vista) and requires DirectX 9.0c or better.<br />
<br />
Site: <a href="http://www.voxelogic.com/">http://www.voxelogic.com/</a> <br />
Download: <a href="http://www.voxelogic.com/index.php?option=com_content&view=article&id=32">http://www.voxelogic.com/index.php?option=com_content&view=article&id=32</a><br />
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<br />
<div class="header2">Free mech fights! Free mech fights!</div><br />
Now you have another reason not to do the laundry. Enigma Game’s free web-based mech ‘bot fighting game, Theta Warriors, is now available on MySpace, Facebook and the Theta Warriors web site. Based on the Wargod Engine, the game features 4v4 turn-based combat and, eventually, wars will be fought between the three sites.<br />
<br />
There’s a relatively short start-up process after you log into your account on the appropriate site. You go to the game’s page, enter a name and pick from one of four basic “Theta” (mech robot) types. Then you can get into turn-based combat missions (even by yourself as you’ll likely begin without any allies). Right now Facebook has the largest population.<br />
<br />
Much like other Facebook games, you can invite friends to play, level up, trade in earned points and cash (War Medals, Crystals and Krons) to increase abilities and amass an inventory of helpful items. Some items can also be added to increase your key stats. The game also includes its own Chat feature and you can mouse over any ally or opponent to see key stats.<br />
<br />
Site: <a href="http://www.thetawarriors-online.com/">http://www.thetawarriors-online.com/</a><br />
Site: <a href="http://apps.facebook.com/thetawar/">http://apps.facebook.com/thetawar/</a><br />
Site: <a href="http://www.myspace.com/489145406">http://www.myspace.com/489145406</a><br />
<br />
<br />
<div class="header2">Super Meat Boy will be even meatier through Xbox Live</div><br />
Team Meat is planning to circumvent some of the Microsoft regs to offer gamers a bit more content than expected in the Xbox 360 release of the game coming out October 20, 2010. The way they are adding more beef to the game is by The short explanation is through “Teh Internets,” an Xbox 360 chapter with 20 8-bit-themed levels that utilizes the Title Managed Storage (TMS) and, thus, not requiring the typical Microsoft certification. Basically, in this way they can, as they put it, “add new chapters whenever we feel like it to the game.” And they plan to offer these bonus levels for free (no MS Points needed). Thanks Meatheads, er, Team Meat.<br />
<br />
Site: <a href="http://supermeatboy.com/">http://supermeatboy.com/</a><br />
<br />
<br />
<div class="header2">PC Gamer exposes its Minecraft crush</div><br />
Minecraft, created by Notch (aka programmer Markus Persson), recently received a designer’s love letter in the form of a faux (that’s facy schmancy French speak for “fake”) PC Gamer cover featuring the game. The high-res design is being framed and sent to Notch in response to his Twitter post (“<a href="http://twitter.com/PC_Gamer">PC_Gamer</a> also, I love you guys! We now subscribe to the UK, the US version, and the Swedish version…”). See, those Tweets do count for something: Free stuff. Minecraft is currently in a pre-release Alpha stage but you can download it (Windows, Mac and Linux) to try in its current state and pre-order the full version.<br />
<br />
Read: <a href="http://www.pcgamer.com/2010/09/28/we-made-a-minecraft-cover-for-notch/">http://www.pcgamer.com/2010/09/28/we-made-a-minecraft-cover-for-notch/</a><br />
Site: <a href="http://www.minecraft.net/">http://www.minecraft.net/</a><br />
<br />
<div class="header2">Free screams of victory</div><br />
Topleka has posted four voice clips for anyone to download and use, asking only for a link back to their site in return. <br />
<br />
Each of the four ZIPped sound packs is available in MP3 and WAV format and includes at least three attack cries, three victory phrases (“All right!”), three impact sounds (“Oof!”), a death cry and a “power up yell.” The sounds clips are divided into separate files and have been recorded in stereo at 44100 Hz. I suspect this is the site owner’s way of trying to break into the voice over biz. Good luck SoyMilk.Pudding. Even so, they are pretty decent and free is free.<br />
<br />
Site: <a href="http://www.topleka.net/">http://www.topleka.net/</a> <br />
Email: soymilk.pudding@gmail.com<br />
<br />
<br />
<div class="header2">Peace, love and puzzles</div><br />
Tranquility meets mental stimulation in the puzzle game Strimko by The Grabarchuk Family, now available for both Mac ($9.99), Windows ($9.99) and iPhone/iPod Touch $0.99. The Stimko site also offers a free demo.<br />
<br />
In Strimko you try to solve puzzles loosely based on Sudoku. You must find the numbers that go into each space with only a few filled in, not repeating any number on each line or in each connected sting of spaces. Some puzzles even work in reverse so you need to recreate a space string using the Strimko rules.<br />
<br />
The game includes a Classic mode (solve puzzles in order from easiest to hardest) or a story-based Adventure mode. Both include hints and Earth music, offering a zen-like atmosphere instead of trying to force you into a panic attack. I suppose you could strike a few yoga poses while playing but it might become a bit difficult to use the mouse.<br />
<br />
Site: <a href="http://www.strimko.com/">http://www.strimko.com/</a><br />
<br />
<br />
<div class="header2">IGS wants you and your games</div><br />
The GDC (Game Developers Conference) has announced that it is now accepting submissions for the 2011 Independent Games Summit (IGS).<br />
<br />
The IGS will take place during GDC 2011 at the Moscone Center in San Francisco, CA (USA). GDC will be February 28 through March 4, 2011, but the IGS will occur on February 28 and March 1, 2011.<br />
<br />
Game topics for discussion can be submitted through GDC web site (October 14, 2010, deadline) and indie games can be submitted through the IGS site (October 18, 2010, deadline).<br />
<br />
The 2011 IGF Main Competition is awarding more than $40,000 in prizes across eight categories (visual art, audio, design, technical achievement, etc.) with $20,000 awarded for the Seuma McNally Grand Prize. The entry fee is $95 but finalists – and there will be five for each award – will receive free show passes. Finalists are announced January 2011.<br />
<br />
Site: <a href="http://www.gdconf.com/">http://www.gdconf.com/</a><br />
Site: <a href="http://www.igf.com/">http://www.igf.com/</a><br />
Topic Submissions: <a href="http://gdconf.com/conference/callforpapers/submissions.html">http://gdconf.com/conference/callforpapers/submissions.html</a><br />
Game Submissions: <a href="http://www.igf.com/03submit.html">http://www.igf.com/03submit.html</a><br />
<br />
<div class="header2">Esenthel Engine goes mobile</div><br />
The Esenthel Engine SDK (software development kit) has been upgraded to now include support for mobile platforms. Now you can use it to create 3D games for iPhone 3GS and 4, iPad and iPod Touch 3G or better.<br />
<br />
According to the Esenthel site, the SDK runs on Mac (OS X Leopard or better) and Windows and will let you create “unlimited size worlds.” It’s available as a free demo or four paid levels: Personal ($200 US), Company ($1000 as long as the company earned less than $10,000 last year), Professional ($10,000) and Ultimate ($390,000). The Ultimate license includes every feature and unlimited products (and a fat wallet). Some of the companies that have used the engine include Triad Games, Brainjunk Studios and Hot Coffee Games.<br />
<br />
Site: <a href="http://www.esenthel.com">http://www.esenthel.com</a><br />
<br />
<div class="header2">Xbox Live Indie Games of the week</div><br />
Here are some of the recent releases in the Xbox Live Indie Games channel.<br />
<br />
<i>NOTE: To play these games you must have an Xbox Live account and MS Points (Microsoft Points). MS Points can be purchased through Xbox Live or the Xbox Live web site at the rate of $1.00 for 80 MS Points (eg. $10 buys 800 MS Points).</i><br />
<br />
<br />
A Shooter (80 MS Points) by WoodooChief:<br />
<br />
“A Pure horizontally scrolling Shooter experience. A Shmup that is easy to get into. . . . Features include :- . . . . Cooperative play with friends, , Progressive Balanced Gameplay . . . Permanent Firepower Upgrades . . . Smart Bombs and 13 End of Level Bosses. . . . Global High scores included . . . Can you grasp the High Score?”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066b/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066b/</a><br />
<br />
xTreme Surfer x (80 MS Points) by Black Hat Games:<br />
<br />
“xTreme Surfer x is the pinnacle of entertainment. The surfing junkie loves his pills, but he can’t get enough! Help him get his meds before he is crushed by the obstacles in his wake.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066c/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066c/</a><br />
<br />
Extreme Jigsaw Madness (240 MS Points) by Vagabond1982uk:<br />
<br />
“Philip Muwanga proudly presents “Extreme Jigsaw Madness” for Xbox Indie Games. Race against the clock to solve jigsaws in this madcap puzzle game. Chain combos together to increase your score and deploy locks to guide your way while levelling up to unlocking even more fiendish jigsaws. If it gets too hectic, bring your friends along for 1-4 players multiplayer games or relax in the classic mode.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066d/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066d/</a><br />
<br />
Starchon (80 MS Points) by Freelance Games:<br />
<br />
“Engage the Pigia horde and defend the Super Defense Carrier while you destroy everything in your path. Unlock 5 game-altering playable starships, plus more than 39 components including weapons, shields, engines, and power generators. Over 80+ Sectors of Glorious Victory.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066e/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066e/</a><br />
<br />
Didgery (240 MS Points) by Lotus Games:<br />
<br />
“An evil curse has gnashed a great wound into the four sacred elements. You have been set in place by the ancients to tend these elements and restore the world’s equilibrium. Succeed in your task, and peace will fill the Earth. Fail your duty, and all will delve into an endless darkness. Girdle your loins and steady your hand, the game begins here.”<br />
<br />
Product Page: <a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550665/">http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d80258550665/</a><br />
<br />
Site: <a href="http://www.xbox.com/en-US/games/community/default.htm">http://www.xbox.com/en-US/games/community/default.htm</a><br />
<br />
<i>Have a suggestion, comment or tasty game recipe you want to share for our weekly news post? Send it to PJ Hruschak at pj@hruschak.com.</i>]]></description>
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		<title>Narrative Elements in Game Design</title>
		<pubDate>Thu, 30 Sep 2010 18:16:09 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/narrative-elements-in-game-design</link>
		<guid>http://www.indiepubgames.com/news/narrative-elements-in-game-design</guid>
		<description><![CDATA[Increasingly, story is becoming an integral part of game design. Modern gamers expect a more cinematic approach to games, and as designers, we should cater to their expectations. But crafting a story for interactive entertainment requires a different approach than traditional media such as novels or films. <br />
<br />
<div class="header3">BREAD CRUMBS</div><br />
An excellent way to think about storytelling in game development is to imagine story as a series of bread crumbs, scattered throughout a game. As the player collects each bit, the story - as the designer envisioned it - unfolds. Some pieces may be giant chunks of bread, in plain sight along the player’s path. Others may be tiny, hidden from all but the most perceptive of gamers. These bread crumbs are narrative elements, and they take many forms. Backstories, dialogue, and cutscenes are all examples of narrative elements. Through the careful use of such components, a good game designer does not tell a story; rather, he allows players to discover it for themselves.<br />
<br />
In order to fully embrace this concept, designers must recognize that no two people will experience a game’s story in quite the same way. To a lesser extent, this is true for books and movies as well: watching a movie in a theater with an audience is likely to evoke a different response than watching the same film on a portable television. However, games vary in more than just their presentation. Games are fluid, dynamic. They change in subtle (and sometimes not so subtle) ways, every time they are played.<br />
<br />
The beauty of storytelling in games is that, as designers, we don’t have to say, “This is the way things are.” We can suggest plot points and hint at character development, but the player is free to either ignore or embrace those aspects of design. Admit it, at some point in your life, you’ve mashed buttons to skip through dialogue, perhaps remarking aloud: “Come on already, just let me blow stuff up!” <br />
<br />
Before we investigate a few tried and true narrative elements, I should warn you: story can enhance gameplay, but it is rarely (if ever) a substitute for it. At the heart of every game should exist a core set of mechanics, or actions the player can perform. Without strong central mechanics, a game lacks depth. Story, when used correctly, serves three purposes in game design. First, it provides context. Second, it gives the game emotional relevance. Third, it is a strong marketing tool. If you understand the role of storytelling in games, the following narrative elements will certainly improve the quality of your projects.<br />
<br />
<div class="header3">BACKSTORY</div><br />
<br />
The simplest narrative elements are backstories. A backstory is a recounting of events that precedes a more fully-formed tale. In short, backstories have already happened. Their power lies in providing context to the player. For example, the title crawl presented in <i>The Legend of Zelda</i> (1986) reads:<br />
<br />
MANY YEARS AGO PRINCE DARKNESS GANNON STOLE ONE OF THE TRIFORCE WITH POWER. PRINCESS ZELDA HAD ONE OF THE TRIFORCE WITH WISDOM. SHE DIVIDED IT INTO “8” UNITS TO HIDE IT FROM GANNON BEFORE SHE WAS CAPTURED. GO FIND THE 8 UNITS “LINK” TO SAVE HER.<br />
<br />
Despite its questionable approach to grammar, this backstory gives meaning to the player’s actions. It answers the all-important question, “What is my goal?” Armed with this knowledge, the player can battle Oktoroks and Moblins with resolute purpose. <br />
<br />
The rest of the game is shockingly austere as far as story goes. The player encounters a few characters who dispense advice (“It's dangerous to go alone! Take this.”), but otherwise, the title crawl alone was sufficient storytelling for legions of Zelda fans in the mid-80’s.<br />
<br />
Some games have elevated backstory to an art form.  In 1995, <i>Stonekeep</i> arrived in stores with a 126 page novella that outlined a system of magic, and chronicled events that took place before the game begins.  More recently, the collector’s edition of <i>Alan Wake</i> (2010) followed suit when it shipped with a 144 page book.  In part, the book outlines occurrences in the town of Bright Falls well before the eponymous author’s arrival.<br />
<br />
Backstory is an effective narrative element to have in your toolbox, especially if you’re an indie developer with limited resources. It doesn’t cost much in terms of time or effort to implement a backstory. In fact, it could be as effortless as writing a few sentences on your website.<br />
<br />
<div class="header3">DIALOGUE AND VOICE-OVERS</div><br />
<br />
Dialogue is a staple storytelling device, present in books, movies, and games. In most cases, a game designer’s approach to dialogue should not differ greatly from what authors and playwrights have done for centuries.<br />
<br />
However, due to the interactive and highly technical nature of modern video and computer games, dialogue may also serve two additional purposes:<br />
1.	Dialogue teaches the player how to operate the game.<br />
2.	Dialogue allows the player to impose his or her will upon the game world.<br />
<br />
When an audience settles in to watch a movie, they are usually given a few instructions. Silence your cellphones, refrain from talking, don’t pirate the film, and know where the exits are located. These simple rules are outlined before the movie begins, but the actual process of watching a film requires only that the audience remain conscious. <br />
<br />
Games cannot be experienced with such simplicity. They require complicated sequences of button presses, gestures, and in some cases, vocalizations or other noises. Instructions must be explicitly taught, and many games rely on a controls menu or in-game prompts to coach gamers. These methods often interrupt the game, which breaks the player’s concentration and disrupts the action. <br />
<br />
Dialogue, on the other hand, can blend storytelling and instruction. In various games within the <i>Halo</i> series, players begin by following a cleverly disguised tutorial: Master Chief’s armor and equipment must be calibrated properly, which requires players to acknowledge commands issued by a technician. In doing so, players learn basic movement and combat skills in a fashion that is both immersive and logical.<br />
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Additionally, dialogue that embraces the interactive nature of games allows players to customize their experience. <i>Heavy Rain</i> (2010) employed liberal use of branching dialogue. By selecting particular responses, the player’s personality shines through. Some responses have wide-reaching effects, for good or ill.<br />
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Designers should be careful how they handle interactive dialogue. It can add exponential complexity to your game. Just imagine all the extra testing required for a game with not one, but dozens of potential story outcomes!<br />
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We cannot cover dialogue without mentioning voice-overs. A voice-over is a series of lines spoken by someone who does not appear on-screen. They can be delivered by a character that appears elsewhere in your game, or by a nameless narrator. In either case, voice-overs may share duties with dialogue: both can progress the story while teaching the player how to operate the game. <br />
<br />
Voice-overs may be interactive as well. The text-based adventure game <i>Colossal Cave</i> (1975) is driven entirely by the player’s interactions with an anonymous storyteller. The following example demonstrates an interaction with the game’s narrator:<br />
<br />
NARRATOR<br />
Welcome to Adventure!! Would you like <br />
instructions?<br />
<br />
ME<br />
No.<br />
<br />
NARRATOR<br />
You are standing at the end of a road before <br />
a small brick building. Around you is a <br />
forest. A small stream flows out of the <br />
building and down a gully.<br />
<br />
ME<br />
Enter gully.<br />
<br />
NARRATOR<br />
You are in a valley in the forest beside a <br />
stream tumbling along a rocky bed.<br />
<br />
ME<br />
Enter stream.<br />
<br />
NARRATOR<br />
Your feet are now wet.<br />
<br />
ME<br />
Attack!<br />
<br />
NARRATOR<br />
There is nothing to attack.<br />
<br />
<div class="header3">CUTSCENES</div><br />
Cutscenes are scripted sequences that play like movies within a game. They are often presented before and after levels, or when a significant plot point is executed. <br />
<br />
Designers should be careful with their use of these narrative elements. Traditional cutscenes undermine the player’s importance in the game by wresting control away from them. For the duration of the clip, the player is a passive participant in the game. Their only means of affecting the cutscene is usually skipping it via button press. When players skip a cutscene, game designers should feel the same embarrassment filmmakers do when an audience member stands up and leaves during the middle of their movie. In short, if gamers aren’t being entertained, we have failed them.<br />
<br />
Making cutscenes interactive is an excellent way to both further the story and engage the player. The use of quick time events in <i>God of War</i> (2005) is a great example. Players can execute a rapid combination of button presses to progress through scripted sequences. Successfully completing the procedure results in definitive action - damage is dealt during a boss battle, for instance. <br />
<br />
For a more classic example, consider <i>Dragon’s Lair</i> (1983). The entire game is basically an animated short film. Players must react appropriately to in-game prompts in order to further the story. <br />
<br />
In both <i>God of War</i> and <i>Dragon’s Lair</i>, cutscenes enhance the game by empowering the player. They play to the medium’s strength, which is interaction.<br />
<br />
<div class="header3">PASSIVE NARRATIVE ELEMENTS</div><br />
<br />
While some gamers love to fully immerse themselves in a tale, others would rather get straight to the action. They may opt to actively attenuate to the story, relishing every syllable spoken by Jack Black in <i>Brütal Legend</i> (2009), or they may ignore him entirely, eager to explore Bladehenge in their hot rod. Relying on passive narrative elements allows players to choose their own level of involvement in a story.<br />
<br />
Perhaps the most famous example of a passive narrative element is the hastily scrawled missive hidden in <i>Portal</i> (2007): <i>The cake is a lie</i>. This simple, five-word phrase speaks volumes. Players realize that Chell is not the first participant to test the Aperture Science Handheld Portal Device, and that GLaDOS, her guide, is not to be trusted.<br />
<br />
Passive narrative elements such as scenery are an excellent way to advance a story without monopolizing the player’s attention. A masterful example of this occurs in the early moments of <i>BioShock</i> (2007). When the player first emerges from the bathysphere into the city of Rapture, it is clear that civil unrest has occurred. Strewn about the room, the player finds picket signs that state “Rapture is dead,” and “Let us surface!” Without explicitly stating it, the game designers have allowed players to discover a bit of the history of Rapture for themselves. The use of such decoration is a subtle and effective way to build tension, and for gamers who just want action, it is entirely optional.<br />
<br />
Another great example? The interview tapes found in <i>Batman: Arkham Asylum</i> (2009). Throughout the game, the player may collect these items, which unlock short bits of audio related to the treatment of various patients at the asylum, including The Joker, Poison Ivy, and Killer Croc. Collecting tapes is not necessary to complete the game, but for players engrossed in the story, these tapes add significant entertainment value.<br />
<br />
In short, narrative elements need not be explicit. Clever set design and optional goodies can enhance your game’s story by making the player feel like a clever detective.<br />
<br />
<div class="header3">MUSIC</div><br />
<br />
No discussion of narrative elements is complete without addressing music. Music is an ancient and powerful form of storytelling. Our reactions to music are at times instinctual - a harsh note played on a violin at just the right moment in a horror film can make even the bravest audience member jump! Think about the incessant, alternating bass notes of the <i>Jaws</i> film series (duh-dun, duh-dun...), and how they evoke such powerful responses from people.<br />
<br />
As game designers, we should consider approaching music this way. Certain instruments, rhythms, and phrases can advance a story. For example, the five-note introduction that plays before every appearance of Proto Man in <i>Mega Man 3</i> (1990) prepares the player for battle. This is similar to the victory fanfare in the <i>Final Fantasy</i> series, or various recurring tunes in <i>The Legend of Zelda</i> series. All examples are meant to elicit particular emotions in the player.<br />
<br />
<div class="header3">CONCLUSION</div><br />
Armed with a solid understanding of narrative elements, game designers can tackle stories in a way that is more appropriate for their chosen medium. Unlike novels or films, games must present stories that facilitates interaction. To this end, leaving a trail of bread crumbs for players to follow is an effective and engaging approach to storytelling. <br />
<br />
Knowing more about specific kinds of narrative elements helps, too. Selecting the right narrative element - and using it correctly - means your stories will resonate with gamers.<br />
<br />
<br />
<i>David J. Sushil is a professor of Game and Simulation Programming at DeVry University. He is also the owner of Bad Pilcrow, an independent game studio in Orlando, Florida. His most recent game, Vanessa Saint-Pierre Delacroix & Her Nightmare, was submitted to indiePub’s 3rd Independent Developers Competition.</i>]]></description>
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		<title>Sic'em Studios Unity 3D Tutorial "Sporkenator of Doooooooom" Part 1</title>
		<pubDate>Wed, 29 Sep 2010 11:19:11 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/sicem-studios-unity3d-tutorial-sporkenator-of-doom-part1</link>
		<guid>http://www.indiepubgames.com/news/sicem-studios-unity3d-tutorial-sporkenator-of-doom-part1</guid>
		<description><![CDATA[<div class="header3">Brought to you by our community's very own <a href="http://www.indiepubgames.com/profile/swhite">swhite</a> and <a href="http://www.indiepubgames.com/profile/dreadpiratemulkey">dreadpiratemulkey</a> of <a href="http://www.sicemstudios.com/""target=_blank">Sic'em Studios</a>; Part 1 of a video tutorial series on making a game with Unity 3D</div><br />
<br />
<div class="centeredMedia">youtube:watch?v=nj1-z0mBTbE</div>]]></description>
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		<title>Welcome to the New indiePub!</title>
		<pubDate>Wed, 29 Sep 2010 05:59:38 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/welcome-to-the-new-indiepub</link>
		<guid>http://www.indiepubgames.com/news/welcome-to-the-new-indiepub</guid>
		<description><![CDATA[<br />
I’d like to take some time right now to explain the changes that we are making, as well as to give you some insight into the future of indiePub.  Our goal is to be an asset to indie developers by providing them with resources (information, people, tools) and opportunities (publishing, contests, networking).  Over the past year we have experimented with many projects, promotions, and contests.  Through these trials, we have learned a lot about who our audience is, what our audience wants, and what we are best at providing.<br />
<br />
At this point, we feel comfortable with the direction that we have decided to take: we want to be a community that is useful for developers.  Just as developers need software, equipment, and whiteboards, they also need people: collaborators, bug testers, feedback givers, donators, word-of-mouth promoters, and encouragers.  We want to build up a community that provides those needs to indie developers everywhere.<br />
<br />
In order to do this, we have made some technical changes to our website.  At this point, the only differences you’ll notice are aesthetic.  However, this is just the first step to rolling out new features.  Here are some website changes you can expect in the upcoming months:<br />
<ul><li>Global chat system</li><li>More in depth game page, with better support for games in progress</li><li>Better rating and feedback system</li><li>Support for tying external development blogs into indiePub</li><li>System that makes it easy for developers to work with testers</li><li>Art, audio, and text asset system</li></ul><br />
In addition to these features, we here are some content additions that are coming up:<br />
<ul><li>Daily news articles, development tutorials, editorial, and game reviews</li><li>Some smaller contests</li><li>Some bigger contests</li><li>Some unique promotions that give developers a new way to make money by making games</li></ul><br />
We’ve learned a lot from the previous developer contest and there is a lot that we want to change in order to improve the experience for everyone.  I’ll be talking more about this in a future article.  If you have any suggestions or questions, I’m always listening at tlee@indiepubgames.com.<br />
]]></description>
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		<title>Imagination Run Wild… Figment</title>
		<pubDate>Tue, 28 Sep 2010 12:58:45 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/imagination-run-wild-figment</link>
		<guid>http://www.indiepubgames.com/news/imagination-run-wild-figment</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews Figment:</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Platformers are a dime a dozen in the Xbox Live Indie Games marketplace.  Or more accurately, 80 MS points a dozen.  And for every Ninja Bros or Apple Jack there are plenty of terrible platformers that would be enough for someone to lose faith in game design as a whole.  Now, those are two very wide extremes with a lot of room between them.  Figment, the debut game from Tempula, is a game that fits into that middle ground, though definitely more of the favorable side than not.<br />
<br />
<br />
<div class="header2">Gameplay</div><br />
In Figment you play as one of two toys come to life in a boy’s dream.  Aranha is the nimble one, able to double jump and dish out fast attacks.  Sift on the other hand is the muscle with slower, more powerful, attacks and a single very high jump.  These two characters feel very different to play as, and add a lot of replay value to the game.  Or at least, they would if they were better balanced.  It seems that Sift is at quite the disadvantage thanks to his jumping abilities.  Remember the medusa heads in Castlevania?  Remember how they would knock you off of platforms and generally ruin your day?  Well there are these little wasp enemies in Figment that do just about the same thing.  They sit just out of reach launching fireballs, and when you jump at them they back away.  With Aranha they aren’t much of a problem because with the double jump you can chase them after they move, or use your second jump to recover if one of them knocks you off of a platform.  But with Sift they can be a real pain.  It doesn’t help that these enemies seem to be most common in areas with moving platforms, so even when you do manage to attack them in midair there’s no longer any ground below you.  And if you ignore them then they’ll hit you with projectiles that will knock you off of the moving platforms, so it’s a lose/lose situation.  I have no problem with a game offering a challenge, but that’s assuming the challenge is fair.  Playing as Aranha still offers a challenge that feels fair, while I felt cheated playing as Sift.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Enemies aren’t the only obstacles you’ll come across in Figment, with the levels absolutely covered in spikes and shadowy hands to bring about your demise.  Figment tries to sell itself as an action platformer because of the combat, but you’re going to need every bit of your percision platforming skills to make it through some of the more challenging sections.  Sift gets shafted again in these sections with his higher jump often launching him straight into ceiling spikes, though a rolling dodge ability gained about halfway through the game eventually helps with crossing gaps with low ceilings.  Thankfully, most challenges are followed by a checkpoint, which restores your health in addition to keeping you from repeating the same difficult sections over and over again.<br />
<br />
Figment has a co-op mode for two players, but that means forcing your friend to use the unwieldy Sift which he will probably resent you for.<br />
<br />
<div class="header2">Style</div><br />
Figment is the game that would happen if Tim Burton lent his eccentric architecture to Toy Story.  The backgrounds twist and swirl in shades of purple, black, and blue that give it a distinct art style unlike anything else on the 360.  All of the enemies you face are the twisted forms of children’s toys come to life.  A stuffed dog becomes a vicious wolf, a teddy bear becomes a baseball bat throwing beast, and the aforementioned wasps were once plastic army men paratroopers.  Defeating an enemy reverts it back to its original toy form, and it’s that sense of imagination and attention to detail that really makes Figment stand out.  From the opening graphic novel cutscene to the way mundane objects like bookcases become pieces of the twisting levels, Figment’s visuals will get you hooked.<br />
<br />
The soundtrack fits the dreamscape levels perfectly.  The soft sound of flutes is followed by dark undercurrents to match the game’s dream-turned-nightmare aesthetics.  There is only one looping track though, two if you count the music during boss battles.  There’s nothing necessarily wrong with only having one song, but, for example, there is a very clear midpoint in the game and it would be nice to have a change in music to match the game’s progression.<br />
<br />
<div class="header2">Story</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>As I’ve made mention to many times, Figment takes place in a boy’s dream.  Like most children he has an active imagination and likes to plays with his favorite action figures, which in the dream world come to life.  However, a dark force invades the dream and kidnaps the boy, leaving it up to the action figures Aranha and Sift to rescue their owner.  The story is presented beautifully through a graphic novel style opening cutscene that does an excellent job of setting the tone for the rest of the game.<br />
<br />
<div class="header2">Other</div><br />
The game is currently a little on the short side compared to other XBLIG platformers, though without a save feature the length feels about right. Tempula has said that they plan to add additional levels to Figment in the future, which will be free updates to anyone who purchases the game now.  However, those updates will likely increase the game’s file size beyond 50MB, forcing the game to increase in price from 80 MS points to 240 MS points.  Hopefully, with the added length will also come the ability to save your progress.<br />
<br />
Figment comes across as two very different games depending on which character you choose.  One is fun and challenging, the other is frustrating and…well, just frustrating.  I’ll give Tempula credit for making two characters that feel significantly different to play as, it’s just a shame that only one of them is fun.  If the game had stuck to only one playable character, then you would probably see a lot less red ink in this review.  And considering that playing as Sift is completely optional, I would still recommend Figment for any platformer fans who aren’t afraid of a good challenge.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Don’t Stop Me Now… Hypership Out of Control</title>
		<pubDate>Mon, 27 Sep 2010 05:58:19 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/dont-stop-me-now-hypership-out-of-control</link>
		<guid>http://www.indiepubgames.com/news/dont-stop-me-now-hypership-out-of-control</guid>
		<description><![CDATA[<div class="header3">Scott Nichols from DIYGamer.com reviews Hyperspace Out of Control:</div><div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
Though it may look the part of a classic 80’s arcade game, I can’t even begin to say how glad I am that Hypership Out of Control is on the Xbox Marketplace and not an arcade cabinet.  I would be pumping that cabinet full of quarters and go broke in a matter of hours.  Instead, for just $1 I get to play as much of this retro-styled shooter as I want.<br />
<br />
<div class="header2">Gameplay</div><br />
Though Hypership Out of Control is a space shooter, you won’t find a single enemy in the game.  Instead, your greatest foe is speed, which your ship has in abundance as it barrels through asteroid fields and various space debris.  The speed brings a new twist to the space shooter genre, which is far too often wrought with me-too clones.  As you progress through each of the game’s 10 waves (aka levels) your ship is constantly gaining speed.  Each wave has a speed cap, which keeps the action from getting too hectic right from the start, but the cap is raised in each subsequent wave requiring faster reflexes to make it through safely.  Once you complete the game’s 10 waves you are sent back to the first wave with an even higher speed cap to start all over again.  There are some scores on the leaderboards that have made it past 50 waves, which seems to me like an impossible feat, but also makes me want to keep playing to reach that level of speed.<br />
<br />
Even with the speed caps though, early levels will still be quite challenging your first few attempts.  It must have taken me half a dozen attempts before I could even make it past the third wave.  But after those failed attempts, I had a fantastic run that made it all the way to the seventh wave, and I was hooked.  The game is challenging, but never unfair.  With each defeat comes knowledge about obstacle and power-up layouts that will help you in your next attempt.  Like the best classic shmups, the game is equal parts memorization and skill, giving it an unmistakable old school feel.  If you’re not a fan of that type of trial-an-error gameplay, I’m not sure Hypership Out of Control will convince you otherwise.  But for fans of classic arcade games, there is an unmatched addictive exhilaration from playing that will make hours vanish as you try to top your high score on the online global leaderboards.<br />
<br />
In addition to the main Classic mode, there are also Hardcore, Super Speed, and Coin Down modes.  Hardcore mode gives you a single life to see how far you can fly, while Super Speed removes the speed caps in each wave making for a much faster and more hectic play experience.  However, Coin Down was the mode I found most intriguing.  Instead of lives, in Coin Down you are constantly losing coins, with the game ending when you completely run out.  Because the coins are generously scattered throughout the levels, and crashing only means a loss in speed rather than a loss of life, Coin Down almost acts as a practice mode to help you learn level layouts before tackling the game’s more challenging modes.  Coin Down is still a lot of fun in its own right though, which says a lot about a game when even the practice mode is highly addicting on its own.<br />
<br />
<div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
Though the game may seem short with only 10 waves, the game isn’t over once you clear all of them.  Like the game’s arcade inspirations, completing the 10th’s wave sends you right back to the beginning, though with the speed cap raised to match the difficulty of the 10th wave.  This may strike some as a cop out to add more content by recycling the game over and over again, and in some regards it is.  On the other hand, looking at the game’s leaderboards I can see that some players have made it past 50 waves, shows that for high score junkies the repeating levels are considered more of a feature than a crutch for the game.<br />
<br />
Hypership Out of Control also supports multiplayer for up to four players, but I don’t think this is the best way to play the game.  In some ways having multiple players makes the game easier, since four ships can blast more asteroids than just one.  But this also means that four players are fighting for power-ups and trying to navigate narrow passages, and with the speed of the game it’s quite easy to lose track of which ship is actually yours.  I wouldn’t recommend playing with more than two players, but I found the game to be most enjoyable played solo with each person taking turns if you want to incorporate multiplayer into the game.<br />
<br />
<div class="header2">Style</div><br />
I’ve already made mention of the game’s retro visuals.  Hypership Out of Control definitely looks the part of a long-lost arcade or NES game.  Personally, I love the retro visuals since I’ve always found 8-bit sprites to be wonderfully charming.   There is also a catchy chiptune soundtrack playing throughout the game.  Though it is only a single song, which no matter how good a song is it will become grating if you listen to it on repeat long enough.<br />
<br />
<div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
Occasionally I experienced stuttering in the gameplay, as if a frame or two had been cut.  This seemed particularly odd because it didn’t seem to have any relation to the on-screen action.  The screen could be filled with obstacles and four players zipping around at a solid 60 frames per second, but when playing solo with very little going on the stutter might kick in.  It seemed completely random, and hardly ever actually impacted my playing, but is worth mentioning none the less.  I also haven’t heard of anyone else having this issue, but it happened frequently enough to me that I wouldn’t feel right reviewing the game and not bringing it up.<br />
<br />
<div class="header2">Story</div><br />
Space shooter games aren’t known for their stories, and Hypership Out of Control is no different.  At the very least though, it does make an effort to explain why your ship is constantly barreling forward.  Your ship’s space brakes have malfunctioned, and now you’re stuck on a forward trajectory, hence the “out of control” from the game’s title.  It’s simple and gets the job done, which for this type of game is all you really need.<br />
<br />
<div class="header2">Other</div><br />
Xbox Indie games aren’t able to incorporate achievements for gamerscore, but Hypership Out of Control does an admirable job with its own “awardments” system.  When you unlock one, an unobtrusive icon appears on-screen to let you know, and then awardments can be viewed from the main menu.  It’s a small touch, but a welcome one for another incentive to keep playing on top of the global leaderboards.  Speaking of leaderboards, the game posts your top five scores to the leaderboards, which is actually pretty nice to see how a player’s score improves with practice.  Each gameplay mode also has its own board set up, keeping score comparisons fair.  In retail or XBLA games these are pretty standard features, but not as many Xbox Indie titles put as much effort into smaller details of this type, and the extra polish really pays off.<br />
<br />
There’s a trial version in the Xbox Marketplace, but that only lets you reach the third wave in two of the game’s modes.  But at only 80 MS points ($1) the game is a steal compared to the number of quarters you would spend if it were an actual arcade game.<br />
<br />
<div class="" style="float:right;margin:8px 0px 0px 20px;"><a href="www.diygamer.com"></a></div><br />
<i>This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="www.diygamer.com">DIYgamer.com</a>.</i>]]></description>
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		<title>indiePub 3rd Independent Developers' Competition Semi-Finalists</title>
		<pubDate>Fri, 24 Sep 2010 04:34:29 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/3rd-independent-game-developers-competition-semi-finalists</link>
		<guid>http://www.indiepubgames.com/news/3rd-independent-game-developers-competition-semi-finalists</guid>
		<description><![CDATA[<br />
Once again, we would like to say thanks to all the developers who submitted games to the contest.  We're happy that so many people participated, and that we had the chance to experience their creations.<br />
<br />
We really want to stress this: there were so many great games; more than we had prizes for.  We'll adding more prizes for the next competition, so we can further acknowledge all of the hard work that went into each and every game.<br />
<br />
The following games got very far in the competition.  They were the contenders that did not make the finals, though in no category was there an easy choice as to who the finalist would be.<br />
<br />
In the category for <u><b>Best Art</b></u>:<br />
<br />
<ul><li><a href="http://www.dragondivide.com/official_trailer.html""target=_blank">Alpha Squad</a> - Alpha Squad is filled with expertly drawn character portraits, hand drawn environments, and detailed particle effects, making the game a visual feast.</li><br />
<li><a href="http://www.indiepubgames.com/game/Ancient_Trader""target=_blank">Ancient Trader</a> - The artwork within Ancient Trader gives the world depth: the shifting fog, detailed monsters, and hand crafted menu make you feel like you're sailing a trade ship on dangerous seas.</li><br />
<li><a href="http://www.indiepubgames.com/game/Attack_of_the_Gluubs""target=_blank">Attack of the Gluubs</a> - This game had lively 3D visuals: bouncy characters, well-placed colorful billboards, and a hilarious mo-cap dancer in the title screen that we couldn't stop watching.</li><br />
<li><a href="http://www.indiepubgames.com/game/The_Oil_Blue""target=_blank">The Oil Blue</a> - This game has exceptionally detailed art.  As an oil drilling simulation, a lot of effort went into making all the machinery and control panels look complex but not intimidating.</li></ul><br />
In the category for <u><b>Best Audio</b></u>:<br />
<br />
<ul><li><a href="http://www.indiepubgames.com/game/Cadet_227_-_Part_1""target=_blank">Cadet 227 - Part 1</a> - Cadet 227 is a game for the blind: there are barely any visuals; the whole experience is by sound.  The voice and writing leave us eagerly waiting for chapter 2, wanting to see where developer Alex Shen takes us.</li><br />
<li><a href="http://www.indiepubgames.com/game/Capsized""target=_blank">Capsized</a> - The soundtrack has a big presence in Capsized: it sets the mysterious, dangerous tone of the game.  The sound effects draw us into the game's satisfying combat.</li><br />
<li><a href="http://www.indiepubgames.com/game/Record_Tripping""target=_blank">Record Tripping</a> - Record Tripping uses audio in an innovative way: it explores a musical instrument (the turntable) and finds different ways to generate gameplay out of the instrument's playing mechanics.</li><br />
<li><a href="http://www.indiepubgames.com/game/Tower_of_Heaven""target=_blank">Tower of Heaven</a> - The lovely chiptunes by flashygoodness consummates Tower of Heaven aesthetic style; it brings back memories of the days of the original Game Boy.</li></ul><br />
In the category for <u><b>Best Design</b></u>:<br />
<br />
<ul><li><a href="http://www.indiepubgames.com/game/Blocks:_The_Devilish_Delivery_Game""target=_blank">Blocks: The Devilish Delivery Game</a> - Blocks is challenging and addicting.  As you try to balance the box on the fragile platform, people will gather around you, watching over your shoulder and in Jenga-fashion, vocalize a crescendo chant, "ahhh... ahhhhhhhhhhh... awwwwww!!!" as you fumble and drop the box.</li><br />
<li><a href="http://www.indiepubgames.com/game/Hero_Mages""target=_blank">Hero Mages</a> - A mix of Magic: The Gathering, and Dungeons and Dragons, Hero Mages pits the player in an online strategic free-for-all.  The combat is quite deep: there are very many choices and paths, yet it is simple and elegant enough for anyone familiar with this style of strategy game.</li><br />
<li><a href="http://www.indiepubgames.com/game/LUXI""target=_blank">LUXI</a> - Luxi is a game about obscuring dynamic lights to darken a safe path.  Not only is this mechanic intriguing, it's appropriately framed by a high-contrast visual style.</li><br />
<li><a href="http://www.indiepubgames.com/game/rComplex""target=_blank">rComplex</a> - rComplex is compelling: you are thrust into the middle of a chase, not knowing what is going on and where you are going.  Thoughts audibly race through your head, alluding to recent but unfamiliar events.  The gameplay is tight and elegant, tying the visual design to the interface.</li></ul><br />
In the category for <u><b>Technical Excellence</b></u>:<br />
<br />
<ul><li><a href="http://www.indiepubgames.com/game/Creo""target=_blank">Creo</a> - Creo is a physics sandbox with goals.  we were impressed with the robustness of the physics engine, which allows for some complex physical interactions, such as fairly complicated engines and water-vehicles.  Lastly, the game is enhanced by a very intuitive interface.</li><br />
<li><a href="http://www.indiepubgames.com/game/Room_Without_A_Window""target=_blank">Room Without A Window</a> - Room Without a Window simulates a soft arm and hand, allowing for fairly detailed actions, such as sticking out fingers, rotating the wrist, and making a fist.  By framing this in a mysterious setting, an intriuging experience is created.</li><br />
<li><a href="http://www.indiepubgames.com/game/Sand_Castle_-_Prelude_:_The_Faded_Memories""target=_blank">Sand Castle - Prelude: The Faded Memories</a> - The fluidity of the sand spraying physics in Sand Castle is impressive.  Each grain of sand seems to be individually modeled, allowing the player to discover some complex interactions.</li><br />
<li><a href="http://www.indiepubgames.com/game/Duality_ZF""target=_blank">Duality ZF</a> - All of the detail involved in building a 4-player shmup (with two simultaneous fighters per person) introduces a lot of technical challenges.  Duality ZF does this smoothly, and manages to stay fun and easy-to-play even with the millions-of-bullets covering up the screen.</li></ul><br />
<u><b>Staff Pick</b></u>:<br />
<br />
<ul><li><a href="http://www.indiepubgames.com/game/Commander""target=_blank">Commander</a> - Commander is a tower defense game that has an ever shifting map and a unique pixel art style. It includes classical piano pieces in the background for a truly unique ambiance.</li><br />
<li><a href="http://www.indiepubgames.com/game/Echos_Murder""target=_blank">Echo's Murder</a> - In Echo's Murder, you control a bird named Echo who get's a clone of himself whenever he is injured. The wonderful visual style and animations in this prototype really builds a strong style for itself.</li><br />
<li><a href="http://www.indiepubgames.com/game/Mech_Rex_In_Zombeh_Town""target=_blank">Mech Rex In Zombeh Town</a> - It's fun, well-made, and visually appealing.  But all you need to know is that you are a cowboy defending townsfolk from zombies from atop a mechanical T-Rex.  What else can be said?</li><br />
<li><a href="http://www.indiepubgames.com/game/Zuwaka""target=_blank">Zuwaka</a> - Imagine giving Sonic the Hedgehog a grappling hook. That's what you get with Zuwaka, a crazy time trial challenge game.  The cute simplicity of it really brings out the fast-paced gameplay.</li></ul><br />
<u><b>Honorable Mentions</b></u>:<br />
<br />
<ul><li><a href="http://www.indiepubgames.com/game/Dream_Trip""target=_blank">Dream Trip</a> - Dream Trip has very interesting mechanics that remind us of Tag: The Power of Paint, and Portal.  We'd like to see it refined and built out more!</li><br />
<li><a href="http://www.indiepubgames.com/game/Microbiotics_Beta""target=_blank">Microbiotics Beta</a> - Microbiotics is a frantic 4-player 'shooter' that has surprisingly deep gameplay.  The polish of the game allows the players to really focus on the battle at hand.  It's fun, crazy, and competitive.</li><br />
<li><a href="http://www.indiepubgames.com/game/Skid_Mk""target=_blank">Skid Mk</a> - Skid MK is a fully featured racing game that mixed fun go-kart style racing into an interesting visual environment.  Compete for the cup, time attack, shop around, or spend hours trying to master that one devilish turn.</li><br />
<li><a href="http://www.indiepubgames.com/game/Splotches""target=_blank">Splotches</a> - This color wheel based puzzle game will have you combine colors to paint your way to victory.  The puzzles can get quite complex, and the level editor really extends the life of the game.  Plus, what other game has the word 'brownsplosion' in it?</li><br />
<li><a href="http://www.indiepubgames.com/game/Stranded_II""target=_blank">Stranded II</a> - Just like the title, you're stranded on an island.  You need to survive by harvesting and combining different things. Good luck! Oh, and branch + stone = hammer. You'll need that. (Note from Terence: be careful, this game is addicting: ifo got carried away playing hours of this!)</li></ul>]]></description>
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		<title>Indie News: Weekly Recap 9-24-10</title>
		<pubDate>Fri, 24 Sep 2010 03:03:47 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/weekly-recap-9-24-2010</link>
		<guid>http://www.indiepubgames.com/news/weekly-recap-9-24-2010</guid>
		<description><![CDATA[<div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
Have you ever wondered if being an independent developer can actually make you money? If so, maybe you missed the success stories games like Braid, World of Goo, and Castle Crashers. Don't worry though: the answer is still yes. Markus Persson's game Minecraft is <a href="http://texyt.com/minecraft+persson+notch+indie+game+success+00127""target=_blank">making about $350,000 each day</a>. Not bad.  What's the secret?  Persson has built up a dedicated community around his game, and a few key events catalyzed his success: the sales were doing well just by word of mouth, a few mentions in some popular places like the <a href="http://www.teamfortress.com/post.php?id=4130""target=_blank">Team Fortress blog</a> picked sales up even more, a free weekend pushed it further, and finally getting his PayPal account suspended generated a lot of symapathetic buzz, topping out his sales at over 6,000 units a day.<br />
<br />
<div class="" style="float:right;margin:8px 0px 0px 20px;border:1px solid #7d7d7d;"></div><p>The game Super Meat Boy has announced that they will be delivering free updates to their game on the Xbox 360.  It is called "Teh Internets," and uses a space within the XBLA normally used for 'critical updates'.  The developers thought it critical not to charge their customers money for a game they've already purchased, which is awesome of them.  Check out the <a href="http://supermeatboy.com/38/Teh_Internets_/""target=_blank">full story</a> at their site, <a href="http://supermeatboy.com/""target=_blank">supermeatboy.com</a>.</p><br />
Lose yourself in a game (and look crazy while doing it).  An IndieCade 2010 Finalist, Recurse, is a <a href="http://www.indiegames.com/blog/2010/09/indiecade_2010_finalists_recur.html""target=_blank">game that tracks your movements using a camera</a>.  The object is to touch the green squares and stay out of the red ones.  The result is a bunch of people looking quite silly:<br />
<br />
<div class="centeredMedia">youtube:watch?v=tOGGzOh1A34</div><br />
<br />
That's it for this weeks roundup.  Come back next week for some more indie news.<br />
<br />
- Steve McCarthy (ifo)<br />
]]></description>
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		<title>Xbox Live Gets Its Own Liero… Snailien Invasion</title>
		<pubDate>Thu, 23 Sep 2010 10:44:17 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/xbox-live-gets-its-own-liero-snailien-invasion</link>
		<guid>http://www.indiepubgames.com/news/xbox-live-gets-its-own-liero-snailien-invasion</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Chenzo Cove:</div><div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
I got a little hot and bothered yesterday when I reviewed Circa, a game that didn’t play at all like its Xbox Marketplace description described. Fortunately, the opposite end of the spectrum then fell into my digital lap. Snailien Invasion is described by developer Manly Games as a take on the classic multiplayer blaster Liero, and would you believe it, it totally is!<br />
<br />
Now I don’t know about you, but I spent a fair amount of time with Liero back in its heyday and really enjoyed its company, so I was looking forward to booting Snailien Invasion up. I wasn’t disappointed, as the action is just as mental as brilliant as its inspiration – well, as long as you have a couple of friends handy!<br />
<br />
<div class="header2">Gameplay</div><br />
First off, let me make something very clear – the game may resemble Team 17’s Worms, but really it’s nothing like it at all. Both Snailien Invasion and Liero have completely different gameplay from Worms, revolving around taking some very silly guns, making your way over to the enemy, then blasting holes in them – but the enemy are moving and trying to get you at the same time!<br />
<br />
Your snail can jump, jetpack, grapple, dig and shoot, and you’ll want to use a combination of these to take out the enemies or your friends, depending on which game mode you choose. Working out the basic controls and what everything does is initially a little tricky, but eventually you’ll be swooping around the place and destroying anything that moves.<br />
<br />
It should be said before we go into any more details – if you’re looking for a single-player experience, you should probably pass on this. Snailien Invasion is mainly a multiplayer game, both locally and via Xbox Live. Not just any multiplayer game, though – a really, very lovely one.<br />
<br />
<div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
Up to 4 players can zoom and blast their way around levels, while up for 8 players can play online together. While I didn’t manage to get an 8 player game going, 4 players was mental enough. You’re all zipping about the place, firing like mad people and occasionally dying, only to respawn again a few seconds later and carry on your carnage. It’s all such a beautiful mess, just as Liero was.<br />
<br />
A lovely feature is that players can drop into the action at any time by simply picking up a controller and hitting start. This makes the game perfect for party play, and since you respawn so quickly after death, and dying is actually kinda hilarious, beginners can easily play against more experienced players.<br />
<br />
There aren’t many weapons to play with in the beginning, but playing through the survival mode unlocks tons of new character classes and weapon types. Weapons range from utterly useless rifles to overpowered laser blasters. In any other game, this completely unbalanced range would be bad news, but in Snailien Invasion it really doesn’t matter, because no-one playing really cares who is winning anyway – it’s more of a ‘right here, right now’ game and all the individual deaths.<br />
<br />
There are plenty of modes to try out – Survival pits you and your friends against wave after wave of enemies which become more and more powerful. Then you’ve got classic types such as Deathmatch, Team Deathmatch and Capture the Flag – all very much inspired by Liero. With a good number of modes available, you’ll find plenty to try out and come back to.<br />
<br />
<div class="header2">Style</div><br />
Honestly, I didn’t like Snailien Invasion’s visuals at first. Both the snail and the enemies look a little too comic-generic, and not at all the art style I’m into. It’s sometimes difficult to see which parts of the landscape you can stand on, too, as the backdrops and the foreground can look very similar in certain places.<br />
<br />
<div class="" style="float:left;margin:8px 20px 0px 0px;border:1px solid #7d7d7d;"></div><br />
After a while, however, I grew to like it. The art direction is actually quite pretty, and there are some great-looking levels and areas. It won’t win any awards for its looks, but you’ll be having too much fun to care about the visuals anyway.<br />
<br />
During play, there is no music. It seems like a strange choice, and you do have to wonder if the game would have a little more atmosphere with some nice jingles. It should be noted, however, that Liero didn’t have music either, and that managed to get by pretty well. Still, perhaps Manly Games shouldn’t have taken the whole ‘inspired by Liero‘ thing so seriously!<br />
<br />
<div class="header2">Story</div><br />
As both Liero and Worms have proven in the past, the idea of small slug-like creatures firing guns at each other doesn’t exactly need a storyline. I mean… it’s snails blowing each other up. Who cares why they are doing it!<br />
<br />
<div class="header2">Other</div><br />
A lot of people are going to get the wrong end of the stick about this game, which is a real shame, because grab a few friends and you’ve got yourself a hell of a lot of fun in store. If you can get a few friends to grab a copy, then invite some people round, you’ve got yourself 8-player gaming heaven for at least a short while.<br />
<br />
If you’re looking for a single-player experience, however, then it’s best not to bother with Snailien Invasion.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>Swap Monkeys For Pirates… Chenzo Cove</title>
		<pubDate>Wed, 22 Sep 2010 10:33:29 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/swap-monkeys-for-pirates-chenzo-cove</link>
		<guid>http://www.indiepubgames.com/news/swap-monkeys-for-pirates-chenzo-cove</guid>
		<description><![CDATA[<div class="header3">Mike Rose from DIYGamer.com reviews Chenzo Cove:</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>At first glance, Chenzo Park appears to be the classic Super Monkey Ball with added pirates. In actuality, when you look past the ball-rolling concept, it’s a rather different experience, with the core ideas taking a separate path from the SEGA release entirely.<br />
<br />
Chenzo Cove provides plenty of fun via strong level design, a plethora of worlds to play through and some charm visuals. Certain control aspects can feel a little weak at times, but in general this is a title worth playing.<br />
<br />
<br />
<div class="header2">Gameplay</div><br />
Players take control of a pirate who is running around like a hamster in a ball. It’s all about gaining speed and momentum in order to jump big gaps or run along thin walkways. Along the way, there are plenty of obstacles to navigate and platforming sections to roll and jump across.<br />
<br />
Levels are split into three categories – treasure, collection and race. The treasure levels will be the most familiar, as they are based on the concept behind Super Monkey Ball – the task here is to reach the treasure chest within a specific time limit. These levels are by far the most fun, as you frantically throw your little guy off cliffs and over dangerous bridges.<br />
<br />
The collection levels are far more slow-paced. A number of gold coins and diamonds have been placed all over the level, and you need to grab them all before leaving via the exit door. Often these collectables will be situated in hard-to-reach spots, but usually there’s nothing too taxing and you’ll breeze through without issue.<br />
<br />
There aren’t as many race levels available, but they do provide a nice change every now and again. Pitted against five other pirates-in-balls, over three laps you must push your way to the front via shortcuts and sly overtaking, and come in first place. The AI is very well designed, and there’s genuine challenge to these races.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>The levels themselves are wonderfully designed, with clever ideas revolving around the use of momentum. There is a slight issue with the way the character jumps – getting up ledges can be tricky as the jumping just doesn’t seem to go high enough. It just feels rather weak to control and needs to be made a little more solid.<br />
<br />
While the levels are genuinely good fun, it would have been nice if a little bit more speed was introduced. Super Monkey Ball felt exhilarating at times due to the sheer speed you could travel at, but Chenzo Cove is more to do with taking your time and solving puzzles. This is perfectly reasonable, and for the most part works flawlessly, but a rush of speed now and again would have been marvellous.<br />
<br />
A few additional features make Chenzo Cove even more fun. After completing a level, you’re presented with a replay of your efforts which can make for interesting viewing, especially on later levels. There is also a special silver coin on every single level, usually in hidden in difficult areas. Collecting enough of these will unlock different costumes and balls for you to use. Yes, it’s not a huge addition, but it definitely gives the game some added personality.<br />
<br />
Missing in action: multiplayer races! It would have been excellent to rush around the tracks against friends, whether it be local or online. A missed opportunity, perhaps, although there’s still plenty to do for a single player, with several hours to complete every level.<br />
<br />
<div class="header2">Style</div><br />
Chenzo Cove features some gorgeous pirate-based environments, with huge pirate ships lodged around each level, and palm trees, rocks, piers and ropes scattered about the place. It all looks really brilliant, and you’ll enjoy exploring every corner that levels have to offer.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;border:1px solid #7d7d7d;"></div>Every level is a floating island, and the backdrops surrounding the action always look quite pretty. The sunset scenes in particular give levels a very ambient mood.<br />
<br />
Initially I thought the music was going to grate on my eardrums a little, but eventually I came around and started to enjoy it. It’s all very Caribbean-sounding, and really fitting to the visual style.<br />
<br />
<br />
<br />
<br />
<div class="header2">Story</div><br />
There is no story, but honestly, I really wish there was one. I can imagine developer Vincent Mysliwiec attempting to come up with a reason for why there are pirates running around in giant, see-through balls. That would make my day.<br />
<br />
<div class="header2">Other</div><br />
If you were a fan of Super Monkey Ball, you should definitely check Chenzo Cove out. Be aware: this is not simply a Monkey Ball rip-off – Chenzo Cove has its own take on the ball-rolling genre, and the level design and puzzle ideas shine through.<br />
<br />
At a mere $9.99, you’ll find plenty of hours worth of charming, fun gameplay. If this sounds like your kind of game, definitely make sure to check out the demo.<br />
<br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<title>indiePub Beta Launch</title>
		<pubDate>Tue, 21 Sep 2010 02:55:53 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/indiePub-beta-site</link>
		<guid>http://www.indiepubgames.com/news/indiePub-beta-site</guid>
		<description><![CDATA[<br />
For a while now, we here at indiePub have been preparing a new site.  It has come a long way and is now nearing completion.  Before it gets officially released, however, we would love for you, the community, to take a look at it and tell us what you think.<br />
<br />
We are making changes to the site in order to support a new lineup of features that we will be adding in the upcoming months.  You can find what we currently have over at <a href="http://beta.indiepubgames.com">beta.indiepubgames.com</a>.  There is a <a href="http://www.indiepubgames.com/viewPosts.php?parent=342">forum topic</a> about any bugs you might find there.  If you see anything, let us know!<br />
<br />
Also, don't forget to post your requests and other site ideas in our <a href="http://www.indiepubgames.com/viewPosts.php?parent=202">feature request thread</a>.  We're always looking for new ways to add to the experience of indiePub.<br />
]]></description>
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		<title>Don’t Play With Fire in Minecraft…</title>
		<pubDate>Mon, 20 Sep 2010 02:40:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/dont-play-with-fire-in-minecraft</link>
		<guid>http://www.indiepubgames.com/news/dont-play-with-fire-in-minecraft</guid>
		<description><![CDATA[<div class="header3">Geoff Gibson of <a href="www.diygamer.com">DIYGamer.com</a> writes:</div><br />
There are lots of reasons to buy and play Minecraft, especially if you’re a fan of the sandbox genre of games. Hell, if you need any reasons whatsoever, just check out this <a href="http://www.youtube.com/watch?v=FaMTedT6P0I&feature=player_embedded">amazing fan made trailer</a> for the game.<br />
<br />
In any case, as I was saying, there are plenty of reasons to play, but there are also plenty of reasons to be careful, especially when playing with fire. The video below is a prime example of what happens when you prematurely attempt to light a fire in your own house. The end results are hilarious for you and I, but disastrous and even a little depressing for the creator.<br />
<br />
Plus seeing as how the game automatically saves, you’re pretty much screwed if something like this happens to you. So, yeah… watch where you’re lighting that thing.<br />
<br />
<a href="http://www.minecraft.net">Minecraft</a><br />
<br />
<div class="centeredMedia">youtube:watch?v=LnjSWPxJxNs</div><br />
<div class="" style="float:left;margin:4px 20px 0px 0px;"><a href="http://www.diygamer.com"></a></div><div class="caption">This article was republished with permission from DIYgamer.com, a professional news blog that extensively covers the indie, independent, and student gaming scene producing over 50 unique pieces of content every week.<br />
If you want to read more indie video game news please visit <a href="http://www.diygamer.com">DIYgamer.com</a>.</div><br />
]]></description>
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		<item>
		<title>Community Favorite Winner and Finalists Announcement</title>
		<pubDate>Tue, 14 Sep 2010 10:18:16 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/3rd-contest-community-favorite-and-finalists</link>
		<guid>http://www.indiepubgames.com/news/3rd-contest-community-favorite-and-finalists</guid>
		<description><![CDATA[<br />
<div class="header1">YOUR Choice For Favorite Game And All Finalists Of The 3rd Independent Developer Contest!</div><br />
This year, we had 147 games entered into our 3rd indiePub developers' contest.  The games represented a gamut of platforms from Flash and Unity, to downloadable and even cross platform.  There were entertaining rehashes on well-known genres as well as entirely new game concepts.  The developers represented 28 countries spread over 6 continents, making this our most globally diverse game competition yet.<br />
<br />
You all waded into this large pool of entries, downloading games over 165,000 times and more than 3000 hours of game play.  We have painstakingly tallied all of the votes, and you, the indiePub community, have chosen your favorite.<br />
<br />
And now, the moment that we've made you all wait for; the 3rd Independent Game Developers' Contest indiePub Community Favorite is:<br />
<br />
<a href="http://www.indiepubgames.com/game/Bo"></a><br />
<a href="http://www.indiepubgames.com/profile/medi">medi</a>, the developer of Bo, will be receiving the community favorite prize of $5,000!<br />
<br />
While you were all voting, we here at indiePub were playing each and every game to prepare for the other portion of the contest - the finalists and $100,000 grand prize winner!<br />
<br />
There were so many excellent games; it was a big challenge to compile the winners list.  We worked with our judges and finally decided upon six games.  Here they are, in alphabetical order:<br />
<ul><li><a href="http://www.indiepubgames.com/game/Catapult_for_Hire">Catapult for Hire</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Coma">Coma</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Dustforce!">Dustforce!</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Hazard:_The_Journey_Of_Life">Hazard: The Journey Of Life</a></li><br />
<li><a href="http://www.indiepubgames.com/game/The_Dream_Machine_-_Chapter_1">The Dream Machine - Chapter 1</a></li><br />
<li><a href="http://www.indiepubgames.com/game/Vanessa_Saint-Pierre_Delacroix_And_Her_Nightmare">Vanessa Saint-Pierre Delacroix And Her Nightmare</a></li></ul>With this announcement, we would like to invite all the finalists to join us for a free trip to GDC Online in Austin, Texas!  Each of these finalists have won a prize: they are either a category winner or the $100,000 grand prize winner.  We will reveal which game won which prize in Austin on October 7.<br />
<br />
Here are descriptions of the six categories:<br />
<ul><li><b><u>Best Art</u></b> - This is awarded to a game that demonstrates excellence in its artistry.  It also gives attention both to form and function in its visual design.</li><br />
<li><b><u>Best Audio</u></b> - This award is given to a game that expertly integrates audio as a critical aspect of the gameplay experience, either mechanically or aesthetically.</li><br />
<li><b><u>Best Design</u></b> - A developer who creates a game awarded Best Design truly understands how to craft an interesting gameplay experience.  Such a game can elegantly create complex scenarios out of simple components.</li><br />
<li><b><u>Technical Excellence</u></b> - A technically excellent game skillfully demonstrates innovation and ambition in its construction.  Its technical achievements bring irreplaceable value to the game as a whole.</li><br />
<li><b><u>Staff Pick</u></b> - The Staff Pick prize is awarded to a game that the indiePub staff unanimously and particularly enjoyed.</li><br />
<li><b><u>Grand Prize</u></b> - The Grand Prize is awarded to a game that demonstrates excellence in all categories.  It is well-rounded, polished, and fun to play.  This game exemplifies the spirit of independent game development.</li></ul><br />
So many more games deserve recognition; over the next few weeks, we'll reveal our list of semi-finalists as well as some of our favorite games that didn't make it.  <br />
<br />
Congratulations to all the Finalists.  Thanks to everyone for submitting your games!]]></description>
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		<item>
		<title>Interview With Erin Robinson</title>
		<pubDate>Thu, 02 Sep 2010 09:45:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/puzzle-bots</link>
		<guid>http://www.indiepubgames.com/news/puzzle-bots</guid>
		<description><![CDATA[<br />
<br />
<div class="header1">Puzzle Bots</div><br />
<br />
<i>Yet another talented developer from the indiecade community, Erin Robinson has worked on well known games such as games as Spooks , Nanobots  and Little Girl in Underland.  In this interview, Erin talks about the work and inspiration behind her latest work, Puzzle Bots.</i><br />
<br />
<div class="centeredMedia">youtube:watch?v=8VxqWFdRUcQ</div><br />
<br />
Puzzle Bots is a well polished adventure puzzler that makes a strong attempt at riding the fine line between both genres.  The story revolves around 5 robots living in a human environment, but their innate curiosity for exploring their tiny world unwittingly effects the humans' lives around them.  Each robot is given a unique and endearing personality, along with a unique talent.  This point and click game follows the basic method of puzzles: start simple and add new elements to increase difficulty.  As you progress, you meet new robots that increase your abilities and options to complete puzzles within the game.  <br />
<br />
<br />
<br />
A good mix of story and puzzles, Puzzle Bots ends up being an engaging experience that ends all too soon.  Humorous and delightfully weird, its worth a look.  For more information on Puzzle Bots and Wadjet Eye Games, go to <a href="http://wadjeteyegames.com/puzzlebots.html"target="_blank">http://wadjeteyegames.com/puzzlebots.html</a>.</li>]]></description>
		</item>
		<item>
		<title>Community Favorite Announcement</title>
		<pubDate>Wed, 01 Sep 2010 04:06:12 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/community-favorite-announcement</link>
		<guid>http://www.indiepubgames.com/news/community-favorite-announcement</guid>
		<description><![CDATA[<br />
<div class="header1">Community Favorite Announced September 15th</div><br />
We had tons of amazing games submitted to the 3rd Independent Game Developers' Competition.  This year, developers represented many different art styles, game play types, musical concoctions, and technical expertise.  Thank you for participating!<br />
<br />
The voting has ended for our Community Favorite, and we're tallying the votes now.  Be sure to check the site, as we'll be posting the winner on September 15th.  We'll also be posting the finalists for Technical Excellence, Best Art, Best Audio, Best Design, Staff Pick, and the $100,000 Grand Prize!  In addition to the awesome prizes, we'll be inviting all the finalists on a trip to Austin, Texas this October for GDC where we'll be announcing all the winners!  Good luck to all the developers!]]></description>
		</item>
		<item>
		<title>Submissions over; voting begins</title>
		<pubDate>Fri, 30 Jul 2010 04:19:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/3rd-contest-voting-begins</link>
		<guid>http://www.indiepubgames.com/news/3rd-contest-voting-begins</guid>
		<description><![CDATA[<br />
The submission period for the developer contest is now over.  Now it's time for the community to vote on the Community Favorite.  If you're a developer, tell all your friends to sign up and vote for your game!<br />
<br />
Here's how it works:<br />
<ul><li>Go to the <a href="http://www.indiepubgames.com/vote.php">voting page</a>.</li><br />
<li>Try out the different games, and then pick your two favorite ones.</li><br />
<li>At the end of the month, we will tally the votes.  The winner will receive the Community Favorite Award and a $5,000 cash prize!</ul><br />
Meanwhile, the judges will be busy playing all of the entries to determine the grand prize winner ($100,000!) and the category winners.<br />
<br />
Good luck!]]></description>
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		<item>
		<title>In Your Opinion: Looking for Fun in All the Wrong Places</title>
		<pubDate>Wed, 21 Jul 2010 10:19:53 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/IYO1</link>
		<guid>http://www.indiepubgames.com/news/IYO1</guid>
		<description><![CDATA[Indie title <b>Joe Danger</b> from Hello Games recently hit the Playstation Network. This motorbike stunt game has been likened to a modernized Excitebike, with colorful cartoon graphics and a level editor (just like in the olden days of Excitebike). The game has met with success, according to <b>Sean Murray</b> from Hello Games, selling 50,000 copies in its first week. It's little wonder, since it's been praised by several review portals. IGN gave it a 9.5 out of 10, Gamespot and Eurogamer gave it an 8, and Kombo a 9. But this <a href="http://www.igf.com/php-bin/entry2010.php?id=300">IGF finalist</a> almost didn't make it to players.<br />
<br />
Murray shared with <a href="http://www.develop-online.net/news/category/29/Develop-Conference-2010">Develop conference</a>-goers several reasons why Joe Danger was turned down by various publishers. The list is as follows:<br />
<br />
"Name me one popular game with motorbikes?"<br />
"Collecting giant coins feels unrealistic to me"<br />
"I can see this working as a Facebook app"<br />
"We want games that are less about fun right now"<br />
"We love the theme, but with a different game"<br />
"We believe the iPhone will be largely unsupported"<br />
"Can Joe be a monkey? We like Monkeys"<br />
<br />
The reasons why these should cause quite a few heads to shake should be obvious to many gamers. The real question is whether these gamers should be more than confused. Murray shared in an <a href="http://kotaku.com/5483686/mile-marker-9-joe-danger">interview with Kotaku</a> that the Hello Games team set out to make a game they enjoy. They were inspired by a toy and the desire to make something that's just downright fun to play. So why wasn't it picked up? <i>"We want games that are less about fun right now."</i><br />
<br />
Are publishers looking for the wrong things in games they publish? Perhaps they're too worried about cranking out sequels? Do some do a better job than others? Sound off in the comments with your own opinion.]]></description>
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		<item>
		<title>Cipher Prime hosts a Moving Sale Fundraiser</title>
		<pubDate>Fri, 16 Jul 2010 04:27:58 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/cipher-prime-moving-sale</link>
		<guid>http://www.indiepubgames.com/news/cipher-prime-moving-sale</guid>
		<description><![CDATA[<a href="http://www.cipherprime.com/2010/07/introducing-the-moving-sale/"></a><br />
Our friends at Cipher Prime are moving to a bigger office, so they are having a <a href="http://www.cipherprime.com/2010/07/introducing-the-moving-sale/">game sale to raise money for the move</a>.  It'll be 50% off for <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a> and <a href="http://www.indiepubgames.com/game/Auditorium">Auditorium</a>!  It ends July 30th, so don't wait too long.]]></description>
		</item>
		<item>
		<title>Miegakure: A Puzzle Platformer in 4 Dimensions</title>
		<pubDate>Tue, 13 Jul 2010 11:52:04 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/Miegakure</link>
		<guid>http://www.indiepubgames.com/news/Miegakure</guid>
		<description><![CDATA[<br />
<div class="header1">Miegakure</div><br />
<i>Marc Ten Bosch was inspired by the book, "Flatland: A Romance of Many Dimensions" to create this advanced puzzler. Check out what makes this game so unique.</i><br />
<br />
<div class="centeredMedia">youtube:watch?v=w_4L3FtClxI</div><br />
<br />
When was the last time you saw in 4 spatial dimensions? Perhaps at the movies? If your answer was anything but "never", you might want to have your eyes checked. Marc Ten Bosch set out to make a game that takes advantage of a 4th dimension. Miegakure is what he came up with, and it truly takes the gamer into another world—one that is made possible through platform game goodness. <br />
<br />
In Miegakure, the player works to reach the end target, but finds that what he needs might not be available at first glance. He must switch to other dimensions and interact with (sometimes) helpful people while on this extra-dimensional journey.  In the beginning, a map helps to explain which objects are in their own dimension, and which objects are shared between more than one.  As the player moves forward, the maps will no longer be offered, and the player will have to venture onward on their own brainpower.<br />
<br />
<br />
You can check out more of the game <a href="http://marctenbosch.com/miegakure/">here</a>, or go right to <a href="http://marctenbosch.com/">Marc's</a> site, and see more of his work.]]></description>
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		<item>
		<title>Hazard: The Journey Of Life</title>
		<pubDate>Tue, 06 Jul 2010 02:27:47 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/hazard-the-journey-of-life</link>
		<guid>http://www.indiepubgames.com/news/hazard-the-journey-of-life</guid>
		<description><![CDATA[<br />
<div class="header1">Hazard: The Journey Of Life</div><br />
<i>Alexander Bruce talks candidly about his first person "non shooter" shooter game.</i><br />
<br />
<div class="centeredMedia">youtube:watch?v=G7HnE-LNk98</div><br />
<br />
This self Proclaimed, "“Philosophical First Person Single Player Exploration Puzzle Art Game", or PFFPSPEPAG for short, uses obstacles within the game to symbolize problems people face every day.  The look of the game is minimalistic at first glance, but the game play has a philosophical edge that keeps the player coming back for more. Check out Alex's <a href="http://www.demruth.com/blog/">blog</a>, he's got a few more bits of information worth looking into.  You can also download the demo of Hazard <a href="http://www.indiepubgames.com/game/Hazard:_The_Journey_Of_Life">here</a>.]]></description>
		</item>
		<item>
		<title>Mobile Competition is Live!</title>
		<pubDate>Thu, 01 Jul 2010 03:06:50 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/mobile-competition</link>
		<guid>http://www.indiepubgames.com/news/mobile-competition</guid>
		<description><![CDATA[<br />
<br />
UPDATE: We have revised our <a href="http://www.indiepubgames.com/mobileRules.php">rules</a> as well as the deadline for submissions to this contest.<br />
<br />
Due to popular demand from the community, we have created a second contest specifically for mobile games.  Now there are more prizes and more chances to win!  Here are the details.<br />
Game developers everywhere are invited to create and submit their original titles for mobile platforms before November 30th, 2010.<br />
<ul><br />
<li> The <b>Grand Prize</b> winner will receive a $25,000 cash prize and the option for a publishing deal with the possibility of developing the mobile game for other handheld devices and video game consoles.<br />
<li> There are <b>four Public Recognition Winners</b>: one each for Technical Excellence, Art, Audio, and Design.  These winners will each win a $1,000 prize.<br />
</ul><br />
Please check the <a href="http://www.indiepubgames.com/mobileRules.php">rules</a> for complete details. You can also ask questions here or in the <a href="http://www.indiepubgames.com/forumHome.php">forums</a> and we'll do our best to answer them.<br />
<br />
Wanna get in? Here's what you do:<br />
<ul><li>Click on the upload link by your username in the top-right, and select iPhone, Android, or Other Mobile.  Wait for approval, and then fill out <a href="http://www.indiepubgames.com/enterContest.php">the submission form</a>.<br />
<li>Submit your game here before the end of November 30th.<br />
<li>Use feedback from the site to make your game better throughout the submission period.  You may resubmit your games multiple times.<br />
<li>Become friends with indiePub on <a href="http://www.facebook.com/#!/group.php?gid=371724413583&ref=ts ">Facebook</a> to get contest updates.<br />
</ul><br />
If you need device UDID's, use these:<br />
iPod Touch 4G - 3df2ace831465aaeaaaa70f24303d1e1165f2f09<br />
iPod Touch 3G - 2801a948f57a35775010fabab6339ed70af5446c<br />
iPhone 3GS -  72fd80f7801efaf58d25d6c94ab698254a62d05b<br />
iPad - 9cffe1d13401e75f110b710eea874160acdda931<br />
iPad - 8a13ca9765385e43b9403fedc59b01a14c65fc3f<br />
<br />
For developers on other mobile platforms, you can contact us at <a href="mailto:ipadmin@indiepubgames.com">ipadmin@indiepubgames.com</a> to submit your entry.<br />
]]></description>
		</item>
		<item>
		<title>YouTube Wii Bundle Giveaway</title>
		<pubDate>Tue, 29 Jun 2010 12:16:22 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/youtube-party</link>
		<guid>http://www.indiepubgames.com/news/youtube-party</guid>
		<description><![CDATA[<p class="header1">YouTube Party!</p><div class="" style="float:right;margin: -6px 0px 20px 20px"></div>It’s time for the next Wii Wheel Bundle Giveaway.  Don’t forget to <a href="http://www.indiepubgames.com/register.php">register now</a> so you can get your chance at winning! This weeks challenge is:<br />
<br />
<div class="header3"> YouTube Party!  </div><br />
Not very creative, we know.  But our YouTube site is just packed with indie content ready for you to view. And we're willing to give away a whopping 30 Wii Wheel Bundles to the next 30 subscribers on our channel. Just go to our <a href="http://www.youtube.com/user/Indiepub">YouTube</a> channel and click "Subscribe".  Its perfect for anyone who wants free stuff for doing practically nothing.<br />
<br />
<br />
<div class="centeredMedia">youtube:watch?v=0h4jjClI3SE</div><br />
<div class="caption">Check out just one of the hidden gems featured on our YouTube page.</div><br />
<br />
]]></description>
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		<item>
		<title>Vision by Proxy</title>
		<pubDate>Tue, 29 Jun 2010 02:53:10 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/vision-by-proxy</link>
		<guid>http://www.indiepubgames.com/news/vision-by-proxy</guid>
		<description><![CDATA[<div class="header1">Vision By Proxy</div><br />
<i>We got a chance to talk with Andrew Ho, one of the developers of Team Rose.  Andrew was at E3 this year to showcase his game, Vision by Proxy.  This game took a team of 6 to create, and we asked him the basics on what influenced this impressionable game. </i> <br />
<br />
In our interview, Andrew talks about the creation and future plans for his game:<br />
<br />
<div class="centeredMedia">youtube:watch?v=Cund3dc25Fc</div><br />
<br />
The game starts with an alien who’s ship has broken down, and you work to find the broken pieces.  Now this plot might seem a little overused, and the developers agree, but its not the story, or even the art direction that makes this game worth looking into, but the concept. Vision by Proxy is a puzzle platformer that explores the world through the perspectives of the people within it.  As you meet various people within the world, you literally steal their eye, and then have the ability to see the world as they do. <br />
<br />
<br />
<br />
Vision by Proxy is a fun puzzler that keeps you entertained.  Play <a href="http://www.indiepubgames.com/game/Vision_by_Proxy">Vision By Proxy</a> now, and stay tuned for the next interview from E3!<br />
<br />
<br />
]]></description>
		</item>
		<item>
		<title>Interview with Developer Lau Korsgaard at E3</title>
		<pubDate>Fri, 25 Jun 2010 11:00:34 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/BUTTON</link>
		<guid>http://www.indiepubgames.com/news/BUTTON</guid>
		<description><![CDATA[<br />
<br />
<div class="header2">B.U.T.T.O.N.: BRUTALLY UNFAIR TACTICS TOTALLY OK NOW</div><br />
<br />
Who among us haven't had that moment when they've wanted to rip a control out of our friends hands in a selfish attempt to win a video game?  In B.U.T.T.O.N., not only is it allowed, its necessary.  <br />
<br />
We had the pleasure of talking with one of the developers of the Copenhagen Game Collective, Lau Korsgaard.  He gives us a pretty good look into the mind of the people that create dangerously fun video games.<br />
<br />
<div class="centeredMedia">youtube:watch?v=kugRN1RMYpo</div><br />
<br />
The Copenhagen Game Collective consists of Douglas Wilson, Nils Deneken, Lawrence Johnson, and Lau Korsgaard.  They've created a bunch of unique games worth checking out. If you're interested in learning more, go to  <a href="http://www.copenhagengamecollective.org/">www.CopenhagenGameCollective.org</a><br />
]]></description>
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		<item>
		<title>Portal 2  at E3</title>
		<pubDate>Thu, 24 Jun 2010 03:26:39 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/e3-portal-2</link>
		<guid>http://www.indiepubgames.com/news/e3-portal-2</guid>
		<description><![CDATA[<i>We did a lot of things at E3, but we made a point to check out some specific cool games coming out.  One of these games is Valve's Portal 2.</i><br />
<br />
<div class="header1">Portal 2</div><br />
We met with Valve to check out Portal 2.  Our journey began a few weeks ago when they <a href="http://kotaku.com/5552813/surprise-no-portal-2-party-at-e3">announced the cancelation</a> of the official Portal 2 event, which was to be replaced by a 'surprise'.  I contacted the Special Envoy to Surprises, Doug Lombardi, and we set up a private meeting to see Portal 2.   <br />
<br />
We got there in time but their schedule was backed up and running late (<a href="http://developer.valvesoftware.com/wiki/Valve_Time">Valve Time</a>, am I right?).  So we rescheduled and came back the next day, which was running more smoothly.  We got some cool shirts and they led us into a small room with a group of about eight people.<br />
<br />
The first Portal game was largely experimental, our host explained.  They had hired the student team from Digipen that was behind the class project <a href="https://www.digipen.edu/fileadmin/website_data/gallery/game_websites/NarbacularDrop/">Narbacular Drop</a>, to create the short game Portal, as part of the <a href="http://orange.half-life2.com">Orange Box</a>, a bundle already filled with four hugely anticipated games.  Portal became immensely popular, and now they have decided to create Portal 2 as a full-fledged title.<br />
<br />
The host started off with a general trailer, followed by some footage of the new visual style.  They also showed their new approach to the story and characters with a personality orb named Wheatley. <br />
<br />
<div class="centeredMedia">youtube:watch?v=5THiN8szSKM</div><br />
<div class="caption">A few trailers, showing the game’s visual style and personality.</div><br />
<br />
 After these videos, they got to the awesome part: the gameplay.  There were some new elements, including a giant vacuum tube, a ‘Thermal Discouragement Beam’, and paint.  The paint is what caught my attention: the different colors had different properties; red would make you slide faster, blue would make you bounce, and green paint was sticky.  I immediately thought of <a href="https://www.digipen.edu/studentprojects/tag/">Tag: the Power of Paint</a>, another Digipen student project.  In fact, I later found out that Valve indeed hired the Tag team to work on Portal 2.<br />
<br />
<div class="centeredMedia">youtube:watch?v=Bq2mZoKkqMw</div><br />
<div class="caption">The Excursion Funnel, Aerial Faith Plate, and Thermal Discouragement Beam.</div><br />
<br />
<div class="centeredMedia">youtube:watch?v=mGlyQmmvj0w</div><br />
<div class="caption">The vacuum tube and paint!</div><br />
<br />
<div class="header2">From indie to commercial</div><br />
The student teams behind Portal and Portal 2 started out only with limited resources but with big dreams.  Their unique designs and hard work led them to join one of the best team of professional developers right out of college.  Anyone with good ideas, and more importantly, the ability to implement them, can go far in this industry.  We hope to see some of you make it big!<br />
<br />
 <br />
]]></description>
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		<item>
		<title>E3 2010</title>
		<pubDate>Mon, 21 Jun 2010 12:11:18 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/E3-2010</link>
		<guid>http://www.indiepubgames.com/news/E3-2010</guid>
		<description><![CDATA[<i>There are many ways people try to explain the experience that is E3, but no amount of words, pictures or video can truly convey how awesome it actually is.  Regardless, we will do our best to show you some of the highlights from this 3 day video game extravaganza.  Check back in the next few weeks, we’ll continue to post articles, game reviews, and interviews with developers from the event.</i><br />
<br />
<br />
<br />
<div class="header2">Larger than Life</div><br />
The press makes an incredibly big deal about this event every year, and 2010 was no disappointment.  Both halls were completely decked out in booths that touched the ceiling, from live zombies in cages to an epic performance by Method Man and Redman, there was enough action to keep a kid with attention deficit disorder stimulated for months.  <br />
<br />
<div class="centeredMedia">youtube:watch?v=8ahFmBNCtZI</div><br />
<div class="caption">War Hammer 40k, had two life size Space Marines walking around the floor.</div><br />
<br />
<div class="centeredMedia">youtube:watch?v=qlyz09AN7wg</div><br />
<div class="caption">Lucha Libre  has a live full on wrestling match with moves you could actually perform in the game itself.</div><br />
<br />
<br />
<div class="header2">The Future of Gaming</div><br />
The South Hall was filled with huge displays and booths, but the biggest one by far was the Kinect exhibit, showcasing Microsoft’s new Xbox peripheral, previously known as ‘Natal’.  Kinect captures all movements of the body, and we saw this utilized in a dancing game, an adventure platformer, and a game where you pretended to be a tiger cub. <br />
<br />
<div class="centeredMedia">youtube:watch?v=aYnEgImvKOw</div><br />
<div class="caption">Kinect Adventures allows gameplay without the use of a controller.</div><br />
<br />
<br />
Nintendo showcased their new 3DS at the event, set to be released in 2011, prepare to ask your parents for next year's birthday present now.<br />
<br />
<br />
<div class="caption">The 3DS will offer 3D photography, which you'll be able to upload to your computer.</div><br />
<br />
<div class="header2">Sweet Obsessions</div><br />
We met with Valve to check out Portal 2.  Our journey began a few weeks ago when they <a href="http://kotaku.com/5552813/surprise-no-portal-2-party-at-e3">announced the cancelation</a> of the official Portal 2 event, which was to be replaced by a 'surprise'.  I contacted the Special Envoy to Surprises, Doug Lombardi, and we set up a private meeting to see Portal 2.   What we saw blew our minds!  We’ll tell you all about it soon.<br />
<br />
The Dead Rising 2 booth was easy to spot: chainsaws duct-taped to a motorcycle, a cage with live zombies in it, and people handing out zombie-rights brochures.  Dennis knew some people so he got us in the back area to try out all the new Capcom stuff:  Dead Rising 2, Marvel vs Capcom 3, and Okami 2.<br />
<br />
<div class="caption">Part of the deadrising booth featured zombie ladies chained to cages.</div><br />
<br />
Stay tuned for more in depth articles on E3 this week!]]></description>
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		<item>
		<title>GEOCACHE!</title>
		<pubDate>Mon, 21 Jun 2010 11:31:16 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/geocache</link>
		<guid>http://www.indiepubgames.com/news/geocache</guid>
		<description><![CDATA[<p> <div class="header1">Geocache! </div><br />
It’s time for the next Wii Wheel Bundle Giveaway.  Don’t forget to <a href="http://www.indiepubgames.com/register.php">register now</a> so you can get your chance at winning! This weeks challenge is:<br />
<br />
<div class="header3"> Geocache in L.A.!  </div><br />
While we were in L.A. for E3, we hid a secret package for the indiePub community to find.  Use this map to guide you:<br />
<br />
<br />
<br />
Don't worry if you don't live near the area, or don't own a private jet, we'll be hiding more of these throughout the U.S. Stay tuned!<br />
<br />
If you find a geocache, there will be a code on the package.  Enter it here to win:]]></description>
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		<item>
		<title>Independent Developer Strange Loop Games Signs a Worldwide Multiplatform Publishing Deal with indiePub and Zoo Publishing</title>
		<pubDate>Tue, 15 Jun 2010 11:37:21 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/vessel</link>
		<guid>http://www.indiepubgames.com/news/vessel</guid>
		<description><![CDATA[<br />
<div class="header2">Independent Developer Strange Loop Games Signs a Worldwide Multiplatform Publishing Deal with indiePub and Zoo Publishing</div><br />
<br />
<br />
<br />
<div class="header3">IndiePub Games signs another knockout independent video game to be published across multiple mass-market consoles by publisher, Zoo Publishing, Inc.</div>  <br />
<br />
<i>Cincinnati, OH – June 15, 2010</i> - Zoo Publishing, Inc., a leading international publisher and developer of interactive entertainment software, announced today that it has signed another independent developer, <a href="www.strangeloopgames.com">Strange Loop Games</a>, to a worldwide publishing contract. <a href="http://www.strangeloopgames.com/?page_id=3">Vessel</a> will be the third title to be signed to a publication deal through indiePub Games, Zoo’s independent video game initiative. <br />
<br />
<div class="centeredMedia">youtube:watch?v=Rll-fDn-8YM</div><br />
<br />
While the previous publishing deals via indiePub Games have come out of regularly held game developer competitions at <a href="www.indiePubGames.com">www.indiePubGames.com</a>, the signing of Vessel marks the opening of a new opportunity for IndiePub, Zoo and developers alike. “We want indiePub Games to be an asset for developers to leverage at any point in the creation of their games,” says Mark Seremet, CEO of Zoo Games. “We are always looking for great games from passionate developers, even when we’re between official developer competitions. Having started my career as a programmer and game developer, I understand their needs and am flexible to work with developers at any time. My door is always open to great ideas whether they’re coming from an industry pro or an indie who is just beginning their career.”    <br />
<br />
Vessel was a finalist in the technical excellence category at the 2010 Independent Game Festival. The game was a finalist in the 2010 Independent Game Challenge, recognized for its originality and creativity. Vessel is a 2D Action/Puzzle game played in a physically simulated world, built on a physics and fluid engine featuring the unique ability to simulate characters composed entirely of fluid. Vessel features a deep, multi-level universe where players use different types of liquids, channels and vessels to solve puzzles and move through the game. <br />
<br />
“Our goal at Strange Loop is to create games that use the massive power of today’s video game hardware for engaging and compelling gameplay, not just graphics,” says John Krajewski, Strange Loop’s studio lead. “Our partnership with Zoo will give us the resources we need to explore these new possibilities in gameplay and bring these games to market the way we envision them, without sacrificing quality or creative freedom.”<br />
Development on a PC version of the game is currently underway and Strange Loop Games will lead development on other platforms including Xbox and Playstation. Vessel is currently scheduled for release in 2011. For more information on Vessel and indiePub Games, please visit <a href="www.indiePubGames.com">www.indiePubGames.com</a><br />
<br />
<div class="header3">About Strange Loop Games</div><br />
Based in Seattle, the studio was founded by John Krajewski and Martin Farren, coders in the games industry who branched out to form their own company in 2008. Krajewski leads the studio, and works on design, production and simulation programming. Formerly he was an AI programmer at EA in Brisbane, Australia. Farren is technical director and handles rendering, engine tech and leads business operations. Krajewski also worked at EA in Brisbane as a graphics programmer.<br />
<br />
<div class="header3">About IndiePub Games</div><br />
IndiePub Games is an online community for independent game developers, casual gamers and game enthusiasts. IndiePub offers a platform for independent game developers to actively collaborate with each other on their game and gameplay concepts. Developers involved in the community have the potential to see their titles published on Nintendo Wii(TM) and DS(TM), Sony Playstation(R) and Xbox(R). IndiePub is also a destination for casual gamers to play and participate in the game creation process. IndiePub Games is sponsored by Zoo Publishing, Inc., a wholly-owned subsidiary of Zoo Games, Inc., which is a wholly-owned subsidiary of Zoo Entertainment Inc. Please visit www.indiePubGames.com for more details. <br />
<br />
<br />
<br />
<div class="" style="font-size:x-small;">Safe Harbor<br />
This press release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995 about Zoo Entertainment, Inc. Forward-looking statements are statements that are not historical facts. Such forward-looking statements, based upon the current beliefs and expectations of Zoo Entertainment, Inc.'s management, are subject to risks and uncertainties, which could cause actual results to differ from the forward-looking statements. The following factors, among others, could cause actual results to differ from those set forth in the forward-looking statements: general economic conditions; geopolitical events and regulatory changes; requirements or changes adversely affecting the businesses in which Zoo Entertainment is engaged; demand for the products and services that Zoo Entertainment provides, as well as other relevant risks detailed in Zoo Entertainment, Inc.'s filings with the Securities and Exchange Commission. The information set forth herein should be read in light of such risks. Zoo Entertainment, Inc. assumes no obligation to update the information contained in this press release.</div><br />
<br />
Press Contact<br />
Dennis Chacón <br />
513.824.8297<br />
pr@zoogamesinc.com]]></description>
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		<item>
		<title>Alebrije Estudios</title>
		<pubDate>Thu, 10 Jun 2010 10:21:15 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/alebrije-estudios</link>
		<guid>http://www.indiepubgames.com/news/alebrije-estudios</guid>
		<description><![CDATA[<i>We had the pleasure of speaking with a few indie developer companies this year at GDC. One of them was indie power house, <a href="http://www.alebrije-estudios.com">Alebrije Estudios</a>. Alebrije Estudios is an all-Mexican video game developer. They strive to create a satisfying, entertaining experience for interactive users through great game concepts.</i><br />
<br />
<br />
We sat down with Alebrije Estudios to talk candidly about developers from outside the USA, their award winning game, <a href="http://www.alebrije-estudios.com/cms/developments/microbiotics">Microbiotics</a>, and the awesome adventure that is, <a href="http://www.gdconf.com/">GDC</a>.<br />
<br />
<div class="centeredMedia">youtube:watch?v=0GqD8Cpd47g</div><br />
For more information on Alebrije Estudios and their game, Microbiotics, go to <a href="http://www.alebrije-estudios.com/cms/">www.alebrije-estudios.com</a>]]></description>
		</item>
		<item>
		<title>Christmas In June!</title>
		<pubDate>Wed, 09 Jun 2010 05:59:13 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/christmas</link>
		<guid>http://www.indiepubgames.com/news/christmas</guid>
		<description><![CDATA[<p class="header1">Christmas In June!</p><div class="" style="float:right;margin: -6px 0px 20px 20px"></div>It’s time for the next Wii Wheel Bundle Giveaway.  Don’t forget to <a href="http://www.indiepubgames.com/register.php">register now</a> so you can get your chance at winning! This weeks challenge is:<br />
<br />
<div class="header3"> CHRISTMAS IN JUNE!  </div><br />
We’ve hidden 20 links within the site.  All  the images will be associated with Christmas.  If you see one, click on it!  You'll automatically win one of our new Wii Bundles before you can buy them in stores!  So be on the look out for ornaments, candy canes, and even a cup of delicious egg nog.  They'll look something like this:<br />
  <br />
The challenge starts right now, and continues until all the links have been found.  What are you waiting for?  Let the search begin!]]></description>
		</item>
		<item>
		<title>Tools of the Trade</title>
		<pubDate>Tue, 08 Jun 2010 04:41:03 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/development-article-tools-of-the-trade-part-1</link>
		<guid>http://www.indiepubgames.com/news/development-article-tools-of-the-trade-part-1</guid>
		<description><![CDATA[<i>Every week we will post an article or tutorial about game development.  Last time, we talked about <a href="http://www.indiepubgames.com/news/development-article-how-do-i-get-started-with-game-development">how to get started with game development</a>.  This week, we have some tips on what kind of tools and resources you'll find useful in your quest to make your game.</i><br />
What do you need to make a game?  Not too much, actually. Here are some tips from my experience as a developer.  In the first part of this two part article, I will talk about hardware.  In Part 2, I will talk about software.<br />
<br />
<div class="header2">Hardware</div><br />
<div class="header3">Computer</div><br />
Yes, surprisingly, you will need some sort of computing device.  However, you do not need a top-of-the-line gaming rig to make your games.  In fact, if you're not careful, having a powerful machine can be detrimental: you won't notice how inefficient your code is because your computer can run anything.  Then once you try it on your friend's computer, the game chugs along at 10fps.  I personally work on two computers: a powerful desktop, and a weak laptop.  I use the laptop when I'm doing work at a coffee shop or library, and my desktop when I am at home.  This combination keeps me constantly ensuring that there are no major performance issues.<br />
<br />
On that note, keep in mind your target platform.  If you're making the next Crysis, then of course you probably don't want to be programming on a netbook.  If you're making a game for the Xbox or even a Mac, you only have a few hardware configurations to worry about, so that shouldn't be too difficult.  If your game is for the PC, be sure to understand what your game requires (a video card? Pixel shader 4.0? DirectX 10?).  Check out the <a href="http://store.steampowered.com/hwsurvey/">Steam Hardware Survey</a> to get an up-to-date glimpse at the kind of setup your potential audience is running.<br />
<br />
<div class="header3">Monitor(s!)</div><br />
You should have more than one monitor.  If you've only been using one, you'd be surprised at how big of a productivity boost you'll get with a second one.  When you're making games, you will have many windows open.  You can put a lot of these on your other monitor: your web browser, editors, file browser, media player, and even the taskbar.  You won't ever have to dig through multiple layers of windows to find what you want.  Having just one big monitor is nice, but it's hard to use all that space effectively; having a second monitor gives you a lot of horizontal room, and neatly divides your workspace into two distinct halves, so you can maximize windows without covering up everything.<br />
<br />
<div class="centeredMedia"><div class="caption">Twice the productivity, twice the pain.</div></div><br />
<div class="header3">Dry Erase Board </div><br />
This is my favorite piece of hardware: a nice dry erase board.  Game development is full of handwriting, whether it's flowcharts, doodles, math, or just notes.  A whiteboard really helps serve as a nexus for ideation.  I prefer huge whiteboards (8x4 feet) because they give you room to add some more permanent notes, like schedules and to-do lists.  Large boards also let you draw big and freeform, which is great for brainstorming.<br />
<br />
Whiteboards can get pretty expensive, so it's good to know what your options are.  The best whiteboards are porcelain.  They will not stain, scratch, or dent.  A good quality 8'x4' magnetic porcelain board can run you over $700, but the quality is incredible.  The cheapest boards are made of melanine.  They will eventually stain and get scratched, but they are far cheaper.<br />
<br />
The cheapest option is to build your own.  What I did was buy an 8'x4' sheet of bulk melanine from Home Depot (normally used for siding or showerboard) for just $10.  I then picked up two boxes of mirror hangers for $3 each and mounted it to my wall.  It works, but there is a huge different in quality: it'll stain pretty quickly, but it can always be cleaned with rubbing alcohol.  This might not seem like a big deal, but being able to make easy, crystal-clear erases can give you some subconscious motivation to keep the board active with notes and drawings.<br />
<br />
<div class="centeredMedia"><div class="caption">My homemade whiteboard.  It only cost $16.</div></div><br />
I was going to build a better one out of a big sheet of glass (frosted on the back), but that was going to be a pretty difficult and expensive project.  If you don't care about any of this, just get a small $20 magnetic board from Costco and you're good.<br />
<br />
<div class="header3">Pen and Paper</div><br />
All projects need pens and paper.  Keep a few notebooks and sketchbooks handy, and multiple pens and pencils.  It's like a whiteboard for when you're too tired to stand up!<br />
<br />
<div class="header2">What else?</div><br />
In Part 2 of this article, I will talk about software.  I'll discuss some useful programs, as well as the importance of source control, and how to get set up with it.  Stay tuned!<br />
<br />
<div class="attribution">Hammer photo by <a href="http://www.flickr.com/photos/kaworukoneru/2230794481/">Kaworu Koneru</a>.<br />
Dual monitor photo by <a href="http://www.flickr.com/photos/gzz/3772587575/">Dr. Gianluigi "Zane" Zanettini</a>.</div>]]></description>
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		<item>
		<title>Wii Wheel Bundle Giveaway!</title>
		<pubDate>Fri, 04 Jun 2010 12:13:48 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/wii-wheel-bundle-giveaway</link>
		<guid>http://www.indiepubgames.com/news/wii-wheel-bundle-giveaway</guid>
		<description><![CDATA[<br />
<p class="header1">Win it before you can buy it!</p><div class="" style="float:right;margin: -6px 0px 20px 20px"></div>Over the next few weeks, we’ll be giving away 100 Wii games and an exclusive wheel accessory to folks in the indiePub community. The rules are; there are no rules! The first users to complete our challenges or take action on special tasks win a Zoo Games Wii wheel bundle that won’t be in stores for another month. If you haven’t already, <a href="http://www.indiepubgames.com/register.php">register now</a> so you can take part in the challenges.<br />
<br />
The next time you see an article that has the image above, be the first to reply and win!<br />
<br />
Check out some of the upcoming challenges that could get you a brand new Wii bundle before you can buy it:<br />
<br />
<div class="header3"> Christmas in June:  </div><br />
No vacation for Santa this year.  We'll be hiding presents throughout our site.  Be the first to click on one and win! <br />
<br />
<div class="header3"> Show Us Your Assets:  </div><br />
We’ll be posting articles asking members to create assets and post them to the site.  Submit your most villianous villain, your fastest techno music, your most random game concept. <br />
   <br />
<div class="header3"> Edible Indies:  </div><br />
We'll be asking you to recreate our logo out of food, snap a picture and post it to the site. Send us your best indie pancakes, pub hashbrowns, and logos made out of sausage links.<br />
<br />
When does the contest begin?  NOW! <b>THE FIRST 5 PEOPLE THAT RESPOND TO THIS ARTICLE WILL BE THE FIRST 5 WINNERS!.</b>   That’s right, it’s that easy.]]></description>
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		<item>
		<title>Cipher Prime Interviews: Episode 6</title>
		<pubDate>Fri, 04 Jun 2010 10:23:21 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/E6</link>
		<guid>http://www.indiepubgames.com/news/E6</guid>
		<description><![CDATA[<br />
<div class="centeredMedia">youtube_ws:watch?v=0DL9anoAOxU</div><br />
In this episode,  <a href="http://cipherprime.com">Cipher Prime</a> talks about having partners to create and finish games.   This video is the last of a 6 part series on Cipher Prime.  Other topics Cipher Prime discuss:<ul><li>The creation of <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1">Auditorium</a>.</li><li>The creation of their new game <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a>.</li><li>Will and Dain's <a href="http://www.indiepubgames.com/news/Episdode%205">Favorite indie games</a></li><li><a href="http://www.indiepubgames.com/news/E4 ">Publishing deals </a>    </li><li>Indie dev <a href="http://www.indiepubgames.com/news/E3">advice</a> </li></ul>]]></description>
		</item>
		<item>
		<title>Ask a Ceo: How do I turn my game idea into a game?</title>
		<pubDate>Thu, 03 Jun 2010 11:55:21 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/ask-a-ceo-3</link>
		<guid>http://www.indiepubgames.com/news/ask-a-ceo-3</guid>
		<description><![CDATA[<br />
<br />
Question: How do I turn my idea into a game?<br />
<br />
<br />
You enter it into an IndiePub contest, of course :-)<br />
<br />
I have to be honest – it’s pretty much impossible to turn a game idea into a game if it’s a AAA concept and you are not already in the industry.  That said, never say die so realize that it’s going to be about professionalism, marketing and luck.  You should prepare a mini-game design and include a DETAILED explanation of what the game play will be like for the user.  Moreover, try to include graphics or a video with your presentation.  Remember that this is a big multi-billion dollar business and you need to market your idea. <br />
<br />
After you have prepared a professional package start networking.  Connect with industry veterans, attend conferences, and try to meet us where we are.  You are also much more likely to succeed in bringing ideas to smaller companies than larger ones simply because the decision makers are more accessible.  Remember you are selling yourself and your idea so the more serious your materials look the more seriously they will be taken.<br />
<br />
Producing a casual game is an entirely different discussion – there you can absolutely build your dream particularly if you can already code in C++, Flash, etc.  You can also connect with developers, musicians, artists, etc. all over the world and buy or barter for skills that you don’t have.  And then, once you’ve created your vision, enter it into our contest for a chance to win $100,000 and a publishing deal!<br />
<br />
-Mark Seremet<br />
President and Chief Executive Officer, Zoo Entertainment, Inc.<br />
<br />
Have a question for us?  Let us know here and we'll do our best to answer!]]></description>
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		<item>
		<title>The IndiePub Competition Will Open to iPhone and Android Apps</title>
		<pubDate>Fri, 28 May 2010 03:17:16 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/iphone-android-competition-added</link>
		<guid>http://www.indiepubgames.com/news/iphone-android-competition-added</guid>
		<description><![CDATA[After both internal discussion and input from the community, we’ve decided to move forward with opening up the Third IndiePub Game Development Competition to iPhone and Android games. An official announcement about when and how these new application formats are to be rolled into the competition will be made soon, but here’s some initial answers to the most common questions.<br />
 <br />
<div class="header2"><b>How will the community vote on mobile apps?</b></div><br />
We’ve heard your concerns about iPhone and Android games being too dissimilar from more robust web-based or PC games. While they can be just as compelling and fun, mobile games are generally smaller in scale and have shorter linier or end-to-end play time than most computer games. It wouldn’t make sense for an ultra-deep MMO to go up against a one-touch iPhone game that may be just as good, but for different reasons.<br />
 <br />
Also, since not everyone who visits the indiePub website will have an iPhone/Pod/Pad or Droid, the potential audience for these games is a bit more limited than Flash, Unity and downloadable applications. We do have some options for showcasing mobile apps on the main indiePub website, but as @Maph points out, “having the ability to play the game on the actual device will of course work a whole lot better,” and we agree. <br />
 <br />
Expect mobile apps to be in a new community recognition category of the competition. <br />
 <br />
<div class="header2"><b>Will mobile apps be eligible for the $100,000 Grand Prize?</b></div><br />
The Grand Prize is chosen by a committee of game industry experts. Judging is not only based on the overall creativity of the game, but also its marketability across multiple console platforms. Our experience from the last two competitions has shown that sometimes great submissions can be basic ideas or prototypes that have enormous potential for development and mass-market appeal. We believe that a mobile app could be the basis for a hit console game. <br />
 <br />
Part of what we strive to do at indiePub is find great talent and publish great games by developers like you – whether you’re just starting out on iPhone or you’re a pro with Unity. If your creativity comes to life on a mobile device, our selection committee is tasked with objectively considering it with the same “big picture” criteria as any other submission to the competition. <br />
 <br />
However, based on your feedback, and since we’ve already set the expectation that the current $100,000 completion is for indie computer games, we don’t feel that this is the right time make a big change and broaden the field of entrants so drastically. Nevertheless, we do want to give indie developers who have great mobile apps a chance to showcase their work, give them a shot at taking their games to the “bigs” in addition to handing out some cash to support their creative endeavors.<br />
<br />
So, what we're saying is: we are creating a new “Mobile Grand Prize” that will be specific to iPhone and Android games. Like the existing competition, the winner will be chosen by committee, awarded a cash prize and given the option for a publishing deal to take their title to other platforms and consoles that will support it. We’re initially thinking that this prize will be in the neighborhood of $25,000. <br />
 <br />
<div class="header2"><b>Are games that are currently in the Apple App Store eligible?</b></div><br />
As long as your iPhone, iPod Touch or iPad submission complies with the overall competition rules, you may enter them. Similarly, if you’re already selling your Android game on your own or through a third party, it could be eligible for the competition as long as you conform to the terms specified in the rules.<br />
 <br />
Please continue to send us feedback (here or in the <a href="http://www.indiepubgames.com/viewPosts.php?parent=206">forums</a>) as we work through the mechanics of rolling out this expansion to the community. You can expect an official announcement by E3, followed by our new mobile addition to the contest.<br />
]]></description>
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		<item>
		<title>Cipher Prime Interviews: Part 5</title>
		<pubDate>Fri, 28 May 2010 02:13:22 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/Episdode 5</link>
		<guid>http://www.indiepubgames.com/news/Episdode 5</guid>
		<description><![CDATA[<br />
<div class="centeredMedia">youtube_ws:watch?v=9uFBizeZO-E</div><br />
In this episode,  <a href="http://cipherprime.com">Cipher Prime</a> talk about their favorite indie games.   This video is the 5th of a 6 part series on Cipher Prime.  Other topics Cipher Prime discuss:<ul><li>The creation of <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1">Auditorium</a>.</li><li>The creation of their new game <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a>.</li><li>Working with partners or in groups to complete games</li><li><a href="http://www.indiepubgames.com/news/E4 ">Publishing deals </a>    </li><li>Indie dev advice</li></ul> Stay tuned for Part 6 of the interviews with Cipher Prime!]]></description>
		</item>
		<item>
		<title>Zoo Games Supports the 25th Annual Cedars-Sinai Sports Spectacular</title>
		<pubDate>Wed, 26 May 2010 04:20:54 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/sportsspectacular</link>
		<guid>http://www.indiepubgames.com/news/sportsspectacular</guid>
		<description><![CDATA[<br />
Here at indiePub, we want to support our independent community in the hopes that our site's collaborative nature helps to inspire creativity and incite innovation. And just as we support you in your attempt to make a mark on the gaming industry, we champion our partner, Zoo Games, in their efforts to bring awareness to the causes that they support.<br />
<br />
This past weekend I had the good fortune to travel with our CEO, Mark Seremet, to Los Angeles for the 25th Annual Cedars-Sinai Sports Spectacular. Held at the Hyatt Regency Century Plaza in downtown LA, the Sports Spectacular brings professional athletes, celebrities and prominent members of the philanthropic community together to raise money and awareness for Cedars-Sinai Hospital's Medical Genetics Institute. A multidisciplinary center, this institute provides the most comprehensive services in the diagnosis, prevention and management of all forms of hereditary disorders and defects affecting both children and adults. As a contributing sponsor of the event, we walked away with a better understanding of how much our actions can truly affect change.<br />
<br />
As part of both the indiePub community and the Zoo Games team, I'm very proud to support this cause. If you would like more information on the Sports Spectacular, go to <a href="http://www.sportsspectacular.com/"> http://www.sportsspectacular.com/ </a><br />
<br />
-Rachel<br />
 ]]></description>
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		<title>How do I get started with game development?</title>
		<pubDate>Mon, 24 May 2010 03:41:14 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/development-article-how-do-i-get-started-with-game-development</link>
		<guid>http://www.indiepubgames.com/news/development-article-how-do-i-get-started-with-game-development</guid>
		<description><![CDATA[<i>Every week we will post an article or tutorial about game development.  In our first article, we talk about how to get started in developing your own game.</i><br />
<br />
So you want to make a game.  Great!  Games are becoming more important every day, growing into an inseparable aspect of our culture.  Game designer Jesse Schell says that games are moving towards becoming 'a serious medium of expression', and may one day surpass film as the dominant form of cultural storytelling.  Are you ready to be a part of a new generation of artists, storytellers, and culture makers?<br />
<br />
<div class="header2">Language Barriers</div><br />
I'm just going to cut to the chase and say that the topic of this article can be summed up as: <b>What programming language should I learn in order to make games?</b>  I am making the assumption that you are interested in programming, or at least interested in giving it a try.  For those of you who are more interested in art, music, or other non-programming roles, don't worry: we'll also have articles for you too.<br />
<br />
So, what language?  That's a common question, but a better question would be: <b>what development system should I learn?</b>  Game development is usually accomplished through a combination of different engines, libraries, IDEs, APIs, frameworks, and tools.  The language is not always important because these tools can often be used with many different languages.  So before we answer that, let's clear up some common beginner questions.<br />
<br />
<div class="header3">What's an IDE?</div><br />
An IDE is an Integrated Development Environment.  This is basically the editor that you use to write your code in.  It will usually tell you when your code has syntax errors in it.  An IDE will usually also have a compiler, which will let you turn your code into an executable file.  It may also have a debugger, which makes it easier for you to find problems in your code.  An example of an IDE is  <a href="http://www.microsoft.com/express/">Visual Studio</a>.<br />
<br />
<div class="header3">What's a game library?  What's a game engine (and a framework and a API)? What's the difference?</div><br />
The terms 'library', 'framework', and 'API' are often used interchangeably.  The differences are negligible for this discussion.  For more information, I invite you to read the Wikipedia <a href="http://en.wikipedia.org/wiki/Software_library">articles</a> <a href="http://en.wikipedia.org/wiki/Software_framework">about</a> <a href="http://en.wikipedia.org/wiki/Application_programming_interface">them</a>.<br />
<br />
Basically, a game library (and framework and API) is a set of functions and classes that make it easier for you to program.  For example, a 2D graphics library might provide methods like <div class="code">drawRectangle()</div> or <div class="code">createSprite()</div>, letting you do those basic tasks without having to go into the gritty details of telling the graphics driver exactly what pixels to modify. An example of a game library is <a href="http://www.libsdl.org/">SDL</a>. An example of a framework is the <a href="http://creators.xna.com">XNA Framework</a>.  An example of an API is <a href="http://opengl.org">OpenGL</a>.<br />
<br />
A game engine is a collection of libraries, frameworks, and APIs, and is usually characterized by its own set of graphical tools that make it easy to edit levels, test out scripts, or manage animations.  A game engine often has its own IDE.  An example of a game engine is <a href="http://unity3d.com">Unity</a>.<br />
<br />
<div class="header3">What is a platform?</div><br />
A platform is where you will be running your game.  It can be a game console (Xbox, Nintendo DS, Commodore 64), a computer (Windows, Mac, Linux), a portable unit (iPhone, iPad, Android, TI-84 calculators), or even a software environment (web browser based, Facebook application, Java Virtual Machine).  It's important to know what platforms for which you are able to build.<br />
<br />
<div class="header3">What are important criteria for choosing a development system?</div><br />
Make sure it can fulfill your platform needs.  Also, decide whether you are making a 2D game or a 3D one (tip: pick 2D if you're just starting out).  And look through the tutorials to see if the system matches your difficulty level.  There <i>are</i> tutorials, right?  If not, it may not be a good choice.  Likewise, <b>a good system should have a good community</b>.  Look for active message boards and developer resources.  If you can't figure something out, you can always post in the message boards to get help.<br />
<br />
<div class="header2">What's your goal?</div><br />
So what development system should you use?  In order to answer that, you must first ask yourself what your goal is: Do you want to get a job in the games industry?  Do you want to build games as a hobby? Are you just curious to see if game development is right for you?  Find the right profile for you below:<br />
<br />
<div class="header3">You've never done programming before, and you are curious to see if it's right for you.</div><br />
One option is to learn <div class="specialHighlight"><a href="http://www.yoyogames.com/make">Game Maker</a></div>.  Game Maker is a game engine that enables you to make games with minimal or zero programming.  This makes it a great starting point: you can just play around with the graphical editor to get a feel for how basic programming logic works.  Game Maker also has its own scripting language, so you take a step into actual programming and make more advanced games.  There are <a href="http://www.yoyogames.com/make/tutorials/">tutorials</a> to get you started, and <a href="http://gmc.yoyogames.com/">a bustling community</a>.  An example of a Game Maker game is our most recent winner, <a href="http://www.indiepubgames.com/game/Climb_to_the_Top_of_the_Castle!">Climb to the Top of the Castle!</a><br />
<br />
Another option is to learn <div class="specialHighlight"><a href="http://www.adobe.com/products/flashplayer/">Flash</a></div>.  Flash is a relatively friendly way of learning how to make animations and small games.  There are also <a href="http://www.google.com/search?q=flash+tutorial">endless learning resources</a> out there.  The $700 price tag for <a href="http://www.adobe.com/products/flash/">the official editor</a> is prohibitive for most, and even though you might be able to buy it cheaply through your school, there are some good (and even better) free alternatives.  <a href="http://www.flashdevelop.org">Flash Develop</a> is open source, and some say it is even better than Flash Professional.  <a href="http://wonderfl.net/">Wonderfl</a> is another good choice: it's a free browser-based editor.   <br />
<a href="" name="xna"></a><br />
<div class="header3">You've done a little bit of programming, which you enjoyed.  You want to learn it more deeply.</div><br />
In this case, I would recommend <div class="specialHighlight"><a href="http://creators.xna.com">Microsoft XNA</a></div>.  XNA is a set of tools that run on the .NET Framework.  Almost all of the programming that you do is focused on the game code itself (also known as 'the fun part').  All of the excess 'set up' code that normally makes programming tedious is already taken care of for you.  The language that you'll be using is C#, which is similar to C, C++ and Java; it's still easy to learn if all you know is Python or some scripting languages.<br />
<br />
What really makes XNA (and anything .NET related) great to use is its IDE, <div class="specialHighlight"><a href="http://www.microsoft.com/express/">Visual Studio</a></div>.  Without going too much into detail, Visual Studio makes programming really productive.  Its Intellisense feature saves you from having to memorize everything and also saves you a lot of keystrokes.  Also, the debugger is <i>excellent</i>.  The Express edition is free, and has all the features you'll need.  Lastly, the <a href="http://forums.xna.com">XNA community</a> is really helpful.<br />
<br />
If you want to get a bit more advanced, you can try some C++ libraries.  I consider C++ a more advanced learning experience because it requires you to deal with memory management.  C# already manages the memory for you, but in non-managed code (which is what you'll (mostly) experience with C++), you have to worry about pointers, memory allocation, and stacks and heaps.  It's difficult to master, but it's very important to know about memory management if you plan on doing game programming as a career.<br />
<br />
Some good libraries to try out are <a href="www.libsdl.org/">SDL</a>, <a href="http://hge.relishgames.com">HGE</a>, <a href="http://alleg.sourceforge.net">Allegro</a>, and <a href="http://www.ogre3d.org">Ogre 3D</a>.  HGE's community is basically dead, but I found the library extremely easy to use.<br />
<br />
<div class="header3">You're quite experienced with programming, but haven't done much with games.</div><br />
I would still recommend trying XNA, as in the case <a href="#xna">above</a>.  Learning 3D programming is a pretty big step, so you might want to do some studying up on vectors, matrices, and transformations.  XNA will let you make both 2D and 3D games.  If you've already mastered that, or just want to jump into the deep end, you could try out some professional engines, such as <div class="specialHighlight"><a href="http://unity3d.org">Unity</a></div>, or the <div class="specialHighlight"><a href="http://www.udk.com">Unreal Development Kit (UDK)</a></div>.   The free indie licenses make them attractive options.  Another difficult step would be to learn graphics programming with <a href="http://opengl.org">OpenGL</a> or <a href="http://directx.com">DirectX</a>.<br />
<br />
<div class="header2">The Most Important Point</div><br />
If you want to be a good programmer, it's important not to be caught up in a specific language, library, or toolset.  <b>You shouldn't learn a language, you should learn programming</b>.  This means to make sure you learn software design, good programming practices, and problem solving.  The excellent book, <a href="http://oreilly.com/catalog/9780596007126">Head First Design Patterns</a>, is a <i>fun</i> primer to all of these principles.  If you can do this, then you'll be able to learn <i>any</i> language, engine, or tool without too much trouble.  So the important conclusion is to <b>understand the concepts before applying the details</b>.<br />
<br />
<div class="header2">Other Resources</div><ul><li><a href="http://gamedev.net">GameDev.net</a> is the largest community of game developers online.  Be sure to check out their <a href="http://www.gamedev.net/community/forums/">forums</a>.  You can ask any question there, no matter what development system you are using.</li><br />
<li><a href="http://www.gamasutra.com">GamaSutra</a> is a good place to find the latest news on the game industry.  If you want to be a game developer, you should take an interest in what issues and events are important to the industry.</li><br />
<li>And of course, our own <a href="http://www.indiepubgames.com">indiePub forums</a> are a great place to ask questions or show off your work.</li><br />
</ul><br />
<div class="attribution">Chess photo by <a href="http://www.flickr.com/photos/sidspage/">gumdropgas</a>.</div><br />
]]></description>
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		<title>SimplePlay is online!</title>
		<pubDate>Fri, 21 May 2010 03:59:50 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/simpleplay-is-active</link>
		<guid>http://www.indiepubgames.com/news/simpleplay-is-active</guid>
		<description><![CDATA[<br />
<div class="header1">SimplePlay is now active!</div><br />
What is SimplePlay?  Normally, you can only play Flash or Unity games in your browser.  Anything else has to be downloaded, unzipped, and installed before you can play it.  With SimplePlay, you can just click the 'Play' button on any of the games on this site, and it will automatically download and run the game for you with just a single click.<br />
<br />
<div class="header2">How do I use it?</div><br />
Just find a game that isn't Flash or Unity based, and then click on the 'Play' button.  You can try it out on <a href="http://www.indiepubgames.com/game/Storm">Storm</a> as an example.  First note the requirements!  You can see in the image below that Storm requires XNA. Click on the XNA button to go to Microsoft's XNA page.  Don't worry, between all the games on the site, you'll only need a few requirements (mostly <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=53867a2a-e249-4560-8011-98eb3e799ef2&displaylang=en">XNA</a>, <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en">.NET</a>, <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en">Visual C++</a>, and <a href="http://www.java.com/en/download/manual.jsp">Java</a>).  Once you have  those, you won't have to download anything else.<br />
<div class="centeredMedia"><div class="caption">You can also just download the game by clicking on the 'Download' button.</div></div><br />
Once you click play for the first time, you will get a Java security notice.  Click on 'Run' to begin.<br />
<div class="centeredMedia"><div class="caption">Keep the checkbox ticked if you don't want to see the notice again.</div></div><br />
After that, the download will begin.  You can see the download progress in the bar that appears:<br />
<div class="caption">Patience, my friend.</div><br />
Once you get to 100%, the game will launch!  If you want to play it again, just click the 'Play' button and it will launch again.<br />
<br />
<div class="header2">How do developers use it?</div><br />
If you want your own game to work with SimplePlay, you cannot use an installer.  All of your game files must be ready to play after unzipping.  When you <a href="http://www.indiepubgames.com/users/uploadContent.php">upload a game</a>, you must specify the path of your executable file.  An example would be <div class="code">bin/x86/game.exe</div>.  If your game uses save files, be sure to specify the name of the save file's extension, so it won't get deleted.<br />
<br />
<div class="header2">Things to know</div><br />
SimplePlay is still in beta right now, and there are some issues with it.  Not all games work correctly; we are working to make sure it's compatible with as many games as possible.  Right now, SimplePlay only works on Windows, since most games on our site are only for PC.  Let us know what you think in the comments here or <a href="http://www.indiepubgames.com/viewPosts.php?parent=229">in the forums</a>!]]></description>
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		<title>Game of the Week – Storm</title>
		<pubDate>Fri, 21 May 2010 03:42:13 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/game-of-the-week-storm</link>
		<guid>http://www.indiepubgames.com/news/game-of-the-week-storm</guid>
		<description><![CDATA[<i>Reviewer <a href="http://www.indiepubgames.com/profile/terence!">Terence Lee</a> gives a totally unbiased review of his very own game, <a href="http://www.indiepubgames.com/game/Storm">Storm</a>.</i><br />
<br />
<br />
<div class="header1">Storm</div><br />
<a href="http://www.indiepubgames.com/game/Storm">Storm</a> is a game prototype that explores some gameplay ideas with fluid dynamics, with weather as a theme.  The goal is to solve some simple physics puzzles using three weather elements: wind, rain, and lightning.  The following video will give you a general idea of the gameplay mechanics:<br />
<br />
<div class="centeredMedia">youtube:watch?v=q18n_22Mtmc</div><br />
Storm is a prototype, and it shows: it's unpolished, buggy, and, after just a few minutes of playing, ugly.  The solid-colored placeholder graphics look as if they were drawn in MS Paint in 5 minutes (and actually, they were).<br />
<br />
<div class="centeredMedia"><div class="caption">We all love mspaint.exe</div></div><br />
The game was my submission to the first indiePub contest, back when it was still called 2Bee Games.  I was down to the last few hours before the midnight contest deadline, when I finally convinced myself that I wasn't going to get everything perfect.  With a half-dozen levels still needing to be designed and drawn, I busted out the paint bucket tool and started splashing away.<br />
<br />
That 'gotta-get-this-done' attitude is the essence of prototyping: by valuing completion over detail, efficiency over polish, an interesting game idea can come to life in just a couple of weeks or less.  With these fast results, ideas can be critically tested for viability without the emotional attachment that comes with months of development.  Storm was a 5-week project, with 3 of those weeks being thinking, experimenting, and enjoying real life, while the remaining 2 weeks was development crunch.<br />
 <br />
So was Storm a successful idea?  Let's look at the different elements of the game and see what worked and what didn't.<br />
<br />
<div class="header2">Concept</div><br />
At the core of Storm is its tech, namely, the fluid dynamics and the physics.  By fluid dynamics, I am referring to the wispy smoke that represents the wind power in the game, not the liquid water.  While there have recently been some awesome games that use liquids (<a href="http://www.strangeloopgames.com/?page_id=3">Vessel</a>, <a href="http://www.youtube.com/watch?v=O9piUeupkQs">PixelJunk Shooter</a>, <a href="http://puddle-game.com/">Puddle</a>), I wasn't able to find any other games that use fluid dynamics.<br />
<br />
Fluid dynamics is used to represent wind, which is used to push objects around, like the balls and even the water.  The wind will wrap around terrain, behaving like a real fluid.  Here's a screenshot from early in its development:<br />
<br />
<div class="centeredMedia"><div class="caption">The wind is originating from a point on the top right, blowing downwards, and curves around the terrain, deflecting it to the left.  Note the wind curling into a wispy vortex on the left.</div></div><br />
If I may say so myself, this is pretty awesome.  There are so many things that can be done with this; the levels in the prototype don't really do it justice.  They explore just a few possibilities, but there is much more that could be done.  In one level, the player must use wind to push water out of a crevice.  In another, water falls from an overhang, and wind must be used to blow the waterfall back into a hole.  Perhaps in the future, more physical interactions could be added, like blowing down barricades, or using the wind to sway trees out of the way.<br />
<br />
Admittedly, the levels aren't exceptionally designed.  The waterfall level is conceptually interesting, but ends up being frustrating, because the ground is shaped in such a way that nothing works exactly how you want it to.  This is mostly a result of not having any time to test the levels.  The gameplay itself suffers as a result of the rushed development; probably 90% of the time was spent working on the wind tech.  In the future, I hope to devote an equal amount of effort in design as I did with the technical parts.<br />
<br />
<div class="header2">Visuals and Sound</div><br />
Besides the last-minute placeholder graphics that stick out in the later levels, the rough, painterly look sets the game's dreamlike tone.  I personally enjoy it as a change of pace from the vectorized, geometric style of a lot of modern games and websites.   I wanted to make the game feel very organic: most physics-based games have a very mechanical feel to it, as they often focus on contraptions, rigid bodies, and construction.<br />
<br />
The music follows the same theme: it has ambient wind and bubbling water, and a very wet, ethereal tone.<br />
<div class="centeredMedia"><div class="mediaTitle">Windy Forest <div class="mediaAuthor"> by Terence Lee</div></div></div><br />
Audio is a critical part of most games, often at least as important as visuals.  Even though the game was just a prototype, the theme itself was also experimental, and I knew that sound would be vital to establishing that tone.  I spent a good portion of my time working on the audio, and I think they turned out well enough to legitimize the natural, weather theme.<br />
<br />
<div class="header2">Only the Beginning</div><br />
Storm is a fun game in the same sense that Magikarp is a dangerous Pokémon: the potential is there, but it still needs some more work before it makes waves.  This article sounds quite like a postmortem, since I am the author of both this review and the game itself.  However, unlike most postmortems, this isn't the end: Storm got a publishing deal with Zoo Games, after winning the Community Favorite award in the first indiePub contest.  It will be fully fleshed out and build for the PC, PSN, and iPad (and potentially other platforms in the future).  This experience with prototyping has really revealed some important items for change in the full version.<br />
<br />
Prototyping is fun and rewarding process that gives the developer valuable experience in programming, design, and personal management.  I would highly recommend developers of any skill level to practice short, experimental projects.  That was the well-known secret behind popular indie games like <a href="http://www.worldofgoo.com/">World of Goo</a> and <a href="http://www.crayonphysics.com/">Crayon Physics Deluxe</a>.<br />
<br />
If you have any questions about Storm, its publishing deal, or game development in general, feel free to contact me at tlee@indiepubgames.com.<br />
<br />
<br />
<div class="header3">Stats</div>Developers: 1<br />
Development time: 5 weeks<br />
Lines of code: 10,027<br />
Midterm exams skipped: 2<br />
Tech: XNA, C#, <a href="http://farseerphysics.codeplex.com/">Farseer Physics</a>]]></description>
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		<title>How do I use social media to market my game?</title>
		<pubDate>Fri, 21 May 2010 03:34:59 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/social-media-video-game-marketing</link>
		<guid>http://www.indiepubgames.com/news/social-media-video-game-marketing</guid>
		<description><![CDATA[Social media marketing (SMM), or the use of social networks, blogs, online communities, wikis, social bookmarks and other collaborative media for marketing your game comes with its benefits and its caveats. Having a good handle on the trade-offs of using social media marketing is key, so let’s cut through all the noise and get down to the basics.<br />
<br />
<div class="header1">PROS</div><br />
<div class="header3">Reaching gamers that traditional marketing misses.</div><br />
In this day in age, it’s rare that someone doesn’t have access to the Internet via a computer or a mobile device, and gamers are no exception. In fact, you’d be hard pressed to find a gamer that doesn’t spend a good amount of time on social networking sites such as Twitter, Facebook, Youtube and Orkut. Additionally, the potential for viral or word-of-mouth “buzz” is endless with Facebook Connect, social bookmarking sites, and the like. Its nearly impossible to force your game to go viral, but your ability to gain interest is unlimited because social networks are by nature, intermediaries for connecting similar people with the things that they enjoy the most.  <br />
<br />
<div class="header3">Building brand identity and loyalty.</div> <br />
Not only can you use social media to build a fan base for your games, but you can use it to show consumers your personality, interact with players of your game and show them that you care, which, in turn, breeds loyalty and creates affinity. SMM can also enhance your reputation and build relationships that will be integral as you develop more games and yourself as a brand. <br />
<br />
A great example of social media marketing success in building a brand around a game comes from our good friends at Cipher Prime. They have a growing reputation for creating quality, compelling games that feature dynamic music. Their success with Auditorium was in large part pushed via social networks, and their new title Fractal will most certainly benefit their positive reputation.  <br />
<br />
<div class="header3">Benefiting from direct gamer feedback.</div> <br />
Social networks offer you a unique platform for open dialogue through comments and forums. You are gathering invaluable feedback from the people who are playing your games. These gamers are consumers at the most basic level, and could be the ones buying your titles on console someday –it’s vital that you don’t underestimate the importance of both positive and critical feedback, and taking action on it to refine your game or optimize gameplay.<br />
<br />
<div class="header3">Learning the habits and needs of your target segment.</div> <br />
Not only will you find out a lot about the “strategic target” of your game by their comments and questions, but also by studying visitor analytics to your various social media platforms. Age, gender, and geography are all valuable pieces of information when planning other marketing campaigns. You may find for example that you’ll benefit from allocating more resources to marketing to one age group, while going light against a certain geography (Europe, Asia, etc.)  <br />
<br />
<div class="header3">Getting the most for your money, or no money.</div> <br />
Social media marketing can work for the smallest of budgets or even no budget at all. Even if you had to eventually hire a dedicated team or outsource your social media content needs, it would still fall well below traditional marketing’s cost.  <br />
<br />
<div class="header1">CONS</div><br />
<div class="header3">High demand on your time.</div> <br />
Content creation and editing can be very time consuming – this information will be public once published, so you want to take the time to make sure that what goes out is what you want associated with your game and you as a developer. <br />
<br />
<div class="header3">High demand on your talent.</div> <br />
In order to get and keep consumers interested, you need to come up with innovative, exciting content with great appeal otherwise your efforts are wasted. <br />
<br />
<div class="header3">Giving up full control of your marketing.</div> <br />
Because you are publishing onto a public forum, anything you put out there is up for grabs, and jabs. As easy as it is for someone to praise your game, it’s just as easy for someone to slam it. Spawning negative backlash is a potential result of any SMM campaign – creating compelling content and not over-saturating the medium with irrelevant and unthoughtful information is key to positively affecting the little control you do have.<br />
<br />
<div class="header3">Return on investment won’t happen overnight.</div><br />
If you decide to invest your time in an SMM campaign, you had better be willing to be in it for the long haul. Loyalty will happen organically –you can’t force the relationship, so you have to be willing to dedicate time and energy to your campaign and its content. <br />
<br />
- Dennis Chacon<br />
Vice President of Marketing, Zoo Publishing Inc.]]></description>
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		<title>Cipher Prime Interviews: Episode 4</title>
		<pubDate>Thu, 20 May 2010 10:16:25 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/E4</link>
		<guid>http://www.indiepubgames.com/news/E4</guid>
		<description><![CDATA[<br />
<div class="centeredMedia">youtube_ws:watch?v=1msTxsFUelo</div><br />
In this episode,  <a href="http://cipherprime.com">Cipher Prime</a> talks about the positives and negatives of publishing deals.  Most independent developers are weary of trusting their game to a bigger publishing company.  Hear their story and overall thoughts on the corporate side to gaming.<br />
<br />
This video is the 4th of a 6 part series on Cipher Prime.  Other topics Cipher Prime will be discussing:<ul><li>The creation of <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1">Auditorium</a>.</li><li>Inside the lives of independent game developers</li><li>Working with partners or in groups to complete games</li><li>The process of creating their new game, <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a>.  </li><li>Cipher Primes' favorite indie games</li></ul><br />
Stay tuned for Part 5 of the interviews with Cipher Prime!]]></description>
		</item>
		<item>
		<title>Cipher Prime Interviews: Episode 3</title>
		<pubDate>Thu, 20 May 2010 10:16:04 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/E3</link>
		<guid>http://www.indiepubgames.com/news/E3</guid>
		<description><![CDATA[<br />
<div class="centeredMedia">youtube_ws:watch?v=7KgaMjxG9Pk</div><br />
In this episode,  <a href="http://cipherprime.com">Cipher Prime</a> discuss the life of an independent developer, from keeping their heads above water to publishing their original games.    <br />
<br />
This video is the 3rd of a 6 part series on Cipher Prime.  Other topics Cipher Prime will be discussing:<ul><li>The creation of <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1">Auditorium</a>.</li><li>The creation of their new game <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a>.</li><li>Working with partners or in groups to complete games</li><li>Publishing deals</li><li>Cipher Primes' favorite indie games</li></ul><br />
Stay tuned for Part 4 of the interviews with Cipher Prime!]]></description>
		</item>
		<item>
		<title>Where Did indiePub Come From?</title>
		<pubDate>Thu, 20 May 2010 01:41:24 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/where-did-indie-pub-come-from</link>
		<guid>http://www.indiepubgames.com/news/where-did-indie-pub-come-from</guid>
		<description><![CDATA[We were known as 2Bee Games since we started a year and a half ago.  Since then, we've had three publishing deals, two developer competitions, and one hectic relaunch!<br />
<br />
What happened to 2Bee Games?!  Here is a glimpse into our meeting to discuss our identity crisis.<br />
<br />
<div class="centeredMedia">youtube_ws:watch?v=erTbU4HOYN4</div><br />
So what is indiePub?  IndiePub Games is an online community for independent game developers, casual gamers and game enthusiasts. The goal is to have everyone working together to learn and create awesome games.  <br />
<br />
IndiePub offers a platform for independent game developers to actively collaborate with others on their game concepts.  Developers that submit games have the potential to see their titles published on Nintendo Wii and DS, Sony Playstation, Xbox, and PC games.<br />
<br />
 IndiePub is also a destination for casual gamers to play for free and participate in the game creation process.  When casual gamers play and rate games, they're helping developers better their craft.  <br />
<br />
Its not easy changing your identity, but here we are!  For a little bit more info on what we've changed check out our <a href="http://www.indiepubgames.com/news/new-site-features">new features page</a>. ]]></description>
		</item>
		<item>
		<title>3rd Independent Developer Competition!</title>
		<pubDate>Wed, 19 May 2010 11:11:00 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/3rd-developer-competition</link>
		<guid>http://www.indiepubgames.com/news/3rd-developer-competition</guid>
		<description><![CDATA[<a href="http://www.indiepubgames.com/enterContest.php"></a>It's time for the third contest, but this time we've upped the ante to a whopping <b>$100,000</b>! So show us your skills!  Submit your game to indiePub now and be in the running for the $100,000 grand prize, or one of the other 6 cash prize categories! <br />
<br />
Game developers everywhere are invited to create and submit their original titles from May 1st through July 31st, 2010.<br />
<ul><li>The <b>Grand Prize</b> winner gets a $100,000 cash prize and the option for a publishing deal with Zoo Games.  Our panel of industry experts and indie developers will determine the winner.<br />
<li>The <b>Community Favorite</b> is determined by votes from the indiePub community, starting on August 1st.  The winner will receive a $5,000 cash prize.<br />
<li>There are <b>five Public Recognition Winners</b>: one each for Technical Excellence, Art, Audio, Design, and a Staff Pick.  These winners will each win a $1,000 prize.</ul><br />
<br />
You can enter your game into our competition even if you have entered it in other ones. Please check the <a href="http://www.indiepubgames.com/developercontest.php">rules</a> for complete details. You can also ask questions here or in the <a href="http://www.indiepubgames.com/forumHome.php">forums</a> and we'll do our best to answer them.     <a href="http://www.indiepubgames.com/news/contest-rules-explanation">Here is an article</a> that explains some common questions about the contest.<br />
<br />
Wanna get in? Here's what you do:<br />
<ul><li> Submit your game <a href="http://www.indiepubgames.com/enterContest.php">here</a> between May 1st and July 31st.<br />
<li> Use feedback from the site to make your game better throughout the submission period.   YOU CAN RESUBMIT YOUR GAME AS MANY TIMES AS YOU LIKE!<br />
<li> Get your friends to play and vote for your game, starting August 1st, to become the Community Favorite!<br />
<li> Become friends with indiePub on <a href="http://www.facebook.com/group.php?gid=371724413583&ref=ts">Facebook</a> to get contest updates.<br />
<li> Winners will be announced on September 14th.</ul><br />
<a href="http://www.indiepubgames.com/enterContest.php"></a>]]></description>
		</item>
		<item>
		<title>Gamer Giveaway!</title>
		<pubDate>Wed, 19 May 2010 05:37:32 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/gamer-sweepstakes</link>
		<guid>http://www.indiepubgames.com/news/gamer-sweepstakes</guid>
		<description><![CDATA[<a href="http://www.indiepubgames.com/enterSweepstakes.php"></a>It's simple: play games and be an active member of the indiePub community to win cool stuff.  indiePub is hosting a giveaway open to all members of the community - game lovers and game developers alike.  Monthly prizes range from Apple iPads to a flat panel 3D television.  Here's how it works:<br />
<ul><li> Get one entry for becoming a member of indiePub; if you're already a member you're doing good so far!<br />
<li> Get another entry for every day you login and participate in the community.  YOU MUST LOGIN TO GET ANOTHER ENTRY! This means playing online games, reading articles and commenting and rating the <a href="http://www.indiepubgames.com/news/3rd-developer-competition">Indie Developer Competition</a>.<br />
<li> Friend us on <a href="http://www.facebook.com/#!/group.php?gid=371724413583">Facebook</a>.  We'll be posting our winners at the end of every month.<br />
<li> Each month we will draw a winner of a cool prize, like an iPad or 3D television.</ul><br />
Please see the <a href="http://www.indiepubgames.com/sweepstakes.php">rules</a> for more information, or just ask any questions here or in the <a href="http://www.indiepubgames.com/forumHome.php">forums</a>.<br />
<br />
Doesn't it feel good to get rewarded for the stuff you already do?<br />
<br />
<a href="http://www.indiepubgames.com/register.php"></a><br />
<br />
<p style="color:#4d4d4d;font-size:9px"><br />
NO PURCHASE NECESSARY TO ENTER OR WIN. OPEN ONLY TO LEGAL RESIDENTS OF THE 50 UNITED STATES, THE DISTRICT OF COLUMBIA, & CANADA (EXCLUDING QUEBEC) 14 OR OLDER. VOID IN QUEBEC & WHERE PROHIBITED. MINORS: IF YOU ARE UNDER THE LEGAL AGE OF MAJORITY IN THE JURISDICTION IN WHICH YOU RESIDE, YOU SHOULD OBTAIN YOUR PARENT'S OR LEGAL GUARDIAN'S CONSENT BEFORE PARTICIPATING. Begins at 12:00:01 PM EST on May 1, 2010, ends at 11:59 PM on August 31, 2010. Subject to Official Rules, available http://www.indiepubgames.com/sweepstakes.php. Sponsor: Zoo Publishing, Inc.<br />
iPad is a registered trademark of Apple Inc.  Apple Inc. is not affiliated with Zoo Publishing, Inc. and does not endorse, approve, sponsor or have any affiliation with this promotion.<br />
</p>]]></description>
		</item>
		<item>
		<title>Ask a CEO: How do I get funding for my game?</title>
		<pubDate>Thu, 13 May 2010 12:08:06 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/askaceo2</link>
		<guid>http://www.indiepubgames.com/news/askaceo2</guid>
		<description><![CDATA[<br />
<br />
Question: How do I get funding for my game?<br />
<br />
<br />
Again the more you can do without funding the better.  Your best source of funding is through friends and family when you start a business.  In many cases people close to you are willing to invest because they personally believe in you.  You can also look to grant programs and local business development centers to find capital.  You should also network a LOT.  Get involved in your community and build a network of business connections.  Establish those relationships before you need money - one of my very first investors was my insurance broker.  I was young - 21 - and he was like a mentor, played golf, etc.  Not only did he invest in my company but he pulled his friends together to back me as well.<br />
<br />
Please don't waste your time contacting venture capitalists.  It turns out that if you're not part of their network it is like nearly impossible to get them interested.  They contact you when the time is right or you can reach out when your venture is really ignited.  Professional investors are a hard nut to crack and you can throw away a lot of energy trying to connect with them.  <br />
<br />
Structurally I think it's best to take equity rather than debt in a small company, if possible.  If you're burdened with debt things can get ugly very quickly.  Debt holders are generally in a position to throttle a company for lack of repayment.  Zoo experienced this.  Fortunately, our debt holders wanted to see the company continue and converted to equity alongside some additional capital which came into the business.  Just as easily, however, it could have been a situation where the debt holders bring the organization down.<br />
<br />
Many times you need capital for labor.  In those cases you can also offer some ownership in your company for completed work instead of paying with cash.  Recently we had a graphic designer in our office who was paid in equity by a local start up.  They've taken off, proven their business model, and have raised serious money.  So the founders of that company won because they got a beautiful site design without paying hard dollars and the designer won because he took a chance on something he believed in.  I believe in this strategy particularly if you can't find any capital to work with.<br />
<br />
-Mark Seremet<br />
President and Chief Executive Officer, Zoo Entertainment, Inc.<br />
<br />
Have a question for us?  Let us know here and we'll do our best to answer!]]></description>
		</item>
		<item>
		<title>Cipher Prime Interviews: Episode 2</title>
		<pubDate>Tue, 11 May 2010 12:35:44 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/cipher-prime-interviews-episode-2</link>
		<guid>http://www.indiepubgames.com/news/cipher-prime-interviews-episode-2</guid>
		<description><![CDATA[<br />
<div class="centeredMedia">youtube_ws:watch?v=4Dx8vBNBADs</div><br />
In this episode,  <a href="http://cipherprime.com">Cipher Prime</a> talks about the process of creating their new game, <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a>.  <br />
<br />
This video is the 2nd of a 6 part series on Cipher Prime.  Other topics Cipher Prime will be discussing:<ul><li>The creation of <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1">Auditorium</a>.</li><li>Inside the lives of independent game developers</li><li>Working with partners or in groups to complete games</li><li>Publishing deals</li><li>Cipher Primes' favorite indie games</li></ul><br />
Stay tuned for Part 3 of the interviews with Cipher Prime!]]></description>
		</item>
		<item>
		<title>What's New Tuesday - May 11th</title>
		<pubDate>Tue, 11 May 2010 08:53:51 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/whats-new-tuesday-valve-releasing-steam-on-mac</link>
		<guid>http://www.indiepubgames.com/news/whats-new-tuesday-valve-releasing-steam-on-mac</guid>
		<description><![CDATA[The Mac version of <a href="http://www.steampowered.com">Steam</a>, Valve's digital distribution platform, is slated to launch tomorrow, Wednesday.<br />
<br />
Steam has generally been a favorable platform for indie developers to distribute their games, so this is great news for those who want to reach a wider audience.  Hopefully, this will be the catalyst for a wider interest in Mac game development.<br />
<br />
The <a href="http://store.steampowered.com/news/3569/">original announcement</a> says support for Steam for Mac and Steamworks will be available to developers immediately.  It also said it'd be out in April, but that's just <a href="http://developer.valvesoftware.com/wiki/Valve_Time">Valve Time</a> for you.  <br />
<br />
The launch also includes the Mac version of Valve's lineup of Source engine games, like Left 4 Dead 2 and <a href="http://www.youtube.com/watch?v=29RE0blCV84">Team Fortress 2</a>.  Steam users who already have PC copies of the games won't have to buy it again; you can play any of your games on any of the platforms that they work on.  Also, supposedly Mac and PC players will be able to play together in the same servers.  Maybe we should start up some indiePub TF2 and CSS servers?<br />
<br />
]]></description>
		</item>
		<item>
		<title>Rules Explanation</title>
		<pubDate>Mon, 10 May 2010 10:34:21 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/contest-rules-explanation</link>
		<guid>http://www.indiepubgames.com/news/contest-rules-explanation</guid>
		<description><![CDATA[Our <a href="http://www.indiepubgames.com/news/3rd-developer-competition">third developer competition</a> has started, which brings up an important topic: rules.  We want every aspect of indiePub to be as transparent as possible, from the publishing process to the rules, so let's have an open discussion and see what questions, concerns, or confusions that anyone has.  Post any questions in the comments on this article, or in <a href="http://www.indiepubgames.com/viewPosts.php?parent=212">this forum thread</a>.  You can also contact me at <b>admin@2beegames.com</b>.<br />
<br />
First, here is the <a href="http://www.indiepubgames.com/developercontest.php">legal text of the rules</a>.  I have to add a disclaimer that what I say here is just for reference; it's just to help you understand the legal text more clearly.<br />
<br />
Here is how this contest works:<br />
<ul><li>Developers make and submit their games to the contest by July 31.<br />
<li>Our panel of awesome judges looks through all the games and determines the grand prize winner, as well as the 5 Public Recognition winners.<br />
<li>The community votes on the Community Favorite game.</ul><br />
That seems simple enough.  I think most of the questions revolve around the publishing deal.  Let's answer some right now:<br />
<br />
<ul><li><b>Who is the publisher?</b><br />
The publisher is <a href="http://www.zoogamesinc.com">Zoo Games</a>.  Zoo is the owner of indiePub. Zoo publishes casual games, and thinks there are great partnerships to be made with indie developers.  You can learn a bit about the history of the company and its goals for indiePub in <a href="http://www.indiepubgames.com/news/industry-insider-mark-seremet">this video with its CEO, Mark Seremet</a>.<br />
<br />
<li><b>Is the grand prize winner forced to take the publishing deal?</b><br />
No, the grand prize winner just takes the cash, and Zoo gets the "right of first negotiation and last match".  "First negotiation" means that after the contest, Zoo will present the developer with the terms for a publishing offer.  The developer can accept it and work out a deal with Zoo if he chooses to, but is not obligated to do so.  "Last match" means that if the developer decides to get his game published by another publisher, they need to show Zoo the offer and see if they want to match it.<br />
<br />
<li><b>What's in it for the publisher?</b><br />
Why do we want to give away so much money?  What's the catch?  Aren't publishers evil?<br />
These are important concerns, because publishers are often perceived as the opposite of indies: whereas indie developers are focused on creative expression, publishers are focused on money.  So how do we reconcile these issues?  Well, with indiePub, we are specifically addressing some common concerns from the start.  We don't want to impose creative limitations.  We aren't going to be sneaky with restrictive terms.  We aren't going to be bullies with IP ownership.<br />
<br />
We are able to do this because we know that passionate, talented developers will make a great game if that enthusiasm is sustained.  Traditional developers are generally composed of large teams of people, some of whom are working just to work, leading to large production and management overhead; this requires a more formal and structured publishing relationship. <br />
<br />
Since indie developers are generally tiny teams or even single people, they have a lot to gain, and since they are super-passionate about the games they make, we feel that they don't need an extra bureaucratic impetus: <b>they are already going to make an awesome game, so we're not going to get in the way</b>.  We're just going to give them what they need to do it.<br />
<br />
So in conclusion: we pick awesome developers, and we make them happy.  They make awesome games, making everyone happy.  We want to work with indie developers as partners, not as a hierarchal relationship.<br />
<br />
<li><b>What does a publisher offer me?</b><br />
We can get you the resources you need to make your game: money, tools, development kits, and sandwiches.  We can even get another development studio to handle large portions of the game, leaving you to focus on the design.  Additionally, Zoo has international retail capabilities, and can get your game out as boxes copies into stores onto any platform.  If you want to do digital distribution, we can handle all of the administrative headache that comes with working out an XBLA or PSN deal, letting you focus entirely on making your game.<br />
<br />
<li><b>Who can get a publishing deal?</b><br />
It's not just the grand prize winner: anyone that has an awesome game can be approached to work out a publishing deal.  It doesn't even have to be in the contest.  We want to publish every awesome game on our site that is worth publishing.  It can be big or small; even if you just need a little bit of money to finish your Steam-only game, we could work something out with you.<br />
<br />
<li> <div class="" style="font-size:0.6em; color:red; float:left"><b>NEW!     </b></div>     <b>   Who owns the entries?</b><br />
You do.  Here is the section in question:<br />
<div class="" style="font-size:0.7em; color:#cccccc; text-align:justify"><br />
Entrants retain ownership of the Games they submit, however, by entering you, on behalf of yourself and any Third Party Creators, grant Contest Entities the perpetual, fully-paid, irrevocable, non-exclusive license to display, exhibit, modify for use on our websites, transmit, the Games in any manner, form, or format now or hereinafter created, including on the internet, and for the purpose, of the Contest Entities and the Contest Entities' goods and/or services limited to, the hosting of the games on the site, advertising or promotion of the Contest and the Contest Website without further consent from or payment to you, Third Party Creators or any other third parties.</div><br />
What this means is that by submitting the game, you allow us to use the game on our website <b>for the purposes of the contest</b>.  An example of this would be us posting a promotion or article saying, "Hey, try out this developer's game, it's really cool and it won second place in the contest!"</ul><br />
Here are some other questions that have been brought up:<br />
<ul><li><b>Can non-US/Canadian developers enter the contest?</b><br />
Absolutely!  Any developer can enter their game in the contest and be eligible to win.  The <a href="http://www.indiepubgames.com/news/gamer-sweepstakes">Gamer Sweepstakes</a>, on the other hand, are just for US and Canadian residents.<br />
<li><b>What kind of games can I enter in the contest?  Can I submit iPhone games?</b><br />
We're working on allowing any game for any platform.  Help us work out the details of how to best show off your games to everyone else!  There is an <a href="http://www.indiepubgames.com/viewPosts.php?parent=206">ongoing discussion in the forums</a> about the best way to integrate iPhone and Android games in the contest.</ul><br />
Keep the questions coming!  We want the contest to work for you, so let us know about any issues you have.<br />
]]></description>
		</item>
		<item>
		<title>Industry Insider-Mark Seremet</title>
		<pubDate>Mon, 10 May 2010 10:32:50 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/industry-insider-mark-seremet</link>
		<guid>http://www.indiepubgames.com/news/industry-insider-mark-seremet</guid>
		<description><![CDATA[Have you ever wondered how to start your own development company? Ever thought about what was the best way to market your new video game?  Well you're in luck, we're starting a new series of articles determined to give you the inside scoop on everything about development.  From the initial creation of your idea to publishing we want to answer your questions.  Ask our artists, marketers, and even our CEO what you want to know about video games!<br />
<br />
Mark Seremet<br />
President and Chief Executive Officer, Zoo Entertainment, Inc.<br />
<br />
<div class="centeredMedia">youtube:watch?v=GybF0EXANaM</div><br />
Mark Seremet is the President and Chief Executive Officer of Zoo Entertainment, Inc.   Seremet was a co-founder of Take-Two Interactive Software, Inc. which he helped to take public in 1997, and where he was President and Chief Operating Officer from 1993 to 1998. Seremet has been integrally involved in a number of Internet startups and was the founding CEO of Paragon Software which was sold to MicroProse in 1992. He was named the Mid-Atlantic Young Entrepreneur of the Year By the U.S. Small Business Administration in 1989. <br />
<br />
Got a question you want to ask? Send it our way!<br />
]]></description>
		</item>
		<item>
		<title>Interview with Cipher Prime, creators of Fractal and Auditorium</title>
		<pubDate>Fri, 07 May 2010 12:57:33 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1</link>
		<guid>http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1</guid>
		<description><![CDATA[<br />
<div class="centeredMedia">youtube_ws:watch?v=kyyqWxwXdeo</div><br />
We caught up with <a href="http://cipherprime.com">Cipher Prime</a> during the 2010 Game Developers Conference.  They talked about their origins and the challenges they faced during the creation of <a href="http://www.indiepubgames.com/game/Auditorium">Auditorium</a>.   The game involves bending light particles with space modifiers to fill audio containers that fade in portions of an orchestrated musical elements. Now thats a mouth full.<br />
<br />
 With a passion for development and creativity, William Stallwood and Dain Saint formed Cipher Prime two short years ago in South Philly. Today, best known for their music based, addicting puzzle game, Auditorium, the name Cipher Prime is on the tip of every indie gamer's tongue. Auditorium was the winner of the first competition from indiePub, winning a $10,000 grand prize and a <a href="http://www.indiepubgames.com/news/3rd-developer-competition">competition</a>. <br />
<br />
Cipher Prime has recently just released a demo version of their new game <a href="http://www.indiepubgames.com/game.php?id=Fractal">Fractal</a>.  In fractal players manipulate hexagons through a mix of color and shape matching to create fractals as the game board colorfully comes to life. The fractals interact with each other causing chain reactions in a game that evolves as the play progresses. <br />
<br />
This video is the 1st of a 6 part series on Cipher Prime.  Other topics Cipher Prime will be discussing:<br />
<br />
-Inside the lives of independent game developers<br />
-Whats in the works from Cipher Prime<br />
-Working with partners or in groups to complete games<br />
-Publishing deals<br />
-Cipher Primes' favorite indie games<br />
<br />
Stay tuned for Part 2 of the interviews with Cipher Prime!]]></description>
		</item>
		<item>
		<title>Fractal: New demo now available exclusively on indiePub! </title>
		<pubDate>Fri, 07 May 2010 12:53:21 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/fractal-exclusive-on-indiepub</link>
		<guid>http://www.indiepubgames.com/news/fractal-exclusive-on-indiepub</guid>
		<description><![CDATA[<a href="http://www.indiepubgames.com/game/Fractal"></a><br />
<br />
From the makers of <a href="http://www.indiepubgames.com/game/Auditorium">Auditorium</a>, Cipher Prime creates <a href="http://www.indiepubgames.com/game/Fractal">Fractal</a>, a new ambient music puzzler experience. <br />
<br />
In the new game, players manipulate hexagons through a mix of color and shape matching to create fractals as the game board colorfully comes to life. The fractals interact with each other causing chain reactions in a game that evolves as the play progresses. Fractal also introduces its Musicbox Audio Engine, which creates custom music based on the individual's game play. The music will increase in complexity in relation to the players' performance. Proclaimed an "ambient puzzler experience", Fractal proves that using enticing visuals mixed with interactive audio, players can become submerged in a truly engaging experience. Combo, Chain, and Cascade your way through a pulsing technicolor dreamscape that reacts to your every move, while manipulating Fractals, creating Blooms, and expanding your consciousness at 130 BPM.<br />
<br />
<ul><li> <a href="http://www.indiepubgames.com/game/Fractal">Play the Exclusive demo here.</a><br />
<br />
<li> <a href="https://store.cipherprime.com/promo/fractal">Pre-order a copy of the game now!</a><br />
<br />
<li> <a href="http://www.indiepubgames.com/news/cipher-prime-interviews-episode-1">Watch an exclusive interview with Cipher Prime!</a></ul>]]></description>
		</item>
		<item>
		<title>Ask a CEO: How do I start a company?</title>
		<pubDate>Fri, 07 May 2010 12:25:10 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/ask-the-ceo-how-do-i-start-a-company</link>
		<guid>http://www.indiepubgames.com/news/ask-the-ceo-how-do-i-start-a-company</guid>
		<description><![CDATA[<br />
<br />
Question #1: How do I Start a Company?<br />
<br />
<br />
I'd encourage everyone who has the desire to be an entrepreneur to give it a crack.  I've really enjoyed my career because I've always been either one of the founders of the company or working for an entrepreneurial organization.  That said, people generally underestimate how long it will take them to begin making money in their venture.  For that reason, I recommend that you do not quit your day job at first unless you have the resources to do so.  Instead, build your company at nights and on weekends.  Establish yourself first and then when your path is relatively clear make the jump to a full time gig.  <br />
<br />
I am also a big believer of boot strapping your venture.  The more you can do to develop your idea and begin making money from it prior to raising capital the better.  This will preserve your ownership and investors will take you much more seriously.  Plus, I like the doing instead of the planning that is often obsolete literally within weeks of drafting it.  Many investors will want a business plan and lengthy presentations about how you will build your product, market it, and finally monetize it.  If you're already proving your work then they will likely be far less interested in making you jump through hoops (or at least you can verbally jump through some of them).  <br />
<br />
I'm personally involved in a number of companies as an investor where we bootstrapped our efforts and things are going well.  At Zoo we started out our company very ambitiously, raised a lot of money, and unfortunately didn't get the traction we needed to at the beginning.  Principally this was because we attempted to develop some AAA games which totally sucked our resources dry.  In retrospect I would have liked to bootstrap a little longer and focused on less capital intensive projects.  I also believe that companies that start with too much capital run the risk of wasting resources and lacking focus.  <br />
<br />
Structurally, and in the US, I highly recommend using an LLC structure to form your company.  It will give you personal protection with fewer headaches than a Corporation.  Plus you will find distributing profits simpler and the tax advantages greater than other vehicles.  I also recommend using an attorney to establish it particularly if you have partners.<br />
<br />
Don't be afraid to try - get after it.  You'll laugh, cry, learn and feel the rush of selling your first product.  And if you fail it doesn't matter.  You'll always learn something that you can apply to your next try.<br />
<br />
<br />
-Mark Seremet<br />
President and Chief Executive Officer, Zoo Entertainment, Inc.<br />
<br />
<br />
Do you have a question you'd like to ask the CEO of a gaming company?  Comment here and ask us!<br />
]]></description>
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		<item>
		<title>Meet the indiePub family!</title>
		<pubDate>Fri, 07 May 2010 02:15:09 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/meet-the-indiepub-family</link>
		<guid>http://www.indiepubgames.com/news/meet-the-indiepub-family</guid>
		<description><![CDATA[Things have changed quite a bit around here.  There's new people, new ideas, and new Nerf guns. <br />
<br />
 <a href="http://www.indiepubgames.com/about.php#team">Come meet the new indiePub staff!</a><br />
<br />
<br />
<a href="http://www.indiepubgames.com/about.php#team"></a><br />
<br />
Change is good.  Check out our <a href="http://www.indiepubgames.com/news/new-site-features">new features</a> to see all the stuff we've added.  More games, a simple play feature, and a whole new asset feature to showcase your skills!  <br />
<br />
We've also added lots of new <a href="http://www.indiepubgames.com/contest.php">contests and sweepstakes</a>, including a consumer sweepstakes and the infamous Independent Developer Competition.  We're giving away some sweet prizes including ipads, a flat pannel 3D television, and <a href="http://www.indiepubgames.com/news/3rd-developer-competition">$100,000</a>.  What are you waiting for?? <br />
<br />
<br />
Feel free to ask us any questions either in the comments here or in the <a href="http://www.indiepubgames.com/forumHome.php">forums</a>.  We're listening!]]></description>
		</item>
		<item>
		<title>New Site Features</title>
		<pubDate>Fri, 07 May 2010 01:53:14 -0400</pubDate>
		<link>http://www.indiepubgames.com/news/new-site-features</link>
		<guid>http://www.indiepubgames.com/news/new-site-features</guid>
		<description><![CDATA[<br />
We learned a lot of things from our <a href="http://www.indiepubgames.com/news/where-did-indie-pub-come-from">time as 2Bee Games</a>.  Here are some of the changes and new site features.  Not all of these are available yet, but will be in the upcoming weeks.<br />
<br />
<b>Simple Play</b> - Now you can launch a downloadable game with a single click from the game page.  No plugin is required; you just need to have <a href="http://java.com/en/download/">Java</a> installed.  For developers: to make this feature work, your game cannot use an installer.  Just put all the files in a zip folder, and have it ready to run when the files are unzipped.  You just need to specify the executable.<br />
<br />
<b>Asset System</b> - Developers -- and that includes non-programmers, like artists, musicians, and writers -- can post their creative works for others to see.  If the asset is related to or part of a game on the site, then you can attach it directly to that game.<br />
<br />
<b>Experience System</b> - The updated experience and achievement system is a lot more interactive than before.  There will be fun activities and giveaways related to achievements and leveling.<br />
<br />
<b>Regular news and articles</b> - You can expect regular updates every weekday!  There will be development articles, indie news, Game of the Week/Month, and more!]]></description>
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	</channel>
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