By IndieGames.com - The Weblog

Browser Game Pick: Nicemetal (Babarageo)


Nicemetal is a tower defense game with an interesting gimmick, originally created by babarageo for distribution at Comiket 76. There are a number of unmanned defensive structures in each map, and you have to send out soldiers to operate them for a short amount of time before they'd return back to base.

Enemy robots will attempt to break through your defense, so it is just a question of managing your limited resources and destroying your adversaries before they reach the front gates. Your troops can only move in a straight line, and an enemy robot will have no hesitation when it comes to crushing them with their feet if the two ever meet.

You'll have to skip two cutscenes first before access to stage one is given at the main menu. There are six levels to play in total.

By IndieGames.com - The Weblog

Browser Game Pick: NyaHax’93 (alty and nanoray)


Nyahax is a loose remake of Galaga that features thirty stages to play, boss fights and even the occasional power-up items to collect for ship upgrades. Players are given a total of three minutes to beat the entire game, but you can earn some extra time during the bonus rounds that comes after every boss fight.

Don't forget to turn on the autofire option when starting your mission if you want to avoid getting blisters on your fingers. (source: babara)

By IndieGames.com - The Weblog

Browser Game Pick: Stickvania (Michael Birken)

Stickvania is a browser-based remake of Konami's Castlevania with stickmen graphics used for every art asset in the game. Purists will cry foul when they discover that our vampire-slayer can stop moving in mid-air while performing a jump, but most of the level layouts, enemy designs and boss battles will feel very familiar as they've been replicated here with some degree of faithfulness.

You'll need a Java-enabled internet browser to play this game. There are reports that the full screen mode can cause the application to crash when switching back, so you might want to avoid using that feature just to be on the safe side.

By the99th

Sociopath Design

Jesse Schell has gotten a lot of attention lately for his snake-handling about extrinsic rewards devouring the surface of planet earth like so many nanomachines. However he took the opportunity at GDC, like so many controversial DICE speakers, to clear things up. He painted a very nice categorization of game designers, and being a game designer, I like to play with categorization schemes. According to Schell designers fall into 4 groups of intent:

Persuaders: not to be confused with what Ian Bogost talks about, this is closer to the creative director of the ad agency Bogost once worked at than the professor himself. These are people who think "how can I mass mind-control people into giving me their money?" and then DO it. More designers are adapting this mentality from their bosses and applying it to their own base of knowledge because it's what seems most professionally and economically advantageous. In paid-content there wasn't so much of an incentive to do this because the audience was niche (see Fulfillers below), but as things have become increasingly granulated and webbed-out, the audinece has shiften, and this mentality has become proportionally more lucrative and prevalent. This is how I'm designing these days because they pay me and I have a kid - did I just summarize the entire history of civilization?

Fulfillers: this constitutes the vast majority of game designers living and dead (including perhaps H.G Wells) and involves trying to please a niche expectation that the designer himself typically enjoys (and let's be honest here, it's 99% dudes designing these games). You want to make a procedurally generated action/puzzle/adventure game? Fucking great, Darius and I will play 200 goddamned hours of it.

Artists: Artists aren't in it for the money and they're not necessarily even in it for the joy, they're in it for the art. Joy and money can accompany art, but fuck it - it's art! Paolo Pedercini certainly falls into this category (along with Humanitarian) ,as did Danny Ledonne in the six months when he was a game desinger. Maybe Cactus is a dual-class Artist-Fulfiller, level 12 and 10 respectively. I'm sorry, he's multi-classed - Americans can Dual-Class and Europeans can Multi-Class, if I'm remember Baldur's Gate correctly.

Humanitarians: finally we come to the 200 bodhisattavas that will turn the tide at the end of the world and usher in an age of enlightenment. Humantiarian designers don't care about money, genre or even the art so much as Impact. Many designers who do projects commissioned by NGOs or foundations fall into this category. Jane McGonigal might be a perfect example, even if she is unwittingly being manipulated by Persuader designers running the World Bank. I mean no offense to her work as a designer and I do not doubt that her intentions are good, but the funding arrangements behind these works carry with them an inherent Persuasion. Here's where "persuasive games" in the Bogost-ian sense is co-opted by the Persuader mind-set seeking return on investment - in these games, so far, the ROI by the funding party comes in the form of persuasive impact. The impact sought by the designer, who believes that play can unlock and harness the inherent good in people, ends up being co-opted by the impact sought by the funding party.

Money is a game, I think we've clearly established that most fiat currency such as USD exists in precisely the same substrate as CafeCash, silicon baby!

So the question then becomes, how do we reconcile one game from the other? I think the reason Schell claims we must quickly "wake the hell up" is because almost all designers who think they are humanitarians are in fact being paid by Persuaders who aren't as hip to modern game design and see the actual designer as "skilled labor".

Consider games in a lense that they are inherently social rituals rather than confections consumed by individuals in the darkness of their gaming caves. In this schema of design, designers are determining the logic by which social paths thread. Single player games still have a social thread in that all the rules and content becomes a point of common experience for those who have "beaten it", giving them a common bond. In that model, we should consider carefully how we are pathing human behavior lest we be sociopathic ourselves...

Most of us don't want to dehumanize our audience at all, we want to hyper-humanize them, we want to set them free! Maybe we don't have the power to truly do that, but trying is a Schell of a lot better than sitting on the couch eating Cheetos.

Bottom line, no matter who you are, you need to figure out the money thing. Get your finances sorted out so you can stay in business and leverage a massive distribution capacity, things that Persuaders tend to focus on, and then apply those tools to your goals as a fulfiller, artist or humanitarian. Plot the social paths while being something more than a sociopathic plotter.


By Simon Carless

Best Of Indie Games: Taking to the Skies

[Every week, IndieGames.com: The Weblog co-editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The goodies in this edition include a turn-based aerial dogfight game, a puzzle platformer by Karoshi creator Jesse Venbrux, an interactive fiction game about the Russian Roulette, a visual novel, and a game about gardening that doesn't feature zombies in it.

Here's the highlights from the last seven days:

Game Pick: 'Steambirds' (Andy Moore and Dan Cook, browser)
"Steambirds is a turn-based aerial dogfight game that is viewed from a top-down perspective, where players are given command of a squadron of planes with their own unique abilities to deploy. Fans of strategy games like the Advance Wars series would feel right at home here, with the only differences being that combat takes place in the skies and rigid tile-based movement has been done away with."

Game Pick: 'Redder' (dessgeega, browser)
"In Redder you play as an astronaut forced to make an emergency landing on an alien planet after finding out that she has run out of crystals to power her ship. This 2D platformer features a world map, regular checkpoint locations, and an unlimited number of retries to assist players who are unaccustomed to difficult challenges."

Game Pick: 'Maru' (Jesse Venbrux, freeware)
"Maru is a simple platformer that plays rather similarly to Jesse's other creation called Frozzd, although the tone in both games are practically on different ends of a spectrum. The adventure basically involves leaping from one planet to another to collect the spirits or souls of other creatures that look just like the protagonist, then figuring out how to get to the portal that will transport you to the next area and continue with your mission."

Game Pick: 'Six-Chamber Champion' (C.E.J. Pacian, freeware)
"Six-Chamber Champion is a single-room IF game created by C.E.J. Pacian in under two hours for a 371-in-1 Klik & Play Pirate Kart event held last weekend. This particular adventure should be tried out without reading anything about it at all, since every screenshot and mention of it only serves to spoil the best bits. Suffice to say that the story involves a gun and trying to avoid killing yourself."

Game Pick: 'Air Pressure' (Bento Smile, freeware)
"Bento Smile's Air Pressure is a visual novel with original graphics and music, featuring quite a number of branching story paths but only three endings to discover. The entire adventure takes about ten minutes to play through, and Terry Cavanagh (developer of VVVVVV) even liked it enough to recommend the game to everyone."

Game Pick: 'Extreme Gardening' (Jan Willem Nijman, freeware)
"Extreme Gardening is a short puzzle game about trimming hedges. On each of the fifteen levels, players are shown how the hedge should look, then given 10 seconds to cut it into shape using the mouse to click and drag the hedge away."

By IndieGames.com - The Weblog

Leave Home PC Version Now Available


The PC version of hermitgames' abstract shooter is now available to download. In Leave Home, the difficulty of the game increases whenever you do well in it and scales back accordingly when you begin having problems keeping the ship in one piece.

A demo that features the first level from the full game can be acquired from the official page. The full version costs US $5, and the first twenty customers who purchases the PC version will get a free copy of Fren-ze as well.

By IndieGames.com - The Weblog

Preview: Limbo (PlayDead)


Here's a gameplay video of the first area in Limbo, captured from the IGF showfloor at GDC. Gamespot has a new article about the award-winning platformer up on their site as well. More recorded footage of GDC attendees playing IGF games (and interviews) in the extended as I find them, but there's quite a few of those already up on GameVideos in the 'Recently Added Videos' section.

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.