By Simon Carless

Decimation X: An Even More Extreme Space Invaders

Taking a different approach from Taito's own Space Invaders Extreme revival, Xona Games's Decimation X updates the 31-year-old shooter by increasing the pace and adding four-player support (compete for high scores), custom soundtracks, and s showed of spars whenever you hit anything with your canon's rapid-fire stream of shots.

Decimation X is available right now through Xbox Live Indie Games for only 80 points, and you can download a free demo, too. Xona Games plans to release a free update soon that should add online leaderboards, so you can compare your 1+ million score against others'.

The developer is also working on another intense-looking four-player shoot'em up called ZF Duality, which I've embedded a Boss Rush video for below:

[Via Technabob]

By Simon Carless

eBoy, Amnesty International Create ‘Poverty Is Modern’ Poster

As part of its "Poverty Is Modern" campaign, Amnesty International commissioned advertising firm Air and pixelart group eBoy to create a massive but intricate scene featured on the organization's "1 Million Clicks Against Poverty" site.

The artwork seeks to demonstrate that people living in poverty "not only suffer from destitution but they are also trapped, excluded, without any chance of having a word to say and threatened with violence and insecurity."

eBoy is selling a 46.8×33.1 inch poster version of the art for €22 ($32.40), donating €4 ($5.80) from each poster sold to Amnesty International. You can see the full, giant artwork here (NSFW graphic pixel violence and nudity).

[Via Otakumag]

By Simon Carless

McMillen Looks Back At Time Fcuk With Postmortem

Indie game designer Edmund McMillen (Gish, Super Meat Boy) revealed that Time Fcuk, his time-bending puzzle-platformer co-developed with William Good, has so far been played more than 3.5 million times since launching two months ago, with 1 million of those plays from Newgrounds.com.

To celebrate the game's popularity, Newgrounds.com added a feature to view user-submitted levels (nearly 7,000 created so far) by category and with thumbnails of their layouts. McMillen also published a postmortem on what he felt went right and wrong with Time Fcuk's development.

He begins by naming a recent high school reunion as a major source of inspiration for the game, especially its intro animation.

"I had recently attended my high school reunion, it was a very strange and depressing event. Lots of drinking, crying, and sadness mostly from people who never seemed to progress past that high school mind set, most complaining about how they felt stuck in a situation they weren't happy with. ...

I wanted to write about a man who was at war with himself over his future, one side of him wanted 'enlightenment' the other wanted 'comfort'. And that's is essentially what Time Fcuk is all about. Every bit of text throughout the game has substance and meaning to me, even down to the description."

One of Time Fcuk's features that McMillen didn't feel work out as planned was its use of alternative levels:

"Half-way through development, I came up with this amazing idea of having alt levels, so for each level you play, there's a chance you will play one of 2-3 levels, giving the game a more dynamic feel.

I came up with the idea late one night where I envisioned people playing the game and then trying to look up hints on how to beat a level only to find no one had played the level they are on, in hopes that they would feel 'crazy'.

Ihis of course didn't have the effect I wanted, maybe a few people had a profound 'OMG THE LEVEL ARE DIFFERENT FO EACH PERSON' realization. But really, it was just a lot more work for me that made things two times more confusing for us when trying to fix the difficulty curve of level progression."

You can read the rest of the postmortem, which also describes McMillen's goal for the ending and how he stumbled on the idea of the radio frequency theme at the designer's development blog.

By erin

Tourist Trap Review

A town with $1 million in debts surely does sound familiar to a lot of people nowadays. Accumulating debt is very easy without a doubt, but what can be done to pay them back? What is still a mysterious question in reality is absolutely no problem in Tourist Trap, the new building simulation by developer Zemnott. But while the idea of building attractions sounds fun, Tourist Trap turns out to be as exciting as looking for a needle in a haystack.

read more

By IndieGames.com - The Weblog

IGF Note From The Organizers, August 2009: Winner Highlights, IGS @ GDC Austin, Judge Additions

[Now that the Independent Games Festival has a proper update blog on its front page [RSS feed!], myself and the other organizers will be updating monthly with relevant info on previous winners, events, judges, etc - here's the first of those.]

In the run-up to this year's Independent Games Festival deadlines this November, we thought it might be a good idea to update periodically with the latest news on submissions, previous winners, judging, relevant events, and so on.

IGF Success Stories

Firstly, I just wanted to highlight some notable successes from previous Independent Games Festival winners, showing the power of indie games in today's market. For starters, The Behemoth's 2007 double IGF award winner Castle Crashers for Xbox Live Arcade recently reached 1 million individual leaderboard entries, making it one of the most-played XBLA titles of all time - congratulations to them. Continue reading

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