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. Continue reading

By IndieGames.com - The Weblog

Browser Game Pick: Dragondot (Nathan McCoy)


Dragondot is an action RPG in which you play as a dragon that can only claw at its adversaries at first, but will gain new and improved abilities whenever it gains enough experience to level up. Area bonuses are awarded if you manage to keep all kobolds in the room alive while slaying all of your enemies.

A browser capable of running Java applets is required to play this game. Continue reading

By IndieGames.com - The Weblog

Announcement: IGF Finalist Limbo Headed to XBLA


The development team Playdead has announced that their first game Limbo will be coming to the Xbox Live Arcade service, according to an article posted on IGN.com. Playdead CEO Dino Patti also confirmed that the IGF-nominated puzzle platformer will be launched this summer, so mark your calendars for this one.

Limbo is currently competing for the Technical Excellence and Visual Art awards in this year's IGF, and if you're attending GDC next week you'll be able to play the game at the IGF showfloor as well. Continue reading

By costik

Sixteen Thirty Something (v. 2)

Sixteen Thirty Something is a design by Martin Wallace (who also designed Steam) dating to 1995. This version is a redesign by Danny Stevens, and has been released as a free "print and play" game with Wallace's permission.

Although the game has something of the color of the period, it is not, as you might expect, a Thirty Years' War game. Instead, it's a strategy game in which players, theoretically representing large merchant houses, have influence in the various countries which they use to attempt to earn victory points. Wars occur, but are highly abstracted.

At the start of the game, each player receives a number of secret "victory point markers" printed with the names of different countries. At the end of each turn, a player earns victory points for each of these countries, if he has influence there, with the point award being the smaller of the country's current "status" (a measure of prestige and power) and the player's influence in the country. There are multiple markers for each country, so that, say, two players could both be earning for Denmark, or one player earning doubly there. Players calculate their own VP totals, with only the totals revealed each turn, so it may be possible to infer, as the game goes on, what powers each player has VP with, but it is never overtly revealed, at least until game end. This, coupled with card hands, is the main source of uncertainty in the game.

"Influence" is in the form of cards, which players place in front of themselves, with a set of rules governing when new cards can be played, drawn, and so on. The main player conflict is in the form of "lobbying the crown," whereby a player attempts to get a nation to initiate a war with another nation; players vote their influence, with players able to play new influence cards in the process. The victor of a war gains status (and thereby may confer more victory points to players with that country's marker), and the loser loses military power.

The original version of the game had two main flaws; first, random allocation of cards and VP markers made it perhaps too luck-dependent, and second, there's an obvious positive feedback loop in terms of power status that tends to mean that, by midgame, some players are clearly in the lead and others pretty much out of the game, which is not a desirable effect.

Stevens's version redresses the problems and produces a considerably tighter can, at the cost of some additional complexity. Hand limits tighten over time, which makes for tenser play, and a system whereby a player's influence can be in decline (and the player unable to increase it) is added; this provides a negative feedback loop that redresses the positive one. In addition, a system is added to reallocate some cards among players each turn, which helps with the randomness issues.

On the whole, it's quite a good game with some novel mechanics, and worth the effort to assemble a copy to play. Stevens's version is, unfortunately, not particularly attractive from a graphic design perspective, though a fan contributed alternative game board helps. (It's designed for v1, though -- you'll still need the tracks from Stevens's game board).


By Derek Yu

Coptra

Coptra

Coptra is a new arena shoot ‘em up from Jan Willem Nijman, aka jwaap. Enemies and bullets move quickly in this game, making it very fast-paced. It’s simple, but the enemies and power-ups work really well together. I especially like how power-ups stack to create super-weapons.

If there’s one thing I’d change, I’d make the bomb its own unique-looking power-up. The bomb wipes out the entire screen and is the most strategical of all the weapons. Separating it from the rest would add some depth to the game and make it even more exciting.

If you plug in a dual-stick controller, you can use it to play Coptra (this game would kick ass on XBLIG). Press “B” in-game to toggle the gamepad settings until you find one that works with your controller. You can also turn off the scanlines by pressing “N”. I thought they looked cool, but I found it easier to play when they were off.

TIGdb: Entry for Coptra

By IndieGames.com - The Weblog

Browser Game Pick: Wavespark (Nathan McCoy)


Wavespark is a simple one-button action game created by Nathan as part of his weekly game release initiative, where your objective can be anything from reaching checkpoints to scoring bonuses depending on which game mode was chosen by the player. Pressing any button adds extra weight to the circular object, and if you're in the air this causes the ball to hit the ground a lot harder than it usually does. By increasing the gravity pull while travelling down a steep slope, you will gain speed much faster than if you let it occur naturally.

A browser capable of running Java applets is required to play this game. Continue reading

By IndieGames.com - The Weblog

Freeware Game Pick: Pax Britannica (No Fun Games)


Pax Britannica is a hotseat multiplayer RTS game created for the Gamma IV competition, in which up to four players can command their own factory ships and send out fighters, bombers and frigates to attack their opponents' armadas. Every ship is colour-coded, and the A, F, H and L keys can be used if you don't own an Xbox controller to play the game. The type of craft manufactured and shipped out is dependent on how long you hold down the assigned button before letting it go.

You can only play against one solitary AI in this competition build, but the developers have promised to release an updated version with improvements and new features once it is ready in the coming weeks. (Windows, 9.01MB)

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.