<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8701199</id><updated>2011-10-19T07:46:50.980-07:00</updated><category term='recaps'/><category term='autofire'/><category term='shooter'/><category term='tower defense'/><category term='shihtzu'/><category term='news'/><category term='nenad'/><category term='c0607'/><category term='rp0707'/><category term='competition'/><category term='updates'/><category term='puzzle'/><category term='deblob'/><category term='cave story'/><category term='ad0707'/><category term='knytt stories'/><category term='pekpok'/><category term='mutantstorm'/><category term='danmaku'/><category term='oranda'/><category term='ac0807'/><category term='cage match'/><category term='pu0707'/><category term='positech'/><category term='WIP'/><category term='unconventional'/><category term='pl0907'/><category term='yoyogamescomp1'/><category term='ad0807'/><category term='shmup2006'/><category term='ds0707'/><category term='platformer'/><category term='h0607'/><category term='pl0807'/><category term='preview'/><category term='rpgcreations'/><category term='sh0807'/><category term='interview'/><category term='adventure'/><category term='pr0807'/><category term='remar'/><category term='arthouse'/><category term='ar0907'/><category term='binaryzoo'/><category term='interviews'/><category term='ar0707'/><category term='jph'/><category term='bit blot'/><category term='pu0807'/><category term='ac0907'/><category term='underside'/><category term='adv2006'/><category term='u0607'/><category term='rp0807'/><category term='MZX'/><category term='macosx'/><category term='sh0707'/><category term='pr0907'/><category term='t0607'/><category term='pl0707'/><category term='demo'/><category term='l0607'/><category term='ac0707'/><category term='remakes'/><category term='4color'/><category term='dhc'/><category term='ar0807'/><category term='Mentisworks'/><category term='mdickie'/><category term='guxt'/><category term='amaranth'/><category term='pu0907'/><category term='lazrael'/><category term='r0607'/><category term='d0607'/><category term='bluewhite'/><category term='fedora spade'/><category term='fatal hearts'/><category term='messhof'/><category term='Jeremy LaMar'/><category term='nifflas'/><category term='hanako'/><category term='sh0907'/><category term='games'/><category term='visual novel'/><category term='ad0907'/><category term='freeware'/><category term='darthlupi'/><category term='narcissu'/><category term='pondwater'/><category term='nes'/><category term='igs'/><category term='runtime'/><category term='shanghaialice'/><category term='clysm'/><category term='ikaruga'/><category term='igf2008'/><category term='cactus'/><category term='game maker'/><category term='shmupdev4'/><title type='text'>Independent Gaming</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default?start-index=101&amp;max-results=100'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>1999</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8701199.post-5315377050105754614</id><published>2008-01-06T11:18:00.000-08:00</published><updated>2008-01-06T11:24:11.032-08:00</updated><title type='text'>Feed Update</title><content type='html'>Hi guys, &lt;br /&gt;&lt;br /&gt;If you're using RSS feed and hadn't seen any updates recently, you need to switch to &lt;a href="http://feeds.feedburner.com/IndependentGaming"&gt;feedburner&lt;/a&gt; for the latest news. Thanks!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://feeds.feedburner.com/IndependentGaming"&gt;http://feeds.feedburner.com/IndependentGaming&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5315377050105754614?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5315377050105754614'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5315377050105754614'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2008/01/feed-update.html' title='Feed Update'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8895469824422618661</id><published>2007-12-25T00:01:00.000-08:00</published><updated>2007-12-26T15:58:07.187-08:00</updated><title type='text'>Announcement: IndieGames.Com: The Weblog</title><content type='html'>&lt;a href="http://www.indiegames.com/blog"&gt;&lt;img alt="-" src="http://www.indiegames.com/blog/igameslog.jpg" hspace="5" align="left"/&gt;&lt;/a&gt; Here's some news - the Independent Gaming weblog is moving to a new domain and becoming &lt;a href="http://www.indiegames.com/blog"&gt;IndieGames.com: The Weblog&lt;/a&gt;, as part of the CMP Game Group (&lt;a href="http://www.igf.com"&gt;Independent Games Festival&lt;/a&gt; creator)'s outreach into the independent gaming scene. &lt;br /&gt;&lt;br /&gt;Please change your bookmarks to point to IndieGames.com: The Weblog at &lt;a href="http://www.indiegames.com/blog"&gt;http://www.indiegames.com/blog&lt;/a&gt; - indygamer.blogspot.com will no longer be updated. The &lt;a href="http://feeds.feedburner.com/IndependentGaming"&gt;Feedburner RSS feed for Independent Gaming&lt;/a&gt; has been automatically switched to point to the new site. Comments are being migrated as we speak.&lt;br /&gt;&lt;br /&gt;Thanks to the CMP Game Group and Simon Carless for the invaluable support and hosting of the new site; we promise to continue to serve all your indie games news and review needs as we have done before. Here's a word from Simon about this change:&lt;br /&gt;&lt;br /&gt;Simon: "Hey folks - you may know me already from running &lt;a href="http://www.gamesetwatch.com"&gt;GameSetWatch&lt;/a&gt; and also helping to manage various other Game Group properties like &lt;a href="http://www.gamasutra.com"&gt;Gamasutra&lt;/a&gt;, &lt;a href="http://www.gdmag.com"&gt;Game Developer magazine&lt;/a&gt;, and - of course - the &lt;a href="http://www.igf.com"&gt;Independent Games Festival&lt;/a&gt;, which is definitely the most relevant for this announcement!&lt;br /&gt;&lt;br /&gt;This whole concept started a couple of months ago when &lt;a href="http://indygamer.blogspot.com/2007/10/site-for-sale.html"&gt;Tim announced&lt;/a&gt; that he might have to shut the &lt;a href="http://indygamer.blogspot.com/"&gt;Independent Gaming blog&lt;/a&gt; unless he got some help in hosting and partly paying for his time working on the site. We wanted to help out, and we'd already launched &lt;a href="http://www.indiegames.com"&gt;IndieGames.com&lt;/a&gt; to help educate people about independent games, so having him move his blog over here made a lot of sense.&lt;br /&gt;&lt;br /&gt;So nothing is really changing here - Tim's still got an open editorial remit to blog and interview who he likes, and we may occasionally pop in to mention IGF and other Game Group-related news - which is likely of interest anyhow. We'll also be working with him to look at whether we can help to better develop the indie scene through setting up better distribution mechanisms for independent games - though we've only just started thinking about this."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8895469824422618661?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8895469824422618661'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8895469824422618661'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/announcement-indiegamescom-weblog.html' title='Announcement: IndieGames.Com: The Weblog'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2360754491315237544</id><published>2007-12-23T18:42:00.000-08:00</published><updated>2007-12-26T12:35:25.782-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='cactus'/><category scheme='http://www.blogger.com/atom/ns#' term='yoyogamescomp1'/><category scheme='http://www.blogger.com/atom/ns#' term='freeware'/><title type='text'>Mondo Agency</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_84zcdva9veI/R28ey_UFSlI/AAAAAAAAABk/0pfWxATZa-o/s1600-h/mondo3.PNG"&gt;&lt;img id="BLOGGER_PHOTO_ID_5147366760445725266" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_84zcdva9veI/R28ey_UFSlI/AAAAAAAAABk/0pfWxATZa-o/s400/mondo3.PNG" border="0" /&gt;&lt;/a&gt;&lt;span style="color:#ff0000;"&gt;UPDATE: cactus has decided to update the game due to the feedback he's gotten. The jumping level is now easier and skippable for those who have trouble beating it. There's been a few other changes as well, including vital bug fixes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;This is cactus entry for the winter competition at YoYoGames.com.&lt;br /&gt;&lt;br /&gt;"Welcome to Mondo Agency! An eerie cyber FPS with horror and puzzle elements. As an agent it is your mission to kill laser indians and save the president!&lt;br /&gt;&lt;br /&gt;Turn off your lights and turn up your speakers for maximum enjoyment!"&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt;Name: &lt;a href="http://h1.ripway.com/cactussoft/newsite/news.htm"&gt;Mondo Agency&lt;/a&gt;&lt;br /&gt;Developer: &lt;a href="http://www.cactus-soft.co.nr/"&gt;cactus&lt;br /&gt;&lt;/a&gt;Category: FPS/Adventure/Weird&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 7.5MB&lt;br /&gt;Download: &lt;a href="http://64digits.com/users/cactus/MondoAgencyFixed.zip"&gt;link 1&lt;/a&gt;&lt;br /&gt;Walkthrough: &lt;a href="http://cactusquid.proboards99.com/index.cgi?board=games&amp;amp;action=display&amp;amp;thread=1198463597&amp;amp;page=1"&gt;link&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2360754491315237544?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2360754491315237544/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2360754491315237544' title='22 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2360754491315237544'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2360754491315237544'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/mondo-agency.html' title='Mondo Agency'/><author><name>LoverBoy69</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_84zcdva9veI/R28ey_UFSlI/AAAAAAAAABk/0pfWxATZa-o/s72-c/mondo3.PNG' height='72' width='72'/><thr:total>22</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8451908160081669252</id><published>2007-12-23T18:24:00.000-08:00</published><updated>2007-12-26T14:41:17.101-08:00</updated><title type='text'>Tekkyuuman</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2321/2136829901_62bc5ce8d6_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2300/2136829903_a55fba6190_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5148149754961994946" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://panicpumpkin.omiki.com/"&gt;Tekkyuuman&lt;/a&gt; is a new release by prolific Japanese developer Ikiki, famous for a number of controversial games featuring ninjas, bloodbath and outrageous violence. Usually with all three elements at the same time.&lt;br /&gt;&lt;br /&gt;In this game, you must make your way towards the green spiky object and smash it with the flail. Use the control key to swing your weapon and tap the left shift key to jump. A wall jump can also be executed by pressing the same shift key when scaling up walls. &lt;br /&gt;&lt;br /&gt;Red switches can be activated either by touch or hitting them with your flail. An extra life is awarded after every boss fight. [&lt;em&gt;&lt;a href="http://freeware.remakes.org/download/ikiki/ninjas.zip"&gt;zip file of Ikiki's games&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Web site address belongs to the musician.&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://panicpumpkin.omiki.com/"&gt;Tekkyuuman&lt;/a&gt;&lt;br /&gt;Developer: Ikiki&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://my.vector.co.jp/servlet/System.FileDownload/download/http/0/445259/pack/win95/game/action/tekkyuuman.lzh?ds"&gt;Click here&lt;/a&gt; [&lt;em&gt;&lt;a href="http://freeware.remakes.org/download/ikiki/tekkyuuman.zip"&gt;zip format&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;Video walkthrough: &lt;a href="http://www.youtube.com/watch?v=Uiv36UDSOJk"&gt;Available&lt;/a&gt; (&lt;em&gt;major spoilers!&lt;/em&gt;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8451908160081669252?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8451908160081669252/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8451908160081669252' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8451908160081669252'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8451908160081669252'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/tekkyuuman.html' title='Tekkyuuman'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1027456562043080017</id><published>2007-12-23T17:43:00.000-08:00</published><updated>2007-12-26T12:37:12.254-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><category scheme='http://www.blogger.com/atom/ns#' term='mdickie'/><title type='text'>MDickie Interview</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://pics.livejournal.com/rinku/pic/000p98cq"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_iD2BzWslqAo/R2_MSxpKOlI/AAAAAAAAAEM/Jbj-tD6vO28/s400/_EXCLUSI.jpg" alt="" id="BLOGGER_PHOTO_ID_5147557522043451986" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;EDIT: Exclusive preview image courtesy of MDickie.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R3CgIxMGJJI/AAAAAAAAE38/MZ7DVXZfzyc/s1600-h/ref_portrait02.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R3CgIxMGJJI/AAAAAAAAE38/MZ7DVXZfzyc/s400/ref_portrait02.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5147790446587946130" /&gt;&lt;/a&gt;&lt;a href="http://www.mdickie.com/"&gt;MDickie&lt;/a&gt; is the author of &lt;a href="http://www.mdickie.com/games.htm"&gt;dozens of unique games&lt;/a&gt;, and probably needs no introduction for most of this audience so I'll get right to the interview.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. One thing that's notable about you is how fast you complete games, often in three months; did you ever have problems with procrastination, or is working so fast natural to you? Do you use any productivity tools such as to-do lists or schedules, or do you just work on things as you feel like it?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: Well, let's not fly that flag too hard because time is gushing away from me like water at the moment! I estimated it would only take 3 months to turn Reach into a wrestling game, but the project is heading into its 6th month and I'm still working 12-hour days. Of course, 6 months is still pretty astonishing for a game of that size and sophistication. My closest counterpart, "&lt;a href="http://www.prowrestlingx.com/"&gt;Pro Wrestling X&lt;/a&gt;", has clocked up a good 3 YEARS in production - and that's a team effort! As you say, 3 months is the standard for me now though - so my fans get restless at anything longer. After all these years, I guess I just know what I'm doing. I instinctively know exactly WHAT needs to be done, WHEN it needs to be done, and HOW I might best achieve that. It's a lot like a puzzle - I just know how to put all the pieces together as quickly as possible. One of my best tricks is dividing the day into art work and programming work. I create media in the morning and then bring it to life in the afternoon, so there's a nice flow to what I'm doing. Other than that, it's a race against the clock that makes me work so fast. I don't really have a choice! It may be a cliché, but time is money. The longer I spend making a game, the more money it has to make. For instance, if I had spent all year making &lt;a href="http://www.mdickie.com/prev_war.htm"&gt;World War Alpha&lt;/a&gt; I'd be out of business now because it didn't fly. Game over. I'm only here because &lt;a href="http://www.mdickie.com/prev_hardtime.htm"&gt;Hard Time&lt;/a&gt; arrived and picked up the slack. My scattergun approach makes me failure-proof. If one concept doesn't work, another one is right around the corner to take the next shot. And on and on it goes, evolving towards perfection. The weak concepts die out and the strong concepts live to fight another day...&lt;br /&gt;&lt;br /&gt;&lt;input value="Read the rest of the interview" onclick="var a=document.getElementById('divmdickie');if(a.style.display=='none')a.style.display='block';else a.style.display='none';" type="button"&gt;&lt;br /&gt;&lt;div id="divmdickie" style="display: none;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. You've said on your site that you believe that making a game as a team is a bad idea because it dilutes the creativity. But couldn't each team member be creative in their own part of the game? For example, the musician with respect to a game's music, or the artist with respect to a game's graphics. It's not necessarily true that having a team means that every decision in a game has to be decided by committee, each person could have full dictatorial control over their particular part.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: Well, let's qualify that by pointing out that it doesn't work for ME. Other people are free to do what works for them, and they'll no doubt have more success in certain areas. All I know is that everything people love about my work is down to me doing it single-handedly. There's not a soul who can tell me what I can or can't do, or what is or isn't possible - not even at the level of publishing. That's how I tackle concepts and add features that would never get past committee. I simply find it more fulfilling too. When you rely on somebody else to bring your vision to life then things get lost in translation. With this new wrestling game, for instance, I can't countenance how many hours I would have wasted explaining why an animation needs to follow certain rules or why a texture needs to have a certain structure. All of these things I understand instinctively, so not one second is wasted in error and not one pixel is lost to compromise. That's true of any profession. People usually rely on others because they HAVE to - not because they want to. It used to drive Woody Allen crazy that making a film was a team effort. He lamented that "every day a truck pulls up full of fresh compromises"! Likewise, Michelangelo was criticized for working alone - but he insisted, "How else can I hear God's voice?". Only in solitude is a man true to himself and his vision. Anything less is a counterfeit version of creativity, born out of necessity rather than will. At the end of the day, you have to ask yourself whether you're Michael Jackson or "that guy from The Jackson Five"...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;3. The first time I played Hard Time, I walked a few steps, caught some type of sickness, walked a bit more trying to figure out how to cure myself or find a doctor, walked a bit more, started falling down and coughing and looking like I'm about to die, a police officer came up to me, I tried to talk to him but accidentally hit the kick button, and that was when he then killed me. This strikes me as getting the spirit of exactly what prison is really like (at least according to my aunt who spent a few years in it, she tells some pretty crazy stories, like how they had to work for long hours or get no bathroom paper).&lt;br /&gt;&lt;br /&gt;So the question is: how much research did you do on prisons before making that game? Did you rely mainly on how it's portrayed in media (like that HBO "Oz" series), did you watch documentaries on it, did you ever visit one, and in general, how important do you feel it is to research subjects relevant to your games?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: The way you opened that question, I thought you were going to criticize it for NOT being realistic! I'm not sure what kind of prison your Aunt ended up at, but the one is Hard Time was supposed to be fictitious in its barbarity. You obviously don't live in the UK! We live under a liberal regime, so our criminals are treated like royalty. Their only concern is which game they'll load onto their en suite PS2 or which TV show they'll watch on cable, so it wasn't exactly a fruitful source of inspiration. I did suddenly start taking an interest in how prison was portrayed on TV (Oz was already fresh in my mind and Prison Break had just gotten big), but I'd be&lt;br /&gt;lying if I said there was anything structured to it. At the end of the day, a game was always going to be fictitious and exaggerated - so any realistic details would have only fallen by the wayside anyway. Making a game is a lot like writing someone's life story - you play down the things that aren't interesting and dwell on the things that are. The closest thing I did to research on this project was to follow a discussion that I had stumbled across on GameDev.net. By coincidence, they happened to be talking about how a prison game could possibly work from a design point of view. All the problems I eventually had to tackle myself - such as how do you keep it realistic without it being as dull as a real regimented lifestyle? Some might say I didn't actually succeed in sidestepping that landmine, but I did my best! It was a very difficult concept to hold together - as most of mine are - but I pride myself on being able to turn anything into a game. Not necessarily a good one, but a coherent game nonetheless...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;4. Because this is a blog for other independent developers and I'm one myself, I should ask this question. Like Introversion, the self-proclaimed "last of the bedroom programmers", you're a bit separated from the rest of the independent games community: you don't post on forums for example, and say things like "If you look around, I'm the only person in  the history of this business that's doing what I'm doing." (Said in a March 2004 interview.) You've called them (us) embarrassing, insecure, out-of-touch, bitter, jealous, and so on, and you've called yourself the most reviled man among independent game developers.&lt;br /&gt;&lt;br /&gt;I'm not saying that the current state of indie development doesn't have flaws, but do you still feel that *not one* other independent game developer even comes close to your level (either in talent or outlook) enough that you could call them a kindred spirit? For instance, take the finalists at the IGF (http://www.igf.com) for this year, or the winners from previous years, do you truly have nothing good to say about any of those games or the people who make them?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: It's funny you should bring this up, because I just posted a commentary on my website about this very subject ("&lt;a href="http://www.mdickie.com/commentary.htm"&gt;The IceMan Thaws&lt;/a&gt;", 16th December 2007) - acknowledging the quality of some of this year's entries and endorsing the efforts of my fellow independent developers in general. Even going so far as to say I'm not worthy of being a part of it. I've never really had a problem with individual creations (I've been playing an independent pool game for the past 5 years!). My argument has always been that I simply don't see anybody else doing what I'm doing - whether that's for better or worse. At the end of the day, there's a difference between what I do and what the average independent game developer does. I single-handedly make big, sophisticated 3D games that kids get excited about - the average independent developer makes quaint 2D games that appeal to a niche audience. I churn out a rich variety of concepts at the steady rate of a mainstream corporation - the average independent developer forces out one title every year or two. I publish my own boxed products and run a profitable business - the average independent developer is resigned to it being a hobby. Now, when you're asked to articulate those differences as often as I am, the rhetoric is bound to get a little ugly from time to time. Especially when I constantly have to defend myself against a loud minority who resent all of the above and see me as a threat. I know how hard I work and I know how special what I do is, and anybody who has the audacity to dispute that is going to be chastened. At the end of the day, there's a limit to how much I can apologize for stating the truth. I've never said anything that I can't back up 100%. When Wrestling MPire 2008 drops next year, you bring me one human being who could even begin to make anything of that size and sophistication. He doesn't exist - not at the independent level or even the mainstream level. I don't take any pleasure in saying that. My fondest wish is to create an army of people who ARE capable of that. At the moment, that's simply not the case. And until it is, I'll be bridging the gap between independent creativity and mainstream success - proving that the impossible is possible and the unthinkable is thinkable...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;5. You once said something that I've always thought was a very inspirational quote: "People assume I'm quite courageous for starting my own business, but there's actually a lot of cowardice involved. I'm just as scared of NOT achieving something as other people are about going out and doing it." I wish we had more cowards in that sense.&lt;br /&gt;&lt;br /&gt;One of my favorite movies is Ikiru, which is about this old Japanese guy who worked in a bureaucracy for all of his life and then was diagnosed with stomach cancer; suddenly realizing that he'd done nothing with his life he spends his last few months doing one last worthwhile thing. I think for a lot of people it takes some drastic event like that to make them realize the importance of their life, and how short it is. So this may be a difficult question, but what do you think is the best way to get people to be afraid of wasting their life (short of being given a few months to live)?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: If you want to get deep about it, I had a cousin who grew up alongside me at practically the same age - only to pass away before he was barely a teenager. You'd have to be pretty cold not to be haunted by that! One of us is living the life of his dreams, the other isn't living at all. That'll get you on a "gotta compensate for the chance they missed" kinda vibe. Subconsciously,  it's probably why I spend every waking hour achieving something or other. It's practically a sin not to. As for the particulars of getting into this profession, it's not my place to preach because I got into it when I had nothing better to do. I had no stable source of income to sacrifice and no mouths relying on that income, so I would be remiss to advise a family guy to follow my example. It's like what Jesus said about rich people, except it's "easier for a camel to pass through the eye of a needle" than it is for a man with responsibilities to pursue his dreams! The more baggage you've got, the harder it is to travel. That's why the Buddha spoke of "detachment". The more nerve endings you put out into the world, the more painful it is to live the extraordinary life that many of us yearn for...&lt;br /&gt;&lt;br /&gt;There are two ways to be happy - to have everything you want or to want nothing! I'd lean towards the latter if I was to counsel a man of responsibility to pursue his dreams. The trick is to enjoy the process rather than the end result. For instance, it's impossible for me NOT to be a game designer. It's not something I "do" for a purpose, it's something I "am" instinctively. Banish me to a cave and I'll conjure up some form of entertainment involving rocks - just as my younger self had made games out of cardboard. If you're doing something for the right reasons then you can't fail at it anymore than you can "fail" to play tennis - you can only fail to WIN! And so it's by divorcing oneself from the result that one guarantees he'll enjoy the process. Pay attention the next time someone gives up learning to play the guitar or some such, and you'll realize that's what's going on. They weren't enjoying the "process" of making music - their mind was focused only on the end result. Recreating the tunes of their favourite musician, playing to an appreciative audience, getting a deal, etc. The sponsoring thought was counterfeit, and their efforts could only follow suit. As Bart Simpson conceded, "I wasn't good at it right away so I gave up"...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;6. You've mentioned that even though your games are violent, they treat violence much more seriously than other games do, they you don't romanticize it, but instead they show its harmful aftereffects; you've said that your war game was really a game about peace. I agree with that viewpoint myself, for instance in one of my games there was a point in the story where many players told me they felt guilty about killing so many enemies (which was exactly the intention). But this type of thing is rare. For instance, last month I played through &lt;a href="http://jng.rakeingrass.com/index.php"&gt;Jets'n'Guns&lt;/a&gt;, which is a wonderful indie shmup but as anyone who has played it knows it absolutely romanticizes violence almost every aspect of the game. Why do you think that type of thing is much more common in games?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: I attribute it to something I've often criticized the industry for, which is our bizarre fascination with Hollywood. Despite all the success, we've somehow reached the point in our evolution where we're "ashamed" of being game designers! We want to make movies instead. The problem is movies already exist, and they don't need us. And so we have this awkward dance where a game designer steps outside of his comfort zone and makes a fool of himself. It's like a mechanic and a chef switching roles for the day - your car won't work and your kitchen will be a mess! I cringed when I heard they were making games of The Godfather, The Sopranos, and Reservoir Dogs - because I knew they'd miss the point and screw it up. Handling that material isn't where a game developer's strengths lie, so it's like giving a loaded gun to a child - quite literally! If you've ever been in the company of a child once they've accidentally been exposed to those images, you'll notice that they're preoccupied with what doesn't matter. "Wasn't it cool when Tony Soprano shot that guy? The gun went bang! And there was blood! And the blood was red!" From what I can gather, game developers seem to respond in the same way. Out goes everything that does matter and in comes a fascination with what doesn't. The same is true of (relatively) original material such as Grand Theft Auto and Manhunt. It's very much from the childish school of thought that states "anything naughty is cool". They're the kind of people that listen to rappers and say, "He just swore! Did you hear him swear?!" - blissfully unaware of all the sentiments that were articulated in and around the swearing. I can only attribute that to the industry's infancy, and the fact that we're not used to having this much creative power. If you give a starving man a meal, he doesn't eat it with much decorum. Take a socially inept man and give him power, he'll make just as much of a mess. That said, my games are as violent as any out there - so who am I to talk?! I'd like to think I'm a bit more articulate about the whole thing though. If I was embroiled in controversy, I'd be explaining myself via every media outlet in the country. These guys tend to run away like kids that have let off a stink bomb. When there's no method to your madness, you cease to be an artist...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;7. You mention that when you're not working on games, you're working on self-improvement: exercise, studying philosophy and politics, and so on. Do you have any strong views on those subjects? You don't often speak about those types of things on your website, so it'd be interesting to know who your favorite philosophers or political thinkers are, and what type of exercises you use and recommend (I favor complex isometrics like &lt;a href="http://www.angelfire.com/ny5/shenandoah/OBB/OBB.html"&gt;this&lt;/a&gt; for example), and any other self-improvement tips or practices you've picked up.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: I get accused of going "off topic" when I talk about creativity, so there's no way I could pull off a rant about politics! I do know a lot about it and have some considered views, but I'm not arrogant enough to believe that my opinion is more valid than anybody else's. That pretty much sums up my political views to be honest - the belief that there are no right answers. People often like to criticize politicians, but I seem to spend a lot of time defending them. The whole "George Bush is stupid!" and "Tony Blair is a liar!" angle seems very childish to me. People tend to have such passionate views to compensate for the fact that they don't know what they're talking about. The reality of politics is that you spend 18 hours a day going blind on paperwork, trying to make as few mistakes as possible. The whole "I hate him for this!" and "She's stupid for doing that!" line of thought doesn't quite do the balancing act justice...&lt;br /&gt;&lt;br /&gt;As for philosophy, for me that tends to be a by-word for religion. "Religion" is a very loaded word nowadays, so you have to wheel it out carefully. It conjures up images of a brainwashed zealot who believes in following rules. The reality is that religion is simply passionate philosophy. If you think about, these guys are just philosophers who were so incredibly popular that people built up institutions around them. They're victims of their own success. That's why militant atheism bothers me a great deal, because - as with politics - it doesn't get to the heart of the matter. 90% of atheists are simply annoyed by religious people and religious practices, and know no better way of articulating that annoyance than by disregarding the whole thing. They quite literally throw the baby out with the bathwater! They would do better to acknowledge that Krishna, Moses, Buddha, Jesus, Muhammad - and thousands of others like them - were great human beings first and religious icons second. And so would religious fanatics. It all boils down to the human ego. The atheist's ego says, "I'm intelligent and you're gullible!" - whereas the fanatic's ego says, "I'm close to God and you're not!". If they were detached from ego, they would each see that they're arguing about the same thing. The scientist has a profound respect for life, and the spiritualist has a profound respect for God. The thing is the words "life" and "God" are interchangeable - two ways of viewing the same energy that permeates every atom in the universe. In that sense, science and spirituality are growing closer and closer together - until we realize that they were never apart...&lt;br /&gt;&lt;br /&gt;And so my interest is in developing an all-encompassing world view - which understands every religion in the history of mankind and cross-pollinates that with science, politics, and the arts. The role of exercise is to create the perfect vehicle within which that world view might travel and be expressed. People think I'm going off topic with that too, but I can't stress enough how important it is. Where do you think I get the energy to work 12 hours a day without going crazy?! It's true what they say about "strong in body, strong in mind". I shudder to think where I'd be if I didn't sit a fit and healthy body in front of this laptop. People assume that fitness is an egotistical pursuit, born out of some deep-rooted insecurity. "Who are you trying to impress?" was the snide remark of one woman I recently argued the matter with. "Nobody" is the answer - it's all about YOU and how you feel when you wake up in the morning. There's no better metaphor for human achievement than a bar of metal that weighs more than you, which you'll eventually lift over your head! The mental strength that's required to confront your notions about what is or isn't possible. The confidence that comes with setting goals and achieving them. It's all life in its many permutations - mind, body, and soul...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;8. You've written once in an interview that you have a retirement letter already written, and may give up independent game making because it's not as rewarding and you aren't able to make a good living at it. Have things improved since then, or are things still on the down-turn for you? I hope it doesn't happen personally, it'd be great to see you continue to make your 'seasons' of games for many decades to come.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: The irony is it's the fact that I've got everything going for me that makes me feel that way! I'm as well-publicized as it's possible for an underground artist to be, I work with genres that have mainstream appeal, I have a huge catalogue of products, and I pocket every penny of the proceeds. And yet here I am barely making a living, so I have to ask myself is this as good as it gets? Is this what I'm telling kids to aspire to? When you first get into the entertainment industry, you hear tales of 50 Cent selling one million albums in a week and figure it must be child's play. With hundreds of millions of people owning computers and playing games, how hard can it be to reach just 0.01% of them? The reality is for all those millions playing, not ONE will part with their money unless you give them a reason to. And I mean that quite literally! I was once being shown around the premises of a publishing house and the guy was pointing to each game poster saying, "That one has sold, that one hasn't, that one has...". He wasn't talking about whether or not they had sold "many" copies - he meant whether or not they've sold AT ALL! That's what independent artists are up against. Whether it's films, music, or games, the little guy is struggling to find ANY one to put ANY value on what they do. But that's just the mortal in me talking. The human ego thinks it needs recognition, and the human body thinks it needs food and shelter. The immortal, on the other hand, seeks only to experience things. He's the one that can't sleep at night because he's so excited about what he's going to achieve the next day. The one that enjoys spending every waking hour doing something creative. The only "paper" that one cares about is the fan letter from a kid who considers you to have made their favourite game, or the guy who's been inspired to hold his head a little higher and chase his dreams a little harder. When you hear me switching from positive to negative, it's the latest battle in that endless war between yin and yang. How long it remains balanced in favour of my games is anybody's guess!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;9. My favorite game of yours is &lt;a href="http://www.mdickie.com/prev_wrecked.htm"&gt;Wrecked&lt;/a&gt; -- not for its execution, but for its ideas, just for what it meant. I'm an atheist myself, but even so I still found a lot to like about a game with such religious/spiritual purpose. I felt that there was a lot of potential in it, but that it was marred with a few problems which kept it from reaching it fully. Do you plan on making a sequel to it, or a game similar in style and tone to it?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: Yeah, Wrecked suffered from a lot of novice flaws. But if you think about it, it's the first time I had ever tackled a game of that nature. Everything prior to that was industry sims like &lt;a href="http://www.mdickie.com/prev_popscene.htm"&gt;Popscene&lt;/a&gt;, niche concepts like &lt;a href="http://www.mdickie.com/prev_sureshot.htm"&gt;Sure Shot&lt;/a&gt;, and of course fighting in its numerous guises. Hard Time is practically the only other step in the evolution of that adventure gameplay, so there's plenty of scope for improvement. The spiritual themes in that game were very much an afterthought. Throughout its production, it just became obvious that the way a player chooses to guide a life says a lot about them. Do you give in to base instincts to get what you want, or do you make life harder for yourself by showing restraint? What I love about the end result is that it's entirely ambiguous. God or spirituality never manifests itself at any point, so you don't know whether the guru was mad or telling the truth! It's just something you're told, and then you decide what it means to you - much like in real life. I like the idea of a player being the "soul" to a game character's "body". That's a theme that I'll being expanding upon in some future games. Most notably one about a game character who doesn't know he's a game character! The nature of existence will obviously be key to that game, as the "created" struggles to come to terms with "creation" - and indeed the "creator". More controversially, I'd also like to make a series of RPG's about religious figures. I don't see why a game need be any more offensive than a movie about those times and places - of which there are many. In fact, you could argue that a degree of interaction would make it even more meaningful. It's just such a thorny issue that I have to hold off until I know what I'm doing and why I'm doing it...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;10. You've written things like "Programming is a scientific factor that crushes the spirit, and scares away talented visionaries. The pivotal moment in the life of any art form is when the 'scientist' starts losing ground to the 'artist'." This is why I feel that game engines which allow anyone to make games without much programming or technical knowledge are the future of game development, but a lot of people feel that 'real' game designers write their own engines from scratch and only use C++ or the like, and they look down upon games made in Blitz Basic, Game Maker, or engines like that. Do you think this will change as engines and computers get increasingly powerful, and that we'll see a time when most games don't have a 'programmer', or do you think the emphasis on the graphical arms race will ensure that most games will continue to be made using pure programming indefinitely?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;MD: Oh, you'll never see the back of programming. That's what game development IS! It's inconceivable that there'll ever be a time when making games doesn't involve telling a computer what to do, when to do it, and how to do it - and that will always be a technical factor. I'm not calling for that to be eradicated - I just celebrate when it's made more palatable. Like the wires hidden behind the plastic face of your favourite gadget, we're just looking for the unnecessarily complex to be simplified. I mean, playing the piano isn't "easy" - but it's just easy enough that anybody can sit in front of one and work at getting their head around it. I think products like Blitz BASIC and Dark BASIC are already achieving that for game development, and that's all we need to coax our version of Lennon &amp;amp; McCartney onto the stage. I resent the implication that it's not "real" programming though. People talk about them being "game engines" as if they're readymade games, but all I get out of them is a more logical way of loading in and manipulating 3D models. There are still 250'000 lines of code that make my latest project a wrestling game! Like writing music, the talent is in coming up with those lines and inserting them in the right place. We never want to make something so easy that there's no struggle involved. I'm reminded of a story my school headmaster used to tell us about two caterpillars at the bottom of his garden. One emerged from its shell and blossomed into a colourful butterfly, whereas the other made no such progress. In order to make life easier for it, he gently cut its casing and a butterfly eventually emerged - only it was black &amp;amp; white because, without the struggle, no blood had gotten to the wings. Long may game development be hard enough to get the blood pumping!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1027456562043080017?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1027456562043080017/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1027456562043080017' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1027456562043080017'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1027456562043080017'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/mdickie-interview.html' title='MDickie Interview'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_iD2BzWslqAo/R2_MSxpKOlI/AAAAAAAAAEM/Jbj-tD6vO28/s72-c/_EXCLUSI.jpg' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8052934768589757320</id><published>2007-12-23T14:19:00.000-08:00</published><updated>2007-12-26T13:04:54.078-08:00</updated><title type='text'>Genetos</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2162/2135313042_3c76823280_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2087/2135313040_5a482e7a93_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5147855021421241506" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.h4.dion.ne.jp/~oresiki/program/genetos_introduction.html"&gt;Genetos&lt;/a&gt; is a vertical shooter by Tatsuya Koyama featuring stages with design styles from different eras of arcade gaming classics. Use the cursor keys to move your ship, and tap the Z key to shoot. Press the X key to launch a bomb if available.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.h4.dion.ne.jp/~oresiki/program/genetos_introduction.html"&gt;Genetos&lt;/a&gt;&lt;br /&gt;Developer: Tatsuya Koyama&lt;br /&gt;Category: Shooter&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 5MB&lt;br /&gt;Direct download link: &lt;a href="http://www.knct-j03.info/koyama/php/dl_ranking.php?id=genetos_trial"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8052934768589757320?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8052934768589757320/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8052934768589757320' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8052934768589757320'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8052934768589757320'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/genetos.html' title='Genetos'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2011665052971461381</id><published>2007-12-23T13:34:00.000-08:00</published><updated>2007-12-26T13:08:13.557-08:00</updated><title type='text'>Midwinter Rites</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2134/2136260620_067d53e0a5_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2379/2136266630_8caab451ec_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5147996995860178098" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.colossusentertainment.com/Blog/MidwinterRites.html"&gt;Midwinter Rites&lt;/a&gt; is an incomplete interactive fiction adventure made to mimic the look of a Commodore 64 release. There are few commands to use but important objects and characters are always highlighted.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.colossusentertainment.com/Blog/MidwinterRites.html"&gt;Midwinter Rites&lt;/a&gt;&lt;br /&gt;Developer: Mattias Gustavsson&lt;br /&gt;Category: Adventure/IF&lt;br /&gt;Type: Demo&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://www.colossusentertainment.com/forumref/MidwinterRites_1_1.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2011665052971461381?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2011665052971461381/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2011665052971461381' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2011665052971461381'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2011665052971461381'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/midwinter-rites.html' title='Midwinter Rites'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3065628175118606717</id><published>2007-12-23T12:24:00.000-08:00</published><updated>2007-12-26T13:24:03.319-08:00</updated><title type='text'>RGCD Issue Four</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R29xaxMGJII/AAAAAAAAE30/GWPlKYfhcso/s1600-h/rgcdcover.gif"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R29xaxMGJII/AAAAAAAAE30/GWPlKYfhcso/s400/rgcdcover.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5147457603802375298" /&gt;&lt;/a&gt;&lt;a href="http://rgcd.co.uk/current-issue/"&gt;RGCD&lt;/a&gt; is a downloadable CD-ROM based magazine containing retro reviews, features and developer interviews. Each issue of RGCD contains direct links (to files on disc) of each game, emulator or tool reviewed irrespective of platform.&lt;br /&gt;&lt;br /&gt;Previews of each issue are available at &lt;a href="http://rgcd.co.uk/current-issue/"&gt;www.rgcd.co.uk&lt;/a&gt;, but in order to actually read the rest of the articles and reviews you'll need to download the .ISO image and either burn it to disc or mount it on a virtual drive. There is also a cut-down 'lite' version (excluding all games and emulators) provided as a downloadable .ZIP archive.&lt;br /&gt;&lt;br /&gt;RGCD is 100% spyware free and all files are virus checked before uploading. Magazine contents are posted in the &lt;a href="http://indygamer.blogspot.com/2007/12/rgcd-issue-four.html"&gt;comments section&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3065628175118606717?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3065628175118606717/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3065628175118606717' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3065628175118606717'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3065628175118606717'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/rgcd-issue-four.html' title='RGCD Issue Four'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_MYCnqB8Pzuk/R29xaxMGJII/AAAAAAAAE30/GWPlKYfhcso/s72-c/rgcdcover.gif' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3533201970623070006</id><published>2007-12-23T09:21:00.000-08:00</published><updated>2007-12-26T13:26:17.953-08:00</updated><title type='text'>Pen Pen Xmas Olympics</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2241/2131783431_66f3407197_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2032/2131783433_18058020fb_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5147374981516502130" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://retrospec.sgn.net/games/ppolympics/index.php"&gt;Pen Pen Xmas Olympics&lt;/a&gt; is a skiing game with seventeen events consisting of slaloms, downhill races and ski jumps. In the first two categories, players must attempt to reach the end of each track under the qualifying time to progress or lose a credit if they fail.&lt;br /&gt;&lt;br /&gt;Use the cursor keys to control the protagonist's speed or direction of travel, and press the space key to jump over obstacles.&lt;br /&gt;&lt;br /&gt;Name:  &lt;a href="http://retrospec.sgn.net/games/ppolympics/index.php"&gt;Pen Pen Xmas Olympics&lt;/a&gt;&lt;br /&gt;Developer: Army of Trolls&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3533201970623070006?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3533201970623070006/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3533201970623070006' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3533201970623070006'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3533201970623070006'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/pen-pen-xmas-olympics.html' title='Pen Pen Xmas Olympics'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3556955998312629178</id><published>2007-12-23T08:28:00.000-08:00</published><updated>2007-12-26T13:36:44.840-08:00</updated><title type='text'>Rooms : The Main Building</title><content type='html'>&lt;a href="http://www.handmadegame.com/Graphics/Rooms%20Logo7_S.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5147223266091738146" style="CURSOR: hand" alt="" src="http://farm3.static.flickr.com/2374/2130651363_5032427c59_o.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;HandMade Game announces latest information of the deluxe version of Rooms, the IGF2007 Student Showcase Finalist game.&lt;br /&gt;&lt;br /&gt;Rooms is an original puzzle game, based on logical sliding puzzle and platformer. As we’ve gotten hot response to the previously introduced freeware version of Rooms, we’ve been developing the deluxe version, Rooms: the main building.&lt;br /&gt;&lt;br /&gt;The deluxe version contains 100% only-mouse interface, new objects &amp;amp; items, more improved graphics, 5 original soundtracks and a Level Editor to create your own puzzles. With all these, 80 new attractive levels are waiting for you to challenge.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.handmadegame.com/"&gt;For more info, visit HandMadeGame.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Also, HandMade Game is looking for the online distribution partner of Rooms: the main building.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.handmadegame.com/Game_Rooms.htm"&gt;Check out freeware version of Rooms.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Contact us anytime, if you are interested.&lt;br /&gt;&lt;br /&gt;Name: Rooms: The Main Building&lt;br /&gt;Developer: HandMade Game&lt;br /&gt;Category: Puzzle-Platformer&lt;br /&gt;Type: Download Commercial&lt;br /&gt;Release: Coming soon…&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3556955998312629178?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3556955998312629178/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3556955998312629178' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3556955998312629178'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3556955998312629178'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/rooms-main-building.html' title='Rooms : The Main Building'/><author><name>AmbitiousK</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-6445153841056779201</id><published>2007-12-23T07:14:00.000-08:00</published><updated>2007-12-26T14:22:30.875-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='yoyogamescomp1'/><title type='text'>Frozzd</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2116/2130960618_31d325f12b_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2379/2130960620_4c3b0abfb1_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5147150419151430642" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In &lt;a href="http://gmc.yoyogames.com/index.php?showtopic=347787"&gt;Frozzd&lt;/a&gt;, you take the role of an astronaut tasked with the mission of freeing orange-colored creatures named Mubblies from their frozen state. You begin each level with King Mubbly as your companion, who has the ability to unfreeze his subjects or attack the Frozzds with a tap of the space key. Drink coffee to increase your suit's temperature, and use the points you've acquired to unlock new stages.&lt;br /&gt;&lt;br /&gt;Each of the twelve levels introduces a different enemy, and points acquired from previous stages can be used to unlock new ones.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://gmc.yoyogames.com/index.php?showtopic=347787"&gt;Frozzd&lt;/a&gt;&lt;br /&gt;Developer: Jesse Venbrux&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 5MB&lt;br /&gt;Direct download link: &lt;a href="http://student-kmt.hku.nl/~jesse3/Frozzd/Frozzd.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-6445153841056779201?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/6445153841056779201/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=6445153841056779201' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6445153841056779201'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6445153841056779201'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/frozzd.html' title='Frozzd'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8522995036364533680</id><published>2007-12-23T06:03:00.000-08:00</published><updated>2007-12-26T14:26:34.440-08:00</updated><title type='text'>Arcanacra Black Label</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R265uRMGJGI/AAAAAAAAE3k/4jfiuO49V5M/s1600-h/20071223065100.png"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R265uRMGJGI/AAAAAAAAE3k/4jfiuO49V5M/s400/20071223065100.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5147255628670313570" /&gt;&lt;/a&gt;Kei Mesuda's &lt;a href="http://www.yomogi.sakura.ne.jp/~si/SolidImage/cml/arcanacra_bl/v04_e.html"&gt;Arcanacra Black Label&lt;/a&gt; is an update of his earlier browser-based vertical shooter release. Another Mode can now be accessed right from the start, and replays of any level by the top ranked players can be watched even if you have not attempted that particular stage yet. Bomb stock is also increased from three to five.&lt;br /&gt;&lt;br /&gt;Click on the screen to add credits. Press the Z key to shoot and hold the shift key to target enemies with your ship's homing lasers. Switch between rapid and spread shot by holding either one or both shoot buttons. The boss of each stage can be beaten easily once your ship has a persistent lock on it, especially when the lock weapon has been upgraded.&lt;br /&gt;&lt;br /&gt;Push the right arrow key when the main menu is displayed to view the high score table.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yomogi.sakura.ne.jp/~si/SolidImage/cml/arcanacra_bl/v04_e.html"&gt;Arcanacra Black Label&lt;/a&gt;&lt;br /&gt;Developer: keim&lt;br /&gt;Category: Shooter&lt;br /&gt;Type: Browser&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8522995036364533680?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8522995036364533680/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8522995036364533680' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8522995036364533680'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8522995036364533680'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/arcanacra-black-label.html' title='Arcanacra Black Label'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_MYCnqB8Pzuk/R265uRMGJGI/AAAAAAAAE3k/4jfiuO49V5M/s72-c/20071223065100.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4284524497421285516</id><published>2007-12-23T05:57:00.000-08:00</published><updated>2007-12-26T14:31:14.635-08:00</updated><title type='text'>Rise of the Video Game</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=Ras4E4N1S5E" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2255/2131545862_b3229cf64d_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5147233947675403314" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/video-game/video-game.html"&gt;Rise of the Video Game&lt;/a&gt; is a five-part series which examines the evolution of the video game and its cultural impact on the world of entertainment today. &lt;br /&gt;&lt;br /&gt;&lt;em&gt;"From the early days of Pong to today's ever-popular Halo 2, and from Atari 2600 to Nintendo to PlayStation, this Discovery Channel special tells the story of the people, the ideologies and the technology behind video games and how they have exploded into a cultural phenomenon."&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/video-game/episode/episode.html" target="_blank"&gt;Level 1&lt;/a&gt;: &lt;a href="http://youtube.com/watch?v=Ras4E4N1S5E" target="_blank"&gt;part 1&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=tKR0f87ibkI" target="_blank"&gt;part 2&lt;/a&gt; - &lt;a href="http://www.youtube.com/watch?v=40LXudWLCbk" target="_blank"&gt;part 3&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=9v8BBwFmfyg" target="_blank"&gt;part 4&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=gIXri06ivZQ" target="_blank"&gt;part 5&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/video-game/episode/episode-tab-02.html" target="_blank"&gt;Level 2&lt;/a&gt;: &lt;a href="http://youtube.com/watch?v=651vyEaLPX8" target="_blank"&gt;part 1&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=E_nNxAR8xAU" target="_blank"&gt;part 2&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=ZZFCW2aeFxM" target="_blank"&gt;part 3&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=ZEhOsehYyCE" target="_blank"&gt;part 4&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=w0lwBe2AezM" target="_blank"&gt;part 5&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/video-game/episode/episode-tab-03.html" target="_blank"&gt;Level 3&lt;/a&gt;: &lt;a href="http://youtube.com/watch?v=YrZVkj0mVq0" target="_blank"&gt;part 1&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=eMnZG35q-6I" target="_blank"&gt;part 2&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=XUeschNoVkg" target="_blank"&gt;part 3&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=sL6V4qGVfiM" target="_blank"&gt;part 4&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=dgK0rwdRQBg" target="_blank"&gt;part 5&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/video-game/episode/episode-tab-04.html" target="_blank"&gt;Level 4&lt;/a&gt;: &lt;a href="http://youtube.com/watch?v=BPe9CSOkkck" target="_blank"&gt;part 1&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=S6SupVTV_lQ" target="_blank"&gt;part 2&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=rPTJgLSzYuE" target="_blank"&gt;part 3&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=YjTohj4pJws" target="_blank"&gt;part 4&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=c0LtLzQdyTU" target="_blank"&gt;part 5&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://dsc.discovery.com/tv/video-game/episode/episode-tab-05.html" target="_blank"&gt;Level 5&lt;/a&gt;: &lt;a href="http://youtube.com/watch?v=2u2Etr8ocqg" target="_blank"&gt;part 1&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=mOFy-mBFIYY" target="_blank"&gt;part 2&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=EZpF0VJ_7cY" target="_blank"&gt;part 3&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=4CaXUNdPRuc" target="_blank"&gt;part 4&lt;/a&gt; - &lt;a href="http://youtube.com/watch?v=03wpm0GqBMg" target="_blank"&gt;part 5&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Knowing YouTube, the videos are probably in the process of being removed even as you're reading this.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4284524497421285516?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4284524497421285516/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4284524497421285516' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4284524497421285516'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4284524497421285516'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/rise-of-video-game.html' title='Rise of the Video Game'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-9153381929186739345</id><published>2007-12-22T11:54:00.000-08:00</published><updated>2007-12-26T14:38:33.404-08:00</updated><title type='text'>Jon Blow Interview</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.igda.org/events/images/gdc04_30.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 273px; height: 363px;" src="http://www.igda.org/events/images/gdc04_30.jpg" alt="" border="0" /&gt;&lt;/a&gt;I interviewed &lt;a href="http://number-none.com/blow/"&gt;Jon Blow&lt;/a&gt;, creator of upcoming XBLA (and PC eventually!) game &lt;a href="http://braid-game.com/news/"&gt;Braid&lt;/a&gt;, and found him to be an wonderfully nice and insightful fellow.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: How do you go about designing a level? In Braid, the levels are sort of no-nonsense. They're very efficient.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The game is about understanding what it means if time behaves in certain ways -- exploring the consequences of these hypothetical laws of spacetime, and the puzzle pieces you collect are concrete tokens representing the understanding you have gained.  So, every puzzle in Braid has a very specific point; it is there to tell you one thing.&lt;br /&gt;&lt;br /&gt;Because I wanted the game to be focused (and not long and bloated with filler), I decided early on that the levels would only contain the elements necessary to create the puzzles inside them.  There aren't lots of random enemies to jump on or big levels to just sort of wander through.  Everything is in the game for a specific reason.  After being in the game for a while, the player might start to pick up on some of the nuances (why certain puzzles are grouped together, for example).&lt;br /&gt;&lt;br /&gt;What I've said here only applies to Braid, though; if designing a different game, I would probably take a different approach.&lt;br /&gt;&lt;br /&gt;&lt;input value="Read the rest of the interview" onclick="var a=document.getElementById('divjonblow');if(a.style.display=='none')a.style.display='block';else a.style.display='none';" type="button"&gt;&lt;br /&gt;&lt;div id="divjonblow" style="display: none;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Define "drug", in terms of games (WoW, etc)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Games like WoW are very deliberately designed to dole out rewards in order to keep players glued to the game.  (It's not just MMOs that do this; for example, the Diablo games do the same thing, and so does Peggle, though in a simpler way).  These tend to be very similar to the systems modeled by B.F. Skinner; anyone interested in this might start by reading the Wikipedia article on "operant conditioning".&lt;br /&gt;&lt;br /&gt;I claim that some rewards are natural (you automatically make yourself feel good for having accomplished something; or you received acknowledgement for building a skill you didn't have before you played the game; or else you learned or experienced things that will make your life richer) and some rewards are artificial (the game tells you that you are doing a good job, gives you lots of eye/ear candy to celebrate your progress, or pretends to give you valuable things when in fact it is giving you nothing).&lt;br /&gt;&lt;br /&gt;I think of natural rewards as food, and artificial rewards as drugs.&lt;br /&gt;&lt;br /&gt;All games provide some mixture of natural and artificial rewards.  My problem with games like WoW is that they take a huge amount of time and give you only artificial / empty rewards.  In other words, they grab players' attention for long periods, but don't feed them much.  I think that's a very bad thing, when you look at how many people are playing these games, for so many hours.  With Braid I very deliberately tried to base the game design on natural rewards, using artificial rewards sparingly and only when they support natural ones.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: So in your eyes, natural rewards are sort of about "self improvement"-&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;even if this improvement is only related to the game itself.&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;Perhaps why this improvement is only related to the game itself is&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;because games are so detached from reality (although Braid appears not&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;to be from what I've played).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It doesn't necessarily have to be self-improvement, but that is a major aspect.  Much of it is evolutionarily grounded in some way, even if it's subtle.  For example, you look at dogs, they like to play-fight with each other.  Why do they do that?  Well, there are a lot of reasons, but some of them have to do with keeping healthy and physically fit, and practice-fighting so that they are better off when they get into a real fight.  (But of course there are social aspects too, and others... it's complicated).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: In your MIGS talk, you said "Games are trying to achieve a goal". Do&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;you think that we really need to try an achieve a goal? Doesn't this&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;limit the sort of games we can make?&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;The Endless Forest is pretty much goalless, unless you say that there's "implied goals".&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;Nevertheless, it doesn't really have any stated goals.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The Endless Forest is not a game, by my way of thinking.  It's an "electronic interactive experience" or something like that.  I don't think that's bad, it's just different.  It's much harder to make something like that, that will hold the player's interest, than it is to make a game.  That's why you see relatively few of these things.&lt;br /&gt;&lt;br /&gt;I fully agree, though, that we need to expand our notion of what games are.  When I go give a lecture like the recent one in Montreal, guys on message boards start posting things like "that guy is dumb, because if you do what he says then games won't be fun any more, and the whole point of games is to be fun".  Well, I actually disagree with that statement from several different directions.  For one, I think that the majority of games that people feel compelled to play are not "fun". Counter-Strike is one of my favorite games, and it is not fun at all, except on rare occasions.  Raiding in WoW is not "fun".  They are gameplay experiences that people want to have for other, more-complicated reasons.&lt;br /&gt;&lt;br /&gt;But also, I think it's important to get rid of the idea that a game should be "fun" or even compelling.  Ian Bogost wrote an essay about this recently and I agree with him completely.  The problem is that the word "game" is so invested with prior connotations; we need to come up with a new name for what this medium is.  But nobody's really come up with a good word for it yet, so I end up saying things like "electronic interactive experience".&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Yeah, I agree with you on the word "game". All the other suitors sound kind of pretentious, though. There's a quote that goes something like "to teach them, you must entertain them." What do you think?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I do think there is something to this.  So many "Edu-Games" are so terrible because they are bad games.  I spoke before about how natural rewards are evolutionarily grounded.  Our minds tend to reward us for doing things that have survival value to ourselves or our society.  Thus if we are doing things that are really interesting, we ought to be entertained, automatically.  Raph Koster's book "A Theory of Fun for Game Design" has something to say about this.&lt;br /&gt;&lt;br /&gt;Somehow we have developed this educational system that manages to be rote and boring, that somehow leeches all of the entertainment out of learning.  And then we try to artifically restore it via stuff like edu-tainment.  Well, instead, why not figure out where we dropped the ball in the first place, and just make the learning itself interesting again?  I bet that would work a lot better.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: You mention that a game (or interactive realtime electronic experience&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;if you want) doesn't even have to be compelling- what's the rationale&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;behind that?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;All the time in everyday life I have experiences that were not "compelling" but that I am glad I had.  "Compelling" is a super-high bar to try and reach, and if we only shoot for that, we are missing a Long Tail of value.&lt;br /&gt;&lt;br /&gt;An experience that is just Mildly Interesting can be pretty good, if it only takes 15 minutes of our time.  Our mistake is that our idea of a game is that it takes 8-80 hours to play... but we don't know how to put real material into a game to make it interesting for that long, which is why we pump them full of artificial rewards.  What if the average game cost $1 and took 30 minutes to play and was interesting and fresh for the entire 30 minutes?  Wouldn't that be nice?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What do you think about the Game Grammar/Game Chemistry crowd? Are they trying to reverse-engineer art?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I don't pay much attention to schemes like this, because they are fundamentally unappealing to me.  They always seem like they start by wanting to establish a formal theory, then ignore 75% of what makes games interesting in order to come up with a simple-enough picture to admit any kind of theory at all; then they kind of make up the theory and in the course of bending that 25% to fit the theory they've made, they lose most of that too, so at the end maybe you have 9% of games.&lt;br /&gt;&lt;br /&gt;That's fine, but it bears almost no relation to anything I experience on a daily basis.&lt;br /&gt;&lt;br /&gt;(Raph Koster is a friend of mine, and I say good things about his books pretty often.  But I am really not into the Game Grammar thing.)&lt;br /&gt;&lt;br /&gt;I like Formal Abstract Design Tools better, because it's not trying to be a closed universe.  It says, "hey, we ought to have a language for talking about game design; if you want to make a formal description of a tool and plug it in here, hey, that's great and useful."  It does not say "Here is a structure that describes all games!!!" which is what Game Grammar, Game Chemistry, etc try to do.&lt;br /&gt;&lt;br /&gt;I have my own game design viewpoint that I have never formally written up, which I call Loop-Oriented Design.  It's not really about trying to classify games; it's more about just trying to highlight gaps in a design, to find things that are missing (and which are not obvious because it's a lot harder to see something that isn't there than something that is).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: I'm glad you don't pay attention to game chemistry- There's no solution because there is no problem. Can you explain a bit about Loop-Oriented Design?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It's really a long topic that I can't go into at sufficient detail here.  But, I think of it as a "reality-based" design approach, in that it starts with the basic core of what a game really is: it's a program that runs in a loop, from Input to Simulation to Rendering, then back to Input again.  But then the player is in that loop too, and you can make up some boxes that stand for the different stages that go on in the player's perception/action cycle.&lt;br /&gt;&lt;br /&gt;Then you can say that an event happens in the game world -- starting at Simulation -- and then start tracing that event through this loop, seeing what the effects are as it propagates through the different boxes.  If things are designed well (and have good "game feel", as Steve Swink put it), then this loop will go continuously forever (though the effects of your event might shrink asymptotically to zero).  Maybe you'll realize that there is a piece of hidden game state that's important but that is never rendered via graphics or sound, so the player has to guess at it... which makes your game feel bad.&lt;br /&gt;&lt;br /&gt;This can be applied at the low-level (game feel) or the high level (long-term goals, story, etc) or any blend of those.  However, it doesn't really approach the art question.  It doesn't try to talk about how to make a game meaningful or important.  It's just to help look for mechanical problems.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: A couple of people have complained about Braid's main character. Any reason he's designed the way he is?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Yes, he's designed that way because he's the right character for this game.  He adds something significant to the mood and the themes.  The reason why is delicate and subtle, but I think upon playing all the way through, at least some players will kind-of understand.  If people want to be a talking wombat, or a guy that carries 17 guns, they can go play a different game.&lt;br /&gt;&lt;br /&gt;Games are already so full of bullshit escapism that sometimes it's hard for me to take the medium seriously any more.  Some days I just look at the games that are out there and think, "Why am I devoting my life to this again?  Surely I can come up with something better to do, like go help some kids in Iraq or Somalia stay alive."&lt;br /&gt;&lt;br /&gt;If games are ever going to be a medium that is intellectually and emotionally important to people -- not just otaku man-children, but, like, well-respected and powerful people too -- then they need to do something besides escapism.  This means there has to be room for games where the lead character is not a 7-foot-tall guy in power armor, or a chick with guns whose tits are bigger than her head.&lt;br /&gt;&lt;br /&gt;So if anyone is dissatisfied with the main character in Braid, I would just encourage them to think about what they are asking for, and why.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Why do you think game developers shy away from commenting on reality?&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;From making games that aren't just sheer escapism?&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;I see this in the indie scene too- there's very few games that aren't&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;just escapism.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It's easier to make something that is escapism, than something that isn't.  It's easier to make something flashy and empty than something deep and meaningful.  And the more we make flashy but empty things, the easier that becomes, since we build those kinds of audience manipulation skills, and new generations of designers grow up with just the flashy empty stuff as their main model of what a game is... so it becomes hard to imagine something outside that box.&lt;br /&gt;&lt;br /&gt;Most Hollywood movies are empty escapism, too.  But the difference is, movies have shown that they are able to affect people in a way suitable to what we might call great art.  So you can have all these lousy Hollywood action flicks, but there is this foundation that something more meaningful is available, and people know where to go if they want to look for it (even if they do that much less frequently than watching Hollywood flicks).  Games have not established that foundation.  Until we do, every escapist game is one more nail in the coffin of comic-book-style nerd ghettoization... too much of this, and then even if someone makes a very meaningful or important game, society won't pay much attention, because games are just about pretending you have a giant penis.  When a typical American thinks of comic books today, he doesn't think of Maus; he thinks of Spider-Man or something like that.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What would you call "great art"? Something can affect people a lot, and not be artistic.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Well, sure.  An AC-130 gunship can affect people a lot, and that's usually not art.  Art is one avenue that we have by which to affect people and the world.  I'm really not going to get into the business of defining art here.  When creating things, it's something you either feel or you don't.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What's wrong with escapism exactly, in your view?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There's nothing wrong with a little bit of escapism.  Sometimes people are very sad or depressed, they have a hard time dealing with some event in their life, or with life in general.  Escapism in these cases can be useful therapy.&lt;br /&gt;&lt;br /&gt;But it's like ice cream.  If you eat ice cream for every meal of every day, you are going to be a very sickly person.  If you're a little kid, maybe you only think ice cream and candy taste good.  But actually, steak tastes good.  Broccoli and cauliflower taste good.  Some people even think haggis and gefilte fish are edible!&lt;br /&gt;&lt;br /&gt;All the time we spend escaping detracts from the available time we have to build richer lives for ourselves and to make our contributions to the world.  This is extra-nefarious because it's so hard to see -- it's harder to see something that is missing but that would be beneficial.&lt;br /&gt;&lt;br /&gt;How did Bill Gates get to be the richest man on Earth?  How did Mother Theresa or Mohandas Ghandi come to be the well-respected historical figures they are?  How did Albert Einstein discover the Theory of Relativity?  I guarantee you it wasn't by playing World of Warcraft.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: You say "and new generations of designers grow up with just the flashy empty stuff as their main model of what a game is". Isn't it a fallacy to base your model of what a game is on previous games anyway?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Well, it's not a good idea, but that's how people are.  We build our mental models of the world from the things we have seen and experienced.  It is often very difficult to break away from those preconceptions and do something new.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: It's just that I think if we learnt design from games, and used that as our model, we would end up with a really narrow possibility space of games.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;That's exactly where I think we are right now.  I am not saying it's a good thing, I am saying it's what happens.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Shouldn't we take our models from Media as a collective whole, from life, from the world around us?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;That's one way to do it.  But it's hard to even have the mindset to do that.  Certainly, I don't think the indie community has a very good track record of that, though there have been some recent works doing very interesting things (like Rod Humble's "The Marriage" and Jason Rohrer's "Passage").&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Why do you devote your life to games? To make the life of someone a little better?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I have deeply ingrained impulses and drives that I don't really understand.  And I don't think that understanding them is necessarily possible or would be good, because there's a limit to how profound straightforward reasoning can be.&lt;br /&gt;&lt;br /&gt;In part, I work on games because I see a lot of potential in where they can go, and how they can shape the future.  But that is kind of a rationalization.  I can't tell you the real reason because I don't exactly know, but I do feel that it's important.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Maybe we shouldn't take games too seriously. The first Katamari game (apparently, it was never published in PAL format, but Tim Rogers seems to think the following is true) is quite an emotional experience, and had a strong message. Yet the creator- Keita Takahashi, doesn't take games seriously at all.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I do think Katamari Damacy was a very strong and emotional game.  In contrast, Beautiful Katamari is just embarrassing.  I turned it off after about 20 minutes.  It's just trying to mimic what came before, but it fails in every conceivable way.&lt;br /&gt;&lt;br /&gt;I don't claim to know much about Mr. Takahashi's attitude toward games, but when you play the original Katamari... it's very sophisticated.  All at once, it is a playful game, but it is also an ominous game of universal doom.  It's very fun, but it's also deeply scary in a way that you can't quite put your finger on.  So, at least the way I see it (and we know there is always a big difference between audience perception and authorial intent), the game has some deep emotions behind it.  If Keita doesn't take games very seriously, then perhaps games were just the medium by which this kind of expression came out this time, and it will come out via some other medium next time.  Who knows!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: "How did Bill Gates get to be the richest man on Earth?  How did Mother Theresa or Mohandas Ghandi come to be the well-respected historical figures they are?  How did Albert Einstein discover the Theory of Relativity?  I guarantee you it wasn't by playing World of Warcraft." Of course. Critics would say: "if that's the case (which it is), shouldn't we just burn all our games and start trying to change the world?" Otherwise, you imply that games the people who play these games of the future will play them and somehow change the world or whatever. That's a beautiful thought.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;That is exactly what I think.  Games have the power to change the world; I wouldn't spend so much time designing them if I didn't believe that.  If you can emotionally or intellectually impact someone at some point in their life, then every decision they ever make in their life after that, everything they think and feel, is influenced (in at least some small way) by that thing you did.  Isn't that interesting?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: It's kind of scary really. Imagine how people who play WoW are affected. Scary and wonderful.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Well, that's one of the things that makes it feel important to me, is the sheer scale of what's going on.  Things that are just fine in small quantities can be horrible and scary in mass quantities.  And things that are just little and kind of insignificant on an individual scale, can become very powerful when multiplied like that.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What advice would you give to someone wanting to be a game designer? Do they need to play a large amount of games? (The second question comes from an argument I've been having with another designer).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I think it is very helpful to play a large amount of games.  For me this is a big part of how I formed my design sense -- what kinds of things work, what kinds don't, what I think is interesting or boring.  It's possible to create something good without this, of course, but I think that would be flying blind and hoping to get lucky.&lt;br /&gt;&lt;br /&gt;There are a lot of things I don't do because I have seen them not work well in other games, or else kind of work but not ultimately be that interesting.  If I hadn't played those other games, how would I know not to do these things?  I would think they were potentially fruitful ideas, and spend a lot of time working on them.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What are some of the key design things that you learnt from Braid?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It's hard to summarize in a pat way.  Braid is the best project I have ever been involved with, so I've gotten a lot out of it.  But a lot of it is subtle and not conducive to being conveyed in words.  I think if people play it (when it becomes available, sorry it's not out yet!) then some of the ideas will come across. &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-9153381929186739345?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/9153381929186739345/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=9153381929186739345' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9153381929186739345'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9153381929186739345'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/jon-blow-interview.html' title='Jon Blow Interview'/><author><name>Eden</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4153611363278686029</id><published>2007-12-22T01:28:00.000-08:00</published><updated>2007-12-26T03:51:43.256-08:00</updated><title type='text'>Eyeball 3: Rorschach Dungeon</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2204/2131236654_87af5d3b71_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2326/2131236666_e97078a1e8_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5147195009501897730" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.retroremakes.com/forum2/showpost.php?p=153007&amp;postcount=6"&gt;Eyeball 3: Rorschach Dungeon&lt;/a&gt; is a short game in which both of the main characters can be controlled with the same mouse. Left click on an area to approach it, and hold the right mouse button to use your eye beam. Right clicking on one of the character's pupil will cause it to generate a shield, protecting it's caster while damaging other enemies on contact as well.&lt;br /&gt;&lt;br /&gt;The health indicator at the top of the screen is shared by both eyeballs, and can be increased by colliding with enemies of the same colour.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.retroremakes.com/forum2/showpost.php?p=153007&amp;postcount=6"&gt;Eyeball 3: Rorschach Dungeon&lt;/a&gt;&lt;br /&gt;Developer: Sergio Cornaga&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 2MB&lt;br /&gt;Direct download link: &lt;a href="http://www.retroremakes.com/forum2/attachment.php?attachmentid=5638&amp;d=1198413944"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4153611363278686029?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4153611363278686029/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4153611363278686029' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4153611363278686029'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4153611363278686029'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/eyeball-3-rorschach-dungeon.html' title='Eyeball 3: Rorschach Dungeon'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7436774834251402454</id><published>2007-12-22T00:39:00.000-08:00</published><updated>2007-12-26T01:23:08.873-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='yoyogamescomp1'/><title type='text'>The North, Pohjola</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2253/2130705766_0a90847fcb_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2180/2130705770_b6a253f5ce_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5147092110675420114" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gmc.yoyogames.com/index.php?showtopic=347364"&gt;The North, Pohjola&lt;/a&gt; is a strategy game which resembles David Galindo's The Sandbox of God. Players have to help a tribe survive a harsh winter season by making decisions limited to the four cards drawn in each round. The game ends once all thirty cards from the deck have been exhausted, and scores are then calculated for online submission.&lt;br /&gt;&lt;br /&gt;Population count is represented by a percentage at the top left of the screen. Temperature can be manipulated by choosing the right cards to maintain a warm surrounding for your tribe. Certain cards award bonus points, and may only affect proceedings when their specific conditions are met.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://gmc.yoyogames.com/index.php?showtopic=347364"&gt;The North, Pohjola&lt;/a&gt;&lt;br /&gt;Developer: Fire Dragon&lt;br /&gt;Category: Strategy&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 10MB&lt;br /&gt;Download: &lt;a href="http://gmc.yoyogames.com/index.php?showtopic=347364"&gt;link 1&lt;/a&gt;, &lt;a href="http://www.willhostforfood.com/files/106614/thenorth.zip"&gt;link 2&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7436774834251402454?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7436774834251402454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7436774834251402454' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7436774834251402454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7436774834251402454'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/north-pohjola.html' title='The North, Pohjola'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4453625168856703383</id><published>2007-12-22T00:31:00.000-08:00</published><updated>2007-12-25T07:33:58.938-08:00</updated><title type='text'>R-Theta 2: Expanded Edition</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2203/2130810750_4e8b96ebcd_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2022/2130810748_e1b2912d75_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5147116660708484066" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gmc.yoyogames.com/index.php?showtopic=320501"&gt;R-Theta 2: Expanded Edition&lt;/a&gt; is a game based in polar coordinates. Every point in the game is assigned a radius and theta value, denoting the distance of the point from the centre, as well as the angle it makes with the x-axis.&lt;br /&gt;&lt;br /&gt;The player is in control of a triangular shooter, built into a constantly rotating radar-scope which must be protected from collision with other enemies. Use the up and down arrow keys to decrease or increase the ship's radius from the centre. Hold the X key for rapid fire, tap the C key to shoot and use the Z key to launch a destructive missile. Keys can be reconfigured by pressing the F2 function key at the title screen.&lt;br /&gt;&lt;br /&gt;This updated version includes nine new enemies and an adjustable difficulty setting.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://gmc.yoyogames.com/index.php?showtopic=320501"&gt;R-Theta 2: Expanded Edition&lt;/a&gt;&lt;br /&gt;Developer: Theta Games&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 2MB&lt;br /&gt;Direct download link: &lt;a href="http://www.willhostforfood.com/users/thetagames/r_theta2_ex.zip"&gt;Click here&lt;/a&gt; (&lt;a href="http://host-a.net/thetagames/r_theta2_ex_vista.zip" target="_blank"&gt;Vista version&lt;/a&gt;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4453625168856703383?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4453625168856703383/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4453625168856703383' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4453625168856703383'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4453625168856703383'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/r-theta-2-expanded-edition.html' title='R-Theta 2: Expanded Edition'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2007056309178526319</id><published>2007-12-21T20:55:00.000-08:00</published><updated>2007-12-22T11:03:10.972-08:00</updated><title type='text'>Draw Physics</title><content type='html'>The evolution of physics games which involves drawing objects using basic lines or circles. (&lt;em&gt;post updated with download link for Chalk Physics&lt;/em&gt;)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=u4jbPd30wHQ" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2363/2127596271_abb9c1a7de_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146660556656485202" /&gt;&lt;/a&gt;&lt;p align="center"&gt;&lt;a href="http://www.konjak.org/chalk.htm"&gt;Chalk&lt;/a&gt; by Joakim Sandberg&lt;br /&gt;&lt;a href="http://www.konjak.org/chalk.zip"&gt;download&lt;/a&gt;, 3.85 MB&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=QsTqspnvAaI" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2183/2128398458_2a844852ed_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146665706322273138" /&gt;&lt;/a&gt;&lt;p align="center"&gt;&lt;a href="http://www.kloonigames.com/blog/games/crayon/"&gt;Crayon Physics&lt;/a&gt; by Petri Purho&lt;br /&gt;&lt;a href="http://www.kloonigames.com/download.php?file=crayon.zip&amp;mirror=1"&gt;download&lt;/a&gt;, 5.63 MB&lt;/p&gt;&lt;br /&gt;&lt;p align="center"&gt;&lt;Input type=button value="Show the rest of this entry" onclick="var a=document.getElementById('divphysics');if(a.style.display=='none')a.style.display='block';else a.style.display='none';"/&gt;&lt;br /&gt;&lt;div id='divphysics' style="display:none"&gt;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=z5En5sjQ76k" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2303/2128420644_0cf53bce6d_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146670546750415746" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p align="center"&gt;Draw the Physics by &lt;a href="http://www.beatshapers.com/"&gt;Beatshapers&lt;/a&gt; (NDS)&lt;br /&gt;no download available (source: Alex Aktion)&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=lN9bs3RKiAo" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2412/2127707527_f474ae0f4e_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146683483191911330" /&gt;&lt;/a&gt;&lt;p align="center"&gt;&lt;a href="http://www.blitzmax.com/Community/posts.php?topic=74585"&gt;Chalk Physics&lt;/a&gt; by JA2&lt;br /&gt;&lt;a href="http://www.mediafire.com/?3nmuzqxbkyy" target="_blank"&gt;download&lt;/a&gt;, 4.5 MB&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=zRZHTtMsyp4" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2131/2128470498_e0fdce6455_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146680365045654418" /&gt;&lt;/a&gt;&lt;p align="center"&gt;&lt;a href="http://www.blitzmax.com/Community/posts.php?topic=74470"&gt;Scribble&lt;/a&gt; (WIP) by Mark Judd, &lt;a href="http://www.wildebeestgames.com/"&gt;Wildebeest Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.wildebeestgames.com/scribbleWIP.zip"&gt;download&lt;/a&gt;, 2.12 MB&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://youtube.com/watch?v=jcjkCsfSAZM" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2390/2128380740_99ea4e5ea9_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146662343362880354" /&gt;&lt;/a&gt;&lt;p align="center"&gt;&lt;a href="http://hatsformypencil.com/World/"&gt;Marker World&lt;/a&gt; by Allen Liao&lt;br /&gt;&lt;a href="http://www.hatsformypencil.com/World/download.php?f=markerworld"&gt;download&lt;/a&gt;, 2.25 MB&lt;/p&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2007056309178526319?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2007056309178526319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2007056309178526319' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2007056309178526319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2007056309178526319'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/draw-physics.html' title='Draw Physics'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2934548485950310611</id><published>2007-12-21T12:03:00.000-08:00</published><updated>2007-12-22T00:32:40.528-08:00</updated><title type='text'>1UP Interviews Derek Yu</title><content type='html'>&lt;a href="http://www.gamevideos.com/video/id/16812" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2205/2128580380_8892425bc7_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146705147006952370" /&gt;&lt;/a&gt;&lt;br /&gt;Bonus: &lt;a href="http://www.bit-blot.com/forum/index.php?topic=596.0"&gt;Video walkthrough for Aquaria&lt;/a&gt;, full version&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2934548485950310611?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2934548485950310611/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2934548485950310611' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2934548485950310611'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2934548485950310611'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/1up-interviews-derek-yu.html' title='1UP Interviews Derek Yu'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3357293242749663227</id><published>2007-12-21T11:38:00.000-08:00</published><updated>2007-12-21T14:35:28.257-08:00</updated><title type='text'>IGF 2008 Student Showcase Finalists Announced</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2246/2127621584_e1519a8e9a_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2246/2127621584_e1519a8e9a_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146522400443474754" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The &lt;a href="http://www.igf.com/"&gt;IGF organizers&lt;/a&gt; have announced &lt;a href="http://www.igf.com/02finalists.html"&gt;the 12 recipients&lt;/a&gt; of the 2008 Independent Games Festival Student Showcase awards from a field of over 125 entries. Each student showcase finalist will receive a $500 travel stipend to help aid their trip to GDC 2008. The $2,500 Best Student Game prize winner will be announced during the same event this coming February.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;&lt;a href="http://www.igf.com/02finalists.html"&gt;View the list of twelve entries&lt;/a&gt; (after the main competition finalists)&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3357293242749663227?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3357293242749663227/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3357293242749663227' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3357293242749663227'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3357293242749663227'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/igf-2008-student-showcase-finalists.html' title='IGF 2008 Student Showcase Finalists Announced'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-6371912806788665715</id><published>2007-12-21T08:44:00.000-08:00</published><updated>2007-12-23T19:13:52.404-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='darthlupi'/><category scheme='http://www.blogger.com/atom/ns#' term='yoyogamescomp1'/><title type='text'>Winter's Heart</title><content type='html'>&lt;a href="http://www.yoyogames.com/games/show/20334"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://farm3.static.flickr.com/2409/2126854361_bc13855ee1_o.jpg" alt="" id="BLOGGER_PHOTO_ID_5146517517065659186" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.yoyogames.com/games/show/20334"&gt;Winter's Heart&lt;/a&gt; is probably my favorite of the over 100 Game Maker winter contest games I've played so far. It's made by Bit Pimp aka Darthlupi, who is responsible for some of the best classic Game Maker games (such as &lt;a href="http://www.darthlupi.com/?page_id=4"&gt;Mage Craft&lt;/a&gt;, &lt;a href="http://www.darthlupi.com/?page_id=4"&gt;Raging Skies&lt;/a&gt;, &lt;a href="http://www.darthlupi.com/?page_id=4"&gt;The Cleaner&lt;/a&gt;, and &lt;a href="http://www.darthlupi.com/?page_id=4"&gt;Legend of Shadow&lt;/a&gt;). It fits in no one genre, it has puzzle and action elements, and RPG-like upgrades.&lt;br /&gt;&lt;br /&gt;Use Z to hoist and then strike with your staff, holding it longer produces more forceful blows. This however cannot harm enemies, but it can be used to knock snowballs into them, which can create chain reactions and temporarily stun enemies -- and while they are stunned, use the staff again to banish them. You can also use X to roll up snowballs for this purpose if you run out of a level's starting set, although this drains your freeze meter. Press C to use a spell (which takes away from your score), and press A and S to cycle between your spells (which you can buy and upgrade using your score).&lt;br /&gt;&lt;br /&gt;I like that it isn't just a set of levels, but there's a background story, bosses, and really great music. One thing I like about the game is that it's very economical with its elements, you only have two meters. The freeze meter doubles as health (you have to restart the level when it fills) and, because it's constantly moving down, also triples as your time limit. Your score and doubles as your magic points, because you use it up when you cast spells, and it triples as your currency, because you use it to buy new spells and upgrade them.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yoyogames.com/games/show/20334"&gt;Winter's Heart&lt;/a&gt;&lt;br /&gt;Developer: BitPimp/Darthlupi&lt;br /&gt;Category: Arcade/Action/Puzzle/RPG&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 3.2 MB&lt;br /&gt;Direct download page: &lt;a href="http://www.yoyogames.com/games/launch/20334"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-6371912806788665715?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/6371912806788665715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=6371912806788665715' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6371912806788665715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6371912806788665715'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/winters-heart.html' title='Winter&apos;s Heart'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-5054131389549198760</id><published>2007-12-21T04:57:00.000-08:00</published><updated>2007-12-21T08:22:40.693-08:00</updated><title type='text'>Same Cube</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2055/2126958052_76e3fb30f9_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2391/2126958054_efcde0485b_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146412732748538642" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.3punge.com/kako_dai16.html"&gt;Same Cube&lt;/a&gt; is an addictive puzzler which involves using the Z and X keys to rotate four tiles clockwise or counterclockwise to make a match of four blocks with the same color. Remove the blocks quickly to increase time, and complete all ten levels to unlock the unlimited mode.&lt;br /&gt;&lt;br /&gt;Glass tiles are automatically removed if an entire column or row of these exists when the game is in progress.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.3punge.com/kako_dai16.html"&gt;Same Cube&lt;/a&gt;&lt;br /&gt;Developer: Yamahara&lt;br /&gt;Category: Puzzle&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 10MB&lt;br /&gt;Direct download link: &lt;a href="http://3punge.com/game/dai16/17.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5054131389549198760?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/5054131389549198760/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=5054131389549198760' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5054131389549198760'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5054131389549198760'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/same-cube.html' title='Same Cube'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-22000704821768974</id><published>2007-12-21T04:51:00.000-08:00</published><updated>2007-12-21T08:16:47.413-08:00</updated><title type='text'>Clock Tower's Secret</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2364/2126168419_6eb22a2568_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2389/2126168417_bb26b9f054_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146408523680588530" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://neji.testament.client.jp/"&gt;Clock Tower's Secret&lt;/a&gt; is a platformer in which players have to figure out a way to reach the exit portal by activating the correct switches to rotate the entire world towards the direction shown by the blue arrows.&lt;br /&gt;&lt;br /&gt;Hold the Z key to zoom out, and tap the C key to jump. Press the X key when your character is next to a switch to activate it. Developed by ssi for a recent Three Minute Game competition.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://neji.testament.client.jp/"&gt;Clock Tower's Secret&lt;/a&gt;&lt;br /&gt;Developer: SSI&lt;br /&gt;Category: Platform&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://3punge.com/game/dai16/02.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-22000704821768974?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/22000704821768974/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=22000704821768974' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/22000704821768974'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/22000704821768974'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/clock-towers-secret.html' title='Clock Tower&apos;s Secret'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2764238836884963289</id><published>2007-12-21T04:38:00.000-08:00</published><updated>2007-12-21T08:11:16.967-08:00</updated><title type='text'>Grilled Box</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2180/2126934398_a653899bac_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2149/2126934400_e56406ddf4_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146405388354462434" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.3punge.com/kako_dai16.html"&gt;Grilled Box&lt;/a&gt; is an action game which resembles Every Extend, developed by TERU-soach for a recent Three Minute Game competition. Blocks appear from the top of the screen at a steady rate, and players have to destroy as many blocks as they can before they reach the bottom. Left click on a block to start a chain reaction, or right click to use the magnet and bring the blocks closer to each other. Use these two actions sparingly, as clicking rapidly will decrease their charges faster and render them inactive for a short while when completely depleted. A time penalty is incurred for every block that escapes intact.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.3punge.com/kako_dai16.html"&gt;Grilled Box&lt;/a&gt;&lt;br /&gt;Developer: TERU-soach&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://3punge.com/game/dai16/15.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2764238836884963289?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2764238836884963289/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2764238836884963289' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2764238836884963289'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2764238836884963289'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/grilled-box.html' title='Grilled Box'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3724216060688172379</id><published>2007-12-20T05:39:00.000-08:00</published><updated>2007-12-22T02:38:03.442-08:00</updated><title type='text'>MinishoterRS</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2115/2124979348_30fbed0269_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2137/2124979346_5386e0b511_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146054614080430786" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pepo4649.hp.infoseek.co.jp/msrs.html"&gt;MinishoterRS&lt;/a&gt; is a horizontal shooter by Peposoft which features multiple ships to choose from, each with it's own strengths and weaknesses in combat. Hold or tap the Z key rapidly to alternate between your ship's primary and secondary weapons. Use the X key to activate a temporary speed boost, handy for dodging bullets or reaching a certain spot on screen quickly. Press the F2 function key to cancel a selection or exit a game in progress at any time.&lt;br /&gt;&lt;br /&gt;This release boasts more than ten stages, with different routes to undertake and end level bosses to defeat. Press the Alt and enter key to switch between full screen and windowed mode, or use the Q, W and E keys for the same effect. Additional omake bonuses are unlocked when you have beaten the game and fulfilled certain conditions.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://pepo4649.hp.infoseek.co.jp/msrs.html"&gt;MinishoterRS&lt;/a&gt;&lt;br /&gt;Developer: Peposoft&lt;br /&gt;Category: Shooter&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 10MB&lt;br /&gt;Direct download link: &lt;a href="http://my.vector.co.jp/servlet/System.FileDownload/download/http/0/444925/pack/win95/game/shoot/MSrsDelta.zip?ds"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3724216060688172379?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3724216060688172379/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3724216060688172379' title='37 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3724216060688172379'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3724216060688172379'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/minishoterrs.html' title='MinishoterRS'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>37</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-9111630627086664084</id><published>2007-12-20T02:25:00.000-08:00</published><updated>2007-12-20T06:13:48.410-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='danmaku'/><title type='text'>Santa Claus Vs the Ice Demons</title><content type='html'>&lt;a href="http://www.yoyogames.com/games/show/20137"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2204/2124999520_34f7b98775_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146009336535196290" /&gt;&lt;/a&gt;&lt;a href="http://www.yoyogames.com/games/show/20137"&gt;Santa Claus Vs the Ice Demons&lt;/a&gt; by Ablach Blackrat is another Game Maker winter's contest entry. This one's a danmaku game. I found it pretty easy until level 7, then increasingly difficult. Use Z to shoot and X to move slowly for more accurate movement. Your belt buckle is your hit-target.&lt;br /&gt;&lt;br /&gt;It's not too special compared to the better games in the danmaku genre, and is pretty rough in a lot of places, but it's sometimes fun to have a nice warm cup of danmaku now and then in the cold winter months. I recommend that you turn effects off if you have a slow computer, it really helped the frame rate for me.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yoyogames.com/games/show/20137"&gt;Santa Claus Vs the Ice Demons&lt;/a&gt;&lt;br /&gt;Developer: Ablach Blackrat&lt;br /&gt;Category: Danmaku/Shmup&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 6.5 MB&lt;br /&gt;Download Page: &lt;a href="http://www.yoyogames.com/games/launch/20137"&gt;Click Here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-9111630627086664084?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/9111630627086664084/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=9111630627086664084' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9111630627086664084'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9111630627086664084'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/santa-claus-vs-ice-demons.html' title='Santa Claus Vs the Ice Demons'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4568826616077215288</id><published>2007-12-20T00:56:00.000-08:00</published><updated>2007-12-20T07:49:20.248-08:00</updated><title type='text'>Chain Reaction</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2412/2124080709_183131528f_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2310/2124865584_f818ef22c5_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146025262273929890" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;BenW's &lt;a href="http://www.imitationpickles.org/ludum/2007/12/16/finally-finished/"&gt;Chain Reaction&lt;/a&gt; is an arcade game with a simple premise, in which players have to continuously move towards the right of the screen while trying to avoid falling off collapsing tiles or contact with red blocks. Use the cursor keys to move your block around, or press the Alt and F4 function key to quit at any time.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.imitationpickles.org/ludum/2007/12/16/finally-finished/"&gt;Chain Reaction&lt;/a&gt;&lt;br /&gt;Developer: BenW&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 10MB&lt;br /&gt;Direct download link: &lt;a href="http://plaza.ufl.edu/yq713/ChainReactionFinal.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4568826616077215288?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4568826616077215288/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4568826616077215288' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4568826616077215288'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4568826616077215288'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/chain-reaction.html' title='Chain Reaction'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7063251593397608296</id><published>2007-12-20T00:05:00.000-08:00</published><updated>2007-12-25T12:05:17.897-08:00</updated><title type='text'>Rakukore</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2038/2124997130_250d2ca558_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2168/2124997132_6e91184020_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146057118046364370" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In &lt;a href="http://cheeseyeast.com/old.htm"&gt;Rakukore&lt;/a&gt;, the aim of the game is to guide a ball towards it's end level destination while attempting to collect as many black dots as possible. The left and right cursor key can be used to change it's screen position. Tap the left shift key to jump. Press the same button repeatedly to execute a double or triple jump. Use the control key to pause the game or cancel a selected option.&lt;br /&gt;&lt;br /&gt;MattC - "There are actually five difficulties with four levels each. Once you beat a set it opens up the next. After all five there is a "high speed" version of each. Once a level is available in campaign mode, they're available in free mode as well. Ctrl is pause/back."&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://cheeseyeast.com/old.htm"&gt;Rakukore&lt;/a&gt;&lt;br /&gt;Developer: Cheese&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://my.vector.co.jp/servlet/System.FileDownload/download/http/0/406119/pack/win95/game/action/rakukore_v101.zip?ds"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7063251593397608296?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7063251593397608296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7063251593397608296' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7063251593397608296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7063251593397608296'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/rakukore.html' title='Rakukore'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7485762494917417549</id><published>2007-12-19T23:54:00.000-08:00</published><updated>2007-12-20T05:00:13.956-08:00</updated><title type='text'>The Yore Trailer</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=Ydubrs3hGdc" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2136/2124133811_661c474652_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146038499363136178" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.crobasoft.com/"&gt;The Yore&lt;/a&gt; is an exploration game to be released by Crobasoft in February 2008.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7485762494917417549?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7485762494917417549/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7485762494917417549' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7485762494917417549'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7485762494917417549'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/yore-trailer.html' title='The Yore Trailer'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-5558364435514876738</id><published>2007-12-19T23:19:00.000-08:00</published><updated>2007-12-21T04:36:17.324-08:00</updated><title type='text'>Samurai High Jump</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2191/2124826770_ab4f6aede1_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2200/2124826772_f41d00b4b5_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5146018201347695250" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.game-pure.com/chat/miuchat_samurai_high_jamp.cgi?mode=frame&amp;id=0"&gt;Samurai High Jump&lt;/a&gt; is a new Flash release from GamePure with a passing resemblance to Nanaca Crash, but not quite as addictive. Left click to plant the pole, then repeat the same action to control your ascent. The game doesn't end unless you make three mistakes consecutively, while the height of the bar is incremented progressively for each successful jump.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.game-pure.com/chat/miuchat_samurai_high_jamp.cgi?mode=frame&amp;id=0"&gt;Samurai High Jump&lt;/a&gt;&lt;br /&gt;Developer: GamePure&lt;br /&gt;Category: Action&lt;br /&gt;Type: Browser&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5558364435514876738?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/5558364435514876738/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=5558364435514876738' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5558364435514876738'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5558364435514876738'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/samurai-high-jump.html' title='Samurai High Jump'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1958525320902989116</id><published>2007-12-19T22:10:00.000-08:00</published><updated>2007-12-19T23:03:21.756-08:00</updated><title type='text'>Unbound: A Wound Vignette</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2159/2123703985_81188d5b4d_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2178/2123703989_e12ee40111_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5145935905479336562" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://new.bigbluecup.com/yabb/index.php?topic=33249.0"&gt;Unbound: A Wound Vignette&lt;/a&gt; is a sequel to Heartland Deluxe, and the second in a series of three short introductory games based on the backstory of an upcoming full-length game entitled: Wound. This release is shorter than it's predecessor, and will take less than five minutes to complete.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://new.bigbluecup.com/yabb/index.php?topic=33249.0"&gt;Unbound - A Wound Vignette&lt;/a&gt;&lt;br /&gt;Developer: LimpingFish&lt;br /&gt;Category: Adventure&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 30MB&lt;br /&gt;Direct download link: &lt;a href="http://new.bigbluecup.com/games.php?action=download&amp;game=969"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1958525320902989116?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1958525320902989116/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1958525320902989116' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1958525320902989116'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1958525320902989116'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/unbound-wound-vignette.html' title='Unbound: A Wound Vignette'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3174359917909021691</id><published>2007-12-19T08:15:00.000-08:00</published><updated>2007-12-19T22:18:37.388-08:00</updated><title type='text'>GSW's Top 5 Freeware Games of 2007</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2111/2117078551_761b12f6f8_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2265/2117078549_e2531f2dd6_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5144906199955022418" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Simon had posted a selection of five titles considered the &lt;a href="http://www.gamesetwatch.com/2007/12/the_top_5_freeware_games_of_20.php"&gt;best freeware games released in 2007&lt;/a&gt; at GameSetWatch.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;&lt;a href="http://www.gamesetwatch.com/2007/12/the_top_5_freeware_games_of_20.php"&gt;peruse the article here&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3174359917909021691?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3174359917909021691/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3174359917909021691' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3174359917909021691'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3174359917909021691'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/gsws-top-5-freeware-games-of-2007.html' title='GSW&apos;s Top 5 Freeware Games of 2007'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8175342179203123027</id><published>2007-12-19T06:11:00.000-08:00</published><updated>2007-12-22T21:36:57.244-08:00</updated><title type='text'>News</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2416/2122879612_c66c71a9e3_o.gif"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2414/2122879552_6285b6f7a6_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5145687755153875554" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pixeljamgames.blogspot.com/"&gt;Dino Run&lt;/a&gt;: Pixeljam had posted eight new screenshots from their upcoming browser game.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.armyoftrolls.co.uk/website/html/homepage.htm"&gt;Army of Trolls&lt;/a&gt;: A new game from Army of Trolls will be made available for download this Christmas eve. [&lt;em&gt;&lt;a href="http://www.retroremakes.com/forum2/showthread.php?t=10412"&gt;previous mention&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.wadjeteyegames.com/convergence.htm"&gt;Blackwell Convergence&lt;/a&gt;: Two new screenshots from Dave Gilbert's upcoming adventure game posted at the Wadjet Eye Games' web site.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.xiigames.com/"&gt;Resonance&lt;/a&gt;: Another sprite art from Vince Twelve's upcoming adventure game posted.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://markup.gmking.org/"&gt;MarkUp Issue 10&lt;/a&gt;: MarkUp issue 10 (the official GM magazine) is now available for download.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.moonpod.com/board/viewtopic.php?t=3485"&gt;War Angels&lt;/a&gt;: Apparently Hamish's arena shooter has been picked up by Hail of Bullets Software for a future release on the Xbox Live platform.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://yourelectronicarms.dessgeega.com/"&gt;Your Electronic Arms&lt;/a&gt;: dessgeega has released a new game. [&lt;em&gt;&lt;a href="http://www.gamersquarter.com/forums/viewtopic.php?p=61910&amp;highlight=#61910"&gt;TGQ forum thread posting&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://daidai.moo.jp/dl.html"&gt;A Diary of a Little Aviator&lt;/a&gt;: Orange-Juice has released a demo for their upcoming Comiket 73 release. [&lt;em&gt;&lt;a href="http://www.shindenken.org/src/redbarrel_trial.zip"&gt;direct download link&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gmc.yoyogames.com/index.php?showtopic=346770"&gt;Winter's Heart&lt;/a&gt;: darthlupi has released his entry for the YoYoGames Winter Competition.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.binaryzoo.com/forum/index.php?topic=878.0"&gt;Binary Zoo&lt;/a&gt;: As indicated by fog, Binary Zoo's next release after Tension could possibly be a puzzler.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://messhof.blogspot.com/2007/12/situation-critical.html"&gt;Punishment 3&lt;/a&gt;: messhof had posted a teaser image for his upcoming platformer, currently titled Deep Space.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.metanetsoftware.com/blog/"&gt;Metanet's N+&lt;/a&gt;: The metablog updated with a link to the trailer for their upcoming XBox360 release.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://hp.vector.co.jp/authors/VA022293/desk.html"&gt;pxTone&lt;/a&gt;: Pixel is currently working on an update for his popular music editing software. [&lt;em&gt;&lt;a href="http://buzinkai.net/PXTone/"&gt;pxTone tutorial&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://cactusquid.proboards99.com/index.cgi?board=projects&amp;action=display&amp;thread=1197914070"&gt;Cactus Software&lt;/a&gt;: cactus had uploaded a whole bunch of screenshots from his upcoming projects in a recent forum thread posting.&lt;br /&gt;&lt;br /&gt;"&lt;em&gt;You might want to wait with taking a look, since some of them will be finished rather soon, though.&lt;/em&gt;" - &lt;a href="http://www.cactus-soft.co.nr/"&gt;cactus&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8175342179203123027?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8175342179203123027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8175342179203123027'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/news_19.html' title='News'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2471321036912911</id><published>2007-12-17T10:25:00.000-08:00</published><updated>2007-12-18T08:40:59.453-08:00</updated><title type='text'>Motnxoqe</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_t66ri3uSPvU/R2a_r35D8FI/AAAAAAAAAAU/ipwzQCsjmKs/s1600-h/1934.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_t66ri3uSPvU/R2a_r35D8FI/AAAAAAAAAAU/ipwzQCsjmKs/s320/1934.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5145010384775934034" /&gt;&lt;/a&gt;Motnxoqe is a rather clever strategy game of a variety that I don't recall ever seeing before. You have no direct control over the units in your "army", instead placing and removing road blocks on the map with the left mouse button. Any units that encounter an obstacle, either a wall or a roadblock, will turn 90 degrees clockwise and continue on their way.&lt;br /&gt;&lt;br /&gt;You must guide your army (represented by the blue numbers) to the enemy base and destroy all enemy units on the screen to clear each stage. The key to victory is passing your units through the PI symbols located around the map, which will increase the value of your units and allow them to take out multiple enemy units before before being destroyed.&lt;br /&gt;&lt;br /&gt;You can shift your view around with the arrow keys or the right mouse button, although I found the mouse technique to be somewhat cumbersome.&lt;br /&gt;&lt;br /&gt;Name: Motnxoqe&lt;br /&gt;Developer: N.I.&lt;br /&gt;Category: Game&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 76KB&lt;br /&gt;Download page: &lt;a href="http://ni.10-59.com/game/bigben/p1.html"&gt;Click here&lt;/a&gt;&lt;br /&gt;Direct download link: &lt;a href="http://ni.10-59.com/game/bigben/motnxoqe.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2471321036912911?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2471321036912911/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2471321036912911' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2471321036912911'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2471321036912911'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/motnxoqe.html' title='Motnxoqe'/><author><name>oranda</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_t66ri3uSPvU/R2a_r35D8FI/AAAAAAAAAAU/ipwzQCsjmKs/s72-c/1934.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-9210846423642814620</id><published>2007-12-16T12:17:00.000-08:00</published><updated>2007-12-16T12:40:29.669-08:00</updated><title type='text'>sfxr - sound effect generator</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2316/2115298229_d418183373_o.gif"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2242/2115298231_3d93907ff1_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5144669792070148674" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Possibly one of the most useful application that a game developer could have. DrPetter has &lt;a href="http://www.imitationpickles.org/ludum/2007/12/13/sfxr-sound-effects-for-all/"&gt;written a program&lt;/a&gt; which randomly generates a sound effect based on selected options and slider settings. The results can then be saved as .wav files, ready for use in any projects.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.imitationpickles.org/ludum/2007/12/13/sfxr-sound-effects-for-all/"&gt;sfxr&lt;/a&gt;&lt;br /&gt;Developer: DrPetter&lt;br /&gt;Category: Application&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://www.cyd.liu.se/~tompe573/sfxr.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-9210846423642814620?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/9210846423642814620/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=9210846423642814620' title='24 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9210846423642814620'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9210846423642814620'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/sfxr-sound-effect-generator.html' title='sfxr - sound effect generator'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>24</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4424058393738632506</id><published>2007-12-15T22:26:00.001-08:00</published><updated>2007-12-16T00:14:44.733-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='tower defense'/><title type='text'>Gem Tower Defense</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gemtowerdefense.com/"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://farm3.static.flickr.com/2283/2114745906_53ae24c56f_o.jpg" alt="" id="BLOGGER_PHOTO_ID_5144470269486316034" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.gemtowerdefense.com/"&gt;Gem Tower Defense&lt;/a&gt; by Peter Holko and Dorian Cox is, yes, another of the hundreds of flash tower defense games. But this one has a few new interesting mechanics: you place down five towers each round, but can only choose to keep one, the rest become rocks. You can also combine two of the five if they are the same level and color to make a stronger one. There are also special towers that you can create using special 'recipes' of other towers (the recipe list is shown under the game window).&lt;br /&gt;&lt;br /&gt;I enjoyed it because of that mechanic, and because it also doesn't suffer from a common problem in similarly structured "mazing" tower defense games such as Desktop Tower Defense -- juggling, a cheap technique where you open and close routes to keep creeps wandering perpetually, which assures total victory if you know how to do it. It avoids it by not letting the player build during the battle period.&lt;br /&gt;&lt;br /&gt;One big problem with the game is a lack of sound or music of any kind, but I assume the game is still being worked on. Recommended if you like the tower defense genre, ignore it if you don't.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4424058393738632506?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4424058393738632506/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4424058393738632506' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4424058393738632506'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4424058393738632506'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/gem-tower-defense.html' title='Gem Tower Defense'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-757222186036820146</id><published>2007-12-15T09:41:00.000-08:00</published><updated>2007-12-15T21:04:56.542-08:00</updated><title type='text'>News</title><content type='html'>&lt;a href="http://www.retroremakes.com/forum2/showpost.php?p=152137&amp;postcount=220"&gt;G-Force&lt;/a&gt;: Oddbob's Game Maker project updated with new build. Press F10 to toggle text messages on or off. [&lt;em&gt;&lt;a href="http://www.retroremakes.com/forum2/showpost.php?p=152095&amp;postcount=219"&gt;multiplier instructions&lt;/a&gt;, &lt;a href="http://www.merseyremakes.co.uk/gforce/GForce15thDec.rar"&gt;direct download link&lt;/a&gt;, right click to save&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.imitationpickles.org/ludum/"&gt;Ludum Dare 10&lt;/a&gt;: Progress logs for entries in the latest Ludum Dare (48 hour game development) competition can be found on &lt;a href="http://www.imitationpickles.org/ludum/"&gt;this page&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.metanetsoftware.com/blog/?p=32"&gt;Robotology&lt;/a&gt;: The PC platform release for Robotology confirmed. (comment no. 18)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.interq.or.jp/saturn/takuhama/armed7.html"&gt;Armed Seven&lt;/a&gt;: DHC has announced their upcoming Comiket 73 commercial release.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;Awards&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.avault.com/?p=1537"&gt;Top Casual PC Games of 2007&lt;/a&gt;: Avault had published their annual list of the best casual games released last year. [&lt;em&gt;source: Mathieu Lopez&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gametunnel.com/"&gt;GameTunnel's GotY Awards&lt;/a&gt;: Russell has begun posting GT's Game of the Year Awards for 2007.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-757222186036820146?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/757222186036820146/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=757222186036820146' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/757222186036820146'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/757222186036820146'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/news_15.html' title='News'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1642446970192169742</id><published>2007-12-15T04:57:00.000-08:00</published><updated>2007-12-15T10:49:13.070-08:00</updated><title type='text'>Thule Trail</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2024/2112856272_01d871b8c3_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2211/2112856274_77e365257a_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5144186084263338514" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.thuleroadtrip.com/thule_trail/thuleTrail.html"&gt;Thule Trail&lt;/a&gt; is a remake of The Oregon Trail set in the present day, with an automobile replacing the wagon as your main mode of transport. Players must make a number of decisions during the course of the two thousand mile journey from Chicago to Santa Barbara as they attempt to guide a group of road travelers to the Atlantis Music Festival safely.&lt;br /&gt;&lt;br /&gt;There are several mini games disguised as competitions in which cash prizes can be won if you happen find yourself a little short on cash for supplies. A good score can be acquired by keeping your passengers happy, though having some spare greens in your pockets would contribute just as much. [&lt;em&gt;source: &lt;a href="http://www.artfulgamer.com/2007/10/24/hitch-up-the-suvs-its-the-thule-trail/"&gt;The Artful Gamer&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.thuleroadtrip.com/thule_trail/thuleTrail.html"&gt;Thule Trail&lt;/a&gt;&lt;br /&gt;Developer: Thule&lt;br /&gt;Category: Adventure&lt;br /&gt;Type: Browser&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1642446970192169742?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1642446970192169742/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1642446970192169742' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1642446970192169742'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1642446970192169742'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/thule-trail.html' title='Thule Trail'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4201290071561219935</id><published>2007-12-15T01:37:00.000-08:00</published><updated>2007-12-15T20:32:56.892-08:00</updated><title type='text'>Destruere Pizzicato</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.gamemakergames.com/game_archive/images/4262_destruere_pizzicato.png"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 320px;" src="http://www.gamemakergames.com/game_archive/images/4262_destruere_pizzicato.png" alt="" border="0" /&gt;&lt;/a&gt;I thought I'd mention another old game that probably has escaped the view of people not in the GameMaker community, Destruere Pizzicato (Or how I was a pizza cutter in 2D land).&lt;br /&gt;It's a quirky little platformer where you play a pizza cutter. One could say it captues the spirit of Pizza very well.&lt;br /&gt;Very short, and only 0.7 MB.&lt;br /&gt;If you don't mind something lacking a bit of spit and polish it's worth a download.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamemakergames.com/?a=view.download&amp;amp;id=4262"&gt;Download&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4201290071561219935?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4201290071561219935/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4201290071561219935' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4201290071561219935'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4201290071561219935'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/destruere-pizzicato-or-how-i-was-pizza.html' title='Destruere Pizzicato'/><author><name>Eden</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8485303630205670753</id><published>2007-12-14T18:34:00.000-08:00</published><updated>2007-12-14T19:53:39.030-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Jeremy LaMar'/><category scheme='http://www.blogger.com/atom/ns#' term='MZX'/><title type='text'>Bernard the Bard</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.digitalmzx.net/screens/btb.png"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 316px; height: 172px;" src="http://www.digitalmzx.net/screens/btb.png" alt="" border="0" /&gt;&lt;/a&gt;Bernard the Bard is what some consider to be the greatest game made in the MZX game creation system.&lt;br /&gt;&lt;br /&gt;It's got a very home cooked flavour to it. It's like it's wearing this outfit with all these clashing colours and designs, but somehow it &lt;span style="font-style: italic;"&gt;works&lt;/span&gt;. It's an adventure game of sorts, and was made by a fellow named Jeremy LaMar.&lt;br /&gt;&lt;br /&gt;Download it here: &lt;a href="http://www.digitalmzx.net/games/btb.zip"&gt;http://www.digitalmzx.net/games/btb.zip&lt;/a&gt;&lt;br /&gt;&lt;p&gt;You'll need MZX to play it, downloadable &lt;a href="http://www.digitalmzx.net/games/mzx281h-x86.zip"&gt;here.&lt;/a&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8485303630205670753?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8485303630205670753/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8485303630205670753' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8485303630205670753'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8485303630205670753'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/bernard-bard.html' title='Bernard the Bard'/><author><name>Eden</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8305265921559803039</id><published>2007-12-14T17:15:00.001-08:00</published><updated>2007-12-22T09:09:38.451-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interviews'/><category scheme='http://www.blogger.com/atom/ns#' term='clysm'/><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Clysm Interview</title><content type='html'>This is an interview of &lt;a href="http://www.autofish.net/"&gt;Clysm&lt;/a&gt; (author of &lt;a href="http://www.autofish.net/clysm/art/video_games/seiklus/index.html"&gt;Seiklus&lt;/a&gt;), conducted by Eden B for this blog. All three of us are members of &lt;a href="http://eocommunity.co.uk/index.php"&gt;Eo&lt;/a&gt;. I edited it and am posting it for her.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: what's some games that you've been playing lately (if any)?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I played Portal and Half-Life 2 a couple weeks ago. It's pretty unusual for me to play FPS games, though. Other than Metroid Prime, I haven't played any since Doom many years ago. I've also been playing the &lt;a href="http://www.bit-blot.com/aquaria/"&gt;Aquaria&lt;/a&gt; demo.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What do you think of the storytelling in HL2?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I thought it was very effective the way the narrative was generally a seamless part of the game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Although, Valve's sort of dug themselves into a hole, producing only FPSes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I would like to see games of other types with the quality of HL2. Maybe they'll try something different eventually.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: I don't play FPSes, they make me feel sick. How was Portal?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: It was very clever, both the design and the writing. They made it fun just to walk around and play with things, which is a good quality in a video game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: For surely. The concept of "play" seems to be lacking in most games. Although, in Aquaria it's quite fun to just swim around.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: Yes, I haven't played a lot of that game, but it seems as if it has that, too.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Is there a story to your new game? You've said it's a "rescue game", but is it as minimalist as Seiklus?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: Yes, it will have quite a bit more story than Seiklus. I haven't decided exactly how much yet, and I still have to make a few final decisions about which way I will take the story.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: How're you planning to communicate that? The story, that is.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: There will be actual text. Probably in the form of journal entries. But it will not be necessary to read any of it to play the game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Uh oh, text. are you sure gamers are going to be able to handle this "text" business?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: Well, there are a lot of things about this game that may or may not be well-received by those who happen to try it out. I'm really not sure how it will turn out, overall. It might turn out to be one of those games that's more fun to work on than to play, such as the little life simulators I made.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What sort of features are you talking about there?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: Well, most of the things I'm talking about are kind of secret. :) I mean, I want the game to have the quality I mentioned, that you don't really know what to expect.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: "What is a video game? A miserable little pile of secrets!"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: But I realize that in saying that I'm probably making it sound like something more interesting than it really is.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Heh. In screenshots that you posted on your rarely updated Eo blog, the graphical style had an odd 3D-ish look to it in parts.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: Well, the look wasn't really finalized, and it will probably change unless I get too lazy.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Haha. What'd you think of &lt;a href="http://nifflas.ni2.se/index.php?main=03Knytt"&gt;Knytt&lt;/a&gt;, a game that was partially inspired by Seiklus?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I liked Knytt, but never finished the game. I was pretty impressed with &lt;a href="http://nifflas.ni2.se/index.php?main=02Knytt_Stories"&gt;Knytt Stories&lt;/a&gt;, however, and I played through all of Nifflas's levels and several by other people.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What was better about Knytt Stories?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: Maybe I just have a short attention span. I guess I found the atmosphere more varied, and I liked the music.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: What music are you listening to these days anyway?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: A lot of darkwave and chiptunes, mostly.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Darkwave?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: That's a term I learned a few years ago that seems to include a lot of what I like. Some of my favorite music groups include &lt;a href="http://www.deine-lakaien.com/"&gt;Deine Lakaien&lt;/a&gt;, &lt;a href="http://www.vnvnation.com/"&gt;VNV Nation&lt;/a&gt;, and others that are sort of in the same general category as &lt;a href="http://www.depechemode.com/"&gt;Depeche Mode&lt;/a&gt;. It's a pretty big category, though.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Ahh, that sort of thing. Do you support &lt;a href="http://www.youtube.com/watch?v=FG2PUZoukfA"&gt;Ron Paul&lt;/a&gt; :p?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I don't know enough about him to answer that, really. I haven't started deciding who I might vote for, other than things I happen to read.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Well, I know &lt;a href="http://studioeres.com/games/"&gt;Rinku&lt;/a&gt; likes him (which is why I put that question there).&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I'm not registered as a member of any political party, or even as an independent. I do vote, though.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: have you had a chance to look at this years &lt;a href="http://www.igf.com/02finalists.html"&gt;IGF finalists&lt;/a&gt;?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I tried &lt;a href="http://www.zoorace.com/"&gt;The Zoo Race&lt;/a&gt; and Aquaria, and there are others that interest me. Oh, you said finalists. Yes, I looked over the list.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: Zoo Race should've won everything!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I would have given it some sort of special award.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: It's nice to see more arty games like &lt;a href="http://tale-of-tales.com/ThePath/"&gt;The Path&lt;/a&gt; getting in as well.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: That's one I haven't looked at.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;EB: It certainly looks interesting. Why do you like &lt;a href="http://www.kimberlykubus.com/"&gt;Mr. Kubus&lt;/a&gt;' games? (Note to readers: Mr. Kubus is the somewhat infamous creator of the &lt;a href="http://www.kimberlykubus.com/gamearchive.php"&gt;Johnny games&lt;/a&gt;.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Clysm: I guess because they are different from everyone else's games. I don't really know. I guess he's someone who realizes that you can do whatever you want when you create independent games. They don't have to look or play like any other games, and it doesn't even matter whether anyone likes them.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.autofish.net/creation/video_games/game_maker/gmprojects.html"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://autofish.net/clysm/art/video_games/temp/avaus_promo1.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8305265921559803039?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8305265921559803039/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8305265921559803039' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8305265921559803039'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8305265921559803039'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/clysm-interview.html' title='Clysm Interview'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7796623341870498668</id><published>2007-12-14T17:05:00.000-08:00</published><updated>2007-12-14T17:36:20.610-08:00</updated><title type='text'>Experimental Gameplay 2008</title><content type='html'>&lt;a href="http://braid-game.com/news/?p=131"&gt;Jonathan Blow&lt;/a&gt; (Braid) is seeking participants for the Experimental Gameplay Sessions 2008, an event held during the GDC in which attendees are encouraged to showcase their games, prototypes and ideas to an audience with a keen interest in innovation. Submissions should be sent to workshop2008 [a] number-none.com, before January 15th 2008 for consideration.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://experimental-gameplay.org/"&gt;The Experimental Gameplay web site&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7796623341870498668?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7796623341870498668/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7796623341870498668' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7796623341870498668'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7796623341870498668'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/experimental-gameplay-2008.html' title='Experimental Gameplay 2008'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-791155795248900784</id><published>2007-12-12T06:43:00.000-08:00</published><updated>2007-12-21T22:45:57.298-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Arthur Lee Interview</title><content type='html'>An interview with &lt;a href="http://www.total-klik.net/"&gt;Arthur 'Mr. Podunkian' Lee&lt;/a&gt;, developer of &lt;a href="http://www.superfundungeonrun.com/insignificantstudios/index.php"&gt;The Underside&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Hi Arthur, let's begin with an introduction of yourself.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Okay, I'm a college student. I use pretty much entirely Multimedia Fusion and GraphicsGale for most my games, but recently I've gotten into some sound design with old toys and homemade electronics. And I made Punishment 1, 2, and Flywrench. But before that I made Wally, Bool, and Booloid.&lt;br /&gt;&lt;br /&gt;I'm just kidding, let me get serious here.&lt;br /&gt;&lt;br /&gt;Hi, I'm Arthur "Mr. Podunkian" Lee, I'm a college student and I guess I've been making video games for 13 years now, and that's more than half of my entire life, which makes me either an expert in making video games or a big fat nerd.&lt;br /&gt;&lt;br /&gt;Are you trying to interview me so you can ask me to show you a picture of a project I'm working on because if you are lemme tell you, you're going to find yourself in a world of disappointment!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;You caught me red-handed. Actually, I'm just trying to make sure that The Underside isn't abandoned.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What games have you made so far? I mean, just name the games that you want people to Google for. I know about your past projects, but unfortunately some people think you've only done The Underside. Oh wait, can I use the words 'Cave Story rip-off' excessively in this interview? Or just sparingly?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yes, preface every question with it!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Haha... can I end each question with the same words as well?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I'm trying to think of what I've made that's still online, but there's really nothing that I've done that's still online.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Metal Gear Santa, The Serious Sam spoof...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well, I think my first big project was a game called Super Fun Dungeon Run, which featured a little fellow running through and an endless dungeon full of traps. Since then I've made Operation: Human Shield 2 (and I guess by extension, Operation: Sitting Duck 1), Circy 1-3, Novabrain's Grand Adventure, Merry Gear Solid, Serious-Sam-I-Am, and I guess this little game called The Underside.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;In which year do you think you will finish development on The Underside? Will there be another demo before that?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;See, I used to tell people that The Underside would be finished sometime between Team Fortress 2 and Duke Nukem: Forever, and now that Team Fortress 2 has been released I'm basically in deep trouble. I really have no idea when it'll be done, there's still a whole lot of the game I've gotta do. As for another demo, I've been thinking about it, but I'm sort of against putting out too much media, because it's kind of like vanilla ice cream. If you have vanilla ice cream every once in awhile, it's basically a no-pants party in your mouth. But if you have vanilla ice cream too often, you're going to get sick of it. The same thing applies to other flavors of ice cream too. My game is ice cream.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Okay, how much of it is done?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I just finished the second "boss", but I use the term really loosely, because he doesn't really fight back at all. It's kind of hard to explain, but he's actually an inside-joke/cameo sort of a thing.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What do you think of Pixel's comment about The Underside?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I was really surprised and flattered -- I had no idea he'd played, much less heard about my game. Though I'm worried a bit that he had to give up in the beginning because the game was too hard. And this is the fellow who made the 'Hell' level. I've created a monster.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Is Derek Yu still one of your favorite indie game developers after the recent debacle? Since you've mentioned his name in a list somewhere...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I'll answer your question with a question of my own: Remember that one time. That one time you put a link to my forums on that one post with a picture of Buddy murdering some puppies. Remember how you removed that link? Remember how you thought no one noticed? Well guess what, buddy. Someone did.&lt;br /&gt;&lt;br /&gt;That's not really a question though.&lt;br /&gt;&lt;br /&gt;But yeah, Derek Yu is still one of my favorite indie developers. I felt that the post I made was long overdue, but he apologized, and I still think his artwork is amazing, so it doesn't really affect my opinion of him.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Have you tried out the Aquaria demo yet?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I bought it the HOUR it came out. I threw money in his general direction. Thirty digital cyberbucks.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Your opinions about Aquaria then. Or what you've played of it so far.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I figured it would be my way of burying the hatchet. To pay him. I paid him as a way of saying "sorry." It's the best, most sincere sort of a "sorry."&lt;br /&gt;&lt;br /&gt;Well, if you want me to be COMPLETELY HONEST,...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Yes, complete honesty please. I mean, he has your money anyway. He probably could care less about what you say.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Hrrmmmm, I was a little bit underwhelmed. You have to realize I grew up basically idolizing Derek Yu's pixel art style, starting with the original Trigger Happy, which I found on some AOL boards (heh, heh, AOL) a long long time ago, and I can't help but feel that the skeletal animation system they've got in the game makes the game look a little stiff and lifeless compared to his other stuff.&lt;br /&gt;&lt;br /&gt;And the whole "gesture-based-everything-can-be-controlled-with-a-mouse" seems more like an unnecessary gimmick than anything that really contributes to the overall experience. But besides that I'm enjoying the atmosphere and story.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;I have a feeling that this is going to be a long interview.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;END TRANSMISSION. Haha, dats all i gosta say.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Really... I was hoping for more.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Hahaha. Basically those are my only gripes. The skeletal animation system is really really underwhelming. And the controls are affffffffffff&lt;br /&gt;&lt;br /&gt;I think I should leave it at that, I don't want people thinking I'm an asshole.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Haha, okay. Well I'm sure you can't change the minds of those who already think you are.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I've played just past the first boss, so my opinion on the game might be a little biased.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Do you plan on joining IGF with The Underside anytime in the near future? Derek Yu and Joakim Sandberg (who is also in your list of favorite indie developers) have already gone down that route... and did you ever consider joining this year?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;It's something I want to do in the future, but probably not with The Underside. The IGF is always full of really unique and interesting games, and well, let's just say I don't think it's the right place for a game as traditional as The Underside.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What do you think of Noitu Love 2? It's basically a 2D platformer, and since it made it into the IGF finals, I'm confident that The Underside has a good chance of doing the same.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I think Noitu Love has a unique control scheme, and an interesting art style, which sort of puts it past "just another 2D platformer." The Underside is not so much a reinvention of anything as it is just the synthesis of a lot of good ideas. It's like a casserole of video games. It's also ice cream. I've got food on my mind.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How much did you receive in donations so far? Messhof only got $25...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Only $25? Son, you could practically buy a copy of Aquaria with that kind of money.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Well, Messhof's mom only gave him $20 to buy Aquaria, but Derek increased the price to $30. BUMMER.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Actually, I think I've gotten $25 in donations too. Maybe $25 is some sort of a lucky number.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Who donated, by the way? you should ask them for more money...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Give me more money.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;...since you have their email address and stuff. Are you going to make a small game this Christmas?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I was planning on it but then I realized I have too many unfinished projects going on.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Such as? surely you mean, 'the project'...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2316/2103552894_171ae1c304_o.jpg"&gt;This one's&lt;/a&gt; never going to be finished. I'm also working on a fake Spectrum game called "Let's Get Willy" with a good fellow named Duncan 'LikeRock' Roberts and a game involving a clock. A time travelling clock. It travels through time. I can't tell you what the clock is called but I can tell you that it starts with a Z and it rhymes with Zybourne, and that the clock is called the Zybourne clock.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Any hints?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yeah, it's called 'the Zybourne Clock'.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tease...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;What I was gonna say about The Underside was that it's been tough working on it because my musician hasn't been doing any work for me lately, so I've been having to write my own music which as you're well aware by now can be kind of disasterous (route 66, the cacophony that is the main theme, etc.). It's because I just punch my keyboard and hope that pleasant sounds come out.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Worked for Messhof.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I think the hardest part about writing The Underside is that I'm really trying to go for a kid-friendly, RATED E FOR EVERYONE script, which means I can't be too dirty with it. But at the same time it really helps the script as a whole because it lets me tackle sort of awful subject matter with a happy, ironic tone. Like a man who's face is too wide and has been stuck in his house for years.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Okay we all know your favorite indie games of all time (Cave Story is definitely not in that list), but have you played anything recently that you felt was spectacular?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Flywrench probably. It's really simple, short, but not too short, and really funny in a dry sort of a way too. There's this other game called 'Pasi the Pumpkin Worm', but I don't think anyone has the depth of mind required to fully appreciate it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Is there anything you want to say or repeat to the people who said The Underside is a Cave Story rip-off?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Basically that I love them, that I care for them. That I hope they never change. I wish for their very best, and that they succeed in every aspect of their lives.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;No, I mean, really....&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;fffffffff&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-791155795248900784?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/791155795248900784/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=791155795248900784' title='30 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/791155795248900784'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/791155795248900784'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/arthur-lee-interview.html' title='Arthur Lee Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>30</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-180102204533888833</id><published>2007-12-11T07:12:00.000-08:00</published><updated>2007-12-23T19:14:27.683-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='yoyogamescomp1'/><title type='text'>The Winter Solstice</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2182/2102888407_1b09458d55_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2046/2102878399_ee2d497d6e_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5142736199514901762" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.yoyogames.com/games/show/19364"&gt;The Winter Solstice&lt;/a&gt; is an arena shooter by Mr. Chubigans, developer of The Sandbox of God and Acidbomb series. The game features six playable levels plus several unlockable modes which can only be acquired by collecting medals through achievements. Use the W, A, S and D keys to move your lantern around, and hold the left mouse button to shoot.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yoyogames.com/games/show/19364"&gt;The Winter Solstice&lt;/a&gt;&lt;br /&gt;Developer: Mr. Chubigans&lt;br /&gt;Category: Action, Arcade&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 10MB&lt;br /&gt;Direct download link: &lt;a href="http://www.willhostforfood.com/files/79128/wintersolstice.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-180102204533888833?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/180102204533888833/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=180102204533888833' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/180102204533888833'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/180102204533888833'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/winter-solstice.html' title='The Winter Solstice'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3966099356564909602</id><published>2007-12-11T05:28:00.000-08:00</published><updated>2007-12-11T05:46:11.481-08:00</updated><title type='text'>Nanosmiles</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2101/2102708339_141b68f6d1_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2301/2102708337_5bf5e28064_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5142708784738651298" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://yaruhara.moe-nifty.com/yaruhara/2007/12/post_23a7.html"&gt;Nanosmiles&lt;/a&gt; is a new arena shooter from Yaruhara, in which players have to collect inactive options scattered around each area and use them to inflict damage on the enemies. Hold the Z key to activate your targetting system. Your weapons will automatically fire at targeted enemies if the same button is held down. Use the X key to make your ship travel quicker.&lt;br /&gt;&lt;br /&gt;This trial version for the upcoming Comiket 73 release has only four playable levels.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://yaruhara.moe-nifty.com/yaruhara/2007/12/post_23a7.html"&gt;Nanosmiles&lt;/a&gt;&lt;br /&gt;Developer: Yaruhara&lt;br /&gt;Category: Shooter&lt;br /&gt;Type: Demo&lt;br /&gt;Size: 5MB&lt;br /&gt;Direct download link: &lt;a href="http://yaruhara.moe-nifty.com/contents/nanosmiles_trial.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3966099356564909602?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3966099356564909602/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3966099356564909602' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3966099356564909602'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3966099356564909602'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/nanosmiles.html' title='Nanosmiles'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7118354444185598926</id><published>2007-12-09T01:44:00.000-08:00</published><updated>2007-12-17T00:30:55.340-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Dave Gilbert Interview</title><content type='html'>An interview with Dave Gilbert of &lt;a href="http://www.wadjeteyegames.com/"&gt;Wadjet Eye Games&lt;/a&gt;, creator of the Blackwell series and The Shivah.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Hi Dave, let's begin with an introduction of yourself, and what you do.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Sure thing. My name is Dave, and I'm an indie game developer from New York City. I started writing freeware games back in 2001 and in June of 2006 I decided to give the commercial thing a whirl. A year and a half later, I'm still making them.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What are you currently working on at the moment?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;At the moment I'm working on the 3rd game in the Blackwell series, entitled "The Blackwell Convergence". It's a return to the present day, meaning you'll see Rosangela again instead of Lauren.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Any side projects? Or are you currently fully committed on Convergence until it's completed? Is there a rough release date already for the third chapter in the Blackwell series?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;There are a few other things I am working on, although they are more "cool ideas in the back of my head" than anything else. I am aiming for around February of next year for Convergence, although it's a verrry rough estimate. The game was already designed and plotted out when Unbound was done, so there will be a significantly smaller wait this time around.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;February does sound optimistic, knowing your attention to detail...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The majority of the work always happens in the last month. It is a bit optimistic, but the deadline gives us something to shoot for. We might be late, but without some kind of guideline it would never get done.&lt;br /&gt;&lt;br /&gt;Although I did say February was "rough". I haven't actually announced a deadline yet! That was the first lesson I learned from Legacy, heh.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2385/2103517052_2eb42bfa42_o.png" target="_blank"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2225/2103517062_7ecc181335_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5142714630189141170" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;You had mentioned that there would be five games in the Blackwell series. Is that still true? Do you have an ending written for it already, as a closure? And will there be another game featuring Lauren as the main playable character? If not, is she going to make an appearance in any of the upcoming chapters?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The "five games" thing is a bit of a guideline for myself. There are five main backstory/plotpoints that I want to hit, and so I've wrapped each one in its own game to make them all digestable. Sometimes we might take sidetrips, like we did with Unbound (which was originally supposed to be part of Convergence and doesn't count as part of the "main five"), so in the end there might be more than five.&lt;br /&gt;&lt;br /&gt;I do have an ending in mind, yes, and I know what will happen along the way. There might be sidetrips if I get a neat idea or somesuch, but for the most part I'll be sticking to the path I've laid out.&lt;br /&gt;&lt;br /&gt;As for Lauren, she'll always be an ever-present figure, whether she's the main character of the game or not. She was a major part of both Joey and Rosa's lives (or death, in the case of Joey) and continues to effect them. She might return in a game, or in some other fashion, but she might not.&lt;br /&gt;&lt;br /&gt;And yes, I'm being vague on purpose.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Since Blackwell Legacy is selling well on several casual game portals, can we expect to see Unbound taking the same distribution path?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haha. Legacy is only on two portals for now (and about to go on a third), and the game has done very well. So well, that they are willing to take Unbound as well. You'll see it on iWin and Playfirst. No deal has been signed with Big Fish yet. Playfirst even wanted to try selling Shivah, which came as a pleasant surprise!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;You price your games according to content, which is understandable. What we'd like to know is, how much should we expect to pay for Convergence? Or is this undecided yet?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;As of right now, I'm pricing it at the same level as Legacy. I.e. $14.99. Things might change by the time it comes out, but that's what I'm aiming for. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2210/2103517064_cf7e320091_o.png" target="_blank"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2245/2103517066_415a3f8a33_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5142716120542792898" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Are you going to make a game in a different genre during the production of the entire Blackwell series? Or perhaps I should just ask... when is Shivah 2 coming out?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;More than likely! I get the feeling that I'll get a bit burnt out on Blackwell eventually, and I'll need to take a break and do something else just to refresh. I know that if I ever do that, I'll always return to Blackwell eventually. I've been plotting this story out for four years and don't plan on giving it up.&lt;br /&gt;&lt;br /&gt;As for Rabbi Stone, I want to bring him back, definitely. I spoke last year about doing a sequel before doing the second Blackwell game, and I never ended up doing it. To be honest, I was only going to do it because of the public demand for it and not because I had anything really stellar in mind. So, I'm glad I never made it.&lt;br /&gt;&lt;br /&gt;Over the last year I've been thinking about Rabbi Stone in the back of my head, and I've come up with a very nice story arc that I think people will like. But I know that if I DO bring him back, I'll want to do it right. So for the last several months I've been talking to venture capitalists and investors and People With Money to see if anyone wants to give me a few dozen grand for the cause.&lt;br /&gt;&lt;br /&gt;The original Shivah really springboarded this whole Wadjet Eye thing, so I figure if there's any IP that can attract potential investors, it would be Rabbi Stone. Of course if that never pans out I'll probably bring him back anyway.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Will you be retaining the same development team from Legacy and Convergence for the fourth and fifth game? Since your plan includes five games in the Blackwell universe.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The dev team changes, depending on the team members. Ian Schaephler did both the sprites and portraits for Legacy, but he's got a very busy fulltime job now and doesn't have the time.  So he's just doing the portraits this time. I've got another sprite artist to mimic his sprite style and we go on from there. So the team might change. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2348/2103517070_88d3e22309_o.png" target="_blank"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2081/2103517072_a0367ded0a_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5142717056845663442" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tell us a little about your experience working with Erin. Will you be working with her again on another Blackwell game? And how has the response been for Unbound?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Working with Erin was awesome. She was enthusiastic from the beginning, and didn't mind that I made the game a bit longer than originally planned. We'd both be in coffee shops on wifi connections, chatting over MSN like we were in the same office. It was a great way to work.&lt;br /&gt;&lt;br /&gt;She was ideal for Unbound because the budget was very small and she was willing to work within that micro budget. She's got that "busy college kid" thing to deal with these days, so I don't think we'll be collaborating anytime soon. Although I'd love to, since she was a lot of fun to work with.&lt;br /&gt;&lt;br /&gt;The reaction to Unbound has been really positive! I was worried how people would react to the change in visual style, as well as a total change of player character. Would they be upset that it was Lauren and not Rosa? Or worse, what if they played Unbound and decided they liked Lauren better! Turns out my fears were unjustified since people generally like both characters.&lt;br /&gt;&lt;br /&gt;Nobody minded the simpler graphics, although people did miss the character portraits, which won't disappear again.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;I didn't mind the character portraits not being there.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;That was the only major complaint about the game, it seemed.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Doesn't seem to be much difference, to be honest..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I thought so too! I do think, despite the simpler graphics, that Unbound is one of the best titles - gameplay wise - that I've ever made. Legacy was too bogged down by narrative and didn't have much gameplay. I learned so much from that game, and Unbound became MUCH more balanced as a result.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Will Convergence improve upon Legacy and Unbound in any way?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I learn lessons from each game, and I try to incorporate them into the next one. The "switching characters" thing will definitely remain, and the dialogs will be quite a bit shorter (although there will be more of them).&lt;br /&gt;&lt;br /&gt;Also, the one thing I learned from Legacy is Rosa herself. I wanted to establish Rosa as being kind of a social misfit, and I succeeded but you didn't really learn anything about her aside from "I am scared and nervous." Rosa's a very intellectual and analytical person, and I'm going to focus more on those qualities in the next installment.&lt;br /&gt;&lt;br /&gt;She'll still be a social misfit, but the focus won't be on that so much.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2389/2103518466_ccfaa39858_o.png" target="_blank"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2044/2103518468_5bbddd47f0_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5142717898659253474" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Who do you like better? Rosa or Lauren? Who do your fans liked better? And did you base these two characters on actual people?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;That's a tough question. Some people say that Rosa feels more real and that Lauren feels more like a stereotype, and some say the exact opposite! Personally, I found Lauren more fun to write since her and Joey have a pre-established relationship and I could just launch right into their banter. The Rosa/Joey relationship is more complicated, since they are in the process of getting to know each other.&lt;br /&gt;&lt;br /&gt;But to be honest, I like them both for different reasons!  They aren't based on anyone specific, although they are both very "New York" types of characters.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How much of Convergence is already done? Which year do you think the last game will be out, or are you planning to milk it till it's dry?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I'd say about 40% of the coding is programmed, and almost every character is designed (albeit not animated) and almost every background is outlined. (albeit not colored in!)&lt;br /&gt;&lt;br /&gt;I can't really answer the second part of the question. I'm guessing we'll be following Rosa and Joey around for a few more years at least.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Where do you see yourself in five or ten years' time? Still working on 2D adventure games? Or trying to finish the Blackwell series?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;A very good question! I do want to try out other genres eventually. I love RPG games, and even plotted one out a few years ago. If I ever get the budget, time, and (heaven forbid) the staff to make it, rest assured I'll try!&lt;br /&gt;&lt;br /&gt;The fact that people really like my work - and enable me to pay my mortgage every month - makes me feel very happy. It's a weird life sometimes, but I feel very lucky that I am able to do this.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;It could be a long ride for some of your fans. Are you really going to finish the Blackwell series, even when you're rich and retired? Or are you secretly working on the final game, so that when you finally call it quits, you can just release it?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;It won't take that long to finish. Right now, things are slow because I am spending a LOT of time doing the business development and such.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;And doing interviews...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;haha. yes! It's your fault!&lt;br /&gt;&lt;br /&gt;Eventually, I hope to be able to afford hiring people to do that stuff for me, so I can create these games a bit faster. Although, from what I understand, one game a year isn't a bad turnover rate.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2273/2102794971_36e45a07eb_o.png" target="_blank"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2273/2102794971_36e45a07eb_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5142719023940685042" /&gt;&lt;/a&gt;&lt;strong&gt;Alright, last question. Can you leak something from Convergence?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yes. Here is Rosa's new look. (pictured right)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7118354444185598926?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7118354444185598926/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7118354444185598926' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7118354444185598926'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7118354444185598926'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/dave-gilbert-interview.html' title='Dave Gilbert Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-9054914946043139481</id><published>2007-12-08T22:08:00.000-08:00</published><updated>2007-12-15T19:30:29.201-08:00</updated><title type='text'>News</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2296/2097540840_75821197a9_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2296/2097540840_75821197a9_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5141901936477392002" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://hcsoftware.sourceforge.net/passage/statement.html"&gt;Passage&lt;/a&gt;: Jason Rohrer explains his latest creation in detail. [&lt;em&gt;&lt;a href="http://hcsoftware.sourceforge.net/passage/"&gt;download Passage&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://star.ap.teacup.com/astroport/52.html"&gt;DHC&lt;/a&gt;: DHC is working on a new horizontal shooter.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;Competitions&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://hsp.tv/contest2007/cntst_final.html"&gt;2007 HSP Contest&lt;/a&gt;: Results for the 2007 HSP (Hot Soup Processor) Contest are out, with Another Bound bagging first place. [&lt;em&gt;&lt;a href="http://hsp.tv/contest2007/cntst_fresult.html"&gt;descriptions and screenshots&lt;/a&gt; for all entries&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.toonormal.com/"&gt;Ludum Dare&lt;/a&gt;: Ludum Dare 10 (48 hour game competition) will begin this 14th of December.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;Adventure, Roguelikes&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.bay12games.com/dwarves/"&gt;Dwarf Fortress&lt;/a&gt;: Dwarf Fortress updated. [&lt;em&gt;&lt;a href="http://www.bay12games.com/dwarves/dev_now.html"&gt;change list&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.incursion-roguelike.org/news.html"&gt;Incursion&lt;/a&gt;: A Mac port for the freeware roguelike game Incursion is now available.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://new.bigbluecup.com/yabb/index.php?topic=30539.msg428575#msg428575"&gt;Heartland series&lt;/a&gt;: Unbound - A Wound Vignette will be released next week. [&lt;em&gt;&lt;a href="http://new.bigbluecup.com/games.php?action=detail&amp;id=813"&gt;Heartland Deluxe&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.scummvm.org/"&gt;ScummVM&lt;/a&gt;: ScummVM updated with support for AGOS games.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;Remakes, Ports&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://retrospec.sgn.net/game-links.php?link=wizball"&gt;Wizball&lt;/a&gt;: Wizball now available for the Mac.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.retroremakes.com/forum2/showthread.php?t=10412"&gt;Army of Trolls&lt;/a&gt;: Tomaz Kac (&lt;a href="http://retrospec.sgn.net/games/penguins/"&gt;Push Push Penguin&lt;/a&gt;, &lt;a href="http://retrospec.sgn.net/games/hoh"&gt;Head Over Heels&lt;/a&gt;) will release a new game soon.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;Game Maker&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.pugfuglygames.com/index.php"&gt;The Windy Witch&lt;/a&gt;: Pug Fugly (Return to Sector 9) is currently working on four different projects, with one of them being an entry for the YoYo Games Winter competition.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://studioeres.com/forums/index.php?topic=178.msg958#msg958"&gt;RPGCreations&lt;/a&gt;: Orchard-L might develop a new horror game after Fedora Spade 4 is released.&lt;br /&gt;&lt;br /&gt;&lt;u&gt;&lt;strong&gt;Miscellaneous&lt;/strong&gt;&lt;/u&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.thatgamecompany.com/forum/viewtopic.php?p=2069&amp;highlight=#2069"&gt;Braid&lt;/a&gt;: In a rare forum posting over at TGC, Jonathan Blow had mentioned that he has every intention on working on a new game after Braid. Both PS3 and PC versions were not ruled out.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.audio-surf.com/"&gt;Audiosurf&lt;/a&gt;: IGF finalist Audiosurf will be released in February 2008.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www6.cds.ne.jp/~murasame/games/dynagon.htm"&gt;Space Dynagon&lt;/a&gt;: A trial version for Murasame's new game, Space Dynagon is now available. [&lt;em&gt;&lt;a href="http://www.willhostforfood.com/files/14478/dyna_test.zip"&gt;mirror&lt;/a&gt;&lt;/em&gt;]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-9054914946043139481?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/9054914946043139481/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=9054914946043139481' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9054914946043139481'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/9054914946043139481'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/news_08.html' title='News'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1386991459155795553</id><published>2007-12-08T11:42:00.001-08:00</published><updated>2007-12-15T19:28:32.115-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Messhof Interview</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2117/2095428147_3bae9ce861_o.png" target="_blank"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2055/2095437395_48d43d6cc3_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5141694141664644194" /&gt;&lt;/a&gt;An interview with &lt;a href="http://www.messhof.com/games/"&gt;Messhof&lt;/a&gt; (Mark Essen), creator of the Punishment series and &lt;a href="http://www.messhof.com/games/flywrench.php"&gt;Flywrench&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Hi Messhof. Let's begin with an introduction of yourself, your tools of trade, and the creations you've released unto an unsuspecting world..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Alright. I'm a college student. I use pretty much entirely Game Maker and MSPaint for most of my games, but recently I've gotten into some sound design with old toys and homemade electronics. And I made Punishment 1, 2, and Flywrench. But before that I made Wally, Bool, and Booloid.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Old toys?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Like old toy guitars from goodwill. I just rewire them so they output to quarter inch cables then run them through pedals or software filters I design. You can get some pretty crazy stuff just by running through their demo songs in different ways. This is something I've been doing with friends though, I don't want to take all the credit for that.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Okay, I've got to ask. How did you get the idea to make games as sadistic as the Punishment series? &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well with Punishment 1 it actually started as a classroom assignment with this experimental class. I'd taken a few classes with the professor, and then he came up with this 300 level weird game design class. So me and some friends jumped at it. There were some other good projects that came out of other groups.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Everyone is talking about Flywrench at the moment, especially about the credits. Was it an original idea to implement it that way? And what's the backstory behind the, er... story?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I guess I've just been watching too much science fiction. I project for this science fiction class every week, so I'm just sitting up in that booth for three hours with my computer usually, and it just seeps in. They always have pretty funny credits. Maybe that's where I got that.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Flywrench was a love it or hate it experience for most. Were you actually expecting this sort of reaction? And were you pleased with the overall response?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I was definitely expecting that with the music, and overall yeah, that's been the case with all of my games. And I am pleased!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What can we expect from you next? What's coming up?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Next you'll probably see Flywrench 2.0 actually. I've been working on that pretty hard.. for three days or whatever.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How is that different from it's prequel? Any major changes? Storyline? Do you have a rough release date for it?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I don't want to promise too much, but I think multiplayer will be a big part. There's also a cool gravity system I'm working with where you orbit planets as you go through obstacles. There's a lot more obstacles, but the game will still move fast. Faster, hopefully. I'd say it will be done around Christmas, maybe a week or two after. And the story will expand on the first.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tell us a bit about the multiplayer feature. Actually, why not just explain it in detail.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well I don't know if you know about this Game Maker project Reflect Games...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Yes, I do.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well I'd like to get in on that.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;I'm not too fond of online gaming, so hopefully you would work extensively on the single player campaign as well.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I plan on doing that. Multiplayer will be mostly a test of skills, but I can see a community coming out of it. Another big feature is the level editor, which is a big part of the online aspect too.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How much have you received from donations? Why do you think most people who play freeware games never donate?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I've made $25 off donations, 20 of which was from my mom. I don't think they work really, but it's not really obtrusive to ask, so why not.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;You make weird games, and cactus is a big fan of your stuff. So who's better, you or cactus?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haha... I'm a pretty big fan of cactus. It would be cool to work together sometime. But yeah, for the most part we don't really make the same kind of games.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Name some of your favorite games from cactus.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I know nothing about shmups. Well I do appreciate Clean Asia and his new lo res one that's hard to spell. But I'm terrible at Clean Asia, and I haven't played the other one yet. But I played Arms today, and that was awesome. Brave Karma Warriors also looked interesting.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Will you be changing development tools anytime in the near future?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;If they port GM to C++ next year like they say they will, I can see myself sticking with it. Even if I switch to something else, I'd probably at least prototype in GM. But I don't know any other languages.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How long have you been using GM?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Probably 6 years or so.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How many games have you released in that period? Are you planning to make a career out of developing games? (freeware or otherwise)&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I think I'll keep making them. If it turns out to be a career, then I'll just go with it I think. Uh... I've released a bunch of games. I used to have them on my website, but I've since taken a lot down that embarrass me.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Which of your released games do you consider your best work so far?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well the ones on messhof.com, so Wally, Bool, Booloid, Punishment 1, 2, Flywrench.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Favorite son? You have to throw the rest into the river for the crocs to feed.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I guess Flywrench then, he's so young and cute.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;He is noisy though. (apparently)&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;meh. I'm suprised people don't complain more about the Punishment 2 soundtrack.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How long did you take to develop Flywrench? And how did the idea for the game came about?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Had the initial concept back in high school, in GM 5.3. But then I recoded and redrew everything in the past two or three weeks.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Do you think you can still improve after releasing something like Flywrench? Besides a sequel, of course.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haha, yeah I hope so. I definitely have other ideas, like this plane game.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2276/2095416631_5c2016b4d1_o.png" target="_blank"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2306/2095416613_633f349d39_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5141692608361319490" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;When will that be released?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;That one has been in production for almost as long as Flywrench. After Flywrench 2.0. It might be a little while after that actually. I have a remake of Crystal Quest I have nearly done, so that will probably come between them.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;No kidding...&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yeah it's pretty much exactly the same game, painstakingly recalled from memory. And an emulator my brother had for a while. I feel like I should contact the guys that made it first though. I don't think they ever really made much off it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What are your thoughts about &lt;a href="http://forums.selectbutton.net/viewtopic.php?t=10809" target="_blank"&gt;this heated discussion&lt;/a&gt;?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haha yeah I had a fun time reading that. But I don't know why a lot of those guys play indie games.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;They're saying you had ripped a game called Dotstream.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haven't played it. What is similar?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Just the style really. Try watching the YouTube gameplay videos of Dotstream.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Ok. Well they are colored lines. It's not an original concept. I'm watching the video now, but I don't see a color aspect.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;No one called Flywrench a Cave Story rip-off yet, so you're safe.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haha, yeah. Man, Dotstream looks like the dullest game ever conceived.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2291/2095428141_3d9643f409_o.png" target="_blank"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2283/2095428143_72c6fcd5ef_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5141693664923274322" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1386991459155795553?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1386991459155795553/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1386991459155795553' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1386991459155795553'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1386991459155795553'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/messhof-interview.html' title='Messhof Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7049876157195532348</id><published>2007-12-07T20:42:00.001-08:00</published><updated>2007-12-08T00:56:47.160-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='igs'/><title type='text'>Independent Games Summit Talk</title><content type='html'>&lt;a href="http://www.gamesetwatch.com/2007/12/igs_future_of_indie_games_lect.php"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R1pcEXmgzDI/AAAAAAAAExM/lcQuK1tu8lM/s320/_greg.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5141523154721623090" /&gt;&lt;/a&gt;A &lt;a href="http://video.google.com/videoplay?docid=7016622037063896445&amp;amp;hl=en"&gt;one hour video&lt;/a&gt; of the IGS panel has been posted at &lt;a href="http://www.gamesetwatch.com/2007/12/igs_future_of_indie_games_lect.php"&gt;GameSetWatch&lt;/a&gt;. Participants include Derek Yu (Aquaria/Bit-Blot/TIGSource), Greg Costikyan (Manifesto Games), Mark Morris (Introversion), and Eric Zimmerman (Gamelab). I found the conversation pretty interesting, especially the analogy at the beginning that Greg started and Derek moved into hilarity.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7049876157195532348?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7049876157195532348/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7049876157195532348' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7049876157195532348'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7049876157195532348'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/independent-games-summit-talk.html' title='Independent Games Summit Talk'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_MYCnqB8Pzuk/R1pcEXmgzDI/AAAAAAAAExM/lcQuK1tu8lM/s72-c/_greg.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1786874768163832143</id><published>2007-12-07T18:28:00.000-08:00</published><updated>2007-12-12T15:55:22.540-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bit blot'/><title type='text'>Aquaria</title><content type='html'>&lt;a href="http://www.bit-blot.com/aquaria/"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R1pZX3mgzCI/AAAAAAAAExE/ckJuMrZb7fA/s320/aq-screen09.jpg" alt="" id="BLOGGER_PHOTO_ID_5141520191194188834" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.bit-blot.com/aquaria/"&gt;Aquaria&lt;/a&gt; has been released.&lt;br /&gt;&lt;br /&gt;The game plays a lot like Super Metroid or Castlevania: Symphony of the Night, except underwater. The structure of the game is mainly non-linear, which I enjoyed. The game took me about 22 hours to complete, and I didn't find everything in it.&lt;br /&gt;&lt;br /&gt;It has extremely high production values for an independent game. The demo is a bit slow and linear, but in the full game it really opens up and becomes more exciting, with a lot more dexterous shooting and avoiding required. The story is competent, but sparse, and has a few clichés. Overall it's not for everyone (in particular it doesn't hold your hand and guide you through everything the way modern games do), but I'd really recommend it to fans of Super Metroid and similar titles.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.bit-blot.com/aquaria/"&gt;Aquaria&lt;/a&gt;&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;br /&gt;Developer: Bit Blot&lt;br /&gt;Category: Underwater Metroidvania?&lt;br /&gt;Type: Shareware&lt;br /&gt;Size: 63 MB demo, 203 MB full version&lt;br /&gt;Direct download page: &lt;a href="http://www.bit-blot.com/aquaria/demo.html"&gt;Click Here&lt;/a&gt;&lt;br /&gt;Direct download link: &lt;a href="http://derekyu.com/aqdemo/AquariaDemo.2007.12.07.exe"&gt;Mirror 1&lt;/a&gt;, &lt;a href="http://zaphire.ca/aqdemo/AquariaDemo.2007.12.07.exe"&gt;Mirror 2&lt;/a&gt;&lt;br /&gt;Buy the game: &lt;a href="https://www.plimus.com/jsp/buynow.jsp?contractId=1724988"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1786874768163832143?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1786874768163832143/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1786874768163832143' title='98 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1786874768163832143'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1786874768163832143'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/aquaria.html' title='Aquaria'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_MYCnqB8Pzuk/R1pZX3mgzCI/AAAAAAAAExE/ckJuMrZb7fA/s72-c/aq-screen09.jpg' height='72' width='72'/><thr:total>98</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-329513149434831063</id><published>2007-12-07T16:15:00.000-08:00</published><updated>2007-12-07T16:25:12.225-08:00</updated><title type='text'>Lux</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.yoyogames.com/games/show/18444"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://3.bp.blogspot.com/_iD2BzWslqAo/R1njh9s8SVI/AAAAAAAAADU/cdH-LedPvjM/s320/_lux.png" alt="" id="BLOGGER_PHOTO_ID_5141390622258383186" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.yoyogames.com/games/show/18444"&gt;Lux&lt;/a&gt; is a chain reaction game. When you click on a pattern of light, it expands, and any other pattern of light in that range also expands, continuing in a chain reaction. You receive more points for longer chains. There are also lights which expand on their own and give you negative points unless you click them quickly, and there are special lights which give you extra points. There's also an online high score table. The game doesn't have very much depth, but it's pretty relaxing.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yoyogames.com/games/show/18444"&gt;&lt;span style="text-decoration: underline;"&gt;Lux&lt;/span&gt;&lt;/a&gt;&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;br /&gt;Developer: ryguydavis / Creative Ink&lt;br /&gt;Category: Chain Reaction Game&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 4.3 MB&lt;br /&gt;Direct download page: &lt;a href="http://www.yoyogames.com/games/launch/18444"&gt;Click Here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-329513149434831063?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/329513149434831063/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=329513149434831063' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/329513149434831063'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/329513149434831063'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/lux.html' title='Lux'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_iD2BzWslqAo/R1njh9s8SVI/AAAAAAAAADU/cdH-LedPvjM/s72-c/_lux.png' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-5179541096860601181</id><published>2007-12-07T14:07:00.001-08:00</published><updated>2007-12-08T00:41:51.276-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='amaranth'/><title type='text'>Aveyond 2</title><content type='html'>&lt;a href="http://www.amaranthia.com/modules/aveyond2/"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R1pW9nmgzBI/AAAAAAAAEw8/0AAZs13ah2g/s320/_aveyond2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5141517541199367186" /&gt;&lt;/a&gt;&lt;a href="http://www.amaranthia.com/modules/aveyond2/"&gt;Aveyond 2&lt;/a&gt; has been released. Because it's an RPG I didn't have time to complete the whole thing before posting this, but I enjoyed the first one and its freeware prequel and from what I've played so far it seems solid, so if you like this genre of game it's probably worth trying out.&lt;br /&gt;&lt;br /&gt;One thing I do think has improved over the earlier games by the same author is mouse control, you can now move around and talk to people using either the mouse or the keyboard.&lt;br /&gt;&lt;br /&gt;This seems to be a big week for shareware indie game releases -- Democracy 2, Aveyond 2, and Aquaria.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.democracygame.com/"&gt;&lt;/a&gt;&lt;a href="http://www.amaranthia.com/modules/aveyond2/"&gt;&lt;span style="text-decoration: underline;"&gt;Aveyond 2&lt;/span&gt;&lt;/a&gt;&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;br /&gt;Developer: Amanda Fitch / Amaranth Games&lt;br /&gt;Category: Japanese-style RPG&lt;br /&gt;Type: Shareware&lt;br /&gt;Size: 35 MB&lt;br /&gt;Direct download: &lt;a href="http://www.amaranthia.com/downloads/Aveyond-II.exe"&gt;Click Here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5179541096860601181?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/5179541096860601181/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=5179541096860601181' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5179541096860601181'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5179541096860601181'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/aveyond-2.html' title='Aveyond 2'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_MYCnqB8Pzuk/R1pW9nmgzBI/AAAAAAAAEw8/0AAZs13ah2g/s72-c/_aveyond2.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2912633200169348439</id><published>2007-12-07T12:07:00.000-08:00</published><updated>2007-12-07T14:20:41.103-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='positech'/><title type='text'>Democracy 2</title><content type='html'>&lt;a href="http://www.democracygame.com/"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R1m193mgy_I/AAAAAAAAEww/6lfrRyQmICE/s320/_democracy.jpg" alt="" id="BLOGGER_PHOTO_ID_5141340524122262514" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.democracygame.com/"&gt;Democracy 2&lt;/a&gt; has been released. It's really only recommended to people interested in politics (like me), but for those who are it's pretty fun seeing how the author of the game arranged politics into this neural net of interacting cells each feeding into other cells. It's a very deep game.&lt;br /&gt;&lt;br /&gt;The author of the game is from the UK so some of the terms might not be familiar to people in the US (for instance, Pensions instead of Social Security). As in most of the author's &lt;a href="http://www.positech.co.uk/"&gt;other games&lt;/a&gt; I tend to think a few of the ways the system interacted is a bit unrealistic -- for instance, in this game, having no tax on cars almost always leads to an asthma epidemic, which makes all parents vote for someone else. But those don't detract too much from the play experience.&lt;br /&gt;&lt;br /&gt;One feature which I would have preferred the game have (and which was in similar games such as Balance of the Planet by Chris Crawford) would be a worldview editor -- where the assumptions of the strengths and directions between each of the nodes in the network would be made adjustable, so that the player could build in his own assumptions into the game (for instance, anarcho-capitalists have different assumptions about how the different political issues relate to each other than socialists or environmentalists and so on).&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.democracygame.com/"&gt;&lt;span style="text-decoration: underline;"&gt;Democracy 2&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Cliffski / Positech Games&lt;br /&gt;Category: Political Strategy&lt;br /&gt;Type: Shareware&lt;br /&gt;Size: 30.5 MB&lt;br /&gt;Direct download: &lt;a href="http://www.positech.co.uk/democracy2/Democracy2Demo.exe"&gt;Click Here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2912633200169348439?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2912633200169348439/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2912633200169348439' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2912633200169348439'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2912633200169348439'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/democracy-2.html' title='Democracy 2'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_MYCnqB8Pzuk/R1m193mgy_I/AAAAAAAAEww/6lfrRyQmICE/s72-c/_democracy.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-5783380102469242076</id><published>2007-12-05T14:43:00.000-08:00</published><updated>2007-12-23T20:39:11.322-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='yoyogamescomp1'/><category scheme='http://www.blogger.com/atom/ns#' term='messhof'/><title type='text'>FLYWRENCH</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.messhof.com/games/flywrench.php"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://1.bp.blogspot.com/_iD2BzWslqAo/R1c2h9s8SSI/AAAAAAAAAC8/gX_ab8z1O-w/s200/__respond.png" alt="" id="BLOGGER_PHOTO_ID_5140637456793356578" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.messhof.com/games/flywrench.php"&gt;FLYWRENCH&lt;/a&gt; has been released. It is &lt;a href="http://www.youtube.com/watch?v=mPDfvTDIicU"&gt;this game&lt;/a&gt;, for those who remember the video but not the name.&lt;br /&gt;&lt;br /&gt;The arrows are the only controls, and depending on which you press, your color changes: up flaps you up and turns you red, left and right move left and right and turn you white, and down rolls (protecting you from the walls) and turns you green.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.messhof.com/games/flywrench.php"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 200px;" src="http://www.messhof.com/games/fwbig.PNG" alt="" border="0" /&gt;&lt;/a&gt;The main goal is to get between two points in a series of stages, with increasingly complex obstacles in your way: the trick is that you can move through an obstacle if you are the same color as it. The level design is probably the best part of the game, I had a lot of fun with it. I also liked the movement system, where you have to flap to keep you aloft; it's a rare movement system that I can only remember being used previously in the Atari 2600 game Fathom.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.messhof.com/games/flywrench.php"&gt;&lt;span style="text-decoration: underline;"&gt;FLYWRENCH&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Messhof&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 12MB&lt;br /&gt;Direct download: &lt;a href="http://www.messhof.com/games/flywrench.zip"&gt;Click Here&lt;/a&gt;&lt;br /&gt;Mirror download: &lt;a href="http://studioeres.com/mirrors/flywrench.zip"&gt;Click Here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5783380102469242076?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/5783380102469242076/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=5783380102469242076' title='27 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5783380102469242076'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5783380102469242076'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/flywrench.html' title='FLYWRENCH'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_iD2BzWslqAo/R1c2h9s8SSI/AAAAAAAAAC8/gX_ab8z1O-w/s72-c/__respond.png' height='72' width='72'/><thr:total>27</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2474987906329773073</id><published>2007-12-04T15:55:00.001-08:00</published><updated>2007-12-04T16:09:40.480-08:00</updated><title type='text'>Three days until Aquaria release</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_6R8T7YamEIM/R1XpFz4_hyI/AAAAAAAAAEY/2EmZpY2dVxE/s1600-h/nautilusprime-final-big.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_6R8T7YamEIM/R1XpFz4_hyI/AAAAAAAAAEY/2EmZpY2dVxE/s400/nautilusprime-final-big.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5140270835751159586" width="500" /&gt;&lt;/a&gt;Derek has written &lt;a href="http://www.bit-blot.com/?p=31"&gt;an interesting post&lt;/a&gt; over at the &lt;a href="http://www.bit-blot.com/"&gt;Bit-Blot&lt;/a&gt; blog, talking about Aquaria's evolution as a game and some of the design decisions that drove its direction. It's part four of a seven day ramp up to the game's release on Friday.&lt;br /&gt;&lt;br /&gt;Parts one, two, and three have been great, well worth checking out if you haven't already seen them: &lt;a href="http://www.bit-blot.com/?p=28"&gt;Part one&lt;/a&gt; featured some of Derek's concept art (shown above), &lt;a href="http://www.bit-blot.com/?p=29"&gt;part two&lt;/a&gt; featured an excellent arrangement of some of the game's music by Alec, and &lt;a href="http://www.bit-blot.com/?p=30"&gt;part three&lt;/a&gt; featured a lengthy and entertaining interview with Jenna Sharpe, the voice actress for Naija.&lt;br /&gt;&lt;br /&gt;Aquaria is due to be released in three days time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2474987906329773073?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2474987906329773073/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2474987906329773073' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2474987906329773073'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2474987906329773073'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/three-days-until-aquaria-release.html' title='Three days until Aquaria release'/><author><name>Terry</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp3.blogger.com/_6R8T7YamEIM/SCcs33qPsfI/AAAAAAAAAEk/tGvU4V62jz4/S220/albert.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_6R8T7YamEIM/R1XpFz4_hyI/AAAAAAAAAEY/2EmZpY2dVxE/s72-c/nautilusprime-final-big.jpg' height='72' width='72'/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2133079012375812051</id><published>2007-12-03T13:17:00.000-08:00</published><updated>2007-12-09T00:00:58.045-08:00</updated><title type='text'>Monty's Christmas Special</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=PI6BlZKw3Ys" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2283/2088797653_017bc82c8b_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5139882417085008834" /&gt;&lt;/a&gt;&lt;br /&gt;Tim mentioned this in his last news update, but I thought it was cool enough to warrant a highlight. &lt;a href="http://www.auld-games.co.uk/auldbl0g/?p=54"&gt;Monty's Christmas Special&lt;/a&gt; is a new game by Trevor “Smila” Story and Scottige created in collaboration with UK magazine &lt;a href="http://www.retrogamer.net/"&gt;Retro Gamer&lt;/a&gt;. Basically it's Monty on the Run, only twice as fast and set in the Retro Gamer offices.&lt;br /&gt;&lt;br /&gt;Since I'm on a bit of a game video bender at the moment, I recorded a bit of a demonstration of the game to show off what it's like (above). Unfortunately that caused it to run a wee bit slower than it should have. Still, hopefully it'll give you some idea of what you're in for - a nifty retro game that's extremely well put together and lots of fun! Heartily recommended!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Name:&lt;/b&gt; Monty's Christmas Special&lt;br /&gt;&lt;b&gt;Developer:&lt;/b&gt; Auld Games (Smila and Scottige)&lt;br /&gt;&lt;b&gt;Category:&lt;/b&gt; Retro Platformer&lt;br /&gt;&lt;b&gt;Type:&lt;/b&gt; Freeware&lt;br /&gt;&lt;b&gt;Size:&lt;/b&gt; 10MB or so &lt;small&gt;&lt;small&gt;honestly who could be bothered with the exact kilobyte figure&lt;/small&gt;&lt;/small&gt;&lt;br /&gt;&lt;b&gt;Download Page:&lt;/b&gt; &lt;a href="http://www.auld-games.co.uk/auldbl0g/?p=54"&gt;Click Here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2133079012375812051?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2133079012375812051/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2133079012375812051' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2133079012375812051'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2133079012375812051'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/montys-christmas-special.html' title='Monty&apos;s Christmas Special'/><author><name>Terry</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://bp3.blogger.com/_6R8T7YamEIM/SCcs33qPsfI/AAAAAAAAAEk/tGvU4V62jz4/S220/albert.png'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-5271921874313711845</id><published>2007-12-03T13:06:00.000-08:00</published><updated>2007-12-03T15:54:23.640-08:00</updated><title type='text'>New N+ Screenshots</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2101/2084561197_f14b9130a4_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2127/2085343890_e2e0ef8698_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5139897367866166226" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://media.xbox360.ign.com/media/924/924307/imgs_1.html"&gt;New screenshots&lt;/a&gt; from Metanet Software's upcoming &lt;a href="http://www.thewayoftheninja.org/"&gt;XBLA release N+&lt;/a&gt; are up on IGN.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://media.xbox360.ign.com/media/924/924307/imgs_1.html"&gt;screenshots from N+&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.metanetsoftware.com/blog/"&gt;visit the metablog&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5271921874313711845?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/5271921874313711845/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=5271921874313711845' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5271921874313711845'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5271921874313711845'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/new-n-screenshots.html' title='New N+ Screenshots'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-24340070252402946</id><published>2007-12-03T12:57:00.000-08:00</published><updated>2007-12-03T14:53:05.206-08:00</updated><title type='text'>Boxhead: The Zombie Wars Preview</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=Trphxoh9VFo" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2230/2084440353_e2932028ea_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5139882417085008834" /&gt;&lt;/a&gt;&lt;br /&gt;Sean Cooper's upcoming Boxhead sequel, &lt;a href="http://www.youtube.com/watch?v=Trphxoh9VFo"&gt;Boxhead: The Zombie Wars&lt;/a&gt;. Made using the same engine, but features &lt;a href="http://lostgarden.com/2007/12/how-to-bootstrap-your-indie-art-needs.html"&gt;tile graphics by Daniel Cook&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The game will be released sometime around Christmas 2007.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.boxhead.seantcooper.com/"&gt;Play Boxhead&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.seantcooper.com/"&gt;Sean Cooper's site&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-24340070252402946?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/24340070252402946/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=24340070252402946' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/24340070252402946'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/24340070252402946'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/boxhead-zombie-wars-preview.html' title='Boxhead: The Zombie Wars Preview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7264100937960813769</id><published>2007-12-03T12:35:00.000-08:00</published><updated>2007-12-03T12:44:14.636-08:00</updated><title type='text'>Better Games = Better World Contest</title><content type='html'>&lt;a href="http://grandtextauto.org/2007/12/02/want-a-better-world-build-a-better-game-contest/"&gt;A new contest&lt;/a&gt; has been announced, sponsored by Values at Play. The deadline is the first of next year; for details check the link. First prize is apparently up to eight iPhones -- one per member of your team.&lt;br /&gt;&lt;br /&gt;Apparently you don't have to create a game especially for the contest, because there are a few games I recognize that are entrants, but your game does have to be about building a better world. (Thanks to &lt;a href="http://kingludic.blogspot.com/"&gt;Patrick Dugan&lt;/a&gt; for the news tip).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7264100937960813769?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7264100937960813769/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7264100937960813769' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7264100937960813769'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7264100937960813769'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/better-games-better-world-contest.html' title='Better Games = Better World Contest'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-955354706906199289</id><published>2007-12-03T07:08:00.000-08:00</published><updated>2007-12-03T11:07:33.443-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='igf2008'/><title type='text'>IGF 2008 Finalists</title><content type='html'>The finalists for the 2008 IGF competition &lt;a href="http://www.igf.com/02finalists.html"&gt;have been announced&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Seumas McNally Grand Prize:&lt;/span&gt;&lt;br /&gt;  * &lt;a href="http://www.audio-surf.com/"&gt;Audiosurf&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.kloonigames.com/blog/games/crayon/"&gt;Crayon Physics Deluxe&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.fun-motion.com/physics-games/hammerfall/"&gt;Hammerfall&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.konjak.org/main.htm"&gt;Noitu Love 2: Devolution&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.2dboy.com/"&gt;World of Goo&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Best Web Browser Game:&lt;/span&gt;&lt;br /&gt;  * &lt;a href="http://www.globulos.com/"&gt;Globulos.com&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://onetonghost.com/"&gt;Iron Dukes&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://triachnid.com/"&gt;Tri-Achnid&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Design Innovation Award:&lt;/span&gt;&lt;br /&gt;  * &lt;a href="http://www.wyrdysm.com/"&gt;Battleships Forever&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.kokoromi.org/fez"&gt;Fez&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.fretnice.com/"&gt;Fret Nice&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.largeanimal.com/games/deluxe/snapshot-adventures-secret-of-bird-island"&gt;Snapshot Adventures: Secret Of Bird Island&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.2dboy.com/"&gt;World Of Goo&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Excellence in Visual Art:&lt;/span&gt;&lt;br /&gt;  * &lt;a href="http://www.cactus-soft.co.nr/"&gt;Clean Asia!&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.kokoromi.org/fez"&gt;Fez&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.fun-motion.com/physics-games/hammerfall/"&gt;Hammerfall&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.synaesthetegame.com/"&gt;Synaesthete&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.tale-of-tales.com/ThePath/"&gt;The Path&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Excellence in Audio:&lt;/span&gt;&lt;br /&gt;  * &lt;a href="http://secretexit.com/games/cinnamonbeats"&gt;Cinnamon Beats&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.fretnice.com/"&gt;Fret Nice&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.audio-surf.com/"&gt;Audiosurf&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.cactus-soft.co.nr/"&gt;Clean Asia!&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.ookibloks.com/"&gt;OokiBloks&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Technical Excellence:&lt;/span&gt;&lt;br /&gt;  * &lt;a href="http://www.2dboy.com/"&gt;World of Goo&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://apaththroughpossibility.blogspot.com/"&gt;Goo!&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.audio-surf.com/"&gt;Audiosurf&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.axiomoverdrive.com/"&gt;Axiom: Overdrive&lt;/a&gt;&lt;br /&gt;  * &lt;a href="http://www.gumboytournament.com/"&gt;Gumboy Tournament&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.igf.com/02finalists.html"&gt;Visit the IGF site&lt;/a&gt; for a complete list with screenshots and descriptions.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-955354706906199289?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/955354706906199289/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=955354706906199289' title='25 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/955354706906199289'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/955354706906199289'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/igf-2008-finalists.html' title='IGF 2008 Finalists'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><thr:total>25</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2378262675004809616</id><published>2007-12-03T06:06:00.001-08:00</published><updated>2007-12-08T23:56:42.199-08:00</updated><title type='text'>Garden Gnome Carnage</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2387/2096652755_ce5d4801a3_o.png"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R1ueKXmgzHI/AAAAAAAAExs/GIUpduOzI5w/s320/gardengc.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5141877300544982130" /&gt;&lt;/a&gt;&lt;a href="http://www.yoyogames.com/games/show/18644"&gt;Garden Gnome Carnage&lt;/a&gt; is one of the better games created for the Game Maker winter contest so far. It's a pretty unique arcade game where you move a building left and right to swing a gnome who is attached to the top of it around in order to protect that building from invading elves. The gnome can also pick up bricks from the building and throw them at the invaders.&lt;br /&gt;&lt;br /&gt;Mastering the movement takes a little getting used to because you can only pull the string he's attached to left and right, but isn't as difficult as it sounds. There's also a lot of depth to it, such as a combo system where you can knock elves into other elves and cause chain reactions.&lt;br /&gt;&lt;br /&gt;One of the nicest touches is that each time you complete the game you get a new tip, and some of these tips reveal new abilities and techniques, giving it a lot of replay value. (I also love what happens when you reach 80,000 points.)&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yoyogames.com/games/show/18644"&gt;&lt;span style="text-decoration: underline;"&gt;Garden Gnome Carnage&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Developer: Ultimortal&lt;br /&gt;Category: Arcade/Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 5.4MB&lt;br /&gt;Direct download page: &lt;a href="http://www.yoyogames.com/games/launch/18644"&gt;Click Here&lt;/a&gt;&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2378262675004809616?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2378262675004809616/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2378262675004809616' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2378262675004809616'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2378262675004809616'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/garden-gnome-carnage.html' title='Garden Gnome Carnage'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_MYCnqB8Pzuk/R1ueKXmgzHI/AAAAAAAAExs/GIUpduOzI5w/s72-c/gardengc.jpg' height='72' width='72'/><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2870896112865918268</id><published>2007-12-03T00:05:00.000-08:00</published><updated>2007-12-05T10:04:46.169-08:00</updated><title type='text'>New Rückblende Mirror</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2148/2082729885_60460c7b14_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2283/2082729883_8167855191_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5139657794590395314" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Guess what. It took two sleepless nights, but a new &lt;a href="http://timw.diinoweb.com/files/games/"&gt;mirror for Rückblende&lt;/a&gt; is finally up.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://timw.diinoweb.com/files/games/"&gt;download Rückblende&lt;/a&gt; (593 MB)&lt;br /&gt;- &lt;a href="http://indygamer.blogspot.com/2007/11/rckblende_22.html"&gt;previous mention&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2870896112865918268?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2870896112865918268/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2870896112865918268' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2870896112865918268'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2870896112865918268'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/new-rckblende-mirror.html' title='New Rückblende Mirror'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7893971152571073873</id><published>2007-12-02T17:06:00.000-08:00</published><updated>2007-12-03T03:30:58.570-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Caravel Games Interview</title><content type='html'>A lengthy interview with Erik Hermansen of &lt;a href="http://www.caravelgames.com/Articles/Games.html"&gt;Caravel Games&lt;/a&gt;, the industry veteran who gave us the DROD series - recently featured on &lt;a href="http://kotaku.com/gaming/indie/five-indie-picks-1-+-deadly-rooms-of-death-324206.php"&gt;Kotaku's Five Indie Picks&lt;/a&gt;. He is also currently working on &lt;a href="http://forum.caravelgames.com/viewtopic.php?TopicID=18647"&gt;Frogs and Mice&lt;/a&gt;, an exclusive game for &lt;a href="http://www.instantaction.com/"&gt;InstantAction&lt;/a&gt; set to be released early next year.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Let's begin with a little introduction of yourself, and some background info on Caravel Games as well. (for those who are not familiar with DROD - though however unlikely that is)&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Alright, so I'm a guy that has made computer games for fun since I was 13. And then at one point I thought I'd try selling them. It more or less worked.&lt;br /&gt;&lt;br /&gt;DROD was the game I made that was what I wished someone else would make so I could play it. And after I got it out to the world, I found out that there were a smallish number of people that really, really loved it. I think because they have brains like mine.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How long has the DROD series been around? I've first heard about it from The Underdogs, and that site is long gone but Caravel Games is still here!&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Well, it gets really boring to explain the various ways you might determine how long it's been around. But I will say that I started designing early versions of it around 1992. And the first commercial version of it was... (leaving briefly to look it up) 1997. That was the version I published with Webfoot Technologies. Now we publish it all ourself.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Who originally worked on the first DROD? If I remember correctly you started out with just one partner..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well, there was just me and a guy named Lucas Swineford to begin with. Lucas made a bunch of levels for DROD, and I did most everything else. A guy named Lars K Aasbrenn wrote the music. Then as years went by, there've been maybe a dozen core contributors and several tens of people doing things like beta testing and voice acting. &lt;br /&gt;&lt;br /&gt;I honestly have a hard time explaining how DROD got made. It's really like a number of games in a series like Sims. "DROD" is more like a franchise name.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Haha ok, no problems at all. I can sort of understand, I mean there is at least fifteen years of history anyway. :)&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Let me lock you in a room for four hours and bore you to death. THEN YOU WILL UNDERSTAND. Tie you to a wooden wheelchair and show you powerpoint slides.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Where do you think your fans heard about DROD from? I would say The Underdogs mainly, but that's because I'm uninformed.. plus it was at a time when internet marketing was practically unheard of, and games are only promoted by word of mouth.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Underdogs was a big one (thanks Sarinee!). And there's some obscure little budget CD that Webfoot got DROD onto a long while back that apparently was a big deal. But mainly they trickle in from different sources. And word of mouth is still really the biggest way people learn about it.&lt;br /&gt;&lt;br /&gt;We send out press releases sure, but people are getting their friends hooked on it and posting on forums. It used to be you threw a game up on a bunch of download sites and that was all the marketing you needed.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Has that changed? Are you spending on marketing DROD: The City Beneath?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Yeah, we are gearing up to do a lot more marketing in a more intelligent way. For instance, your name is going to go into a database and a little note is going to be put there that says we had this interview. And later on you're gonna get spammed! No, not spammed, respectfully contacted about other opportunities. :) NO SPAM.&lt;br /&gt;&lt;br /&gt;Seriously, I've got this long-time fan Matt Cramp, working on the marketing side on a regular basis and we are taking it very seriously. We don't want to offload our marketing work to other companies or publishers.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;I'm not going to ask about the number of emails in your mailing address, but how about an active forum members count? Just to find out an indication of the rabid fan base Caravel Games' have.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Last time I checked it was something like 500 active members (logged in at some point in the last 3 months). About 1 in 3 people that buy our games also sign up for the accompanying online service too. It's not huge numbers, but it's a solid base of players that you can do things with.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What do you think happened to the owner of The Underdogs? She sort of disappeared, or maybe lost interest in the whole thing..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I don't know what Sarinee is up to these days. I know that she's very talented and capable, and I think of her site as a great gift. People get busy, their interests change. The remarkable thing is that she has done so much on the site over such a long period.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Five years in operation perhaps? I mean The Underdogs, before it went inactive.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Well, the cool thing about Underdogs is that the policy was not the typical abandonware ethic of putting any old crap up you could get away with. Underdogs really did care about what the authors and copyrightholders wanted. It wasn't a big screw job to people making games. It was respectful of creative work.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How many people do you think have completed every single DROD release?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Not me, I can tell you that. I finished King Dugan's Dungeon, but not the last two. It's frigging hard! But I'd guess that the number is less than a hundred. Or maybe low hundreds.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Well, I find myself resorting to using the online solutions very often.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yeah, the DROD design attracts these supergenius MENSA types that are used to solving really tough problems. And there's one camp that pulls the puzzles off into that supergenius territory. The other camp asks for easier puzzles, but is maybe underrepresented.&lt;br /&gt;&lt;br /&gt;Too hard for a lot of people. That's why I'm starting over with the new game. Frogs and Mice.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2386/2082714780_4c58858eff_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2024/2082714784_7e19825f0d_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5139562557985573794" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Frogs and Mice (F&amp;M) will be on GarageGames' InstantAction right? When will that be playable? Last I heard it was "early next year".&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Well, it's up to us (Caravel) and it's up to them. But I would guess around April of 2008. Yeah, I am pushing for a tight schedule on this one to make GarageGames happy, but the honest answer always has to be "we don't know". Of course, when does a game studio ever know, other than the month before release?&lt;br /&gt;&lt;br /&gt;And yeah, it will go on InstantAction exclusively. Which is different for us. We have stayed away from exclusive deals. But in this case we are keeping "DROD" games selling from our website, and then retheming DROD to be different so it can appear exclusively on InstantAction. So F&amp;M is like little mice and frogs fighting each other. And DROD is about Beethro Budkin, a weird trollish guy chopping up roaches. But it is the same DROD style of gameplay.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Will F&amp;M be playable using any internet browser? Details about InstantAction are sketchy at best, and since you're working with GarageGames, perhaps you can tell us a little about their new game delivery platform, and how it's any different from other flash game portals.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Sorry man, they might send nasty lawyers after me. I basically am limited to saying things off their press releases. They are way frigging serious about nondisclosure. I had Jeff Tunnel repeating it to me for a solid ten minutes on my last visit.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Haha, alright. Best to avoid that legal mine field. :) So Frogs and Mice is essentially DROD then? With new sprites and backgrounds, but the same addictive puzzle elements - or is there something new that we might see done differently in this InstantAction exclusive. I mean, do we play the mice or the frog? And do they carry huge swords? It's kinda hard to imagine a Caravel Games' release without Beethro..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Well, I won't comment on the InstantAction part and how it affects the game, but I would say that Frogs and Mice will be different from DROD in the following ways:&lt;br /&gt;&lt;br /&gt;* Different and better graphics. I've got an artist sitting behind me drawing up cute little animals and nice animated sprites. She's been working on this solid for months. We're going to make the screen more interesting to look at.&lt;br /&gt;&lt;br /&gt;* The game will be oriented for the casual newcomer. Not stupid casual like "I won't play this game unless I can match colors together". This is for people that are willing to try a new kind of game as long as they can figure it out in the first 15 minutes.&lt;br /&gt;&lt;br /&gt;* There will be new game elements not seen in DROD before. We have an interesting "stealth" mode of play that hasn't been seen in DROD games before.&lt;br /&gt;&lt;br /&gt;That's the main stuff. I don't want to blind you with bullet points.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Frogs and Mice - completely free to play? Will there be a story? How about voiceovers?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I'm assuming there will be a shareware demo + registered portion. I'm not clear on the InstantAction payment model at this point. Yes, there will be limited story, but we want to keep the emphasis on puzzles for this game. There will be less story than what we had in DROD: The City Beneath.&lt;br /&gt;&lt;br /&gt;Voiceovers? Possibly. The problem is that since dialogue is sparser, it can be a little jarring to have characters talking suddenly amidst relative silence. We're going to play with it a bit to see what works.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How large is Frogs and Mice in terms of content? Compared to DROD: The City Beneath (or any of it's predecessors).&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I think Frogs and Mice will play through faster than DROD: The City Beneath simply because it will be much easier. But the room count will be similar with a huge world to explore. And we'll include the level editor so people can publish their own level collections.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Playing time?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;To get through the core levels were aiming at 20-30 hours. After that there will be a LOT of replayabity from level editing, challenges, finding secrets, and high score competition. I expect the same "career" effect we have for DROD. People play the same damned game for years.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Will you be posting more screenshots or trailers for Frogs and Mice? We've only seen small bits of it; some sprites and &lt;a href="http://brettboyette.com/"&gt;a couple of backgrounds&lt;/a&gt; (see gallery and animations) - so all our impressions are based on superimposing those images onto gameplay elements which we're familiar with from DROD.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Sure, but we're not in a hurry to post screenshots since the cosmetic elements of the game are probably getting put in last. We've prioritized development to get level design and new game elements done first. So it will be months before the F&amp;M screenshots start popping up. You have the FIRST interview related to Frogs and Mice. Feel proud?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Feeling very privileged haha. Okay one last question: do you have a screenshot or any material from Frogs and Mice to share with your loyal DROD fans?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yeah, yeah, I'll dig something up for you. But this will delay development, you understand? If the game gets behind schedule, it's your fault.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Alright... better not then heh. I was thinking about asking how Frogs and Mice got it's name, and your inspiration behind it.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Dude, I already dropped so much new material on you. But let's see... Well, I will tell you that one of the characters you play is female, but as far as I can tell, there is no discernable way to know this from playing the game. So you can play Bread Nibbler (male) or Slice Snatcher (female). But they are both tiny little mice on the screen, so you just have to know that one is male and the other is female. See, a real bona-fide secret for you!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Er... is that for print?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Yeah, you can have that little gem. I'm a generous guy.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Thanks!&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;(Erik was also kind enough to send over two images after the chat. One is a direct screenshot from Frogs and Mice, while the other will be used for the title screen; both WIP of course.)&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2417/2082753617_e3f1fcd243_o.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2417/2082753617_e3f1fcd243_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5139560135624018834" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7893971152571073873?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7893971152571073873/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7893971152571073873' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7893971152571073873'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7893971152571073873'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/caravel-games-interview.html' title='Caravel Games Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-356887651786765114</id><published>2007-12-02T16:34:00.000-08:00</published><updated>2007-12-02T17:06:09.699-08:00</updated><title type='text'>Flipside</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=nt10QOOIaLo" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2320/2081707535_8f28428508_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5139540477558704994" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.playflipside.com/"&gt;Flipside&lt;/a&gt; tells the tale of an escaped insane asylum patient who has a split personality. He sees everything in cardboard, and cheerful or depressing depending on which personality he's using.&lt;br /&gt;&lt;br /&gt;This is a Half-Life 2 mod, and contains only one short level. The game was previously featured in &lt;a href="http://www.playflipside.com/press.php"&gt;PC Zone&lt;/a&gt;, reviewed by &lt;a href="http://www.moddb.com/games/61/half-life-2/reviews/23843/flipside"&gt;Mod DB&lt;/a&gt;, and was submitted as a &lt;a href="http://www.igf.com/php-bin/entry2008.php?id=4"&gt;student entry&lt;/a&gt; in this year's IGF competition. Has &lt;a href="http://www.playflipside.com/goodies.php"&gt;decent music&lt;/a&gt; as well, sort of a Caribbean feel. (mmm, fondues...) And yes, there are plenty of working mirrors this time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-356887651786765114?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/356887651786765114/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=356887651786765114' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/356887651786765114'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/356887651786765114'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/flipside.html' title='Flipside'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4145515772451296294</id><published>2007-12-02T10:51:00.000-08:00</published><updated>2007-12-02T13:55:49.387-08:00</updated><title type='text'>Top Freeware Games of 2007</title><content type='html'>&lt;a href="http://www.midnightsynergy.com/"&gt;Midnight Synergy&lt;/a&gt; (Wonderland series) has compiled a selection of &lt;a href="http://www.midnightsynergy.com/topten2007/"&gt;10 freeware games released in 2007&lt;/a&gt;, complete with proper descriptions and download links. Definitely worth a gander or two.&lt;br /&gt;&lt;br /&gt;Meanwhile, an unofficial Grand Theft Auto IV web site had also posted a list of &lt;a href="http://www.gta4.ws/archives/82"&gt;top 20 free games of 2007&lt;/a&gt;, though this article is done with poor judgment as more than half of the titles included were either released in 2006 or before that. There is also at least one game that comes with the Starforce protection - proceed with extreme caution, or avoid entirely.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4145515772451296294?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4145515772451296294/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4145515772451296294' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4145515772451296294'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4145515772451296294'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/top-freeware-games-of-2007.html' title='Top Freeware Games of 2007'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7325408542279366332</id><published>2007-12-02T06:01:00.000-08:00</published><updated>2007-12-02T09:42:10.487-08:00</updated><title type='text'>onEscapee</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm3.static.flickr.com/2148/2081110630_a42ed7ba72_o.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://farm3.static.flickr.com/2148/2081110630_a42ed7ba72_o.jpg" alt="" id="BLOGGER_PHOTO_ID_5139386366436435538" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;a href="http://onescapee.invictus.hu/"&gt;onEscapee&lt;/a&gt; was a long lost relative of Flashback and Out of this World, until it resurfaced as freeware in 2006. Naming shenanigans aside, the game features art that, at times, spikes to beautiful, and an original world. The action sequences aren't anything groundbreaking, but the sheer amount of death animations, the exploration and puzzle elements provide enough gravitation to hold you captive. So, roll, run, shoot and think your way through this adventure with an unconventional finale.&lt;br /&gt;&lt;br /&gt;Name: onEscapee&lt;br /&gt;Developer: Invictus&lt;br /&gt;Category: Action adventure&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 130MB&lt;br /&gt;&lt;a href="http://download1.invictus.hu/games_main/onescapee/online/onEscapee_Free_Setup.exe"&gt;Download&lt;/a&gt;, &lt;a href="http://freetexthost.com/0qdp2ten0e"&gt;Walkthough&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=i_e-44NR-cc"&gt;Video walkthrough&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7325408542279366332?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7325408542279366332/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7325408542279366332' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7325408542279366332'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7325408542279366332'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/onescapee.html' title='onEscapee'/><author><name>BigBossSNK</name><uri>http://www.blogger.com/profile/16112669688867753307</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4478326171929640910</id><published>2007-12-02T01:41:00.000-08:00</published><updated>2007-12-16T03:41:01.159-08:00</updated><title type='text'>News</title><content type='html'>&lt;a href="http://hp.vector.co.jp/authors/VA022293/"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2009/2079286560_cce10804e7_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5139144795106626370" /&gt;&lt;/a&gt;&lt;a href="http://www.bit-blot.com/?p=28"&gt;First concept art&lt;/a&gt; from Aquaria posted.&lt;br /&gt;&lt;br /&gt;The &lt;a href="http://www.garagegames.com/"&gt;GarageGames' web site&lt;/a&gt; gets a face-lift.&lt;br /&gt;&lt;br /&gt;Kloonigames has released a new monthly project entitled &lt;a href="http://www.kloonigames.com/blog/"&gt;Humpsters&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;HIZ is working on a new &lt;a href="http://d.hatena.ne.jp/HIZ/20071128"&gt;vertical shooter&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Buster (&lt;a href="http://tokyo.cool.ne.jp/itako-rider/game.html"&gt;Iwanaga, Vacant Ark&lt;/a&gt;) is working on several &lt;a href="http://tokyo.cool.ne.jp/itako-rider/memo5.html"&gt;new projects&lt;/a&gt; and prototypes.&lt;br /&gt;&lt;br /&gt;Information about &lt;a href="http://www.pastelstories.com/?p=416"&gt;Submachine 5&lt;/a&gt; revealed. The revamped Submachine 1 will be posted on &lt;a href="http://www.pastelgames.com/"&gt;Pastel Games&lt;/a&gt; soon.&lt;br /&gt;&lt;br /&gt;Nucleosys (Scratches) is currently working on &lt;a href="http://www.adventure-eu.com/forum/index.php?topic=1829.0"&gt;two different projects&lt;/a&gt;, with one of them being a freeware 2D adventure game developed for the Argentine government as an educational title.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4478326171929640910?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4478326171929640910/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4478326171929640910' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4478326171929640910'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4478326171929640910'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/news.html' title='News'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4199232808805082567</id><published>2007-12-01T05:09:00.000-08:00</published><updated>2007-12-01T16:49:06.877-08:00</updated><title type='text'>Gamma 256</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2243/2077318079_2c10c35cc8_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2138/2078102432_b023123db0_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138992328062585634" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Photos from the &lt;a href="http://www.kokoromi.org/"&gt;Gamma 256&lt;/a&gt; event recently held in Montreal, in which a selection of games with a display of under 256 pixels were being showcased.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.flickr.com/photos/sfllaw/2077043925/"&gt;Célu&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.flickr.com/photos/sfllaw/2077830776/"&gt;Dive&lt;/a&gt; (&lt;a href="http://namakoteam.com/games/dive/"&gt;download&lt;/a&gt;)&lt;br /&gt;- &lt;a href="http://www.flickr.com/photos/sfllaw/2077042703/"&gt;Doomed Planet&lt;/a&gt; (&lt;a href="http://www.socoder.net/?showcase=9832"&gt;download&lt;/a&gt;)&lt;br /&gt;- &lt;a href="http://www.flickr.com/photos/sfllaw/2077039113/"&gt;Mr Heart Loves You Very Much&lt;/a&gt; (&lt;a href="http://indygamer.blogspot.com/2007/10/mr-heart-loves-you-very-much.html"&gt;Terry's review&lt;/a&gt;)&lt;br /&gt;- &lt;a href="http://www.flickr.com/photos/sfllaw/"&gt;More photos from Gamma 256&lt;/a&gt;, taken by Simon Law&lt;br /&gt;- &lt;a href="http://www.youtube.com/results?search_query=kokoromi+gamma+256"&gt;Musical performances&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Update&lt;/strong&gt;: &lt;a href="http://www.flickr.com/photos/67592629@N00/"&gt;More photos from the Gamma 256 party&lt;/a&gt;. [&lt;em&gt;source: Petri Purho&lt;/em&gt;]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4199232808805082567?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4199232808805082567/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4199232808805082567' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4199232808805082567'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4199232808805082567'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/12/gamma-256.html' title='Gamma 256'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1694816298756060808</id><published>2007-11-30T19:04:00.000-08:00</published><updated>2007-12-01T08:06:05.335-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Derek Yu Interview</title><content type='html'>&lt;strong&gt;Let's begin with an introduction of yourself. (is this really necessary?!)&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;My name's Derek Yu. *waves* I'm the editor-in-chief at TIGSource, one of the developers behind &lt;a href="http://www.bit-blot.com/"&gt;Aquaria&lt;/a&gt;, and I'm obsessed with a certain part of my body that I can't talk about in front of the children.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Aquaria is set for a release next Friday (7th of December, 2007). I'm assuming that it's finished and ready for the world - how does it feel to have finally completed this massive project?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;It feels pretty darn good, although I have to admit, I'm so tired I'm not sure I'm fully appreciating it. Alec and I are really happy with the game, though.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;You knew this was coming. Why $30? Why?!!!&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Yeah, I saw people discussing it! $20 seems to be the midpoint for indie games, and we just felt that with all the content that we put into the game, $30 was pretty reasonable. It includes a full level editor, as well.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Is the full version really 200 MB? How much hard disk space is Aquaria going to take up after installation? Can we play the game using some ancient graphics card we dusted out from the basement/attic?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Yeah, the full version will be around 200 megs. Most of that is graphics! I don't know if an ancient graphics card is going to cut it... Maybe if it's ancient and cursed with the power of demons.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How many people do you think have played the game so far (before it's actual release)? When Aquaria released, what do you feel the response to the game would be? Receptive? Harsh? Split between love and hate? Accusations of 'Cave-Story' rip-off?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Hahaha. I think a good number of people have played it, if you include GDC... 50, maybe? Not sure. Everyone who's played it has really enjoyed it, so I'm hoping most people will... or at least see the value in it, even if it's not necessarily "for them."&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Since there's roughly fifty people who have seen the game, can you share what some of their responses are?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I really enjoyed watching people play at GDC. The best was when we stood away from our booth. I think people felt more comfortable then to just let themselves go, and we'd have people just swimming around for long periods of time, getting lost in it. That was a pretty early build, too. &lt;br /&gt;&lt;br /&gt;Russ Carroll has a more recent build of the game (I hope he thinks it's okay if I mention him), and I heard he said it was "freakin' great!"&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How long is the demo? Can we expect at least close to 25% of the actual game? Or will the demo contain content that would be different from the full version?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The demo has the first part of the game, and no, it's probably more like 10%... but it's still quite a bit of game to get through. Demo saves will be compatible with the full version - nothing's changed. I've played through that part a lot - I think it'll give people a good impression of the game.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How long is the full game then?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;It depends a lot on how much time you spend exploring, but... I'd say an average of 20 hours to play through the full game. That's a pretty rough estimate, though.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Any chances of seeing Aquaria on BFG or Reflexive?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;No, you probably will not see Aquaria on a casual portal. ;)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Why the name Aquaria? I don't remember you stating the reason for picking it in any of the past interviews before.. though I might had recalled this wrongly.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Aquaria started as a prototype of Alec's, and it was already called Aquaria at the time! I don't know where it came from, exactly, although I imagine it just sounded right to him. Let me go ask him, actually. Hold on...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;I was supposed to interview him actually. He said something like next week.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Okay lol..&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;So you're saying that the name Aquaria wasn't picked by you then. What would you have named it otherwise?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Ah, I'm not sure... I really like the name, so I probably wouldn't have changed it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Are you ever going to make freeware games again? I mean, Aquaria is going to sell like hot cakes, so it wouldn't be much of a surprise if you decide to sell all of your future games. And how about Raigan's idea of DoomRL on the DS with your tileset?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I'd love to do some freeware again. And yeah, Kornel (the DoomRL creator) and I have been working on and off for awhile on various projects, including DoomRL. Some day you're going to see a graphical version of that beast, I promise.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What is the next project from Bit Blot? Hopefully you'll let your real fans hear the juicy details first, and not some big game site with journalists who are unfamiliar with Cave Story..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Oh shit... well, I already mentioned this to Kotaku, but...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Haha that's a slap to indie games..&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Haha yeah, I'm just kidding. We're going to remake Hard Time, the MDickie game.&lt;br /&gt;&lt;br /&gt;Not really... I can't give a straight answer for this one. We have a few interesting ideas cooking, but we're not sure which one is going to be next!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1694816298756060808?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1694816298756060808/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1694816298756060808' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1694816298756060808'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1694816298756060808'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/derek-yu-interview.html' title='Derek Yu Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7766252725132218580</id><published>2007-11-30T13:45:00.000-08:00</published><updated>2007-11-30T19:10:54.486-08:00</updated><title type='text'>Aquaria Release Date, 7th Dec</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2319/2076104871_57dc43b979_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2283/2076100789_c71362df89_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138754416939158290" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Alec has announced that Bit Blot's debut release Aquaria will be available for purchase starting next Friday, 7th of December 2007. Fans can expect daily updates to &lt;a href="http://www.bit-blot.com/"&gt;Bit Blot's web site&lt;/a&gt;, up to the day Aquaria is released. A demo will be made available for download on the same Friday; the (roughly) 200 MB full version for PC retails at USD $30.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.bit-blot.com/"&gt;Aquaria release date announcement&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.derekyu.com/?p=142"&gt;Derek Yu's web site&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7766252725132218580?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7766252725132218580/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7766252725132218580' title='28 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7766252725132218580'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7766252725132218580'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/aquaria-release-date-7th-dec.html' title='Aquaria Release Date, 7th Dec'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>28</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7200427617186873104</id><published>2007-11-30T08:55:00.000-08:00</published><updated>2007-11-30T11:50:20.592-08:00</updated><title type='text'>Ice Breaker</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://pics.livejournal.com/rinku/pic/000p26sd"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://2.bp.blogspot.com/_iD2BzWslqAo/R1BBCRC-9hI/AAAAAAAAACk/szeS029Bl-M/s200/__icebreaker.png" alt="" id="BLOGGER_PHOTO_ID_5138678682021197330" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.yoyogames.com/games/show/18262"&gt;Ice Breaker&lt;/a&gt; is a pretty interesting and polished puzzle game created for the Game Maker winter games contest; it's one of the best entries for that contest that I've played so far. It has to do with maintaining a colored line of power by rotating nodes, eventually coloring the entire puzzle red. There are a number of levels and special items and other variations to keep it interesting. In feeling and atmosphere (but not in gameplay) it's similar to the Ac!dbomb series, so it's recommended for fans of those games.&lt;br /&gt;&lt;br /&gt;One of the nicest parts of the game is that any level can be played in one of three modes (without a time limit or a move limit, with a time limit but no move limit, and with a time limit and a move limit) and the point value the completed level gives you depends on which difficulty mode you completed it in; more points open up more levels.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.yoyogames.com/games/show/18262"&gt;Ice Breaker&lt;/a&gt;&lt;br /&gt;Developer: Silen&lt;br /&gt;Category: Logic Puzzle&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 11MB&lt;br /&gt;Direct download page: &lt;a href="http://www.yoyogames.com/games/launch/18262"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7200427617186873104?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7200427617186873104/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7200427617186873104' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7200427617186873104'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7200427617186873104'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/ice-breaker.html' title='Ice Breaker'/><author><name>miyamoto-SAN</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='20' src='http://4.bp.blogspot.com/_iD2BzWslqAo/SY5npg3RqBI/AAAAAAAAAGk/ZLeClxsD7FU/S220/shiggy.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_iD2BzWslqAo/R1BBCRC-9hI/AAAAAAAAACk/szeS029Bl-M/s72-c/__icebreaker.png' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-6946592489658031933</id><published>2007-11-30T07:27:00.000-08:00</published><updated>2007-11-30T18:59:29.287-08:00</updated><title type='text'>Camtasia Studio 3 Free</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=gNGtj9N0FK4" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2059/2075946001_3ad611c476_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138736017299262210" /&gt;&lt;/a&gt;&lt;br /&gt;Tried to &lt;a href="http://tigsource.com/articles/2007/11/30/bokorin-pwnd"&gt;record some Bokorin&lt;/a&gt; today using the &lt;a href="http://www.updatexp.com/free-camtasia-studio-3.html"&gt;free Camtasia Studio 3&lt;/a&gt;. I think &lt;a href="http://www.willhostforfood.com/files/115387/bokorin.zip"&gt;the results&lt;/a&gt; speak for itself; good frame rate, high quality video etc.&lt;br /&gt;&lt;br /&gt;Terry also uses Camtasia to record his brilliant &lt;a href="http://www.youtube.com/profile?user=ChaoticHarmonyEcho"&gt;Trilby: The Art of Theft speed runs&lt;/a&gt;. [&lt;em&gt;source: &lt;a href="http://www.ovine.net/"&gt;Andy Hewitt&lt;/a&gt;, &lt;a href="http://www.retroremakes.com/forum2/showthread.php?t=10373"&gt;Retro Remakes&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.updatexp.com/free-camtasia-studio-3.html"&gt;get Camtasia Studio 3 for free&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.willhostforfood.com/files/115387/bokorin.zip"&gt;Bokorin .avi file test&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-6946592489658031933?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/6946592489658031933/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=6946592489658031933' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6946592489658031933'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6946592489658031933'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/camtasia-studio-3-free.html' title='Camtasia Studio 3 Free'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1976138121330180977</id><published>2007-11-30T07:21:00.000-08:00</published><updated>2007-12-01T16:29:31.863-08:00</updated><title type='text'>3 Hours of Poppenkast</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2133/2076206640_06a788e664_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2353/2075409351_deef8e6076_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5138654144511724130" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.thepoppenkast.com/file.php?game=3%20Hour%20Comp"&gt;A collection of games&lt;/a&gt; made by members of Poppenkast in roughly three hours.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2133/2076206640_06a788e664_o.png" target="_blank"&gt;Arms&lt;/a&gt;: A new platformer by cactus with odd controls and unique gameplay mechanics. The game has a couple of puzzles and action sequences but it's more of an experimentation piece than a proper release. Use the W, A, S and D keys to move. Other actions are controlled with the mouse. Press the space key to restart.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2008/2075515221_361abf6554_o.png" target="_blank"&gt;Nevada Thompson and the Temple of Scorpions&lt;/a&gt;: The gameplay is pretty much described by it's title. An action game with limited controls, where players can only attack sideways. Use the Z or X key to whip, and tap the A or S key to shoot. Ammunition is limited, but can be replenished. There are two large rooms to explore in total.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2089/2075444081_b04589eca1_o.png" target="_blank"&gt;Airhound&lt;/a&gt;: An action game involving dogfights and collectible power-ups stashed away in crates with parachutes attached to them. Hold the up arrow key to accelerate, and use the left or right cursor keys to change the plane's direction. Tap the A key to shoot, and press the S key to launch missiles.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2148/2076251592_a8255bc0ff_o.png" target="_blank"&gt;Steely Dan&lt;/a&gt; - A decent action game in which players have to roll a ball towards the exit found in each stage by smashing through blocks and collecting keys. Marred heavily by bugs but playable if the ignore option is selected repeatedly during level transitions.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2125/2076271536_d1d8adf2e4_o.png" target="_blank"&gt;Panic at the Club&lt;/a&gt;: An average action game where players engage zombies in a disco. Use the cursor keys to move the protagonist around. Tap the left mouse button to shoot, and hold the right mouse button to initiate bullet time. Increase bullet time by taking out enemies.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2128/2075543321_1943e2b9f4_o.png" target="_blank"&gt;a game with no name&lt;/a&gt;: beam's 3 Hours of Poppenkast entry is an action game which uses only the cursor keys for control. A difficult maze game, though the author had included a walkthrough to reduce frustration.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://farm3.static.flickr.com/2208/2075624397_3fd0c3e706_o.png" target="_blank"&gt;The Coldest Mind&lt;/a&gt;: A stylish platformer with some questionable design decisions. To win the game, you must collect the golden crucifix at the end of each level. Use the arrow keys to move, and tap the Z key to throw a knife. A punishing game, thanks to the scarcity of knives to be found.&lt;br /&gt;&lt;br /&gt;Direct download link for all games: &lt;a href="http://www.thepoppenkast.com/download.php?member=Poppenkast&amp;game=3 Hour Comp&amp;type=0"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1976138121330180977?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1976138121330180977/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1976138121330180977' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1976138121330180977'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1976138121330180977'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/3-hours-of-poppenkast.html' title='3 Hours of Poppenkast'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-5416243454017950797</id><published>2007-11-30T00:54:00.000-08:00</published><updated>2007-11-30T06:20:44.233-08:00</updated><title type='text'>Once in Space</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2120/2075751454_98497a1065_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2233/2074957267_f1419edeba_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5138557134085409362" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://nifflas.ni2.se/forum/index.php?topic=2586.0"&gt;Once in Space&lt;/a&gt; is a platformer by Arvi Teikari with emphasis on collecting stars to complete each level. The challenge is to figure out how to approach them, as most stars can only be acquired when your character is oriented in a certain direction as indicated by the small red arrows.&lt;br /&gt;&lt;br /&gt;Use the cursor keys to move, and tap the left shift key to jump. Hold the control key to change gravity, though this is only possible on platforms with rounded edges marked red. Press Y and control to change key configuration settings. The game features music by Nifflas.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://nifflas.ni2.se/forum/index.php?topic=2586.0"&gt;Once in Space&lt;/a&gt;&lt;br /&gt;Developer: Hempuli&lt;br /&gt;Category: Platform&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 5MB&lt;br /&gt;Direct download link: &lt;a href="http://koti.mbnet.fi/arvitei/OiP_.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-5416243454017950797?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/5416243454017950797/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=5416243454017950797' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5416243454017950797'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/5416243454017950797'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/once-in-space.html' title='Once in Space'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-612205335580817339</id><published>2007-11-29T13:56:00.000-08:00</published><updated>2007-11-29T13:49:22.661-08:00</updated><title type='text'>MIGS</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R07JaPs1ySI/AAAAAAAAEsQ/MjoPErJnpZ4/s1600-h/thatgame.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R07JaPs1ySI/AAAAAAAAEsQ/MjoPErJnpZ4/s400/thatgame.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138265677604702498" /&gt;&lt;/a&gt;The team at &lt;a href="http://www.gamasutra.com/"&gt;Gamasutra&lt;/a&gt; had posted transcriptions for a couple of sessions from the Montreal International Games Summit (MIGS), taking place on the 27th and 28th of November. &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16392"&gt;Jonathan Blow&lt;/a&gt; (Braid) offer his opinions about current game design practices, while &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16414"&gt;Kellee Santiago&lt;/a&gt; (thatgamecompany, FlOw) reveals new details about their upcoming PS3 release, Flower.&lt;br /&gt;&lt;br /&gt;The full details for Kellee's speech will be posted at Gamasutra at a later time.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.braid-game.com/news/?p=129"&gt;download Jonathan Blow's lecture&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16392"&gt;Jonathan Blow's session&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16414"&gt;Kellee Santiago's session&lt;/a&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Update&lt;/strong&gt;: Jonathan Blow's speech in audio format &lt;a href="http://www.braid-game.com/news/?p=129"&gt;now available for download&lt;/a&gt;. The zip package also includes the original PowerPoint file used during the presentation. A video version will be made available soon.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-612205335580817339?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/612205335580817339/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=612205335580817339' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/612205335580817339'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/612205335580817339'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/migs.html' title='MIGS'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_MYCnqB8Pzuk/R07JaPs1ySI/AAAAAAAAEsQ/MjoPErJnpZ4/s72-c/thatgame.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2369649488815706562</id><published>2007-11-29T13:52:00.000-08:00</published><updated>2007-11-29T13:28:10.458-08:00</updated><title type='text'>Clones Sell More Copies</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R08hcPs1yYI/AAAAAAAAEtA/ViVOzcPIqFk/s1600-h/dinerd2.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2059/2074554592_96c8cc4eab_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138362468987685250" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;There's a new &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16426"&gt;Gamasutra article&lt;/a&gt; written by Russell Carroll (Reflexive, GameTunnel) about increased profitability for developers and small studios from not innovating - making lots of money by creating clones of existing games which are popular.&lt;br /&gt;&lt;br /&gt;According to him, a Hidden Object game, Click Management clone (Nanny Mania), and a Match-3 game sold nineteen copies more than a title belonging to any other genre, based on Reflexive Entertainment's sales statistics from the last three years. Essentially this means that developers who put out a clone tend to sell at a ratio of twenty copies as opposed to just one if it was based on anything resembling an original idea.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=16426"&gt;Cloning Created the Casual Game Business&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2369649488815706562?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2369649488815706562/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2369649488815706562' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2369649488815706562'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2369649488815706562'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/clones-sell-more-copies.html' title='Clones Sell More Copies'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1636788239891381917</id><published>2007-11-29T13:51:00.000-08:00</published><updated>2007-11-30T00:45:19.387-08:00</updated><title type='text'>Indie Game Music</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2160/2075514784_6468d874dd_o.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2157/2075509742_9857667410_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5138504988887468610" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;dong (Soup ver 0.9) has posted a &lt;a href="http://www.yarhalla.jpn.org/yarhalla/16d/"&gt;new chiptune album for download&lt;/a&gt;, although only one tune is notable (06 - Theme of Star Soldier remix). The included tracks are nowhere as enjoyable to listen as Gone Square and Go Square, also available from the same page.&lt;br /&gt;&lt;br /&gt;Julian Winter had also made the entire &lt;a href="http://julian.kreislauf.org/"&gt;Haluz 2 soundtrack&lt;/a&gt; available as a free download. This collection of thirteen songs took Julian an entire year to compose, and showcases the musician's knack for ambient and soothing music. The album was originally &lt;a href="http://www.radio-werkstatt.com/music/blog/?p=5"&gt;sold at a price of USD $6&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Alec Holowka has released a track from his side project Célu &lt;a href="http://www.bit-blot.com/?p=25"&gt;in MP3 format&lt;/a&gt;, though the actual game itself will only be made available to the general public sometime in 2008. A lot of tracks in Aquaria have a similar vibe, so you can get a feel of Bit Blot's debut release just by listening to this song alone.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1636788239891381917?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1636788239891381917/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1636788239891381917' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1636788239891381917'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1636788239891381917'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/indie-game-music.html' title='Indie Game Music'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-363272761207087290</id><published>2007-11-29T13:32:00.000-08:00</published><updated>2007-12-03T05:14:51.981-08:00</updated><title type='text'>Against All Odds</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R08-rfs1ycI/AAAAAAAAEtg/2pV49_WAMwA/s1600-h/against2.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2289/2074775518_e40b6afa4c_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138394616817895874" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.playagainstallodds.com/"&gt;Against All Odds&lt;/a&gt; is a Flash game created as an attempt to educate players about refugees in general, and also indirectly provide information on the work that UNHCR does.&lt;br /&gt;&lt;br /&gt;There are twelve scenes in total, with each act consisting of a small game, but no reward is offered when all three chapters are completed. More than half of these consists of multiple choice questions or trial and error situations, where players have to guess answers to a series of questions correctly to proceed.&lt;br /&gt;&lt;br /&gt;The third act can be a little tricky to solve, because escape is only possible once you've found the man indicated by a green dot, hiding in one of the alleys near the heavily guarded exit.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.playagainstallodds.com/"&gt;Against All Odds&lt;/a&gt;&lt;br /&gt;Developer: UNHCR and Statoil&lt;br /&gt;Category: Action, Adventure&lt;br /&gt;Type: Browser&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-363272761207087290?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/363272761207087290/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=363272761207087290' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/363272761207087290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/363272761207087290'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/against-all-odds.html' title='Against All Odds'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8832388664327701112</id><published>2007-11-29T08:41:00.000-08:00</published><updated>2007-11-29T21:49:24.397-08:00</updated><title type='text'>Gyoza</title><content type='html'>&lt;a href="http://farm3.static.flickr.com/2087/2075514780_0cdcf95f56_o.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2406/2075438080_3ea51c21e1_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138492258604403154" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Jph had released a new arcade shooter entitled Gyoza, available for download from the &lt;a href="http://iterationgames.com/"&gt;Iteration Games' web site&lt;/a&gt;. The game currently requires an Xbox360 controller to work, but a version with support for keyboard controls will be released sometime soon.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8832388664327701112?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8832388664327701112/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8832388664327701112' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8832388664327701112'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8832388664327701112'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/gyoza.html' title='Gyoza'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2480488304380081784</id><published>2007-11-29T06:38:00.000-08:00</published><updated>2007-11-29T09:09:00.333-08:00</updated><title type='text'>Digital Eel Games for Free</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R07Tpfs1yTI/AAAAAAAAEsY/MIGNhqb6hs4/s1600-h/blob_prev01.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R07Tpfs1yTI/AAAAAAAAEsY/MIGNhqb6hs4/s200/blob_prev01.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138276934713985330" /&gt;&lt;/a&gt;Have the guys at Digital Eel gone bonkers? First they offer &lt;a href="http://www.digital-eel.com/plasmaworm/"&gt;Plasmaworm&lt;/a&gt; for free, now they're giving away both &lt;a href="http://www.digital-eel.com/blox/"&gt;Big Box of Blox&lt;/a&gt; and &lt;a href="http://www.digital-eel.com/organism/"&gt;Dr. Blob's Organism&lt;/a&gt; away - for nothing!&lt;br /&gt;&lt;br /&gt;Dr. Blob's Organism was an IGF 2004 winner of both innovation in audio and visual art categories. Mac versions for these two games are also available.&lt;br /&gt;&lt;br /&gt;I was sort of expecting the games to open Digital Eel's web site when exiting, but nothing of that sort happened.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.digital-eel.com/"&gt;Digital Eel announcement&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.digital-eel.com/plasmaworm/"&gt;Plasmaworm&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.digital-eel.com/blox/"&gt;Big Box of Blox&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.digital-eel.com/organism/"&gt;Dr. Blob's Organism&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2480488304380081784?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2480488304380081784/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2480488304380081784' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2480488304380081784'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2480488304380081784'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/digital-eel-games-for-free.html' title='Digital Eel Games for Free'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_MYCnqB8Pzuk/R07Tpfs1yTI/AAAAAAAAEsY/MIGNhqb6hs4/s72-c/blob_prev01.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2620677997260385868</id><published>2007-11-29T06:32:00.000-08:00</published><updated>2007-11-29T11:31:53.185-08:00</updated><title type='text'>Spheres of Chaos Free</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R07ffvs1yUI/AAAAAAAAEsg/n0SkE7NA730/s1600-h/03.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2038/2074451616_f229359348_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138346904026204514" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Practically all over the internet by now, Iain McLeod's trippy Asteroids clone has been inducted into the world of freeware - partly because few people would buy a game loaded to the brim with effects (see Space Giraffe), but also to promote the updated remake which is set for a release sometime in 2008. Seems like both games have a lot in common..&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.retroremakes.com/wordpress/2007/11/29/spheres-of-chaos-now-free/"&gt;Quote oddbob&lt;/a&gt;: &lt;br /&gt;...a work of complete and utter genius.&lt;br /&gt;...one of those rare games...&lt;br /&gt;...there's nothing else like it out there.&lt;br /&gt;...it's certainly unique...&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.spheresofchaos.com/index.php"&gt;Get Spheres of Chaos here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;[&lt;em&gt;sources: &lt;a href="http://www.retroremakes.com/wordpress/2007/11/29/spheres-of-chaos-now-free/"&gt;Retro Remakes&lt;/a&gt;, &lt;a href="http://www.the2bears.com/?p=1238"&gt;the2bears&lt;/a&gt;, &lt;a href="http://www.rockpapershotgun.com/?p=666"&gt;Rock Paper Shotgun&lt;/a&gt;&lt;/em&gt;]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2620677997260385868?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2620677997260385868/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2620677997260385868' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2620677997260385868'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2620677997260385868'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/spheres-of-chaos-free.html' title='Spheres of Chaos Free'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1914245655231689239</id><published>2007-11-29T05:32:00.000-08:00</published><updated>2007-11-29T13:47:56.399-08:00</updated><title type='text'>Crayon Physics Interview</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_MYCnqB8Pzuk/R08ylvs1ybI/AAAAAAAAEtY/IyylKPIMxVg/s1600-h/crayon_shot_03.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2086/2073892041_f3c9e4ffac_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138381323894114738" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Binary Joy had posted a new &lt;a href="http://www.binaryjoy.co.uk/games/features/crayon-physics-deluxe-interview/"&gt;interview with Petri Purho&lt;/a&gt;, creator of Crayon Physics and the series of monthly prototype games which are all available for download from his &lt;a href="http://www.kloonigames.com/blog/"&gt;web site&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;A new game will also be released in two days' time, assuming that everything is on schedule.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://www.binaryjoy.co.uk/games/features/crayon-physics-deluxe-interview/"&gt;Crayon Physics Deluxe interview&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.kloonigames.com/blog/games/crayon/"&gt;download Crayon Physics&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1914245655231689239?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1914245655231689239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1914245655231689239' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1914245655231689239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1914245655231689239'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/crayon-physics-interview.html' title='Crayon Physics Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-161873577757499147</id><published>2007-11-29T01:55:00.000-08:00</published><updated>2007-11-30T06:53:08.272-08:00</updated><title type='text'>Shikigami no Shiro III Box Art</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_MYCnqB8Pzuk/R08Qevs1yVI/AAAAAAAAEso/wsP2Tpp8XYk/s1600-h/cover_front_jp.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2405/2074436384_7bfb61a4d1_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138343820239685970" /&gt;&lt;/a&gt;&lt;br /&gt;Well, it's no GTA IV...&lt;br /&gt;&lt;br /&gt;Due out for the &lt;a href="http://wii.ign.com/articles/818/818556p1.html"&gt;XBox360 and Wii&lt;/a&gt; in mid-December. Box art images courtesy of Alex from &lt;a href="http://www.insomnia.ac/"&gt;insomnia.ac&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;em&gt;- &lt;a href="http://farm3.static.flickr.com/2116/2074436388_70b0952695_o.jpg"&gt;Wii box art&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://farm3.static.flickr.com/2029/2074436386_7b593cef4d_o.jpg"&gt;Xbox360 box art&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.gamespot.com/video/943037/6179494/shikigami-no-shiro-3-gameplay-movie-1"&gt;Wii version gameplay video from TGS&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://shmups.system11.org/viewtopic.php?t=6287"&gt;Shmups forums discussion thread&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://insomnia.ac/reviews/typex/shikigaminoshiroiii/"&gt;insomnia.ac review&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://www.4gamer.net/patch/demo/shikigami_3/shikigami_3.shtml"&gt;Shikigami no Shiro 3 PC demo&lt;/a&gt;&lt;br /&gt;- &lt;a href="http://file.4gamer.net/demo/shiki3_trial.zip"&gt;direct download link (73.9 MB)&lt;/a&gt;&lt;/em&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-161873577757499147?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/161873577757499147/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=161873577757499147' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/161873577757499147'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/161873577757499147'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/shikigami-no-shiro-iii-box-art.html' title='Shikigami no Shiro III Box Art'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-472346824951886093</id><published>2007-11-29T01:35:00.000-08:00</published><updated>2007-11-29T19:07:53.081-08:00</updated><title type='text'>Söldner-X Limited Edition</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R08s4_s1yaI/AAAAAAAAEtQ/ZTF8Q247Hwk/s1600-h/packshot_large.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2041/2073846371_98e607ec4a_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138375057536829858" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;SideQuest Studios has announced details about the &lt;a href="http://www.soldner-x.com/index.php?option=com_content&amp;task=view&amp;id=40&amp;Itemid=1"&gt;Söldner-X Limited Edition&lt;/a&gt; set (PC only), due out on December 14th, 2007. The PS3 version has been delayed to the second quarter of 2008.&lt;br /&gt;&lt;br /&gt;Best to watch the &lt;a href="http://www.soldner-x.com/index.php?option=com_content&amp;task=view&amp;id=39&amp;Itemid=1"&gt;new video first&lt;/a&gt; (with actual gameplay) before ordering, because it sure looks a lot like an Euroshmup at the moment... [&lt;em&gt;&lt;a href="http://shmups.system11.org/viewtopic.php?t=16427"&gt;Shmups forums discussion thread&lt;/a&gt;&lt;/em&gt;]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-472346824951886093?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/472346824951886093/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=472346824951886093' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/472346824951886093'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/472346824951886093'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/sldner-x-limited-edition-details.html' title='Söldner-X Limited Edition'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4748036130403203988</id><published>2007-11-29T01:32:00.000-08:00</published><updated>2007-11-29T19:04:43.717-08:00</updated><title type='text'>Space Invaders Extreme Trailer</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=5UfB1_Jznvg" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2104/2073817013_e3dbbaf842_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5138371037447440786" /&gt;&lt;/a&gt;&lt;br /&gt;What did Taito do to Space Invaders? They turned it into a music game! [&lt;em&gt;source: &lt;a href="http://www.retroremakes.com/forum2/showthread.php?t=10392"&gt;Retro Remakes&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;- &lt;a href="http://www.dsfanboy.com/2007/11/27/space-invaders-streamed/"&gt;DS Fanboy article&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4748036130403203988?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4748036130403203988/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4748036130403203988' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4748036130403203988'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4748036130403203988'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/space-invaders-extreme-trailer.html' title='Space Invaders Extreme Trailer'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-925050472316312567</id><published>2007-11-27T17:57:00.000-08:00</published><updated>2007-11-27T01:14:59.645-08:00</updated><title type='text'>Interview:  Phil Fish</title><content type='html'>&lt;a href="http://www.flickr.com/photo_zoom.gne?id=2057661299&amp;size=o" title="Photo Sharing"&gt;&lt;img src="http://farm3.static.flickr.com/2390/2057661299_2df80eb3fd_m_d.jpg" width="165" height="240" alt="Phil Fish" style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" /&gt;&lt;/a&gt; &lt;a href=http://phishy.deviantart.com/&gt;Phil Fish&lt;/a&gt; is lead designer for the forthcoming 3D-pixel game &lt;a href=http://www.kokoromi.org/fez&gt;Fez&lt;/a&gt;, which is a contender in this year's &lt;a href=http://www.igf.com&gt;IGF&lt;/a&gt;.  Phil has been making games since he was two years old.  After attending both art school and game school, he got his industry start at Ubisoft Montreal, and he currently works in the industry as a level designer.  &lt;br /&gt;&lt;br /&gt;He also makes up one fourth of the Montreal-based game-art collective &lt;a href=http://www.kokoromi.org&gt;Kokoromi&lt;/a&gt;, and these days he's busy organizing their second annual &lt;a href=http://www.kokoromi.org/projects/gamma256&gt;GAMMA event&lt;/a&gt; (which doubles as the closing party for the &lt;a href=http://www.sijm.ca/&gt;Montreal International Games Summit&lt;/a&gt;).   &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;You can read &lt;a href="http://www.northcountrynotes.org/jason-rohrer/arthouseGames/seedBlogs.php?action=display_post&amp;post_id=jcr13_1196041006_0&amp;show_author=1&amp;show_date=1"&gt;full interview&lt;/a&gt; over at Arthouse Games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-925050472316312567?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/925050472316312567/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=925050472316312567' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/925050472316312567'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/925050472316312567'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/interview-phil-fish.html' title='Interview:  Phil Fish'/><author><name>Jason Rohrer (jcr13)</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-8010594798808058757</id><published>2007-11-27T14:51:00.000-08:00</published><updated>2007-11-28T15:51:17.288-08:00</updated><title type='text'>Slidon</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R03x7fs1yRI/AAAAAAAAEsI/JiRWyPnR6T8/s1600-h/slidon.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2155/2072506292_30f218e8d6_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5138028754323753234" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nekogames.jp/mt/2007/11/slidon.html"&gt;Slidon&lt;/a&gt; is a new puzzler from the prolific Yoshio Ishii, in which players are given a number of tiles for each level to match and remove entirely, but only by sliding a tile horizontally or vertically per move.&lt;br /&gt;&lt;br /&gt;Hold the left mouse button when the cursor is over any tile to select it, then choose a direction to slide a tile to it's new position. Players are given a limited number of moves in each level.&lt;br /&gt;&lt;br /&gt;The delete option can be used to remove any tile on the board.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.nekogames.jp/mt/2007/11/slidon.html"&gt;Slidon&lt;/a&gt;&lt;br /&gt;Developer: Yoshio Ishii&lt;br /&gt;Category: Puzzle&lt;br /&gt;Type: Browser&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-8010594798808058757?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/8010594798808058757/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=8010594798808058757' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8010594798808058757'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/8010594798808058757'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/slidon.html' title='Slidon'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7230555035334475987</id><published>2007-11-27T06:13:00.000-08:00</published><updated>2007-11-27T06:26:01.308-08:00</updated><title type='text'>Omega Five Preview</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=mPEojuUqMfQ" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2078/2068909152_bf7715ac8a_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5137524044126865666" /&gt;&lt;/a&gt;&lt;br /&gt;One of the levels from &lt;a href="http://www.natsume.com/"&gt;Natsume&lt;/a&gt;/&lt;a href="http://www.hudsonentertainment.com/"&gt;Hudson&lt;/a&gt;'s Omega Five previewed by a fellow Dtoid.&lt;br /&gt;&lt;br /&gt;[&lt;em&gt;source: &lt;a href="http://www.danmakugata.com/"&gt;Danmaku Gata&lt;/a&gt;&lt;/em&gt;]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7230555035334475987?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7230555035334475987/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7230555035334475987' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7230555035334475987'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7230555035334475987'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/omega-five-preview.html' title='Omega Five Preview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-6211351327111177649</id><published>2007-11-27T02:11:00.000-08:00</published><updated>2007-11-27T03:58:58.815-08:00</updated><title type='text'>More Cave Story | yrotS evaC eroM</title><content type='html'>That thing in the middle of the title is meant to be a mirror. Ok, so I didn't think anyone would get it ok? Leave me alone!&lt;br /&gt;&lt;br /&gt;Anyways..&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_VrAb_BfGH90/R0vudIbhLeI/AAAAAAAAAFk/pXO9yxwa9DU/s1600-h/csw.PNG"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_MYCnqB8Pzuk/R0wGU_s1yOI/AAAAAAAAErw/4w2dNQrDtn0/s200/csw.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5137461984192703970" /&gt;&lt;/a&gt; &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_VrAb_BfGH90/R0vuy4bhLfI/AAAAAAAAAFs/UmiDxwvLKso/s1600-h/csw_2.PNG"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R0wGVPs1yPI/AAAAAAAAEr4/g8Q3V-OXbRU/s200/csw_2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5137462357854858738" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;These shots are taken from a work in progress game called &lt;a href="http://64digits.com/users/index.php?userid=GreenNex&amp;cmd=comments&amp;id=22103"&gt;CSW (Cave Story Wannabe)&lt;/a&gt;. There's an early video further down Greennex's 64 digits blog but well.. I won't be posting that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-6211351327111177649?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/6211351327111177649/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=6211351327111177649' title='68 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6211351327111177649'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/6211351327111177649'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/more-cave-story-yrots-evac-erom.html' title='More Cave Story | yrotS evaC eroM'/><author><name>Moshboy</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_MYCnqB8Pzuk/R0wGU_s1yOI/AAAAAAAAErw/4w2dNQrDtn0/s72-c/csw.jpg' height='72' width='72'/><thr:total>68</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2300989214199113192</id><published>2007-11-27T02:03:00.000-08:00</published><updated>2007-11-27T05:04:32.206-08:00</updated><title type='text'>South</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R0vhYfs1yNI/AAAAAAAAEro/dO59FviZvJc/s1600-h/south2.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2205/2067705857_4b3cefe7bf_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5137447610888866002" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Warning: Contain scenes of violence, blood and gore.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://64digits.com/games/index.php?cmd=view_game&amp;id=1055"&gt;South&lt;/a&gt; is an action game partly inspired by Castlevania, in which only three action keys are required for all moves and attacks. Tap the S key rapidly to slash, and use the A key to jump. Press the D key to use any additional weapons acquired during your adventure.&lt;br /&gt;&lt;br /&gt;The game features two complete levels and a preview of the third. [&lt;em&gt;source: &lt;a href="http://gmedge.wordpress.com/2007/11/10/south-reviewed-by-rez/"&gt;GM Edge&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://64digits.com/games/index.php?cmd=view_game&amp;id=1055"&gt;South&lt;/a&gt;&lt;br /&gt;Developer: Wingboy&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 10MB&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2300989214199113192?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2300989214199113192/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2300989214199113192' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2300989214199113192'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2300989214199113192'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/south.html' title='South'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7499502345362256409</id><published>2007-11-27T01:58:00.000-08:00</published><updated>2007-11-27T20:28:30.317-08:00</updated><title type='text'>SchattenJagd</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R0r-xPs1yKI/AAAAAAAAErQ/8-_bDFtiGMk/s1600-h/screen_01.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2357/2065628931_656708440a_o.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5137198446951123106" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://id-kolchose.sonance.net/SchattenJagd"&gt;SchattenJagd&lt;/a&gt; is a short noir style adventure game with a point and click interface, made by Johann Scholz using the Visionaire engine. The author has included two separate endings for players to discover.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://id-kolchose.sonance.net/SchattenJagd"&gt;SchattenJagd&lt;/a&gt;&lt;br /&gt;Developer: Johann Scholz&lt;br /&gt;Category: Adventure&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 30MB&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7499502345362256409?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7499502345362256409/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7499502345362256409' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7499502345362256409'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7499502345362256409'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/schattenjagd.html' title='SchattenJagd'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2622346048394852375</id><published>2007-11-27T01:10:00.000-08:00</published><updated>2007-11-27T01:22:00.921-08:00</updated><title type='text'>Soup du Jour</title><content type='html'>&lt;a href="http://www.youtube.com/watch?v=i0a6d4-nJ2A" target="_blank"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R0vfJfs1yMI/AAAAAAAAErg/MQ57vP9xcc4/s400/soup2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5137445154167572674" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.digital-eel.com/soup/"&gt;Soup du Jour&lt;/a&gt; by Digital Eel&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2622346048394852375?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2622346048394852375/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2622346048394852375' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2622346048394852375'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2622346048394852375'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/soup-du-jour_27.html' title='Soup du Jour'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_MYCnqB8Pzuk/R0vfJfs1yMI/AAAAAAAAErg/MQ57vP9xcc4/s72-c/soup2.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-3653230236379247899</id><published>2007-11-26T14:17:00.000-08:00</published><updated>2007-11-29T12:23:08.098-08:00</updated><title type='text'>Wind and Water: Puzzle Battles</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R08fT_s1yXI/AAAAAAAAEs4/bpf15Zdy8Fo/s1600-h/windw.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2105/2074539162_7bd5adba61_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5138360128230508914" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://pc.wind-water.net/"&gt;Wind and Water: Puzzle Battles&lt;/a&gt; is puzzle game with anime-style cutscenes, several playable mini games, and two-player versus battles. Originally developed for the GP2X handheld platform, a demo for this Christmas release is available for download and features roughly twenty-five percent of the story mode itself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-3653230236379247899?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/3653230236379247899/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=3653230236379247899' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3653230236379247899'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/3653230236379247899'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/wind-and-water-puzzle-battles.html' title='Wind and Water: Puzzle Battles'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-7590550081437346940</id><published>2007-11-25T06:54:00.000-08:00</published><updated>2007-11-25T09:30:45.939-08:00</updated><title type='text'>More of The Underside</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_MYCnqB8Pzuk/R0l1_Ps1yFI/AAAAAAAAEqo/KD1mpxC9Dz0/s1600-h/understorycaveside.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2335/2062633654_8d572d9c28_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5136766579399575634" /&gt;&lt;/a&gt;&lt;br /&gt;There's a very heated discussion going on at the &lt;a href="http://www.superfundungeonrun.com/insignificantstudios/"&gt;official site for The Underside&lt;/a&gt;, as Arthur Lee points out his disappointment with the community - apparently frustrated with the accusations of his creation being a Cave Story rip-off for the umpteenth time (not necessarily from comments by Derek Yu).&lt;br /&gt;&lt;br /&gt;And yes, 'Mr. Podunkian' originally did not want the video to be uploaded to avoid controversy - I'm to blame for editing &lt;a href="http://indygamer.blogspot.com/2007/11/underside-trailer.html"&gt;the trailer&lt;/a&gt; which was posted a couple of days ago.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-7590550081437346940?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/7590550081437346940/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=7590550081437346940' title='59 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7590550081437346940'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/7590550081437346940'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/more-of-underside.html' title='More of The Underside'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>59</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1485585701854332281</id><published>2007-11-25T06:52:00.000-08:00</published><updated>2007-11-26T03:06:26.763-08:00</updated><title type='text'>Dino Run Beta Test</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_MYCnqB8Pzuk/R0oFvvs1yJI/AAAAAAAAErI/_BgroWkI_bU/s1600-h/dinorun.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2318/2063367451_e065b2f679_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5136924642786003090" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Pixeljam Games' &lt;a href="http://www.pixeljam.com/"&gt;Dino Run&lt;/a&gt; is now available for beta testing! To apply as a beta tester, simply send a mail to pixeljamgames[at]gmail.com.&lt;br /&gt;&lt;br /&gt;(or donate like twenty bucks for a guaranteed beta testing position.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1485585701854332281?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1485585701854332281/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1485585701854332281' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1485585701854332281'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1485585701854332281'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/dino-run-beta-test.html' title='Dino Run Beta Test'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1877886243560399561</id><published>2007-11-25T06:50:00.000-08:00</published><updated>2007-11-25T15:39:01.144-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='interview'/><title type='text'>Konjak Interview</title><content type='html'>An interview with the creator of the &lt;a href="http://www.konjak.org/"&gt;Noitu Love series and Chalk&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Let's begin with an introduction of yourself.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;My name's Joakim Sandberg and I make games, and I love it. My notable games are Noitu Love and Chalk, and my current project is Noitu Love 2! Yet it's not that much like Noitu 1, I'd say, more of a continuation on that universe.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Has any publishers approached you about publishing your games on handhelds? There was a lot of demand for Chalk to appear on the DS when it was first released.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Yes, there was. Several of them. But I am very weary about it; I want to know I'm not selling off something I loved to create. I am still in talks about a property, but they only see production possibly starting in a sort of far future, which is a little annoying. Nothing is signed yet though. Another big publisher contacted me too but they sort of... stopped getting back to me.&lt;br /&gt;&lt;br /&gt;Hopefully this current one comes through. I just wish it was sooner that I'd know for sure.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;So are you sort of saying 'publishers, please contact me about publishing Chalk on the DS!'?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I'd rather see Chalk on the Wii. More potential. And I have many ideas.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Homebrew are popular these days - are you willing to consider if a programmer decides to come onboard and port Chalk for the DS or Wii?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;If the programmer is willing to dedicate to it that much. I'd rather know the person first, and I know that if I was a programmer and a game maker working on my own time I wouldn't want to spend it completely on someone else's idea. You'd do that in the industry, but free time is more precious.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;How does Noitu Love 2 plays exactly? From early indications, it seems that it's not a conventional platformer. Will it have huge boss battles like the one from the last stage of Noitu Love 1?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Well, I won't give away the bosses, but the one in the video is quite huge, is it not? Although it doesn't reach above skyscrapers. I still have bosses to think of as well, but with the new screen you know all of two bosses! The hammer one is a miniboss though.&lt;br /&gt;&lt;br /&gt;The game actually does play a bit different, though it might be hard to spot! It's a beat-em-up but as such you would need to be close to enemies. I wanted to retain fighting but have it really fast as well, and make it a lot easier. So you use a crosshair to click to enemies (and other things you'll encounter) to speed directly to them and start punching. That's the basics of it, then there are simple gesture moves and a shield you can place wherever you want.&lt;br /&gt;&lt;br /&gt;Hopefully people won't find it an unnecessary feature. Personally I am hoping it gives a fast pace to a forgiving game, which has been my goal.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What's the current development status of Noitu Love 2? Is it anywhere near completion? Do you have plans to sell this sequel or will you be releasing it as freeware?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;I have finished over half of the game, at least, but that's in terms of raw content, like the amount of levels. When they're done I would want to finetune and add extras. I can only hope to have it done in three months, but I am not overly confident. The game will be free though. I'd rather reach out to as many as possible with this.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;So you'll be releasing the game as freeware when it's done? No preview demos or such?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I don't like making demos. Or even talking about in-production games because I get this weird pressure on me.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Since you're in IGF, anything you'd like to say to sweet-talk the judges?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;You're all very pretty.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Let's say you're done with Noitu Love 2. Will you be taking a short break from development? If not, then what can we expect next from you?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Noitu Love 3 - Beyond the BEYOND!! Well, no.&lt;br /&gt;&lt;br /&gt;I have an idea already that I want to make. It would be more in the action adventure genre, I believe. I'm hoping it will be quite an original experience. And no, I don't think I could take a break from making games.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Assuming you have lots of money to make whatever game you want. What will you make then?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I am very secretive about my ideas (at least to most people), and I really do have a dream game, but I don't want to talk about it. It would definitely be 3D.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Who do you think will make it into the IGF finals?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Fez. I don't see all the originality from it. It has original visuals but  it hasn't shown much in ways of replacing just hiding stuff behind bushes in a non-rotating games. It's mostly visuals THAT I'VE SEEN so far, but I'm hoping it could bring something new to us all. I assume Clean Asia! will be there somewhere, though I haven't played it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;What are your thoughts about the 'Cave Story rip-off' controversy?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;About The Underside, it's sort of a shame he wanted it to look like it does, but I'm sure it will be great fun when it's done. It's hard to make non-linear or pseudo-non-linear games yourself as it is and if he finishes, good for him. I just hope he doesn't quit because of people's attacks on his art choices.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Hope you had a screenshot prepared for us; 'cause it's sort of customary for this series of interviews! Describe it if necessary.&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;'Noitu Love 2 stars Xoda Rap, a girl not unlike Noitu.'&lt;br /&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R0mbOfs1yII/AAAAAAAAErA/NKNTifi3QLA/s1600-h/feudal2.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2281/2062063341_64ad3169f3_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5136807523322808450" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1877886243560399561?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1877886243560399561/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1877886243560399561' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1877886243560399561'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1877886243560399561'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/konjak-interview.html' title='Konjak Interview'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4004117539861231437</id><published>2007-11-25T06:49:00.000-08:00</published><updated>2007-11-27T01:16:14.170-08:00</updated><title type='text'>News</title><content type='html'>&lt;a href="http://www.gametunnel.com/articles.php?id=649"&gt;What's New in Indie&lt;/a&gt;: GameTunnel's regular monthly column on the latest indie games is up.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gmc.yoyogames.com/index.php?showtopic=337194"&gt;Rat Cave&lt;/a&gt;: JTR's exploration action game updated to version 4.2.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www7a.biglobe.ne.jp/~bp-827z/asd/products/s_assault/"&gt;Storm Assault&lt;/a&gt;: Storm Project's MMF horizontal shooter updated to version 0.17. Only minor bugfixes but no new content.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.crashblock.com/home/"&gt;Crashblock&lt;/a&gt;: The commercial version for Crashblock is now available.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.katworksgames.com/hpp/index.html"&gt;Hero's Puzzle Path&lt;/a&gt;: A new puzzler by KATWorks Games.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.tagap.net/tagap2_press1.htm"&gt;TAGAP 2&lt;/a&gt;: The sequel to TAGAP announced.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.yakyak.org/viewtopic.php?t=65894&amp;start=23"&gt;Doppelganger&lt;/a&gt;: Paul's freeware Defender remake updated to version 1.1.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4004117539861231437?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4004117539861231437/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4004117539861231437' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4004117539861231437'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4004117539861231437'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/news_25.html' title='News'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-2374340674754615956</id><published>2007-11-25T06:45:00.000-08:00</published><updated>2007-11-25T06:10:45.591-08:00</updated><title type='text'>Halloween House</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R0lTYfs1yEI/AAAAAAAAEqg/IJoi7NAduHQ/s1600-h/hallowh.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2336/2061469179_4a4cfac2d4_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5136728530284300354" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gamebuilder.info/center/ubbthreads.php/ubb/showflat/Number/1130/fpart/1"&gt;Halloween House&lt;/a&gt; is a game made by Magnus Nilsson for a Halloween game competition. Use the shift key to access your inventory, and press the control key to interact with objects. The game can be saved by accessing the computer in Michael's room.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://gamebuilder.info/center/ubbthreads.php/ubb/showflat/Number/1130/fpart/1"&gt;Halloween House&lt;/a&gt;&lt;br /&gt;Developer: Magnus Nilsson&lt;br /&gt;Category: Adventure&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 5MB&lt;br /&gt;Direct download link: &lt;a href="http://www.willhostforfood.com/files/145522/HalloweenHouse.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-2374340674754615956?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/2374340674754615956/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=2374340674754615956' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2374340674754615956'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/2374340674754615956'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/halloween-house.html' title='Halloween House'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-4374020129464680891</id><published>2007-11-25T06:13:00.000-08:00</published><updated>2007-11-25T05:52:25.162-08:00</updated><title type='text'>Drift</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_MYCnqB8Pzuk/R0lLDfs1yDI/AAAAAAAAEqY/8qVc2pdcdtI/s1600-h/drift04.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2173/2062206538_cf73b01b09_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5136719373414025266" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;In &lt;a href="http://www.netherself.net/rabbi/index.htm"&gt;Drift&lt;/a&gt;, the player's energy orb is limited to grid-like movements, and the cursor keys must be tapped rapidly to achieve constant velocity. Press the enter key to shoot when your orb is close to the enemy for better accuracy. A tad difficult, especially at later levels.&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.netherself.net/rabbi/index.htm"&gt;Drift&lt;/a&gt;&lt;br /&gt;Developer: Panurge Odradek&lt;br /&gt;Category: Action&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 2MB&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-4374020129464680891?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/4374020129464680891/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=4374020129464680891' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4374020129464680891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/4374020129464680891'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/drift.html' title='Drift'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8701199.post-1974798570906815716</id><published>2007-11-25T05:20:00.000-08:00</published><updated>2007-11-25T05:46:58.915-08:00</updated><title type='text'>Pixel Warlords</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_MYCnqB8Pzuk/R0l5dPs1yGI/AAAAAAAAEqw/AtdsgON6f_o/s1600-h/microscreen2.png"&gt;&lt;img style="cursor:pointer; cursor:hand;" src="http://farm3.static.flickr.com/2165/2062519546_bac066319c_o.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5136770393330534498" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.thepoppenkast.com/file.php?game=Pixel%20Warlords"&gt;Pixel Warlords&lt;/a&gt; is an experimental platform shooter by Jan Willem Nijman, made using the Game Maker engine. Press the X key to shoot, and use the Z key to jump. Tap the C key to throw grenades. Press the x and up arrow key to execute a stealth kill.&lt;br /&gt;&lt;br /&gt;This demo includes one area, and the first warlord to be assasinated. [&lt;em&gt;source: &lt;a href="http://www.the2bears.com/"&gt;the2bears&lt;/a&gt;&lt;/em&gt;]&lt;br /&gt;&lt;br /&gt;Name: &lt;a href="http://www.thepoppenkast.com/file.php?game=Pixel%20Warlords"&gt;Pixel Warlords&lt;/a&gt;&lt;br /&gt;Developer: Jan Willem Nijman&lt;br /&gt;Category: Platform&lt;br /&gt;Type: Freeware&lt;br /&gt;Size: 1MB&lt;br /&gt;Direct download link: &lt;a href="http://www.thepoppenkast.com/data/JW/pixelwarlords02.zip"&gt;Click here&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8701199-1974798570906815716?l=indygamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://indygamer.blogspot.com/feeds/1974798570906815716/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8701199&amp;postID=1974798570906815716' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1974798570906815716'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8701199/posts/default/1974798570906815716'/><link rel='alternate' type='text/html' href='http://indygamer.blogspot.com/2007/11/pixel-warlords.html' title='Pixel Warlords'/><author><name>Tim</name><uri>http://www.blogger.com/profile/13563446847810789775</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
