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    <title>IndieGames.com - The Weblog</title>
    <link rel="alternate" type="text/html" href="http://indiegames.com/" />
    
    <id>tag:indiegames.com,2011-04-22://14</id>
    <updated>2012-02-10T18:50:12Z</updated>
    
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<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/IndependentGaming" /><feedburner:info uri="independentgaming" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry>
    <title>Kickstarter Projects: UFHO2 (Tiny Colossus)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/RYTzumuGDis/kickstarter_projects_ufho2_tin.html" />
    <id>tag:indiegames.com,2012://14.38496</id>

    <published>2012-02-10T18:26:33Z</published>
    <updated>2012-02-10T18:50:12Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
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<BR><BR>
UFH02 is Tiny Colossus's turn-based strategy game and it works something like this: you and your opponents must ooze through the various rooms set within a hexagonal maze in order to collect a variety of bright blue gems. The tricky part is that anyone can suddenly decide to rotate a room, something that can suddenly make life exceedingly difficult.There are also a whole host of power-ups, various stories to pursue, multiplayer options and a bunch of other things to poke at. A pre-alpha build is available for those curious about the game.
<BR><BR>
UFH02 is pretty close to their goal so if you feel inclined towards helping out, <a href="http://www.kickstarter.com/projects/tinycolossus/ufho2-a-turn-based-strategy-game">check out their Kickstarter page here.</a>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/kickstarter_projects_ufho2_tin.html</feedburner:origLink></entry>

<entry>
    <title>Frictional Games Has Website For Upcoming Game</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/cFbquCt0gJM/frictional_games_has_website_f.html" />
    <id>tag:indiegames.com,2012://14.38495</id>

    <published>2012-02-10T18:00:57Z</published>
    <updated>2012-02-10T17:55:26Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="amnesia" label="amnesia" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="frictionalgames" label="frictional games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="nextfrictionalgame" label="nextfrictionalgame" scheme="http://www.sixapart.com/ns/types#tag" />
    
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        <![CDATA[<a href="http://indiegames.com/amnesia2.jpg"><img alt="amnesia2.jpg" src="http://indiegames.com/assets_c/2012/02/amnesia2-thumb-478x371-4525.jpg" width="478" height="371" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
Given that this is the Internet, we don't normally report on the manifestation of a website. However, an exception is being made for the creators of Amnesia: The Dark Descent, one of the most terrifying games ever. Unfortunately, Frictional Games is a little more cryptic than most developers. Instead of endowing us with a name, they've chosen to call the website 'nextfrictionalgame.com'. Yeah, I know. However, the splash page suggests that we'll eventually see a sequel to Amnesia. 
<BR><BR>
There's also a small chance that this might be set somewhere in China. At least, that's the impression I'm getting here. When you click on the image in the website, it'll send you to Google Maps. The search word that's been keyed into it? China. Yes, I'm a little perplexed too. We'll keep you updated on the subject matter.<BR><BR>
<a href="http://www.nextfrictionalgame.com/">For now, just bookmark the site. </a>
<BR><BR>
Source: <a href="http://www.indiegamemag.com/shock-horror-frictional-tease-next-amnesia-game/">IndieGameMag</a>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/frictional_games_has_website_f.html</feedburner:origLink></entry>

<entry>
    <title>Indie Royale debuts the perfect gaming gift with the 'Valentine's Bundle'</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/I31akBDolSg/indie_royale_debuts_the_perfec.html" />
    <id>tag:indiegames.com,2012://14.38486</id>

    <published>2012-02-10T16:10:00Z</published>
    <updated>2012-02-10T16:25:22Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="indieroyale" label="indieroyale" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="indieroyale.jpg" src="http://indiegames.com/vbundle.jpg" width="200" height="200" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />The <a href="http://www.indieroyale.com">Indie Royale</a> game bundle site returns with the Valentine's Bundle, offering five stellar titles gamers can enjoy now, or gift to their Valentine to arrive on Valentine's Day.</p>

<p>A particular highlight of this bundle is Ace Team's fantastical first-person action-adventure <em>Zeno Clash</em> (on Steam for PC). Using Valve's own Source engine, and dubbed as '<em>Dark Messiah</em> meets <em>Double Dragon</em>', its unique first-person fighting gameplay and exotic setting helped earn an Independent Games Festival nomination for excellence in visual arts in 2009.</p>

<p>Another visually stunning, IGF-nominated game in the Valentine's Bundle is State of Play Games' beautiful puzzle adventure <em>Lume</em> (on Steam for PC and Mac, Desura for PC and Linux, DRM-free PC, Mac and Linux download). <em>Lume</em> was filmed on a real-life set built entirely out of paper and cardboard. In this first episode, players navigate their way through puzzles to restore the power to grandfather's house and uncover a deeper mystery behind the town's blackout.</p>

<p>Moving on, a Valentine's bundle wouldn't be as hot without some fire. Therefore, Big Sandwich Games offers its scorching single and multiplayer arcade-strategy game <em>Hoard</em> (on Steam for PC and Mac). Players control a fire-breathing, high-flying dragon whose job is to hoard as much gold as possible, while destroying merchant wagons, buildings, and anything else that attempts to steal its stash. Making this Bundle even sweeter, two extended-play <em>Hoard</em> DLC packs (individual Steam codes for both PC and Mac) are unlocked at bundle start. Dynamite Roll! and Flame-Broiled SANDwich! offer players lots of new maps, enemies, powerups, achievements, and even an entirely new desert continent to scorch and scour.</p>

<p>Finally, Indie Royale is presenting the world premiere PC versions of retro RPG-defense games: <em>Soulcaster I</em> and <em>II</em> (on Desura for PC, and DRM-free PC download). Acclaimed indie developer MagicalTimeBean offers up two fast-paced dungeon adventures, where players tactically summon the powers of immortal warriors to battle hordes of monsters, discover secrets, collect treasure and buy powerful upgrades for their immortal allies.</p>]]>
        <![CDATA[<p>As before, the Indie Royale bundle series runs on a five-day model where the price will automatically increase as more people buy the bundle. Generous purchasers, however, who choose to pay more than the current minimum will earn One Life Left's eclectic <a href="http://www.onelifeleft.com/2011/12/22/863/">'Music To Play Games By Too'</a> compilation, available for the first time ever digitally.</p>

<p>Indie Royale was co-created by Gamasutra sister site IndieGames.com and independent game download service Desura. More information on the Valentine's Bundle, including real-time statistics and its current price, is available at its <a href="http://www.indieroyale.com">official website</a> or via its <a href="http://www.facebook.com/IndieRoyale">Facebook</a> and <a href="http://www.twitter.com/indieroyale">Twitter</a> pages - and remember check back during or after the bundle for more special bonuses for all buyers.</p>]]>
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/indie_royale_debuts_the_perfec.html</feedburner:origLink></entry>

<entry>
    <title>Freeware Game Pick: Hubris (Ghost)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/cbP-LnMIBNg/freeware_game_pick_hubris_ghos.html" />
    <id>tag:indiegames.com,2012://14.38494</id>

    <published>2012-02-10T14:00:17Z</published>
    <updated>2012-02-10T13:42:21Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="adventuregame" label="adventure game" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ags" label="ags" scheme="http://www.sixapart.com/ns/types#tag" />
    
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        <![CDATA[<a href="http://indiegames.com/hubris.png"><img alt="hubris.png" src="http://indiegames.com/assets_c/2012/02/hubris-thumb-478x358-4520.png" width="478" height="358" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
Fresh from the Adventure Game Studios forums is Hubris, a fantasy strategy card game by the venerable Ghost.  Hubris is based off Arcomage, a mini-game that The 3DO Company eventually released as a stand-alone title. There are 120 unique cards available for play in Hubris, a variety of winning conditions and 'random A.Is'. It's all rather charming but your opponents leave much to be desired for, at times.
<BR><BR>
Fortunately, it looks like the developer might add a proper enemy A.I at some indeterminate point in the future. Depending on circumstances, we might even see multiplayer optionstoo. That said, Hubris is still a pleasant enough diversion and is definitely worth a peek if you've been hankering for a round of Arcomage-inspired fun.
<BR><BR>
<a href="http://www.bigbluecup.com/yabb/index.php?topic=45322.0">Download the game here.</a>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/freeware_game_pick_hubris_ghos.html</feedburner:origLink></entry>

<entry>
    <title>Trailer: Cyberstream (Xiotex Studios)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/eRwmK-zUn6U/trailer_cyberstream_xiotex_stu.html" />
    <id>tag:indiegames.com,2012://14.38493</id>

    <published>2012-02-10T14:00:00Z</published>
    <updated>2012-02-10T18:15:24Z</updated>


    <author>
        <name>Lewie Procter</name>
        <uri>http://savygamer.co.uk</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="cyberstream" label="Cyberstream" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="pc" label="PC" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="xiotexstudios" label="Xiotex Studios" scheme="http://www.sixapart.com/ns/types#tag" />
    
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        <![CDATA[<iframe width="480" height="355" src="http://www.youtube.com/embed/Msi1VFVX0U0?rel=0" frameborder="0" allowfullscreen></iframe>
<br> <br>
Veteran programmer Byron Atkinson-Jones, having in the past worked for the likes of Introversion, Lionhead and Sega, is currently working on an indie project, and has just put out a trailer based on the current work in progress build. Cyberstream is a retro FPS arena shooter, and whilst you can't talk to the monsters, it looks like the monsters can talk to you.
<br> <br>
It's a collaboration between Byron, Dugan Jackson (<a href="http://www.stealthbastard.com/">Stealth Bastard</a>/<a href="http://tikipod.com/">Tikipod</a>) and then music by Gavin Harrison, who's previously done music for <a href="http://gavinharrisonsounds.com/portfolio/game-music">loads of games</a>.
<br> <br>
If you like your games fast paced, pixelly, and full of ones and zeros flying all over the place, this is going to be one to watch. As far as a release date. Byron says "I'm aiming for a March release date, but this is indie games - something always comes up". 
<br> <br>
[<a href="http://www.xiotexstudios.com/">Xiotex Studios</a>]]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/trailer_cyberstream_xiotex_stu.html</feedburner:origLink></entry>

<entry>
    <title>The Tiny Bang Story Gets iPad Release</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/6kNYdg_28UE/tiny_bang_story_ipad.html" />
    <id>tag:indiegames.com,2012://14.38492</id>

    <published>2012-02-10T13:00:00Z</published>
    <updated>2012-02-10T11:25:22Z</updated>


    <author>
        <name>Lewie Procter</name>
        <uri>http://savygamer.co.uk</uri>
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    
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        <![CDATA[<a href="http://indiegames.com/tinybang.jpg"><img alt="tinybang.jpg" src="http://indiegames.com/assets_c/2012/02/tinybang-thumb-478x358-4518.jpg" width="478" height="358" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>
Colibri Games have taken their previously PC/Mac only point and click adventure, The Tiny Bang Story, and squeezed out an iPad version. Grab the free demo version <a href="http://itunes.apple.com/app/the-tiny-bang-story-hd-lite/id498967197">here</a>, or get the full version for $2.99 <a href="http://itunes.apple.com/app/the-tiny-bang-story-hd/id495937600">here</a>. 
<br><br>
The Tiny Bang Story tells the story of Tiny Planet, a planet that's been struck by an asteroid, and you have to solve puzzles and complete minigames to repair the damage. There's no text, and they say the game is designed for all ages, but some of the puzzles might be a little complicated for younger players to manage alone.
<br><br>
If you're after the PC/Mac verison, you can grab it from <a href="http://store.steampowered.com/app/96000">Steam</a>, and the rather lovely soundtrack is available for free from <a href="http://www.colibrigames.com/">Colibri Games' website</a>.]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/tiny_bang_story_ipad.html</feedburner:origLink></entry>

<entry>
    <title>Super Mario Bros. Crossover 2.0 Released</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/LgdVqvOlbcA/super_mario_bros_crossover_20_.html" />
    <id>tag:indiegames.com,2012://14.38489</id>

    <published>2012-02-10T12:00:51Z</published>
    <updated>2012-02-10T00:12:57Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="browser" label="browser" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="explodingrabbit" label="exploding rabbit" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="flash" label="flash" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="free" label="free" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="platformer" label="platformer" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="supermariobroscrossover" label="super mario bros. crossover" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><object width="470" height="269"><param name="movie" value="http://www.youtube.com/v/lE1K9yNDNA8?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lE1K9yNDNA8?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="470" height="269" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>

<p>Exploding Rabbit has released a major upgrade for its Nintendo-themed mashup Flash game <a href="http://www.explodingrabbit.com/games/super-mario-bros-crossover">Super Mario Bros. Crossover</a>, introducing numerous new characters and a variety of new graphic skins.</p>

<p>This update marks the debut of Mario's high-jumping (but tough-to-control) brother Luigi and Mega Man's rapid-firing nemesis Bass. Other new characters are reskinned versions of the existing cast; Dr. Wily is a playable alternative skin for Bass, while Retro Game Challenge's Demon and Haggleman substitute for Mario and Ninja Gaiden's Ryu Hayabusa.</p>

<p>Special attention has been paid to the game's soundtrack, as well. Newly created 16-bit adaptations of select tracks from Blaster Master are included, along with several converted songs from Mega Man 9 and 10. The game also features standout tracks from other classic titles -- I cracked a smile after hearing the opening notes from Sunsoft's wonderful <a href="http://www.youtube.com/watch?v=zYcf2yUgblc">Mr. Gimmick</a>. If only Gimmick himself was a playable character!</p>

<p>A full list of new features and changes can be found at <a href="http://www.explodingrabbit.com/wiki/Super_Mario_Bros._Crossover/Version_History">Exploding Rabbit's website</a>.</p>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/super_mario_bros_crossover_20_.html</feedburner:origLink></entry>

<entry>
    <title>Trailer: Hyper Snake</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/SQJVdCgzoHA/trailer_hyper_snake.html" />
    <id>tag:indiegames.com,2012://14.38491</id>

    <published>2012-02-10T10:00:33Z</published>
    <updated>2012-02-10T00:44:53Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="hypersnake" label="hyper snake" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ios" label="ios" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><object width="470" height="348"><param name="movie" value="http://www.youtube.com/v/UmPaXTRMYzU?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/UmPaXTRMYzU?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="470" height="348" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>

<p>Programmer <a href="https://twitter.com/ClawhammerMark">Mark Foster</a> and audio designer Thomas Williams are set to launch their debut iOS game Hyper Snake in the App Store soon, and the results look quite promising, judging from a trailer released earlier this week.</p>

<p>Marrying the classic gameplay of Snake with the aesthetic of Geometry Wars, Hyper Snake challenges players to avoid swarms of enemies while consuming energy, splitting larger objects, and pursuing other objectives throughout six included gameplay modes. The snake is controlled by accelerometer input, and the gameplay above shows off some interesting tactics, including the use of the snake's tail as a shield.</p>

<p>Hyper Snake has been submitted to Apple for review, and should premiere in the App Store shortly.</p>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/trailer_hyper_snake.html</feedburner:origLink></entry>

<entry>
    <title>Get Your Groove on with the Indie Game Music Bundle 2</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/h1WSIDMGMng/indie_game_music_bundle_2_laun.html" />
    <id>tag:indiegames.com,2012://14.38485</id>

    <published>2012-02-10T03:00:00Z</published>
    <updated>2012-02-10T03:19:52Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Console" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="indiegamemusicbundle2" label="indie game music bundle 2" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><a href="http://indiegames.com/indie%20game%20music%202.jpg"><img alt="indie game music 2.jpg" src="http://indiegames.com/assets_c/2012/02/indie%20game%20music%202-thumb-478x284-4515.jpg" width="478" height="284" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></a>The <a href="http://www.gamemusicbundle.com/">Game Music Bundle 2</a> has launched, bringing more great music from indie composers and chip tune artists. The pay-what-you-want portion of the bundle offers the tunes of Sword and Sworcery: LP, Machinarium, Aquaria, Jamestown, and current IGF nominee in audio To The Moon.</p>

<p>Those who contribute $10 or more can receive up to twelve extra albums, including Sidhe's Shatter and epic chiptune compilations by Disasterpeace (Fez). Another bonus that I recently rocked out to is the awesome <a href="http://indiegames.com/2012/01/3dsware_review_mighty_switch_f.html">Mighty Switch Force</a> soundtrack by Virt.</p>

<p>Downloads are DRM-free 320kbps MP3s. FLAC versions are available for those who contribute $10 or more.</p>

<p>The current bundle bonus unlocks after 2,000 more sales. What will it be? How ambitious will the next sales goal be? Inquiries indies want to know! </p>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/indie_game_music_bundle_2_laun.html</feedburner:origLink></entry>

<entry>
    <title>Road to the IGF: Spry Fox's and Wild Shadow Studios' Realm of the Mad God</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/X0j9tt74wZc/road_to_the_igf_spry_foxs_and.html" />
    <id>tag:indiegames.com,2012://14.38454</id>

    <published>2012-02-10T01:00:00Z</published>
    <updated>2012-02-07T18:03:13Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Interviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="igf2012" label="igf 2012" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="realmofthemadgod" label="realm of the mad god" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="spryfox" label="spry fox" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="wildshadowstudios" label="wild shadow studios" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="realm of the mad god IGF.jpg" src="http://indiegames.com/realm%20of%20the%20mad%20god%20IGF.jpg" width="200" height="200" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />[<em>Continuing our "Road to the IGF" series with IGF 2012 finalists, Gamasutra speaks with Spry Fox and Wild Shadow Studios about Technical Excellence nominee Realm of the Mad God.</em>]</p>

<p><em><a href="http://www.realmofthemadgod.com/">Realm of the Mad God</a></em> currently sits as the second-highest rated multiplayer game on <a href="http://www.kongregate.com/multiplayer-games">Kongregate</a>, with almost 2 million plays since it was published mere months ago on October 31, 2011. Where most games revel in heaps of (often forced) customization, players need only click on the mouse once to start playing <em>Realm</em>.</p>

<p>With permadeath game rules, the entry and re-entry to play need to be swift for players. To keep players engaged, the browser game's loading needs to be equally swift. The developers deployed a mix of small sprites and simple vectors to keep the game size small, all the while boasting a 4+ million tile map that has no loading time.</p>

<p><a href="http://www.spryfox.com">Spry Fox</a>'s David Edery joins Alex Carobus here, speaking on the creation of <em>Realm of the Mad God</em> (<em>RotMG</em>). The two discuss how the game's engine has changed since it began as a small project two years ago, how browsers have benefited and constrained their development, and why there is "no substitute for actual players when designing and building a system."</p>

<p><strong>Could you tell me about your teams and their backgrounds?</strong></p>

<p>David: <em>Steambirds</em>, <em>Panda Poet</em> and <em>Triple Town</em> are our other most notable titles.</p>

<p>Alex: Wild Shadow Studios created some prototypes before <em>RotMG</em> but has not formally released any other games.  All of us are ex-Google employees with graduate degrees in Computer Science.  None of us have worked at a game company, although Amit wrote the BBS door game <em><a href="http://www-cs-students.stanford.edu/~amitp/Articles/SRE-Documentation.html">Solar Realms Elite</a></em>.</p>]]>
        <![CDATA[<p><strong>What roles did you both play in the creation of <em>RotMG</em>?</strong></p>

<p>David: Wild Shadow started the project and has managed every aspect of it. Spry Fox's involvement is limited to game design, art/UI and business related matters.</p>

<p>Alex: <em>RotMG</em> was originally created by Wild Shadow Studios for the second stage of the <a href="http://www.tigsource.com/2009/10/24/tigsource-presents-assemblee-competition/">Assemblee Competition at TIGSource</a>. This competition involved creating a game using only art assets supplied by the first stage.  This was a perfect competition for Wild Shadow because, at the time, our studio consisted of two engineers (Rob Shillingsburg and me) with occasional help from another engineer friend (Amit Patel).</p>

<p>The game did well in the competition and, more importantly, garnered a small but very loyal following who were asking us to continue to work on the game after the competition. We decided to put our other projects on hold and continue to develop <em>RotMG</em>.</p>

<p>We met Daniel Cook and David Edery (Spry Fox) at GDC at a few months later. They saw potential in the game and had a number of skills our team lacked.  So we decided to work together to improve the game and make it a success.</p>

<p><strong>How long have you actually worked on the game and is that work on-going?</strong></p>

<p>David: Wild Shadow began working on the game two years ago. <em>Spry Fox</em> joined in about six months afterwards. And yes, the work is very much ongoing. We make major updates on a regular basis; the latest update added an entirely new dungeon, a guild system, and more.</p>

<p><strong>How has creating a browser based game benefited and constrained your programming of <em>RotMG</em>?</strong></p>

<p>Alex: Well, creating a browser game does impose a lot of constraints.</p>

<p>In some cases, we pushed against those constraints. For example, we did everything we could to squeeze every last bit of rendering performance out of Flash that we could manage. We used trial and error to find which data structures gave the best performance for which operations (something that is mostly predictable in, for example, C++ but is very unpredictable in AS3).  We created free lists and removed dynamic allocations to lessen the impact of the garbage collector. We cached everything and anything we could get away with.</p>

<p>But in most cases, we worked around the constraints. We used almost exclusively 8x8 and 16x16 pixel sprites and simple vectors to keep the game size small and fast to download and used image processing during the game to give them outlines and shading. We stream world geography as the player moves around the world, which allows us to have a 4+ million tile map and no loading time. We rely on our servers to do anything that doesn't absolutely need to be done in the client.</p>

<p><strong>How did you come up with the game's concept?</strong></p>

<p>Alex: <em>RotMG</em> was really born out of a love of roguelikes, arcade games and a deep disappointment with MMOs. I have always loved the promise of MMOs but have generally found most of them tedious to play. I wanted to make an MMO that was as fun to play as an old arcade game, as re-playable as <em>NetHack</em> or <em>Spelunky</em>, and didn't rely on grinding for ever decreasing rewards to keep players interested.</p>

<p>I think a lot of people assume that MMOs play the way they do because of the constraints of the technology. This just isn't true. MMOs can have fast-paced interactive action. It is just harder to implement than a system where you watch your character fight while you hit number keys for special abilities.</p>

<p><strong>Tell us about the technical DNA that make up <em>Realm of the Mad God</em>. What did you create from scratch and what was "store bought"?</strong></p>

<p>Alex: The client and server were pretty much written from the ground up in Actionscript and C++, respectively. We use Amazon EC2 to run our servers and Google App Engine as our backend storage.  If you were to map the technical DNA of <em>RotMG</em>, it would probably lead back to Google.</p>

<p><strong>The game has existed for almost two years as a browser title. What was the original game engine and code like and how have they evolved over the past two years?</strong></p>

<p>Alex: The original game code was written for a contest with every intention to throw it away after a month.  The goal was to get as much of the vision of the game implemented as quickly as possible before the contest finished. So we took every shortcut and grafted in parts of previous prototypes to achieve this. As you can probably imagine, the code was quite messy.</p>

<p>After we decided to switch Wild Shadow's focus to <em>RotMG</em>, we spent the next two years building on, re-designing, improving and replacing the code, all while the game was continuously running and being played by a growing player base. The vision for the game never changed, but we had the time to refine and expand on it. We also had instant feedback (constructive and otherwise) on changes and we could [fix] bugs/hacks as the players discovered them. In general, our players have been awesome, and without their encouragement and feedback, the game would not exist.</p>

<p><strong>What technical lessons have you learned while working on this title?</strong></p>

<p>Alex: We've learned a thousand lessons but one that stands out is that there is no substitute for actual players when designing and building a system. MMOs are very complex systems and the things that you expect to become a problem and the things actually do become problems are very different.</p>

<p><strong>Have you worked on any other browser game code? What errors/pitfalls in other developers' creations have you seen and how would you suggest avoiding those?</strong></p>

<p>Alex: We learned a lot from the prototypes we made before <em>RotMG</em>, but I've never really read anyone else's game code. I guess the main pitfall I would suggest avoiding is copying someone else's game (internals or externals) or assuming they know better than you what is the "right" way to do something. Figure it out yourself.</p>

<p><strong>What development tools do you think are needed to improve browser games in the future?</strong></p>

<p>Alex: Although Flash isn't as bad as its reputation, it isn't good either. It needs to be improved or replaced.</p>

<p><strong>What tools do you feel are needed to advance innovation in gaming in general in the next 3 years?</strong></p>

<p>Alex: I don't think you can blame our tools for the lack of innovation. I think that innovation just isn't a goal for a lot of game companies. Maybe if photo-realistic graphics became cheap and easy companies would stop competing on better looking mud and focus on better gameplay. That might spark some innovation.</p>

<p>[This article originally appeared on <a href="http://www.gamasutra.com/view/news/40118/Road_to_the_IGF_Spry_Foxs_and_Wild_Shadow_Studios_Realm_of_the_Mad_God.php">Gamasutra</a>.]</p>]]>
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/road_to_the_igf_spry_foxs_and.html</feedburner:origLink></entry>

<entry>
    <title>iPhone Game Pick: Pug Synth (Lucky Frame)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/l_PhwLMGUr0/iphone_game_pick_pug_synth_luc.html" />
    <id>tag:indiegames.com,2012://14.38490</id>

    <published>2012-02-09T22:02:54Z</published>
    <updated>2012-02-10T07:51:06Z</updated>


    <author>
        <name>Cassandra Khaw</name>
        <uri>http://twitter.com/casskhaw</uri>
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="luckyframe" label="lucky frame" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="music" label="music" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<object width="478" height="360"><param name="movie" value="http://www.youtube.com/v/XrkHBTu3JCM?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/XrkHBTu3JCM?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="478" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
<BR><BR>
The guys who brought you Pugs Luv Beats are back again with Pugs Synth. This time around, the adorable extra-terrestrial canines appear to be significantly more relaxed. Instead of galloping across strange planets, they're just here ... <em>singing. 
</em> It's more of a musical toy than anything else. Here, you'll get to put hats and costumes on a pair of pugs in order to affect the flow of the music.Pug Synth is free to download. However, if you want to unlock all the available costumes and hats, you're going to have to pay a little bit extra.
<BR><BR>
<a href="http://www.luckyframe.co.uk/2012/02/pug-synth-out-now-for-free/">Official website here.</a>


]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/iphone_game_pick_pug_synth_luc.html</feedburner:origLink></entry>

<entry>
    <title>Music-Driven Shooter Beat Hazard Ultra Now Available For iOS</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/aySAOtvODp8/music-driven_shooter_beat_haza.html" />
    <id>tag:indiegames.com,2012://14.38487</id>

    <published>2012-02-09T22:00:56Z</published>
    <updated>2012-02-09T20:41:38Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="arenashooter" label="arena shooter" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="beathazardultra" label="beat hazard ultra" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="coldbeamgames" label="cold beam games" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ios" label="ios" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="shootemup" label="shoot 'em up" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><object width="470" height="269"><param name="movie" value="http://www.youtube.com/v/mJVZJTHSIZc?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/mJVZJTHSIZc?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="470" height="269" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>

<p>Cold Beam Games has produced <a href="http://itunes.apple.com/app/beat-hazard-ultra/id475336263?mt=8">an iOS adaptation</a> of its music-influenced, twin-stick arena shoot-'em-up Beat Hazard Ultra.</p>

<p>Previously released for <a href="http://store.steampowered.com/app/49604/">PC platforms</a> and the <a href="http://marketplace.xbox.com/en-US/Product/Beat-Hazard/66acd000-77fe-1000-9115-d80258550355">Xbox Live Indie Games</a> service, Beat Hazard Ultra scans a user's music library and produces enemy waves of varying intensity as tracks play. The iOS version of Beat Hazard Ultra is also playable with Internet music stations, and features a built-in music visualizer.</p>

<p>Beat Hazard Ultra is priced at 99 cents during its launch week.</p>

<p>[via <a href="http://twitter.com/shmups">@shmups</a>]</p>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/music-driven_shooter_beat_haza.html</feedburner:origLink></entry>

<entry>
    <title>Veteran Amiga Dev Reveals Retro Racing For iOS</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/8bXNEPD5dj4/veteran_amiga_dev_reveals_retr.html" />
    <id>tag:indiegames.com,2012://14.38481</id>

    <published>2012-02-09T21:00:47Z</published>
    <updated>2012-02-09T03:09:10Z</updated>


    <author>
        <name>Danny Cowan</name>
        
    </author>
    
        <category term="Mobile" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="ios" label="ios" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="racing" label="racing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="retroracing" label="retro racing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><img alt="120208_retroracing.jpg" src="http://indiegames.com/2012/02/09/120208_retroracing.jpg" width="200" height="300" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" />Jamie Woodhouse, developer of the '90s Amiga racers <a href="http://www.youtube.com/watch?v=FXKCQpavkJ4">Nitro</a> and <a href="http://www.youtube.com/watch?v=tEHKgcyuBY0">ATR</a>, is preparing to launch a new racing title for iOS platforms later this month.</p>

<p><a href="http://www.mrqwak.com/games/retroracing/">Retro Racing</a> is an overhead-view title in which players outrace their rivals throughout numerous twisty tracks.</p>

<p>The presentation brings to mind Atari's arcade racer Super Sprint and Codemasters' Micro Machines series, as you can see in the <a href="http://vimeo.com/35432954">pre-launch trailer</a>. It seems as though getting the best times will involve going off-track and discovering shortcuts -- looks fun!</p>

<p>Retro Racing will premiere in the App Store in mid-to-late February for the iPhone, iPod Touch, and iPad.</p>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/veteran_amiga_dev_reveals_retr.html</feedburner:origLink></entry>

<entry>
    <title>New Trailer: Symphony (Empty Clip Studios)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/xZ0Vh08KSvA/new_trailer_symphony_empty_cli.html" />
    <id>tag:indiegames.com,2012://14.38482</id>

    <published>2012-02-09T15:00:00Z</published>
    <updated>2012-02-10T06:14:01Z</updated>


    <author>
        <name>John Polson</name>
        <uri>http://www.twitter.com/JohnPolson</uri>
    </author>
    
        <category term="Console" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="emptyclipstudios" label="empty clip studios" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="monaco" label="monaco" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="symphony" label="symphony" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<p><iframe width="478" height="273" src="http://www.youtube.com/embed/0K6utV_JWUQ" frameborder="0" allowfullscreen></iframe><br />
Empty Clip Studios' Indie Game Challenge 2012 finalist Symphony has an updated trailer, which shows off how players' music dictates the game's content. While Beat Hazard attempted procedural content generation (PCG) with the arena shooter genre, Symphony seems to be going for more of a vertical arcade shooter vibe. I really like how the ships materialize from the equalizer. However, the enemy A.I. and firepower seem to be on the rather simple side. </p>

<p>A challenge for Symphony, like most PCG games, will be in sustaining player interest indirectly. How varied will the content be from the songs inputted? Players will find out this year, after nearly three years of development and waiting. </p>

<p>Thanks for making us wait so long, Empty Clip! I understand, though; you have to work on <a href="http://indiegames.com/2011/07/monaco_getting_ported_to_other.html">Monaco multi-platform ports</a>, too. And yes, Empty Clip, I do pay close attention to trailers (1:34 mark!).</p>]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/new_trailer_symphony_empty_cli.html</feedburner:origLink></entry>

<entry>
    <title>Out Now: Cell: Emergence</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/IndependentGaming/~3/1j1hWg7OcaY/out_now_cell_emergence.html" />
    <id>tag:indiegames.com,2012://14.38475</id>

    <published>2012-02-09T13:00:00Z</published>
    <updated>2012-02-09T12:45:51Z</updated>


    <author>
        <name>Lewie Procter</name>
        <uri>http://savygamer.co.uk</uri>
    </author>
    
        <category term="Console" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="Desktop" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="cellemergence" label="Cell: Emergence" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="demo" label="Demo." scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="newlifeinteractive" label="New Life Interactive" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="pc" label="PC" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="xblig" label="XBLIG" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://indiegames.com/">
        <![CDATA[<img alt="cell.png" src="http://indiegames.com/cell.png" width="480" height="270" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" />

Wierdo voxelated cellular automata <em>thing</em> Cell: Emergence is now available for the PC and for the Xbox 360 as an XBLIG. Cell: Emergence is something along the lines of <a href="http://www.imdb.com/title/tt0093260/">Innerspace</a>: The Game, where you take control of a nanobot injected into a poorly girl, tasked with eradicating the infection that's the source of her illness. It seems pretty complicated based on the <a href="http://youtu.be/mOu9QhWGla0">footage</a> released so far, but the game does a pretty good job of introducing new mechanics slowly.
<br><br>
Interestingly, the PC version isn't identical to the Xbox version. The "HD" version only for PC features "twice as many cells (nearly 1,000,000), higher quality sound, and more frenetic gameplay tuned exclusively to the mouse/trackpad." Go PC!
<br><br>
It's great to see a game using today's powerful computers and consoles to not just have extra pretty graphics, but to run more accurate and more in depth simulations of elements of the game world. Read more about Cell: Emergence's dynamic voxel system <a href="http://www.newlifeinteractive.com/main/index.php?option=com_content&view=category&id=39:cell&Itemid=53&layout=default">here</a>.
<br><br>
Go give it a try, Xbox version is <a href="http://marketplace.xbox.com/en-GB/Product/Cell-emergence/66acd000-77fe-1000-9115-d80258550a80">here</a>, PC version available from various places <a href="http://www.newlifeinteractive.com/main/index.php?option=com_content&view=category&id=39:cell&Itemid=53&layout=default">here</a>, and there's a demo available too.]]>
        
    </content>
<feedburner:origLink>http://indiegames.com/2012/02/out_now_cell_emergence.html</feedburner:origLink></entry>

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