Posts from 2007

Tactics 100

By: Derek Yu

On: August 11th, 2007

tactics 100

Tactics 100 is a fun, fast-paced tactics game with some pretty sweet pixel art. You start the game with an army of knights, rangers, mages, and clerics, which all work about as you’d expect. The default army is pretty strong, but you can create your own, as well.

Like most games of this ilk, it’s all about micro-managing your moves and out-maneuvering your opponent. Moving and attacking your enemies from different sides all affect how much damage you do to them. Troops can also gain “veteran” status during battle by eliminating enemies, making them more effective combatants.

One thing that kinda sucks is the lack of options in terms of the battlefield. Would have been cool to see at least some levels where the “high ground” was in different places.

The single player campaign consists of 10 levels of varying difficulty. Multiplayer is also available (but I haven’t tried it).

Indie Sunrise

By: Derek Yu

On: August 10th, 2007

Saturo

Gamesindustry.biz has an article titled “”http://www.gamesindustry.biz/content_page.php?aid=27076">Indie Sunrise" about the success of the Nintendo and the Wii/DS, and how it could possibly herald a “golden age” for independent developers:

In other words, there’s suddenly an escape hatch from the horror stories of the last three years. Team sizes don’t have to double, or treble. Budgets don’t have to soar. Project lengths don’t have to shoot off into the sunset.

To which I say that the golden age (cue dramatic fade-in to Link hoisting the Triforce above his head) for independent game developers is already here, and Nintendo will play a big part, but not the only part. Independent developers have been making their own “escape hatches” since video games first came about.

But yeah, it’s going to be especially fun being indie in the coming years, I tell yah!

(Source: 4 color rebellion)

Classic: Obake

By: Derek Yu

On: August 9th, 2007

Obake

Calling Obake (meaning) a mixture of Super Mario Bros. and Kirby wouldn’t be too misleading. In this platformer you play a ghost who can hop on your enemies’ heads and then (by pressing down) possess them. Other than being cute as hell, there is a lot of diversity in the enemies (moreso than Kirby I would say), and the levels are designed thoughtfully around this idea, with lots of secret passages that can only be accessed with certain skills.

Some of the enemies are just awesome, like the giant pig in a runner’s outfit that charges through blocks, or the monkey who can turn into a lightning bolt. Anything that moves is fair game to our little hero. (Seriously, the pig cracks me up so much. He’s so buff!)

Unfortunately, the game won’t run unless you turn on Japanese language support or you have a pretty old patch. I only managed to find one site that had a patched version of the game. The link is here. But the game still crashes for me on exit, even with the patch.

But it’s worth it!

MTV Interview: Jonathan Blow

By: Derek Yu

On: August 9th, 2007

Braid

MTV’s all up in indie gaming’s grill these days, and with good reason. This time they’re doing an interview with the one-and-only Jonathan Blow, about life, games, and Braid.

One of the things that made “Braid” different from the beginning was my determination to strike out in a new design direction, and just have faith that I could make it work. Rewind was going to be the basis of the game. If rewind conflicted with some other element of the design, then I would throw away that other element — regardless of how traditionally necessary it was. And I was glad I had that faith, because it paid off.

I’m noticing that Jon is getting a little bit of flak for his interview, most notably in the comments of Wired’s Game|Life blog. Now, I know he doesn’t need me to defend him, because he is an extremely smart and successful guy who could also kill any one of us with kung fu (really), but seriously, as someone who has heard Jon speak and played his game (albeit an early version), let me just assure you that a) if you perceive any egotism or condescension on his part, it’s the inevitable result of his being brilliant and also honest (he’s actually quite down to earth), and b) he is fully deserving of the so-called “hype” he’s been getting. Honestly, he deserves more. And a lot of independent developers do.

And c) it’s really sad how you can’t criticize anything anymore without somebody taking immediate offense and calling you a “wanker.” I give more credit to the man who is called a wanker because he has lots of strong opinions than the man who’s only opinion is that someone else is a wanker. Alright, you wankers?

A Guide to Independent Games: Parts 1 and 2

By: Derek Yu

On: August 8th, 2007

Indie Guide Logo

I ranted and raved about Game Tunnel’s Top 100 Indie Games, but it was a Top 27 Indie [Art] Games list that put me over the edge and finally convinced me to put together the first parts of this guide right here. Basically, those two lists took the two sides of independent gaming that make me gag – money-lovin’ casual gaming and pseudo- intellectual “arthouse” gaming – and presented them as if they were, in fact, what it’s all about.

Well, you know what – the gaming-for-love-of-gaming “elitists” need their own list, too. ;)

Anyway, Part One is an introduction I penned that’s essentially a love poem to independent gaming and analogies, but I hope gets the point across successfully.

Part Two is a compilation of good independent games (not ranked) that was pared down from a list that TIGForums members put together. The main goal was twofold: to list great games and also to show the diversity and strength of independent developers. It runs the gamut, from text-based IF games to tech-pushing affairs like Penumbra: Overture; from hardcore shoot ‘em ups like Warning Forever to fun, well-made casual games like Outpost Kaloki and Aveyond… and beyond. I think you’d be hard-pressed not to find at least a handful of games you really, really liked in this list.

Parts 3 and 4… well, I have plans for them, but it could go a lot of ways, depending on what people think of the first two parts. One idea was to have Part 3 be an introduction to making your own game, and have Part 4 be a collection of short writings from various people in the community about indie games, with the general theme being the future. Let me know your thoughts!

And I hope you enjoy the article! If you do, spread it around a bit! If you don’t, feel free to let us know why. Open discourse is the only way to go.

Frenetic Plus

By: Derek Yu

On: August 7th, 2007

frenetic plus

Frenetic Plus is a solid 2D/3D hybrid shooter with some RPG elements to it. In between missions where you scoot around a 3D landscape killing things you can upgrade your various suits and learn more about the story.

So far I’m not entirely impressed. The game is put together and I like the atmosphere and graphics, but the missions are repetitive and fairly slow moving. And with all the “C.L.A.Y.” I’m earning killing baddies, I’m just not finding any reason to spend it yet.

There are the trappings of something cool here… I just hope it gets better as you get further into it.

(Source: Insert Credit)

Incursion v0.6.0

By: Derek Yu

On: August 6th, 2007

Incursion

Here’s to incomplete, awesome games! Incursion is an extremely detailed Roguelike that is “based on (but not strictly adherant to) the mechanics of the d20 system made available under the Open Game License by Wizards of the Coast.” This seems to be, for all intents and purposes, a good example of what we can expect in next generation of Roguelike games, although, like Dwarf Fortress, it also raises the barrier of entry for newer players.

One feature I really like is the inclusion of detailed descriptions of the areas you’re in. And they’re quite varied. In my first few minutes of playing, I encountered an old armoury, a flooded room, a kobold warren (which was quite scary – I had to crouch to fit inside), a garden, a ritual chamber, and a small fortification. I also got jumped by a dwarf rogue who appeared out of nowhere and had to wrestle him to the ground. Rogue players and fans of stealth will appreciate that currently they are the strongest class by far.

Unfortunately, the game is prone to crashing and there are bugs abound. The creator, Julian Mensch, is going to try to address those problems with a new release in the next few months, but admits on the Something Awful forums that after that, it’s going to be a long wait before we see any significant changes. We’re talking 2011, here, folks. Yikes!

Read about his plans in more details after the jump:

“I guess I should talk about my development schedule a bit. The sad thing is, at this point I don’t have a large amount of time left where I can afford to focus my spare time on developing Incursion. Part of the reason the release was a bit buggy is that I knew I needed to get it out and get this volume of feedback soon, to produce a polished version by my deadline. After September 8th, I’m going to have my hands full with other personal projects that I really can’t afford to delay, so Incursion development will be put on the backburner.
My immediate plans for Incursion are to try to fix as many of the bugs as possible to make the game play more smoothly, and to try to produce a working Linux port, both before September 8th. I’m not going to change or recode anything major at this point, because I don’t want to introduce new bugs after working so hard to get the game (more) stable for release.
I did have some plans for minor things I wanted to add before Sep 8 – mostly just a few new prestige classes, spells, feats and monsters – but given the volume of bugs reported I’m not sure anymore whether that’s going to happen before my deadline; I kinda doubt it, which is disappointing.
Once I get reasonably stable versions of Incursion out, my plan is to leave the game alone for about 6 months and see what a wider variety of people have to say about it and where it should go, being able to analyze it as its own beast rather than just in the context of existing RLs. I’ll maybe be able to squeeze out more work on it early 2008, depending on how my other projects go. Plans for the next “major” release 6 months down the line include unique NPCs, subraces and more resources (prestige classes, feat, spells and monsters). This would be a small amount of content compared to what is already in the game, and I can’t even promise it will happen; it depends on progress in my other work.
After my other projects conclude, probably about two years from now, I plan to get back to Incursion full-time and to start with major refactoring, working toward the design plan for Return of the Forsaken (random geologically credible overworld, random cities, 1-20 level range, plot, quests, better terrian effects, a more 3-dimensional map, guilds and social factions to design – basically everything ever promised in a next-gen vaporware roguelike). This is tentatively slated for release in late 2011, but keep in mind that I suck at deadlines.
To be honest, I’m very burnt out on coding right now and need a break, and I want to get a stable, fun version available for Win32 and Linux ASAP. That’s my immediate priority, not adding content. I’m sincerely sorry if that disappoints people here; I can see how enthusiastic many of you are.
OTOH, if you suggest things and I like them, I’ll certainly take notes — so it might make it into Incursion 4+ years from now! :)"

Hammerfall v0.2

By: Derek Yu

On: August 6th, 2007

Hammerfall

“Toe your line and play their game yeah
Let the anaesthetic cover it all
Till one day they call your name
You know it’s time for the hammer to fall”

Matthew Wegner of Fun-Motion brings word of a great new Russian physics game called Hammerfall. This one’s all about floating machines with giant weapons hanging from them. Incredible artwork and what seems so far to be a really awesome steampunk-ish fantasy world.

It’s only at version 0.2, but it’s already very playable. This one’s a little tough on the wrists for me, though, because of all the circular mouse movements. But it’s still fun! Feels good to get a solid hit with the ball and chain.

Apparently there’s a certain point where you must fight as a slave, and there’s a bug in the English language mode that prevents you from moving forward at that point. Simply change the language setting back to Russian to get past. But honestly, the translation is a little rough, so you might as well play the whole thing in Russian.

Paul Robertson: Kings of Power 4 Billion %

By: Derek Yu

On: August 5th, 2007

KINGS OF POWER 4 BILLION %

Not exactly an indie game, but close enough and awesome enough that I must mention it. Paul Robertson, living legend in the pixel art community and creator of the insanely badass music video “”http://probertson.livejournal.com/18096.html">Pirate Baby’s Cabana Battle Street Fight 2006," has released a trailer for his new movie, called King of Power 4 Billion %. It’s in FULL COLOR.

Links: YouTube Trailer, High-Def Trailer (MOV)

I heard rumors a while back that he was involved in a game project, too, but I don’t know how true that is.

Mutant Storm Empire Trailers

By: Derek Yu

On: August 5th, 2007

Looks pretty sweet! I like the organic-looking enemies. Hit the jump for another trailer and a link to Mutant Storm Empire’s Gametrailers page.

Click here for HD versions of the above videos and some older trailers.

(Source: Indygamer)