October 5th, 2012 | By

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Is Kickstarter currently heralding a new age for indie game funding?  One of today’s Indie Links articles says yes.  Other articles go in depth about how Kickstarter works for the average indie developer, and what’s currently going on on Kickstarter in the indie dev world.  Not all the articles have to do with Kickstarter, though; there are also the usual articles about indie games you may be interested in.

Future Talk: Notch On Steam, Windows 8, What’s Next (Rock, Paper, Shotgun)
“Yesterday, we ran the first part of my chat with Minecraft creator and needer-of-no-introductions Notch, wherein we largely talked about life after Minecraft and what he’s been up to recently. But there’s more to this world than Minecraft (at least, until we discover our entire world is actually a block-by-block Minecraft reconstruction of the real world), so today, we’re forging ahead into the future. And also the present, but the other thing sounds cooler. So read on to see Notch discuss copycatting in games, his ideas for non-games ala Proteus, a virtual reality version of Minecraft, Steam, Windows 8, and heaps more.”

Kickstarter For The Average Indie (Gamasutra)
“Part of me feels a little bit presumptuous writing this article, because while we have had a successful Kickstarter, there are certainly many more Kickstarters that have been far more successful. At first glance, you might think that massive multi-million dollar success stories from Double Fine and inXile seem like they’d be more useful, and certainly more interesting. But I think our experience will probably be more useful to most people reading this article. Because most game developers are a little more like my team — Dinofarm Games — than they are like Double Fine. Most working game developers — the people who really need Kickstarter more than anyone — don’t have a famous game designer at their helm to give their campaign a massive popularity boost.”

Adventure Time Game Jam Day One: A Gallery Of Works In Progress (Venus Patrol)
“It’s been nearly 24 hours since the kickoff of Fantastic Arcade’s Adventure Time Game Making Frenzy, and so we present a quick round-up of the work-in-progress screenshots and videos that have been coming out of B.M.O., our game jam web platform. Late last night, we gave B.M.O. a global feed of all micro-updates from the developers for those that would like to follow along at home, even if you’re not taking part in the jam.”

QWOP Dev Bennett Foddy’s Favorite Freebie (IndieGames.com)
“QWOP and GIRP developer Bennett Foddy has been deejaying Free Indie Games recently, during which he has shared his “favourite free indie game of all time,” Pyro II. While some may know Mike O’Brien from ArenaNet’s Guild Wars, Foddy feels 1990 DOS puzzle game Pyro II is his masterpiece.”

Kickstarter Katchup – 15th September 2012 (Rock, Paper, Shotgun)
“As you watch the vast sums of money being poured into games that don’t exist yet, you can then wonder at the finances of the world and ask yourself confusing questions. There are two utterly massive million-makers below, along with the usual happy-go-lucky attempts to raise more modest sums. And remember, reading the rules before whinging in the comments makes you far less likely to be stuffed full of bombs!”

FTL: Faster Than Light Heralds The Kickstarter Age (VG247)
“Launched just a few weeks after Double Fine Adventure and seeking a very modest $10,000, the sci-fi roguelike pulled in over $200,000, taking advantage of sudden, intense interest in crowdfunded games. It wasn’t the only game to do so, but it’s one of the few to launch so far; FTL: Faster Than Light is available now through the developer’s websiteGOG or Steam, a month later than expected but otherwise very much as promised during Subset Games’ pitch. And it’s great.”

Broforce! Yaaaaaaaay. (Hookshot, Inc.)
“Broforce! Say it aloud. Speak its name and be happy, for it is exactly the game that the name suggests it will be. Over on Eurogamer, the ever-lovely Jeffrey Matulef argued that it’s the action-adventure that Ubisoft’s rather miserable Expendables 2 should have been. It’s hard to improve on that description, really, so I won’t try. Instead, here are a few paragraphs on why I like it so much.”

Why Super Hexagon Should Be Your Next iOS Gaming Addiction (Ars Technica)
“As I write this, it’s taking all my willpower to tell myself the letters I’m typing aren’t pulsing and rotating and changing colors as they appear on the screen. As I type this, my brain is semi-consciously calling attention to the gaps between the letters and words in front of me and mapping out the most efficient path to navigate through them. As I’m writing this, my brain has been temporarily rewired by playing a half hour or so of Super Hexagon, one of the most maddeningly addictive iOS gaming experiences I’ve ever played.”

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