Indie Links Round-Up: Kill The Wabbit


Aside from the usual links to articles about various games, today’s Indie Links also include indie developers’ take on the Ouya console.

Influential Indies On The Brouhaha Around Ouya (Joystiq)
“[W]e want to know what prominent and plucky indie developers actually think the Ouya can do for the industry. So we asked a few, includingMinecraft‘s Markus Persson, The Binding of Isaac‘s Edmund McMillen, Retro City Rampage‘s Brian Provinciano and five other indie starlings. Their thoughts are collected below in the order each developer responded to the email thread, because that seems more fair than arranging them by “best hair” or something.”

The Bunny Homicides: Hands On With Overgrowth (Rock, Paper, Shotgun)
“I was going to say Overgrowth is ‘early in development’, as it’s still in early alpha and doesn’t have anything approaching levels or objectives. But it’s been in development since at least 2008. To temper that lengthy development cycle, Wolfire have been releasing weekly alphas to pre-orderers. The version I’ve been playing is ‘a185‘, which shows you just how committed they are to this process. It’s still early in terms of the progress, though. They’ve focussed on how you do things over what you do, ensuring the player feels like a skilled, kung-fu bunny. There are a few test levels that I augmented with a community launcher that adds fan-made maps to the game’s menu. Soon, I had a lot of content: not particularly polished or game-selling, but enough to get a feel for what’s there.”

Hyperspace Invaders I (PixelProspect0r)
Hyperspace Invaders I is a frantic vertical shooter with abstract graphics and minimal controls. Move left and right, blast away hordes of enemies, collect their souls and dodge thousands of bullets (your hitbox is the blue dot in the middle of your ship and thus pretty small)”

Indie Games Festival Comes To Boston (Develop)
“A new event celebrating indie games is scheduled to take place in Boston on the 22nd of September, and the organisers have announced that submissions are open for the debut games showcase.”

Deconstructing The Dyad Design With Creator Shawn McGrath (Joystiq)
“Shawn McGrath, creator of PSN-exclusive tunnel shooter Dyad, exits his workplace – a house in the north side of Toronto – and lights up a cigarette. The rental home is lined with out-of-control weeds McGrath steps over to lean against his car, which sports novelty license plates with a leet variation of the word ‘hacker.’”

Letters From A New York Indie #2: Chaos From Order (Hookshot Inc.)
Last time I wrote about why I like short games. I’m also fascinated by simple games. Part my attraction to small games is their relationship to minimalism — that magical thing that happens when a tiny set of simple rules creates something complex and beautiful. But my interest in minimalism doesn’t always pull me in the direction you might assume. I’m fascinated by games that apply their minimalist components to create something that feels like the antithesis of minimalism. I like games that create chaos.”

Dyad Is An Overwhelming Audiovisual Thrill Ride (Ars Technica)
“I’ve never taken hallucinogenic drugs. I’ve always kind of wanted to experience the type of transcendent, out-of-body experience I’ve heard other people describe when on them, but I’ve always been a little too concerned with the potential long-term effects on my brain chemistry. But now I’ve playedDyad, so I’m no longer so concerned about what I’m missing out on.”

Wot I Think: Rune Masters (Rock, Paper, Shotgun)
“Here’s what I find interesting about an average puzzle-game/RPG: I spent all morning playing one. An awful lot of games pass over my screen of a week, and many don’t really grab my attention. I’m really not sure that CodeDaedmons‘ Rune Masters should have, but I can’t deny that I played it from 9am to 12am without stopping. And in the end, it proves itself a very useful measure of what this peculiar sub-genre can get so right and so wrong.”

There are no comments

Add yours

Leave a Reply