Indie Links Round-Up: What Big Teeth You Have

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Today’s Indie Links raise a lot of questions, and even answer some of them. Like, how far in debt would a developer go to create an indie game? (Answer: $63,000.) Why are modding tools good for gaming? (Answer: They help build communities around games, and mods sometimes lead to full games.) And what the heck is disfunglement? (Answer: …)

He Went $63,000 In Debt To Make His Game (Kotaku)
“Video game development can take a terrible toll on a person’s mind, body, and soul. It can do even more damage to their bank account. Gordon Midwood, a developer whose gameDerrick the Deathfin was released on the PlayStation Network at just about the worst possible time to release a game, says he went £40,000 in debt to get it done. In U.S. money, that’s around $63,000.”

Humans Must Answer (PixelProspector)
Humans Must Answer is a really promising horizontal shmup with fine visuals and fun looking gameplay that features a nice selection of weapons: lightning gun, machine gun, shotgun, canons and the support weapons… Consider to watch thedevlog video that explains the various weapons etc.”

Frobisher Says (Indie Gamer Chick)
“Yeesh.  You pick on one free-yet-crappy PlayStation Vita game and suddenly people talk to you like you like you just put a seal puppy inside a microwave.  I kind of see their point.  I’ve always vehemently disagreed with the assertion that games should get a break because they only cost $1.  Frobisher Says! is free, so for the first time ever, I have to admit that I really shouldn’t be able to complain too much about it.  But this review isn’t really about the value of a game.  It’s more like a “I called WarioWare the best game ever and now I have to explain why WarioWare-like games suck” type of deal.  Probably not exciting for the rest of you.”

Chrono Disfunglement Takes Braid, Adds Dimensions (Rock, Paper, Shotgun)
“I still don’t know what disfunglement means (it sounds rather painful), but I must admit to being quite impressed after playing a bit of Chrono Disfunglement‘s work-in-progress IGF build. In short, the seductively psychadelic puzzle-platformer allows nigh-unlimited control over the forces of time – ala Braid. There is, however, a slight twist to the formula that ends up making many of the puzzles radically different. See, CD actually offers two flavors of history-rewriting: entire world and individual object. Among other things, that allowed me to pull the block/switch puzzle equivalent of tying a string to a coin, dropping it in a candy machine, and then yanking it back out. Take that, The Establishment.”

Review: Closure – What You Can’t See Can Hurt You (Indie Game Reviewer)
“Closure, endorsed by no less an authority than Jhonen Vasquez, is a game tailor-made for people who just got really excited when I mentioned Jhonen Vasquez. I’d almost say that you can add a point to the rating for people who’ve read Johnny the Homicidal ManiacSquee!, or seen the Invader Zim series of cartoons, because there’s a similar sensibility that fans of Vasquez (or of Edward Gorey, an older and more subtle artist best known for his illustrations and the opening animation for PBS’s Mystery! series) will immediately appreciate. It is also from Tyler Glaiel who may be familiar to some as Edmund McMillen’s programmer on early indie standout ‘Aether.’ Artwork is by John Schubbe and music by Chris Rhyne. Quite a pedigree.”

Retro Game Crunch Attempts To Release Six Games In Six Months Via Kickstarter (Polygon)
“Shaun Inman, Rusty Moyher and Matt Grimm are independent developers with titles like The Last Rocket, Super Clew Land andBloop under their belts. The three developers are asking for $60,000 to launch Retro Game Crunch, a project that will see them prototype a game each month, release the prototype to backers for feedback, and spend the remainder of the month polishing the game. The games will be created in a game jam-like environment where the developers go through three days of “crunch” to get their playable prototypes out the door before accepting feedback and improving their game. At the end of each month, backers of the project receive the polished game for free. The developers intend on doing this for six games over six months.”

Receiver Review – Realistic FPS Action (Independent Gaming)
“Think The Matrix crossed with Blade Runner and a lesson on weapons handling and you’ll be pretty close to Receiver, created by Wolfire Games for the 7 day FPS challenge. Rather refreshingly, Receiver focuses mainly around the procedurally generatedworlds, unordered storytelling and the mechanics of the pistols, rather than the realistic combat itself, however, the game assumes the player has some basic firearms knowledge (which, luckily, I do), as the “help” function does nothing but display a list of controls; not very helpful if they can’t tell their slide from their magazine.”

Exploring Dear Esther And Everything Else With Robert Briscoe (BeefJack)
“Ahead of Robert Briscoe’s keynote talk at ExPlay 2012, we chat with him about what the future holds, the success of Dear Esther, and how indie developers now have more opportunity to create than ever before.”




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