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> <channel><title>The Indie Game Magazine &#187; strategy</title> <atom:link href="http://www.indiegamemag.com/tag/strategy/feed/" rel="self" type="application/rss+xml" /><link>http://www.indiegamemag.com</link> <description>Indie Game Reviews, Previews, News &#38; Downloads</description> <lastBuildDate>Mon, 06 Feb 2012 00:43:04 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <item><title>Brick By Brick: The Past, Present And Future Of &#8216;Towns&#8217;</title><link>http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/</link> <comments>http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/#comments</comments> <pubDate>Tue, 31 Jan 2012 20:48:00 +0000</pubDate> <dc:creator>Chris Stutzman</dc:creator> <category><![CDATA[Featured]]></category> <category><![CDATA[Interview]]></category> <category><![CDATA[alex]]></category> <category><![CDATA[city builder]]></category> <category><![CDATA[interview]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[RTS]]></category> <category><![CDATA[smp]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[towns]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=17260</guid> <description><![CDATA[
We had a chance to sit down and have a chat with Alex Poysky who is the lead ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/happytown/" rel="attachment wp-att-17263"><img
class="aligncenter size-large wp-image-17263" src="http://www.indiegamemag.com/media/happytown-613x359.jpg" alt="happytown" width="613" height="359" /></a></p><p>We had a chance to sit down and have a chat with Alex Poysky who is the lead PR rep and for Super Mal Parit (SMP) who are currently developing the city building/RTS Towns. We were privileged enough to then be joined by the rest of the development team and then all kinds of crazy antics went down! Read on for an exlusive look into the past, present and future of Towns!</p><p><strong>IGM: So lets just start off with this, if someone had never heard of your game Towns before, how can you best describe it to them?</strong></p><p><strong>Alex</strong>: Towns is what you get when you mix dungeon keeper with Diablo and add Dwarf Fortress` extremely freeform system to it&#8230; I want to make an interjection and say that our game is nowhere as deep as Toady&#8217;s masterpiece, and that we have the utmost respect for his work. I will never claim to clone him, or even try and be him, he is the master at what he does and I am not ashamed to admit it.</p><p><strong>IGM: Okay folks so please don&#8217;t accuse SMP here of cloning Toady&#8217;s ideas &#8211; as you can see they are very respectful of their elders! Towns is inspired from a few great games, but was it set up to be the game it is today from the start or are players getting to play a game much different from your original design ideas?</strong></p><p><strong>Alex</strong>: At first Xavi, the lead developer, was alone until he hired me as a scripter (which I was rather awful at), but I also brought in my own ideas. Shortly after, Ben Palgi (AKA Burningpet) was brought on board as an artist. He has proved INVALUABLE to the team, bringing a serene and clearheaded mind to an otherwise cluttered table.</p><p>Xavi and I bash heads over new ideas all the time and Ben is always there to help arrange the pieces. You could say that Towns is what it is because we each bring something different to the fray. We recently hired Sphaz (Artien Bel) to the mix, and he has taken charge of the scripting department.</p><p>So you could say things have been evolving. At first it was a city building sim then the dungeon got added, we saw the absurd potential for heroes and random loot as soon as it was in and decided to go for it. Shortly after, the auto production system and the 2.5D viewpoint came into play. We have a series of set goals for each large update and if we manage to make it in good time, we&#8217;ll add all sorts of goodies.</p><p><strong>IGM: Awesome! Before I begin to pester you about the details on Towns and its future, I just want to get a question in about the small team you work with. From what you have said there are four of you on the team for Towns? Can you tell us about any troubles you have run into as an indie team that other people may want to plan ahead for when trying to make their own games? Anything that you could have changed or prepared for that would have made the creation of Towns any easier?</strong></p><p><strong>Alex</strong>: Well yes, I am actually well aware of all of the difficulties upon forming an indie team. It took me two years to get the chance to even be a part of a team. Things have changed now, but one can&#8217;t forget their humble beginnings. If anyone ever needs help with their game I can offer advice (<a
href="https://twitter.com/#!/alexpoysky">@alexpoysky</a>), I am more than willing.</p><p>People will trash your project, they will take your hard planned and thoughtful series of essays about gameplay ideas and rip it up on forums, do not be discouraged! These people don&#8217;t know what it takes to make a game. Find a cohesive team, find people you can trust, and fight; it&#8217;s worth it!</p><p><strong>IGM: Sounds like solid advice to me, we all know how ruthless the internet can be these days. Towns has evolved from a city sim into a game where players can really forge their own adventure by starting from scratch and building their way up the social ladders until they are ready to seek treasures and fame in the wilderness. Have you guys ever thought about a multiplayer component to the game where players could visit their friends&#8217; town or even create one together?</strong></p><p><strong>Alex</strong>: Don&#8217;t get giddy just yet, it&#8217;s still a ways off, but yes, there will be a multiplayer portion. We will have an update in which all we do is plan the multiplayer out properly and execute it accordingly. We will try and give the best multiplayer experience possible, ideally an overworld, or a meta-game of sorts. If the Hero system works as indicated, you might even be able to send heroes to other people&#8217;s towns.</p><p>Now this is still all very green territory, so please, please, PLEASE don&#8217;t judge us if things get a bit off in the end. But multiplayer will make an appearance.</p><p><strong>IGM: So this won&#8217;t be some cheap addition that many games make just to add the &#8220;Multiplayer&#8221; tag to their game. You guys will have it all nice and fleshed out to actually be worth something! This is great news and I personally can&#8217;t wait. You guys recently released your new version along with a patch for Towns. Can you give us any information on what the team is currently working on, or something to get these hopeful players drooling over a future update?</strong></p><p><strong>Alex</strong>: Well the next updates will all be tied into the Hero system, it will be the largest chunk of content and may need a few months of work to be feature complete. Basically we will need a few things done before the hero system is 100 % done:</p><p>1: A shopping system for the heroes</p><p>2: A tavern system to attract external people and heroes, creating a wealth of new gameplay</p><p>3: Alchemy and potion system</p><p>4: Guild system</p><p>5: Quest system</p><p>6: MAKE DUNGEONS COOLER!</p><p>***<em>Ben &#8220;Burningpet&#8221; Palgi joined the interview at this point</em> ***</p><p><strong>IGM: Now that we have you here too Ben, can we possibly get some details on the art side of the game too? What would you say is your inspiration for the design and can you tell us about anything new you have been working on for Towns?</strong></p><p><strong>Ben</strong>: Well, the first thing I wanted to do when I came on board was to convey the atmosphere of old-school role playing games, so I looked to various games from the SNES era. The biggest noticeable input of mine that you might see is how close the camera is to the game, unlike many other city building games. This is also done to get the player to be &#8220;near&#8221; the characters.</p><p><strong>IGM: The camera being that much closer is something we really like, it makes the game feel more like a game and less of a sim. You can actually see what is happening and feel more involved too.</strong></p><p><strong>Alex</strong>: I actually want to applaud Ben&#8217;s work here, when he came on board, buildings were the same size as civilians, really&#8230; rustic&#8230;</p><p><a
href="http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/workshopsinside/" rel="attachment wp-att-17291"><img
class="aligncenter size-large wp-image-17291" src="http://www.indiegamemag.com/media/workshopsinside-613x459.png" alt="Towns" width="613" height="459" /></a></p><p><strong>IGM: So had Ben not showed up, we could be playing in some strange world where everyone was a giant?</strong></p><p><strong>Alex</strong>: Yes, exactly. I can&#8217;t draw stick figures, and Xavi.. well look at version 0.20. It was a MONUMENTAL task, and he has done a stellar job.</p><p><strong>Ben</strong>: Another thing I wanted to convey was the townsfolk as a peaceful bunch; to contrast them with the horrors that awaits them in the future. Notice that many of them smile, it is almost like playing Farmville. In fact, some may even think, even for a second, that they are playing Farmville, until all the crops come to life, kill you and cook your liver&#8230;that&#8217;s kind of sharp contrast we&#8217;re going for too.</p><p><strong>Alex</strong>: I actually get scared when a bunch of hobgoblins pour out of the dungeon entrance and maul my little hippy guys.</p><p><strong>IGM: I like what you did there, can you tell us anything about what you are working on lately? Any new models or anything that might stand out?</strong></p><p><strong>Ben</strong>: What you see here is the same principle applied, a lovely pastoral-looking field. We also changed how maps generate. See how the trees are grouped as forests? This was done to help convey that &#8220;real RPG world&#8221; feel that we wanted.</p><p><a
href="http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/townsforestsnadfields/" rel="attachment wp-att-17261"><img
class="aligncenter size-large wp-image-17261" src="http://www.indiegamemag.com/media/townsforestsnadfields-613x324.jpg" alt="townsforestsandfields" width="613" height="324" /></a></p><p>So we now have trees gathered in forests, rather then just scattered and in the near future, we will also name those forests and mountains, so each mountain will have its unique randomly generated name (so does the forests). This will help, I believe, further convey that RPG world feel.</p><p>*** <em>Xavi Canal joins the interview</em>***</p><p><strong>Alex</strong>: Quick interjection, Xavi Canal, the lead developer and THE man behind towns, just arrived.</p><p><strong>Ben</strong>: We are not quite sure if he is really a man, we still believe he is an advanced AI that speaks in binary.</p><p><strong>IGM: Hopefully his translator works well enough for interview purposes then&#8230;</strong></p><p><strong>Xavi</strong>: Sure, my translator is a bit broken but it will do the job.</p><p><strong>IGM: So in that picture like you said, we&#8217;re going to be seeing forests with trees gathered as well as the names for locations. Will the names be seen on the minimap, or are there any plans to add markers to the minimap for easy navigation?</strong></p><p><strong>Ben</strong>: Oh, names on the minimap&#8230;well, we havent thought about the minimap. Good suggestion there, but we thought about having small wooden signs in the middle of the forest which, when you hover over them, you could see the name.</p><p><strong>IGM: That sounds good enough! Xavi, can you comment on anything you have been working on recently that players should be looking forward to? Also, how would you all say Towns is going as far as general development schedule? Are you on track, behind, ahead, and do you have any idea or set amount of features you want in the game before you think about having the official release?</strong></p><p><strong>Xavi</strong>: Well, actually, we are working on a lot of mini-features. &#8220;Mini&#8221; is not a good word, because they are really good features! One example can be the task priority system: the players can prioritize some taks (ie. food tasks) over others. We also are planning to include some kind of path/roads.</p><p>About the final release&#8230; well, we really don&#8217;t know when it will be released, we have a lot of features to add, so, to say a date will put pressure over us.</p><p><strong>IGM: Would these roads allow for faster travel or a safer way of getting around? Or are they just to make the town look less barbaric?</strong></p><p><strong>Xavi</strong>: Well, you said it! Nicer towns and fast walking. We have to tune it really well because citizens right now walk at &#8220;full&#8221; speed.</p><p><strong>IGM: Will they be getting a speed reduction, or will the roads make them walk even faster?</strong></p><p><strong>Xavi</strong>: Yes, speed will be reduced on the roads. That&#8217;s why we have to tune it well. Right now you can spend 2 hours of gameplay just setting your town up. So, if we reduce the speed&#8230;well, you see what I am getting at&#8230;</p><p><strong>IGM: &#8230;yeah &#8211; it would make things take even longer to get your town started presumably. Have you guys thought of horse mounts, or carriages to make transportation faster down the road?</strong></p><p><strong>Xavi</strong>: We thought about 3D Worms. Ben, please, explain the 3D Worms idea!</p><p><strong>Ben</strong>: 3D worms is when everytime we make grand suggestions that are so hard to put in the game, Xavi jumps up and yells &#8211; &#8220;3D WORMS!&#8221;</p><p>When he doesnt understand anything, its &#8220;BLEEDING EYES&#8221;.</p><p><a
href="http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/zoo1024/" rel="attachment wp-att-17290"><img
class="aligncenter size-large wp-image-17290" src="http://www.indiegamemag.com/media/zoo1024-613x459.jpg" alt="Towns" width="613" height="459" /></a></p><p><strong>IGM: So you guys have your own little code system? That&#8217;s great! Would the carriages or transport fall into &#8220;3D Worms&#8221; then?</strong></p><p><strong>Xavi</strong>: Taking into account that we don&#8217;t have roads right now, it&#8217;s closer to the 3D Worms than the current build.</p><p><strong>IGM: Also, just to let the readers fully understand&#8230;would it be possible for someone to give an example of a &#8220;BLEEDING EYES&#8221;?</strong></p><p><strong>Xavi</strong>: Well, Bleeding Eyes is when I make a nonsensical phrase like, &#8220;today went the garden to my with kids&#8221;.</p><p><strong>Alex</strong>: BLEEDING EYES! We all scream it out, the first to scream it wins. We are a tight-knit group, even though Xavi can be an asshole&#8230;!</p><p><strong>Ben</strong>: No, he is an advanced robot from the future&#8230;and someone just coded it in his program.</p><p><strong>Xavi</strong>: Yes I am a very advanced asshole ogre-robot.</p><p><strong>IGM: Alex, with you being PR and all these days, how do you guys feel about the reception of Towns? Are you happy with the feedback you have received and the direction the game is taking? Is it getting more of a following than you initially had thought it would?</strong></p><p><strong>Alex</strong>: Yes to everything! We only wanted to make a game we wanted to play, it kind of went huge when we got the whole top 100 on Desura, and of course, the top 10 upcoming games in alpha article on IGM has helped a bunch as well!</p><p>We are quite content with how things are going Desura, Gamersgate, and other goodies, as well as the press! You guys rock, seriously, a round of applause for you and everyone on your team, it wouldn&#8217;t be possible without all of your hard work!</p><p><strong>IGM: Thanks! None of us would be able to do the work, or at least enjoy it if we didn&#8217;t have developers like you lot to make it interesting! You guys are a riot, perhaps you should think about doing a developer&#8217;s video or audio blog sometimes &#8211; we&#8217;re sure many players would find it hilarious! Anyway, thanks for answering our questions.</strong></p><p><strong>Alex</strong>: Not at all! Thank you for taking an interest in us and our game Towns. It&#8217;s been a real pleasure.</p><p>Hopefully this brings you a bit closer to the people behind Towns and gives you the desire to check out the game and show these crazy developers some support!</p><p>Drop by the <a
href="http://townsgame.com/" target="_blank">official Towns site</a> to get more details on the game, or you could head on over to Desura to pick up <a
href="http://www.desura.com/games/towns" target="_blank">your copy</a> right now now!</p><p>&nbsp;</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/brick-by-brick-the-past-present-and-future-of-towns/feed/</wfw:commentRss> <slash:comments>2</slash:comments> </item> <item><title>&#8216;Robo Hero&#8217; Review &#8211; Someone Save This Robot!</title><link>http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/</link> <comments>http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/#comments</comments> <pubDate>Mon, 30 Jan 2012 18:00:00 +0000</pubDate> <dc:creator>Chris Stutzman</dc:creator> <category><![CDATA[review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[iOS]]></category> <category><![CDATA[robo hero]]></category> <category><![CDATA[strategy]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=16561</guid> <description><![CDATA[
After having some time to play Robo Hero from Bravado Waffle Studios I am really torn when it ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/screen-shot-2012-01-29-at-22-29-51/" rel="attachment wp-att-17150"><img
src="http://www.indiegamemag.com/media/Screen-shot-2012-01-29-at-22.29.51-613x398.png" alt="RoboHero" title="RoboHero" width="613" height="398" class="aligncenter size-large wp-image-17150" /></a></p><p>After having some time to play <strong>Robo Hero</strong> from Bravado Waffle Studios I am really torn when it comes to how I view this game. <strong>Robo Hero</strong> could be a genius design that is light-years ahead of anything we have seen on the iOS platform, or it could be a heaping pile of garbage that the average gamer will not want to waste their time with. Read on to see which path this <strong>Robo Hero</strong> took!</p><p>When first booting up <strong>Robo Hero</strong> you are greeted with a standard options screen that sports Story, Arena, and Multiplayer Modes. There is some original music that plays in the background with the words “<strong>Robo Hero</strong>” that remind me of the Digimon theme from my childhood. So far things seem to be pretty standard, and if you go down the path of Story Mode there is a tutorial to show you the ins and outs of the gameplay here.</p><p>&nbsp;</p><p><span
style="text-align:center; display: block;"><a
href="http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/"><img
src="http://img.youtube.com/vi/dWx-r8fIdRE/2.jpg" alt="" /></a></span>&nbsp;</p><p>Basically this is a strategy game that functions on turns, although everyone moves on the same turn. You take control of a small robot that has to navigate levels and get past obstacles such as turrets, bombs, boxes, and other robots. Movement is controlled 15 actions at a time, which means that you may either move, turn, or fire your weapon in any order you would like; however all of those actions combined cannot go over the 15 action limit. Basically this means gameplay is pretty boring, and a safe player will be able to calculate the movements of everything on the level in order to avoid contact with enemies, or time their shots right to kill everything.</p><p>Planning ahead is a big part of <strong>Robo Hero</strong>, but it isn’t as tactical as it may sound. You simply click the camera icon in the lower left hand of the screen and you will see the future movements and actions of everything on the screen (the next 15 actions they will take). There is a limit to the amount of camera looks you can use, but it really only takes one or two checks to assure a solid victory.</p><p><a
href="http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/img_0032/" rel="attachment wp-att-16564"><img
class="aligncenter size-medium wp-image-16564" src="http://www.indiegamemag.com/media/IMG_0032-345x259.png" alt="RoboGame" width="345" height="259" /></a></p><p>Along the way there will be weapon unlocks that can be purchased before starting each level using money that is given to you before the level begins. Money does not carry over so you just buy whatever you want before each level and go on your way.</p><p><strong>Robo Hero</strong> has some nice graphics and sticks to a cartoony art style. Nothing here is going to “Wow” you or anything, but it definitely won’t give you sore eyes from staring at the game for too long. The music is done well and varies from level to level. There are a decent amount of tracks that change from calm spacey music to more intense battle tunes.</p><p>The Arena Mode has players going up against other robots controlled by the AI in a free for all death match game that can be heaps more fun when compared to the Story Mode. Multiplayer mode is the same as Arena, but it allows up to 4 players to play on the same device by passing it around.</p><p><a
href="http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/4-multiplayer/" rel="attachment wp-att-16563"><img
class="aligncenter size-medium wp-image-16563" src="http://www.indiegamemag.com/media/4-multiplayer-388x259.jpg" alt="4-multiplayer" width="388" height="259" /></a></p><p>After considering all of the facts listed above, some may say that this sounds like an interesting game; however I would have to argue that it is far from that. I found very little enjoyment when trying to play <strong>Robo Hero</strong>, and I actually had to force myself to pick up my iPad and put in some time just so that I could finish this review. It could be said that this is not my style of game, and that would be completely true.</p><p>I like my games to actually be games, something that I can play and enjoy- maybe even causing me to think while playing them? This did none of that for me. Planning ahead 15 moves after viewing the camera meant that I already knew everything that was going to happen on the next turn. There are no surprises, and nothing to make me want to go on longer unless I just want to be able to say “Hey, look at me, I beat this game 100%!” The thing is that I have no reason to do that, and the game gives me no reason to do that.</p><p>It may look cute, have some good music, and even provide a little humor, but the fact of the matter is that this game gives the player no reason to actually want to take part in anything it has to offer. Arena mode is fun, but there are only so many times that you can stomp the bots before it becomes mundane.</p><p>My final verdict on <strong>Robo Hero</strong> is that you should avoid it, even given the fact that you can download the free version to try out for yourself. I’d say it would appeal to a very particular group of people and possibly a much younger crowd whom aren’t yet skilled at remembering sequences to plan their movements 15 paces ahead. Save yourself the hassle of downloading and then deleting this game or just tell someone you hate that it’s a really fun game if you want to make them download it only to piss them off.</p><p>More information can be found on the <a
href="http://www.bravadowaffle.com/#!/robo-hero/" target="_blank">official website</a>, or you can stop by the <a
href="http://itunes.apple.com/us/app/robohero/id494449491?mt=8" target="_blank">app store</a> to purchase this game now.</p> <a
name="review"></a></div></div></div><div
class="header reviewHeader"><h1>Review summary</h1></div><div
class="review"><div
class="procons clearfix"><div
class="left"> <strong>Pros:</strong><p>Music is good, arena mode</p></div><div
class="right"> <strong>Cons:</strong><p>Games should be fun - this isn't, too easy, low replay value, boring</p></div></div> <strong
class="ratingLabel">Rating:</strong><div
class="rating clearfix" style="width: 604px"> <span
class="rating_bar" style="width: 277.84px;"> <span
class="rating_bar_content">46%</span> </span></div></div><div><div
class="pageBox box"><div> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/robo-hero-review-someone-save-this-robot/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>&#8216;A Sirius Game&#8217; Review &#8211; Worse Things Happen at Sea</title><link>http://www.indiegamemag.com/a-sirius-game-review-worse-things-happen-at-sea/</link> <comments>http://www.indiegamemag.com/a-sirius-game-review-worse-things-happen-at-sea/#comments</comments> <pubDate>Sat, 28 Jan 2012 18:00:11 +0000</pubDate> <dc:creator>Richard Glenn</dc:creator> <category><![CDATA[review]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[A Sirius Game]]></category> <category><![CDATA[indie game]]></category> <category><![CDATA[pirates]]></category> <category><![CDATA[strategy]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=16776</guid> <description><![CDATA[
You know what’s popular? Pirates.
You know what’s not so popular? Escort missions.
In entwining these two distinctly separate entities ...]]></description> <content:encoded><![CDATA[<p
style="text-align: center;"><a
href="http://www.indiegamemag.com/a-sirius-game-review-worse-things-happen-at-sea/a-sirius-game-2012-01-20-14-25-54-27/" rel="attachment wp-att-16778"><img
class="aligncenter size-large wp-image-16778" title="A Sirius Game 2012-01-20 14-25-54-27" src="http://www.indiegamemag.com/media/A-Sirius-Game-2012-01-20-14-25-54-27-613x344.jpg" alt="" width="613" height="344" /></a></p><p>You know what’s popular? Pirates.</p><p>You know what’s not so popular? Escort missions.</p><p>In entwining these two distinctly separate entities in a marriage of unorthodox ramifications, <strong>A Sirius Game</strong> appears to be skating on thin ice from the onset. Making the escort mission dynamic, a device that lives and dies by the effectiveness of the game’s AI system, is a challenge that has proved beyond the wits of some of the most eminent studios in gaming history, and you might well suspect that the addition of swashbuckling pirates into the mix isn’t quite going to be enough to assuage any presumptuous doubts.</p><p>On the whole, it must be said that such doubts aren’t completely unfounded, even if the underlying reasons for your cynicism may not quite be on the mark. <strong>A Sirius Game</strong> is functional, approachable and generally well-rounded in its execution, but it’s a smidge lacking in that one vital ingredient – fun.</p><p
style="text-align: center;"><a
href="http://www.indiegamemag.com/a-sirius-game-review-worse-things-happen-at-sea/a-sirius-game-2012-01-20-14-20-29-96/" rel="attachment wp-att-16779"><img
class="aligncenter size-large wp-image-16779" title="A Sirius Game 2012-01-20 14-20-29-96" src="http://www.indiegamemag.com/media/A-Sirius-Game-2012-01-20-14-20-29-96-613x344.jpg" alt="" width="613" height="344" /></a></p><p><strong>A Sirius Game</strong> puts you in the unenviable role of the titular Sirius, a spoilt, petulant wannabe pirate reminiscent of the pre-Warrior Within Prince of Persia, albeit without any of the Prince’s characteristic wit and charm. In a nutshell, Sirius has a blazing row with his similarly pig-headed father, culminating in his eviction from the household, and presumably the cessation of his birthday presents, pocket money and Chewits rations.</p><p>Rather than admitting defeat and reconciling with his old man, Sirius manipulates his brother, Dion, into joining him on a naval crusade to plunder booty, pinch gold and ultimately overthrow his father. But first, he has to earn the trust of the commercial bigwigs, and that means escorting merchant vessels across the ocean and protecting them from all the other pirate scumbags.</p><p>And, when it comes down to it, it’s this focal point of the gaming experience that is generally left wanting. And get this; it’s not down to problems with the AI. In fact, the NPC ships largely behave as they should and with minimal fuss to boot. No, my friends, the problems are much deeper rooted than that.</p><p>What takes the wheels off the wagon is the slow, plodding pace at which the ships drift across large open stretches of water, leading to all-too-long stretches of sterile boredom during which your mind drifts onto what you’d much rather be doing with your time. Naval combat, an element that becomes increasingly important as <strong>A Sirius Game</strong> progresses, is a relatively mindless affair of mouse clicking, whilst waiting for your ship to dock at a nearby port can take several mindnumbing seconds as the vessel judders to a laboured halt.</p><p
style="text-align: left;"> <span
style="text-align:center; display: block;"><a
href="http://www.indiegamemag.com/a-sirius-game-review-worse-things-happen-at-sea/"><img
src="http://img.youtube.com/vi/A55lGIYFSrc/2.jpg" alt="" /></a></span></p><p>The game’s customisation options, though lacking in serious depth, are a little better, allowing you to deck your ship out with a reasonably ample range of perks, power-ups and weapons. Furthermore, the in-game trade system, through which gems and luxury materials you’ve acquired during your travels can be offloaded for monetary gain, is a welcome addition that adds a strategic element to the experience.</p><p>Visually, <strong>A Sirius Game </strong>is a mixed bag. The artistic style of the text-based cutscenes is quaint and admirable in its striking, hand-drawn nature, and the game sports a luscious range of environmental colours that enrich the sense of immersion that <strong>A Sirius Game</strong> has to offer. On the flip side, the environmental models themselves, such as the trees and buildings, are realised in a minimalistic, uninspired fasion, often taking the form of disfigured blobs surrounded by stick figures that might as well have been drawn on the back cover of a primary school pupil’s notebook.</p><p>Similarly mixed impressions can be drawn from an aural standpoint. The game’s sound effects are basic and forgettable, but <strong>A Sirius Game</strong> boasts a stirring soundtrack that captures the rough, yet romanticised ambiance of the pirate lifestyle. It’s clear that Phantasm Game Studio went all-out in creating a suitably melodious backdrop to the rich, memorable gaming experience they so clearly wanted to produce, and credit must go to the team for placing such impressive focus on such an overlooked section of game development.</p><p>Phantasm also evidently know what they’re doing when it comes to interface. The various menus, icons and hotkeys may appear daunting in screenshot form, but they’re all meticulously explained through the game’s solid tutorial system. It’s surprising how quickly the use of all the on-screen gizmos and gadgets becomes second nature, although it’s also a shame that the icons have a tendency to obscure parts of the gaming world from time to time.</p><p><strong>A Sirius Game</strong> is a bold attempt to redefine how we think and feel about a number of existing gaming concepts and, for that, it merits recognition. However, its lack of that elusive X-Factor, pizzazz or any other nonsensical abstract nouns typically spouted by perverted photoshoot directors is what prevents it from establishing itself as a break-out indie title.</p><p>Find out more about <strong>A Sirius Game</strong> on <a
href="http://www.overcloud9.com/games/our-games/a-sirius-game-walkthrough/">its official website</a>. You can also follow its distribution service, Cloud 9 Gaming, on <a
href="https://twitter.com/#!/over_cloud9">Twitter</a>.</p> <a
name="review"></a></div></div></div><div
class="header reviewHeader"><h1>Review summary</h1></div><div
class="review"><div
class="procons clearfix"><div
class="left"> <strong>Pros:</strong><p>Atmospheric soundtrack; eyecatching colour palette</p></div><div
class="right"> <strong>Cons:</strong><p>Movement is too slow-paced; unlikeable protagonist; overly simplistic combat</p></div></div> <strong
class="ratingLabel">Rating:</strong><div
class="rating clearfix" style="width: 604px"> <span
class="rating_bar" style="width: 374.48px;"> <span
class="rating_bar_content">62%</span> </span></div></div><div><div
class="pageBox box"><div><p>&nbsp;</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/a-sirius-game-review-worse-things-happen-at-sea/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Return To The Classic Strategy Games Of The Nineties With &#8216;Warbarons&#8217;</title><link>http://www.indiegamemag.com/return-to-the-classic-strategy-games-of-the-nineties-with-warbarons/</link> <comments>http://www.indiegamemag.com/return-to-the-classic-strategy-games-of-the-nineties-with-warbarons/#comments</comments> <pubDate>Thu, 26 Jan 2012 15:13:57 +0000</pubDate> <dc:creator>Chris Priestman</dc:creator> <category><![CDATA[news]]></category> <category><![CDATA[funding]]></category> <category><![CDATA[kickstarter]]></category> <category><![CDATA[open beta]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[Turn-based]]></category> <category><![CDATA[warbarons]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=16941</guid> <description><![CDATA[
In development for just over two years now, Warbarons is a turn-based strategy game currently in open beta ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/return-to-the-classic-strategy-games-of-the-nineties-with-warbarons/screen1_small/" rel="attachment wp-att-16942"><img
src="http://www.indiegamemag.com/media/screen1_small-613x383.jpg" alt="Warbarons" title="Warbarons" width="613" height="383" class="aligncenter size-large wp-image-16942" /></a></p><p>In development for just over two years now, <strong>Warbarons</strong> is a turn-based strategy game currently in <a
href=http://www.warbarons.com/>open beta</a> for those who want that classic 90s feel back, the developer&#8217;s need funding to get it finished though so it&#8217;s time to <a
href=http://www.kickstarter.com/projects/1499327409/warbarons-a-classic-turn-based-strategy-game>show your support!</a></p><p>If you&#8217;re a fan of 2D strategy games such as Warlords, Heroes of Might and Magic and Civilization then you will instantly fall in love with <strong>Warbarons</strong>. It&#8217;s a turn-based strategy game as you remember it with gorgeous graphics and a few modern day additions which mean playing against your human opponents will be a lot easier than it used to be. As the game is based in the browser it&#8217;s incredibly more accessible to play against people and being written in JavaScript and PHP means it will also be playable on mobiles and pads.</p><p>There&#8217;s already a thriving &#8220;mature&#8221; community surrounding the game, making maps in the map editor and communicating with the developers to make the game as good as it possibly can be. Apparently, most of the maps are actually created by the community: &#8220;some are competitive symmetrical maps with ranked games in mind while others are classic setups between two sides such as Lord of the Rings Middle earth and Westeros from A Game of Thrones.&#8221; You can actually start playing <strong>Warbarons</strong> and become part of the community right now as <a
href=http://www.warbarons.com/>the game is in open beta</a>.</p><p>The developer&#8217;s say that the game is focused on balanced multiplayer games with between 2 to 8 players, with game modes including 1vs1, Free For All, Team games and Scenario games. The developer&#8217;s plan on adding more to the game though including matches between more than 8 players.</p><p><center><iframe
frameborder="0" height="410px" src="http://www.kickstarter.com/projects/1499327409/warbarons-a-classic-turn-based-strategy-game/widget/video.html" width="480px"></iframe></center></p><p>The game is currently in open beta so you can jump on and start playing right now. However, the developers, who have self-funded the project until now, are looking for funding so they can finish the game off how they feel it deserves, more specifically &#8211; graphics, marketing and server costs.</p><p>As always with Kickstarter projects, there are many rewards for those who help fund <strong>Warbarons</strong>, including designing parts of the game, getting your face in the game, infinite Gold level accounts and loads more of course.</p><p>To read more about<strong> Warbarons</strong> and to help fund the project, head on over to the game&#8217;s <a
href=http://www.kickstarter.com/projects/1499327409/warbarons-a-classic-turn-based-strategy-game>Kickstarter page</a>.</p><p>For more information on <strong>Warbarons</strong> and to play the open beta version of the game, you will want to go to the game&#8217;s <a
href=http://www.warbarons.com/>official website</a>.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/return-to-the-classic-strategy-games-of-the-nineties-with-warbarons/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>&#8216;UFHO2&#8242; Preview- Hexagon Flying Jelly Martians, OH MY!</title><link>http://www.indiegamemag.com/ufho2-preview-hexagon-flying-jelly-martians-oh-my/</link> <comments>http://www.indiegamemag.com/ufho2-preview-hexagon-flying-jelly-martians-oh-my/#comments</comments> <pubDate>Tue, 24 Jan 2012 16:00:00 +0000</pubDate> <dc:creator>Chris Stutzman</dc:creator> <category><![CDATA[preview]]></category> <category><![CDATA[subfeature]]></category> <category><![CDATA[iOS]]></category> <category><![CDATA[mac]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[tiny colossus]]></category> <category><![CDATA[Turn-based]]></category> <category><![CDATA[ufho2]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=15663</guid> <description><![CDATA[
UFHO2 is a strategy/puzzle game that has players controlling little blob aliens in a hexagonal shaped spacecraft. The ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/ufho2-preview-hexagon-flying-jelly-martians-oh-my/ufho2/" rel="attachment wp-att-16674"><img
src="http://www.indiegamemag.com/media/ufho2.png" alt="UFHO2" title="UFHO2" width="560" height="245" class="aligncenter size-full wp-image-16674" /></a></p><p><strong>UFHO2</strong> is a strategy/puzzle game that has players controlling little blob aliens in a hexagonal shaped spacecraft. The spacecraft is made up of seven large hexagons, with each containing an additional seven smaller hexagons. The goal of the game is to move around the map and collect blue tokens before your enemy can do the same. Each game starts with you facing your opponents from across the level and racing to the middle to grab the fist token.</p><p>You take turns moving your aliens based on a timer, with a set amount of ‘moves’ that can be used. Each turn will consist of 20 seconds or 6 moves. You can only move to a hexagon with a path that is connected to the one you currently stand on, so moving between each room (small hexagon) will cost 1 move point. If you are not connected to the surrounding rooms you will need to spend an additional point to rotate the room in order to open a doorway. Rotating rooms also costs 1 point and can be done from anywhere across the map. Lastly, it is possible to rotate the pods (large hexagons) in order to move between them the same way you do rooms. Rotating a pod will cost 2 points per rotation and can also be used anywhere on the level.</p><p><a
href="http://www.indiegamemag.com/ufho2-preview-hexagon-flying-jelly-martians-oh-my/ufho2title/" rel="attachment wp-att-15672"><img
class="aligncenter size-medium wp-image-15672" src="http://www.indiegamemag.com/media/UFHO2Title-301x259.png" alt="UFHO2 Title Screen" width="360" height="280" /></a></p><p>At first glance it might seem that whoever took the first turn would win the first token as long as they knew how to play, but then the real strategy comes into play since you can rotate any of the hexagons on the board. This means it is possible to anticipate the moves of your enemy and potentially screw them over by ruining their pathways.</p><p>Along the way to token hoarding there will also be power-ups that spawn around the level! There are nine in all that give extra moves, extra time, loopholes that act as fast teleports across the level, the ability to block spaces from your enemy, and many more. Players who wish to be good at this one are going to have to think many turns ahead in order to collect power-ups while also chasing the tokens.</p><p><center><iframe
width="560" height="315" src="http://www.youtube.com/embed/8SNff_GXP5E" frameborder="0" allowfullscreen></iframe></center></p><p><strong>UFHO2</strong> has a tutorial that will teach the basics of the game and get you up and running against a computer opponent. Players should beware that these computers don’t mess around and will move across the level ever so gracefully to steal the tokens right out from under your nose. The other play options include 1 vs. 1 for player vs. player (PvP), and also 2 vs. 2. I am personally looking forward to some of the 2 vs. 2 action after playing the game with a group and seeing how fun it can be to make plans to outsmart the enemy team. Having a total of four aliens on the screen at once means the pathways are always going to be moving and you really need to work together!</p><p>Visually the game is great to look at with the vibrant alien blobs contrasting off the dark space-ship themed levels. The music also fits the bill by being great ‘thinking music’ with a tinge of sci-fi, but nothing annoying that will have you ripping your hair out. Tiny Colossus are currently in the process of adding different playable alien types with different gameplay abilities; these include the Tetrobot from Blocks That Matter and Commander Video of the Bit.Trip series, and it is expected that many more are to be announced.</p><p><strong>UFHO2</strong> is a game that at first glance looks a little simple, but will really shine once you take the time to learn some strategies and plans for the game. I’d say it is similar to chess in that players who plan their game a few moves ahead are going to be at a great advantage over those who just take the game as it comes.</p><p><a
href="http://www.indiegamemag.com/ufho2-preview-hexagon-flying-jelly-martians-oh-my/imho22v2/" rel="attachment wp-att-15674"><img
class="aligncenter size-medium wp-image-15674" src="http://www.indiegamemag.com/media/IMHO22v2-301x259.png" alt="UFHO2 2vs2 Map" width="360" height="280" /></a></p><p><strong>UFHO2</strong> was originally set for a 2010 launch that was pushed back to expand the game for more platforms. My preview is based on the PC version, but the game will also debut on Mac and iOS platforms. The new launch date is currently undetermined, but you can keep up to date with the game and also check out the original UFHO game at the <a
href="http://www.tinycolossus.com/ufho2.htm" target="_blank"> official Tiny Colossus website</a>.</p><p><strong>UFHO2</strong> is also seeking funding at the moment on Kickstarter and there are a huge amount of different rewards up for grabs, check it out over on the <a
href=http://www.kickstarter.com/projects/tinycolossus/ufho2-a-turn-based-strategy-game/posts/165768>Kickstarter page</a>.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/ufho2-preview-hexagon-flying-jelly-martians-oh-my/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>&#8216;StarDrive&#8217; Docks Into Desura And Enters Alphafunding</title><link>http://www.indiegamemag.com/stardrive-docks-into-desura-and-enters-alphafunding/</link> <comments>http://www.indiegamemag.com/stardrive-docks-into-desura-and-enters-alphafunding/#comments</comments> <pubDate>Tue, 24 Jan 2012 15:40:25 +0000</pubDate> <dc:creator>Chris Priestman</dc:creator> <category><![CDATA[news]]></category> <category><![CDATA[4x]]></category> <category><![CDATA[Alphafunding]]></category> <category><![CDATA[desura]]></category> <category><![CDATA[kickstarter]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[stardrive]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[windows]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=16656</guid> <description><![CDATA[
After being hugely successful on Kickstarter the 4X action strategy game, StarDrive, is now available to everyone at ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/stardrive-docks-into-desura-and-enters-alphafunding/00-stardrive-zer0sum-games-a/" rel="attachment wp-att-16670"><img
src="http://www.indiegamemag.com/media/00-StarDrive-Zer0sum-Games-A-613x344.jpg" alt="StarDrive" title="StarDrive" width="613" height="344" class="aligncenter size-large wp-image-16670" /></a></p><p>After being hugely successful on Kickstarter the 4X action strategy game, <strong>StarDrive</strong>, is now available to everyone at a price in its alpha stage on Desura.</p><p>Many people have been getting pumped for what looks to be the most ambitious and impressive 4X strategy game in a while, StarDrive &#8211; a lot of those people were satisfied once they got their copy of the game, or at least an alpha verison, after funding the game on <a
href=http://www.kickstarter.com/projects/1319847883/stardrive-a-4x-action-strategy-game-for-the-pc?ref=card>Kickstarter</a>. How about those of you who missed out? You want this game, of course you do; it&#8217;s got a very deep and clever ship design mechanic and exciting combat gameplay along with it and invites you build a space empire. Who doesn&#8217;t want that?</p><p>Oh you don&#8217;t? Well how about we add the fact that BEARS COMMAND SHIPS?! It&#8217;s a sight to behold, isn&#8217;t it?</p><p><a
href="http://www.indiegamemag.com/stardrive-docks-into-desura-and-enters-alphafunding/scenefinal-no-animation/" rel="attachment wp-att-16671"><img
src="http://www.indiegamemag.com/media/sceneFINAL-no-animation-401x259.jpg" alt="StarDrive" title="StarDrive" width="401" height="259" class="aligncenter size-medium wp-image-16671" /></a></p><p>Well, if you were one of the unlucky few to miss out on <strong>StarDrive</strong> then you&#8217;ll be pleased to know that you can now <a
href=http://www.desura.com/games/stardrive>pre-purchase the game in its current alpha state on Desura</a> for a mere £12.99 on Windows only though unfortunately.</p><p><center><iframe
width="560" height="315" src="http://www.desura.com/media/iframe/553553" frameborder="0" scrolling="no" allowfullscreen></iframe></center></p><p>For more information on StarDrive head on over to the <a
href=http://stardrivegame.com/>official website</a>.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/stardrive-docks-into-desura-and-enters-alphafunding/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>&#8216;UFHO2&#8242; Gets Invaded By Commander Video And The Critters</title><link>http://www.indiegamemag.com/ufho2-gets-invaded-by-commander-video-and-the-critters/</link> <comments>http://www.indiegamemag.com/ufho2-gets-invaded-by-commander-video-and-the-critters/#comments</comments> <pubDate>Sat, 21 Jan 2012 13:11:37 +0000</pubDate> <dc:creator>Chris Priestman</dc:creator> <category><![CDATA[news]]></category> <category><![CDATA[bit trip. tiny colossus]]></category> <category><![CDATA[funding]]></category> <category><![CDATA[kickstarter]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[super crate box]]></category> <category><![CDATA[ufho2]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=16322</guid> <description><![CDATA[
Proving indie game characters have more than just one game in them, UFHO2, the upcoming turn-based strategy game ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/ufho2-gets-invaded-by-commander-video-and-the-critters/minions/" rel="attachment wp-att-16323"><img
src="http://www.indiegamemag.com/media/Minions.jpg" alt="UFHO2 Minions" title="UFHO2 Minions" width="440" height="360" class="aligncenter size-full wp-image-16323" /></a></p><p>Proving indie game characters have more than just one game in them, <strong>UFHO2</strong>, the upcoming turn-based strategy game from Tiny Colossus, will be featuring no other than Commander Video and the Critters from Super Crate Box!</p><p><center><iframe
frameborder="0" height="410px" src="http://www.kickstarter.com/projects/tinycolossus/ufho2-a-turn-based-strategy-game/widget/video.html" width="480px"></iframe></center></p><p>Tiny Colossus are still trying to find extra funding for <strong>UFHO</strong>2 but that hasn&#8217;t stopped them greeting their fellow indie developers and arranging a little character invading action. Commander Video is becoming quite the indie game tart &#8211; this isn&#8217;t the first indie game he has appeared in outside of the <a
href=http://www.bittripgame.com/>Bit.Trip games</a> &#8211; as he will be leaving his rainbow trail all over the strategy game. It&#8217;s more than just a mere character model though, Commander Video can move seven times during a turn (versus the six moves of most other races) but rotating an area costs him three moves instead of two. The image depicting him in <strong>UFHO2</strong> is quite odd though, the Commander doesn&#8217;t seem to be his normal perpendicular self.</p><p><a
href="http://www.indiegamemag.com/ufho2-gets-invaded-by-commander-video-and-the-critters/commander/" rel="attachment wp-att-16324"><img
src="http://www.indiegamemag.com/media/Commander-316x259.jpg" alt="UFHO2 Commander Video" title="UFHO2 Commander Video" width="316" height="259" class="aligncenter size-medium wp-image-16324" /></a></p><p>The cute but often vicious Critters from beat-bopping action platformer <a
href=http://www.supercratebox.com/>Super Crate Box</a> will also be nipping their way into <strong>UFHO2</strong> to brighten things up in their own unusually hyperactive way. The Critters are actually so small that two of them can fit inside a grid, as such they each have their own mini turns but can only move three times every turn. The way they squeeze through the gaps is adorable!</p><p><a
href="http://www.indiegamemag.com/ufho2-gets-invaded-by-commander-video-and-the-critters/scbminions/" rel="attachment wp-att-16325"><img
src="http://www.indiegamemag.com/media/SCBminions-388x259.png" alt="UFHO2 Minions" title="UFHO2 Minions" width="388" height="259" class="aligncenter size-medium wp-image-16325" /></a></p><p>As previously mentioned, <strong>UFHO2</strong> is still looking for <a
href=http://www.kickstarter.com/projects/tinycolossus/ufho2-a-turn-based-strategy-game>funding on Kickstarter</a>, so head on over there and help the developers out and you can get some pretty neat bonuses for doing so too.</p><p><strong>UFHO2</strong> will be available on PC, Mac, iPad and Android tablets, smartphones will be considered after the initial release. More information can be found on the <a
href=http://www.tinycolossus.com/>developer&#8217;s official website</a>.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/ufho2-gets-invaded-by-commander-video-and-the-critters/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Smuttlewerk Interactive Releases &#8216;Time of Heroes&#8217; On iOS Devices</title><link>http://www.indiegamemag.com/smuttlewerk-interactive-releases-ios-time-of-heroes/</link> <comments>http://www.indiegamemag.com/smuttlewerk-interactive-releases-ios-time-of-heroes/#comments</comments> <pubDate>Thu, 19 Jan 2012 15:29:24 +0000</pubDate> <dc:creator>Meg Stivison</dc:creator> <category><![CDATA[news]]></category> <category><![CDATA[trailers]]></category> <category><![CDATA[iOS]]></category> <category><![CDATA[RPG]]></category> <category><![CDATA[smuttlewerk interactive]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[time of heroes]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=16114</guid> <description><![CDATA[
Smuttlewerk Interactive, a German indie studio, has released a new strategy/RPG blend for iOS called Time of Heroes.
Time ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/smuttlewerk-interactive-releases-ios-time-of-heroes/time-of-heroes-ios-01/" rel="attachment wp-att-16125"><img
src="http://www.indiegamemag.com/media/Time-Of-Heroes-iOS-01-613x459.jpg" alt="" title="Time Of Heroes (iOS) - 01" width="613" height="459" class="aligncenter size-large wp-image-16125" /></a></p><p><a
href="http://www.smuttlewerk.de/">Smuttlewerk Interactive</a>, a German indie studio, has released a new strategy/RPG blend for iOS called <strong>Time of Heroes</strong>.</p><p><strong>Time of Heroes</strong> is a story-driven turn-based strategy game, with themes of Nordic myth. The game tells the story of prince Minos and his followers, who set out in search of a new land when their previous homeland was covered by ice and snow. This band will meet strange characters and dangerous enemies as they find a new place to settle. Players will use their wits and their combat strategies, as well as skill trees and items, to defeat the enemies of Minos.</p><p>With a fun and goofy trailer like this, we can hopefully expect a creative and engaging storyline.</p><p><center><iframe
width="420" height="315" src="http://www.youtube.com/embed/M3f7EZvaXC0" frameborder="0" allowfullscreen></iframe></center></p><p>A player&#8217;s progress in <strong>Time of Heroes</strong> will be saved in the iCloud, so players can switch between iPad and iPhone without losing their progress.</p><p>Smuttlewerk is currently working on the next installment, titled &#8220;Time of Heroes – The Prophet&#8217;s Revenge&#8221;, for fans of the story-driven strategy game.</p><p>More information on Time of Heroes can be found on the game&#8217;s <a
href=<a href="http://www.timeofheroes-game.com/">official website</a>.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/smuttlewerk-interactive-releases-ios-time-of-heroes/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>5 Men, A Lot Of Aliens: Pre-order &#8216;Infested Planet&#8217; For Beta Access</title><link>http://www.indiegamemag.com/5-men-a-lot-of-aliens-pre-order-infested-planet-for-beta-access/</link> <comments>http://www.indiegamemag.com/5-men-a-lot-of-aliens-pre-order-infested-planet-for-beta-access/#comments</comments> <pubDate>Sun, 08 Jan 2012 18:08:55 +0000</pubDate> <dc:creator>Chris Priestman</dc:creator> <category><![CDATA[news]]></category> <category><![CDATA[trailers]]></category> <category><![CDATA[beta]]></category> <category><![CDATA[Infested Planet]]></category> <category><![CDATA[mac]]></category> <category><![CDATA[PC Game]]></category> <category><![CDATA[Rocket Bear Games]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[trailer]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=15087</guid> <description><![CDATA[
You can now pre-order Rocket Bear Games&#8217; upcoming strategy game Infested Planet and get immediate beta access, you ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/5-men-a-lot-of-aliens-pre-order-infested-planet-for-beta-access/infestedplanet/" rel="attachment wp-att-15088"><img
src="http://www.indiegamemag.com/media/infestedplanet-613x365.png" alt="Infested Planet" title="Infested Planet" width="613" height="365" class="aligncenter size-large wp-image-15088" /></a></p><p>You can now pre-order Rocket Bear Games&#8217; upcoming strategy game <strong>Infested Planet</strong> and get immediate beta access, you could be squishing those scumbag bug-aliens all night long. Would you like to know more?</p><p><strong>Infested Planet</strong> builds on the basic mechanic present in Rocket Bear&#8217;s <a
href=http://www.indiebird.com/blog/?page_id=376>Attack of the Paper Zombies</a> to allow for a deeply strategical game but a very simple control interface. The visuals have been noticeably beautified compared to Rocket Bear&#8217;s previous titles, with a plush plum colour with bleeding pinks and oranges really making it something to catch your eye. Would you like to know more?</p><p>Essentially, <strong>Infested Planet</strong> is a reverse tower defense game in that the squishy bug-like aliens have a spawn point which you are tasked to destroy in order to stop them forming their masses and overwhelming you. Luckily you play as a troop of five veteran space marines with a devastating arsenal of weapons ranging from walking tanks with miniguns to field artillery. Would you like to know more?</p><p>Okay, enough of the Starship Troopers references. The aliens in <strong>Infested Planet</strong> are not going to make it easy for you as they mutate to your defend against your attacks unpredictably&#8230;it&#8217;s like they have a brain bug that learns things&#8230;sorry, that was the last one I promise. <strong>Infested Planet</strong> encourages its players to flex their strategic mind and boasts a high replayability due to having a random map generator. Check out the trailer below and then go and <a
href=http://www.rocketbeargames.com/infestedplanet/index.html>pre-order it</a> to try it out yourself right now.</p><p><center><iframe
src="http://player.vimeo.com/video/25421181?title=0&amp;byline=0&amp;portrait=0" width="450" height="325" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></center></p><p>You can find out more information and pre-order <strong>Infested Planet</strong> for PC and Mac at the <a
href=http://www.rocketbeargames.com/infestedplanet/index.html>official website</a>.</p><p>There&#8217;s also a regularly updated <a
href=http://www.indiebird.com/blog/>developer&#8217;s blog</a> for those who would like to know even more.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/5-men-a-lot-of-aliens-pre-order-infested-planet-for-beta-access/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Dream.Build.Play Semi-Finalist &#8216;Lexiv&#8217; Launches On Xbox Live</title><link>http://www.indiegamemag.com/dream-build-play-semi-finalist-lexiv-launches-on-xbox-live/</link> <comments>http://www.indiegamemag.com/dream-build-play-semi-finalist-lexiv-launches-on-xbox-live/#comments</comments> <pubDate>Sat, 31 Dec 2011 13:10:19 +0000</pubDate> <dc:creator>Chris Priestman</dc:creator> <category><![CDATA[news]]></category> <category><![CDATA[trailers]]></category> <category><![CDATA[city building]]></category> <category><![CDATA[dream build play]]></category> <category><![CDATA[Lexiv]]></category> <category><![CDATA[strategy]]></category> <category><![CDATA[XBLIG]]></category> <guid
isPermaLink="false">http://www.indiegamemag.com/?p=14263</guid> <description><![CDATA[
The very unique and genius, word city building, Dream.Build.Play semi-finalist, Lexiv, has now launched on the Xbox Live ...]]></description> <content:encoded><![CDATA[<p><a
href="http://www.indiegamemag.com/dream-build-play-semi-finalist-lexiv-launches-on-xbox-live/lexiv/" rel="attachment wp-att-14264"><img
src="http://www.indiegamemag.com/media/lexiv-613x317.png" alt="Lexiv" title="Lexiv" width="613" height="317" class="aligncenter size-large wp-image-14264" /></a></p><p>The very unique and genius, word city building, Dream.Build.Play semi-finalist, <strong>Lexiv</strong>, has now launched on the <a
href=http://marketplace.xbox.com/en-US/Product/Lexiv/66acd000-77fe-1000-9115-d80258550a2f>Xbox Live Indie Game marketplace</a>.</p><p>Yes, <strong>Lexiv</strong> does look a lot like Scrabble, but it takes the core concept of making words out of random tiles and turns those tiles into cities which are attacked by enemies, threatening your populations inside them. At first it may seem odd, but please give it a chance and it will impress you.</p><p>&#8220;<strong>Lexiv</strong> features an innovative design that blends city building and word game mechanics into an exciting strategic experience. Play through an expansive 10+ hour campaign, and grow your city into a thriving metropolis.&#8221;</p><p><center><iframe
width="560" height="315" src="http://www.youtube.com/embed/kbQwDXmyeNg" frameborder="0" allowfullscreen></iframe></center></p><p>It&#8217;s hard to know what to make of <strong>Lexiv</strong> initially, but there is a developer walkthrough that explains everything and exposes the game&#8217;s true genius. It certainly helps those who may be a bit sceptical about the idea of Scrabble with cities and turrets &#8211; I, for one, shy away from anything that even resembles a board game, but after seeing the developer walkthrough and being thoroughly impressed I find myself needing to try Lexiv out. It&#8217;s unique, very clever and exactly the kind of thing I want to play. Whether the XBLIG marketplace is the best thing for it, well, that seems doubtful. A PC version, I suspect, would thrive considering the PC audiences love of strategy games.</p><p>Check out the developer walkthrough below, I insist.</p><p><center><iframe
width="560" height="315" src="http://www.youtube.com/embed/7--5G5tMBrs" frameborder="0" allowfullscreen></iframe></center></p><p>You can download both the trial and the full game of <strong>Lexiv</strong> for 240 MSP on the Xbox Live Indie Game marketplace, or you can go <a
href=http://marketplace.xbox.com/en-US/Product/Lexiv/66acd000-77fe-1000-9115-d80258550a2f>right here</a> for the same effect.</p><p>More information on <strong>Lexiv</strong> can be found on the game&#8217;s <a
href=http://www.lexiv.com/>official website</a>, follow the developer on <a
href=http://twitter.com/#!/lexivgame>Twitter</a> to keep up to date with <strong>Lexiv</strong> too.</p> ]]></content:encoded> <wfw:commentRss>http://www.indiegamemag.com/dream-build-play-semi-finalist-lexiv-launches-on-xbox-live/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> </channel> </rss>
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