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Indie, but not alone: How Vlambeer's advice helped guide Dog Sled Saga

Indie, but not alone How Vlambeer's advice helped guide Dog Sled Saga
The idea hit Dan FitzGerald in the shower last December: What about a dog sledding game? The Chicago native had been toying around with various prototypes based around a lobbing mechanic, but nothing stuck quite like this. Ideas started pouring in, and he enlisted his girlfriend of three years, Lisa Bromiel, to work on the art and help shape the exciting nugget of an idea into a fully realized video game – a concept that evolved into Dog Sled Saga.

It was the first time either had embarked on anything quite like it. FitzGerald studied communications in college, and had spent time doing contract video production (including trailers for other video games) and web design in an effort to get deeper into the gaming scene. Bromiel, meanwhile, is a trained artist with a focus on material art, though she hadn't consistently worked in digital illustration. As confident as they were about seeing the concept through to completion, they didn't have much insight as to going from making an original game to actually presenting it as a purchasable product. Well, at least until Rami Ismail came to town.

Ismail, the business and development half of Dutch indie studio Vlambeer (Super Crate Box, Luftrausers), stopped in Chicago in February to give a talk as part of DePaul University's Visiting Artists Series. FitzGerald and Bromiel attended, expecting to hear anecdotes about creating their beloved games, or the painful cloning saga that marked the development of Ridiculous Fishing.

Instead they got a real lesson – Indie Game Business 101, if you will – defined by the lecture's catchy three-word title: "Monetize That Shit."

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Ninja Theory teams up with Chillingo on iOS, Android F2P brawler Fightback

Ninja Theory tagteams with Chillingo on iOS, Android brawler Fightback
DmC and Enslaved developer Ninja Theory revealed its latest project this morning, an iOS and Android free-to-play brawler called Fightback. The game is being published by EA subsidiary Chillingo, which says it has a "a striking 80s action movie vibe."

Going by this screenshot, Fightback is a skils-orientated, side-scrolling beat-em-up. The meter at the bottom indicates a three-star score based on points accumulated by skill moves like 'Skull Splitter' - think Bulletstorm, perhaps, but with more punches and kicks, and maybe a Blood Dragon vibe. It looks like you can use guns too, though. Also, is that a Japanese love hotel?

"Mobile and tablet gaming is a phenomenon that we just couldn't ignore as a studio and we're very proud to be working with one of the industry's heavy-weights on bringing Fightback to market," said Ninja Theory Product Manager Dominic Matthews. "Ninja Theory has always strived for the highest production values and that absolutely remains the case in this exciting new space."

Chillingo is showing off Fightback at E3 next month, and expects to launch it this summer.

Phoenix Wright Trilogy HD enters iOS courtroom May 30

Phoenix Wright: Ace Attorney Trilogy HD has been pegged for a May 30 launch on iOS. The game was initially announced for last fall, pushed back to July and has now been bumped up to the end of this month.

Phoenix Wright: Ace Attorney Trilogy HD is a bundle of the first three DS games, Ace Attorney, Justice for All and Trials and Tribulations, all "remastered and enhanced for retina displays," Capcom says. The app itself is a free download for iOS 5.0 and greater devices, with the first two chapters of the first game serving as a demo. Each game may be purchased separately – the first is $6 and the other two are $7 each – or in a collection for $17.

The Joystiq Indie Pitch: Bam fu

It's not that there are too many indie games; it's that there aren't enough hours in a day to play all of them. The Joystiq Indie Pitch curates the best indies to play now and watch out for in the future.

The Joystiq Indie Pitch Bam fu
What's your game called and what's it about?

Bam fu is a two-, three- or four-player game on one device where you tap on pebbles – a fancy word for the buttons in this game – as quickly as you can to make them your color. Other players are trying to do the same and the colors change in a cycle, so the pebbles will definitely not stay on your color for long. The game goes on with you trying to reclaim your pebbles as fast as you can, until all, or almost all, pebbles are your color. That's when you win.

What's the coolest aspect of Bam fu?

We think that the coolest aspect of the game is that you can play it with everyone. Any gender, age or language; literally everyone!

The rules are so simple that it doesn't take more than a second to get them. In fact, we are yet to find a player who doesn't skip the the tutorial. Plenty of thought has gone into small details to keep things simple. For example, we are using the fingers on the hand to count your points, so it's immediately clear that you play to five.

We have also made the game accessible to colorblind players, which was a challenge for a game than distinguishes between players by color. This is why the pebbles were designed to point toward a player's corner.

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Pixel Press coming to Android, pending Kickstarter success


In a recent Kickstarter update, developer Roundthird announced that its draw-your-own-game app Pixel Press will launch for both Android and iOS devices, once its funding goal of $100,000 is met.

Originally announced as an iOS exclusive, Pixel Press will now debut for Android in 2014 if funding succeeds. Roundthird will ramp up production for a simultaneous iOS and Android launch in December of this year if funding reaches a newly announced stretch goal of $125,000.

To create platforming challenges within Pixel Press, players start by drawing level layouts on printable graph paper. These layouts can then be imported and made playable by uploading a photo of the finished design. The app is aimed at students wishing to enter game development; a $40 "teacher package" reward tier includes multiple copies of Pixel Press and access to online educational resources.

Currently, Pixel Press backers have pledged over $33,000, as 21 days remain in Roundthird's funding campaign.

Poker Night at the Inventory 2 splits onto iOS

Poker Night 2 deals in iOS tomorrow
As of today, you can join Sam, Ash, Brock, Claptrap, and dealer GLaDOS at the table via iPads and iPhones. Telltale Games launched Poker Night at the Inventory 2 on iOS this morning, where it's priced $4.99. Just don't bring anything less than an iPhone 4 or iPad 2, 'cos it ain't getting through the door.

Dying: Sinner Escape absconding to Vita, iOS

The Vita and iOS devices are set to receive a new dose of horror courtesy of Dying: Sinner Escape. The game is being made with help from the creator of Saw, according to developer Nekcom Entertainment, though the announcement neglects to name exactly which creator it's referring to. Neither Saw's director, James Wan, nor its screenwriter, Leigh Whannell, are mentioned specifically.

Regardless, Dying clearly has a Saw vibe. It's story revolves around characters being trapped in foreboding environments, forcing them to solve strange puzzles and try to escape. The game will be released episodically with the first episode, "Last Hour," slated to arrive on May 25.

Unity mobile tools go free for indies and small studios

Unity dropping Flash support
Unity Technologies, creators of the multi-platform Unity engine and its tools, is making its mobile tools free to indies and small studios starting today, taking tools that cost around $800 and making them free. Unity currently supports Apple's iOS and Google's Android, with support for BlackBerry and Microsoft's Windows Phone 8 to be added at no additional cost in the future.

"Mobile games development is possibly the most dynamic and exciting industry in the world, and it's an honor to be able to help so many developers be so successful in fulfilling their visions and in building their businesses," said Unity CEO David Helgason. "We were able to make Unity free for the web and for desktop computers a while ago, but have been dreaming of doing the same for mobile for what seems like forever."

To contextualize this, Unity is already a beast in the mobile field in terms of market share and developer relations. The company just opened the flood gates further.

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Molyneux's Godus goes mobile, Mobage with publisher DeNA

22Cans' Godus gets publisher, DeNA
Godus, the Kickstarted god game from Peter Molyneux's 22Cans, will be published on mobile devices by DeNA in western territories, Japan and Korea. Godus raised £526,563 ($852,000) with Kickstarter in December, exceeding its goal of $£450,000 ($730,000). It will launch on PC and Mac, alongside mobile devices Android, iPad, iPhone and iPod Touch.

Godus will use DeNA's Mobage platform for mobile and social games, joining previous handheld iterations within the No More Heroes, Final Fantasy and Professor Layton franchises, to name a few.

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Spicy Horse's Oz game is OZombie: 'If I only had some brainsss'

Spicy Horse's Oz game is OZombie 'If I only had some brainsss'
Spicy Horse's Oz game combines the undead with "an Oz not of our remembering" – it's called OZombie, and it stars Dorothy, Toto, the Lion and the Tin Woodsman. The Scarecrow, who always wanted brains, is cast as the villain in this iteration, and instead of carrying around a basket, Dorothy gets a repeater.

Spicy Horse is unsure which game it will make next, OZombie or Alice: Otherlands, and it all depends on whether the studio can regain the Alice rights from EA. If Spicy Horse and EA work out a good deal, then Alice it is. If not, OZombie gets the green light and probably a Kickstarter.

"Actually, the more I think about it – and the more I see/hear feedback from you guys – the more I'm personally leaning towards Oz," Spicy Horse founder American McGee writes on the OZombie Facebook page. "There's so much fun stuff to explore, so many interesting characters and locations to discover. Wonderland will also be there, if not today, if not the next project, then perhaps the one after that?"

Keep in mind (and mind your brains) that OZombie is entirely separate from American McGee's Oz, the game Atari canceled in 2004.

Ron Gilbert's Scurvy Scallywags gets trailer, screens


Scurvy Scallywags, the upcoming game from Ron Gilbert and DeathSpank co-creator Clayton Kauzlaric, is a little different from most match-three puzzlers. As we learned in March, players can influence the direction in which the board collapses after making a match. This, in turn, can move their character around the board and allow them to engage in combat with other characters.

The concept is a bit difficult to put down on paper, so thankfully there's a new trailer! Take note of the end of the video, as we're fairly certain this is the first sea shanty in history to feature a theremin.

Sonic the Hedgehog speeds to Android today

Update: The game is now available on the Google Play store.

There are quite a few Sonic games available on Android, but today marks the first appearance of the Blue Blur's original adventure, Sonic the Hedgehog. Sonic's first adventure has been updated for mobile devices, adding widescreen support, a remastered soundtrack, leaderboards and more. Furthermore, a brand new addition will allow users to play as either Knuckles or Tails. This new feature is also being added to the iOS version of Sonic the Hedgehog via a free update.

The game hasn't appeared on the North American Google Play store as of this writing, but it's slated to arrive today for $2.99.

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Indie platform confessional: Steam, Humble Store, Apple, Android

Indie platform confessional Steam, Humble Store, Apple, Android
The internet is kind of like a classic confessional – except it's not a box, it's a lot brighter and everyone can hear what you have to say. Still, we asked a handful of independent developers for their thoughts on what exactly makes a platform effective, and they spilled it all, dissecting the pros and cons of the most popular, current models of distibution.

Today, we feature answers from Ridiculous Fishing's Rami Ismail, Canabalt's Adam Saltsman, Octodad's Philip Tibitoski, Retro City Rampage's Brian Provinciano and others. This group of developers had specific thoughts about Steam, the Humble Store, Apple's app stores and the Android hub, Google Play.

This follows yesterday's batch of answers from the Steam, Humble Store, iOS and Android camps. Let the confessions begin:

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Angry Birds flick flies to cinemas July 1, 2016

A release for the upcoming Angry Birds flick has been narrowed to July 1, 2016, with Sony distributing the movie worldwide, Rovio announced on its website today.

Rovio's intent on creating a feature film was made public late last year, when the studio tapped producers John Cohen and David Maisel from Despicable Me and Iron Man to lead the project. The Angry Birds movie is unique in that it's being completely done in-house – Rovio is funding and producing the film entirely on its own.

Zoombies is a fiesta of undead carnage

This is Portabliss, a column about downloadable games that can be played on the go.

Zoombies is a fiesta of undead carnage
Say the name High Voltage, and your first thought might be the Conduit series of first-person shooters (or this). While the studio is indeed known most recently for The Conduit, one of its other ideas has been languishing for quite some time, namely Animales de la Muerte. Originally slated for WiiWare, and then for XBLA and PSN, the game has finally found a home on iOS.

Renamed Zoombies: Animales de la Muerte, the game tells the story of two children who must save a Mexican zoo from being overrun by a horde of zombified animals. To do this, the kids utilize every available tool of destruction, ranging from axes to shotguns, roman candles and even the occasional dollop of guacamole.

Zoombies is the most festive zombie game I've ever played, and it's also one of the most immediately entertaining.

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Google Play launches game services for mobile, social, cloud gaming

Google Play launches game services for mobile, social, cloud gaming
Google is kicking off games services on its Play Store that allows developers to add achievements, social and public leaderboards, cloud saving, and real-time multiplayer. The games service goes live today and works completely on Android, and mostly on iOS or other "connected devices" – that second batch won't support multiplayer.

Google Play's games services differs from Apple's Game Center in that it offers backend support, rather than a standalone application.

Anyone making a game with Google Play has access to its developer services. A handful of games already have these services incorporated: World of Goo, Super Stickman Golf 2, Beach Buggy Blitz, Kingdom Rush, Eternity Warriors 2 and Osmos.

"We won't make it a mandatory exercise, or have any certification process around it," Google lead product manager Greg Hartrell told Engadget. "We create fantastic services that allow developers to create these great game experiences, and help promote their discovery, help retain their users and keep them engaged."

Check out the games services on Google's developer site.

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Karateka Classic coming to iOS and Android tomorrow

Karateka Classic coming to iOS, Android
History repeats itself in both video games and colas it seems. Years after releasing the original Karateka, Jordan Mechner revised the formula, giving the world "new" Karateka. Some people liked the new flavor – others, not so much. Hearing the demand of fans everywhere, Mechner has announced that Karateka Classic is coming back, specifically to iOS and Android.

Karateka Classic recreates the Apple II experience – right down to the disk drive noises – and offers a range of "monitor" choices, including color CRT, green or amber display. There are a couple of new additions, including gameplay tips and a rewind feature that can be earned, allowing players to reverse their mistakes.

Karateka Classic arrives on iOS and Android tomorrow for $0.99.

Rovio lets loose Stars publishing program for third-party games


Rovio is entering the mobile publishing arena through its Rovio Stars initiative, which will cover the whole spectrum of publishing duties such as marketing and PR. Rovio will even consult with developers to help them optimize their games prior to launch.

Budding developers can already submit their mobile works to Rovio Stars through a handy application page, though all applicants must have a playable build to present. Screens, videos and other supplementary materials are also encouraged, as it provides Rovio with a better sense of the overall game.

As of now, Rovio Stars has recruited two games: Icebreaker: A Viking Voyage from Longdon-based Nitrome (based on the Flash version) and Tiny Thief from Barcelona indie outfit 5 Ants. The latter is due sometime this summer, while Icebreaker's mobile release is tentatively scheduled for "soon" on the official site.

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EA developing Frostbite Go mobile game engine for iOS and Android

EA has a mobile version of Frostbite
EA has published a website for its Frostbite graphical engine, and text on the website mentions the existence of a project called Frostbite Go, which EA describes as "a mobile division empowering EA game developers with Frostbite's proven excellent workflows and features to bring true Frostbite experiences to all major mobile platforms." In other words, the company is putting together the technology to run Frostbite on platforms such as iOS and Android.

The blurb doesn't say which version of Frostbite the mobile engine will be based on, but given that Frostbite 3 is the new hotness around EA, it's a fair guess that the company is adapting the latest and greatest for Frostbite Go. We're supposed to see Frostbite 3 games arrive later on this year (with Battlefield 4 being the first of these), so odds are that any Frostbite Go-created products should hit the market at that same time.

Steam is king in service wars, Humble Store a sleeping giant, indies say

Steam is king in service wars, Humble Store a sleeping giant, indies say
Twenty-one randomly selected indie developers walk into a digital room and ponder the question, "Which online distribution system has been the most effective for your games?"

If this were the set-up to a joke, the punchline would probably be, "Facebook." But for many indie developers, the question of which platform to publish their games on is a very serious one, with potentially dire consequences. Pared down, platform success is all about accessibility, upload and support, and in terms of those factors, there's a clear, unsurprising favorite: Steam.

But maybe not for long.

I asked 21 indie developers this question, and while the majority mentioned Steam in the same casual manner that begets an unchallenged king, there were consistent whispers of other platforms doing things well, perhaps even better than Steam, from a backend perspective. One of these platforms was the Humble Store, which received the second-highest number of solid votes and a handful of positive shout-outs.

"I owe pretty much my entire survival the last few years to iOS, the Humble Store, and to a lesser extent Android and Steam," Adam Saltsman, the creator of Canabalt, said. But iOS ran into some bad censorship issues, Android had discoverability problems and Steam was "obviously" too closed, he said. If Saltsman could choose just one of those platforms to release his next game on, it would be, "Humble Store," hands-down.

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