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BLACK LIVES MATTER


BY: CAPNTASTIC


ON: JUNE 9TH, 2020



 

Posted in Uncategorized | 229 Comments »


THE WHOLESOME COMPETITION


BY: CAPNTASTIC


ON: SEPTEMBER 29TH, 2018

In order to promote the flow of soothing energies, starting October 1st all TIGS
folk are wholly encouraged to consider taking part in The Wholesome Competition.



Less of a bloody-toothed competition between gladiatorial rivals and more of a
friendly environment to tinker away merrily on a small project with pals. A call
to jolly cooperation, and all that entails.  Merely post your project’s thread
in the specially appointed forum after reading the rules linked above, and find
yourself immediately at ease with those alongside you, striving to create a
simple and nourishing treat for the world via game development. If you are not a
member of the TIGSource forums, then now is the grandest time of all to join;
when Summer-time passions are calmed and an air of Autumn friendliness jostles
the leaves from their homes and onto colorful new adventures. Be amongst them
and be swept up this month with all of us that are certain to be your new
friends.

Welcome.  And for those of you aware of how long it has been:  Welcome back.

Posted in Competitions Tags: competition, compos, events, wholesome | 882
Comments »


DIVE INTO EARLY ACCESS WITH WE NEED TO GO DEEPER


BY: ALEHKHS


ON: FEBRUARY 18TH, 2017

As our submersible descended, the waters grew darker around us. Looming teeth,
some as long as a man’s leg, skirted the edge of our floodlights. The captain
was sure this area held caves filled with golden bounty, but to those creatures
of the deep it was our flesh and blood that were the true prizes…



As someone who’s both a fan of marine exploration and co-operative gameplay, I
have been having a blast playing Deli Interactive’s first commercial title, We
Need to go Deeper.

Imagine Lovers in a Dangerous Spacetime, only set in the crushing, inner space
of our dark oceans. Billed as “a multi-player submarine rogue-like set in a
Verne-inspired underwater universe,” We Need to go Deeper places you and up to 3
other players in command of a submarine and charges you to work together to
plumb the depths in search of riches and glory.

It’s not a simple matter of pointing and clicking however, as the various roles
in the submarine – taking the helm, firing torpedoes, balancing power, patching
leaks, and repelling tentacles – can’t be done all at once by a single player.
That’s where your fellow crew members come in, each taking up a station in a
frantic attempt at teamwork. As Deli Interactive explains, “We Need to go Deeper
was created under the mindset of having friends scream at each other.” As your
crew makes its way to the bottom, they will come across various caves scattered
along the seafloor. Once a cave has been found, the action moves outside the
submarine as the players don diving suits and explore the caves in search of
gold and other rewards. All the while, both in the submarine and on foot,
dangerous creatures of all sizes and shapes swarm and attack.

Though it has only recently entered Early Access on Steam, We Need to go Deeper
already offers a wonderful submarine odyssey that you can share with your
friends. A lobby system even allows for you to join with strangers, and the
developer has set up a Discord server specifically for sole players looking for
a crew.

If the promise of riches, teamwork, and/or painful death in the deep sea appeals
to you, you can grab a copy on Steam or at the game’s official website!

Posted in Action, Adventure, Co-Op, Highly Recommended, Roguelikes, Windows
Tags: DeliInteractive | 95 Comments »


A GOOD BUNDLE – THIS IS FINE


BY: TOF EKLUND


ON: NOVEMBER 22ND, 2016



A Good Bundle is a rag-tag alliance of a great many indie game devs, from big
dogs to folks with one smallish title to their name. It’s a game bundle, sure,
but it’s not your typical bundle. There are 151 games (& tools) by 115 devs in
here, and it’s all for charity: split 50/50 between Planned Parenthood and the
ACLU.

Tagline: “A Good Bundle is a bunch of creators sharing their works to combat
some of the ugliness in our world.”

Read the rest of this entry »

Posted in Uncategorized | 21 Comments »


FANTASTIC ARCADE 2016


BY: TOF EKLUND


ON: SEPTEMBER 26TH, 2016



This year’s Fantastic Arcade is happening right now, so if you’re in Austin or a
short drive away (n.b., a “short drive” in Texas is anything under 8 hours), you
should go. Admission is free, gas is cheap, and Shine Boch actually tastes good
if you drink it in the Lone Star State.

There’s a complete schedule of events here. Festivities started on the 22nd and
run through this Thursday (the 29th).

If there’s a tear in your beer (Shiner or otherwise) because, like me, you can’t
go, you can play the games of Fantastic Arcade (some of them) at home with this
itch.io bundle, presented by Juegos Rancheros in conjunction with Fantastic
Arcade, and benefiting the Juegos Rancheros nonprofit.

Unlike Fantastic Arcade itself, the bundle’s not free, but for $15 you get five
new games by Moppin, Takahashi, Saltzman, Klondike, Lawhead and SOKOP. Viva los
independientes!

Posted in Action, Adventure, Bundles | 21 Comments »


SYNONYMY


BY: ITHAMORE


ON: AUGUST 15TH, 2016



“Synonymy is a non-profit, educational word game narrated by Richard Dawkins in
which players are challenged to find the paths between random words through
their network of synonyms. By taking the synonym of a word, and then a synonym
of that synonym, and so on, you can ultimately arrive at any other word in the
English language.”

It is rare when I’m impressed by a word game, and I love word games. The Steam
demo is also a good example of a tastefully crafted demo, so please take note.

Posted in Android, Macintosh, Steam, Windows, Word Games Tags: Language | 23
Comments »


DEVLOG SPOTLIGHT: LEILANI’S ISLAND


BY: DEREK YU


ON: JULY 28TH, 2016



I started work on it around a year ago on a whim because I was reading a lot of
game design articles and couldn’t resist the idea of a small platform game. It’s
really expanded a lot beyond that though! I’d like to start showing it to and
discussing it with more people as I continue. The aim of the devlog is to show
new exciting things that go in, but also discuss some of my design processes and
that kind of thing.

Leilani’s Island lavishes attention to its details – watching Leilani roll into
an enemy close-up reveals all kinds of design considerations at play, from
particle effects to physics. You can just tell that it feels really good to
control. This attention to detail is a quality that’s also reflected in the
devlog – creator Ishi has been updated the log at least once a week since
February, 2015, revealing the game’s influences and evolving design. According
to Ishi, Leilani’s Island draws some inspiration from the personality and
physics of Wario Land and Donkey Kong Country, but in the animated gifs he’s
posted Leilani promises to be even more intricate than the games from either of
those series. The artwork, animation, and music (by Leila “Woofle” Wilson)
should be at least as good as Nintendo and Rare’s work on those titles.

Posted in DevLogs, Platformers, Previews Tags: Ishisoft | 27 Comments »


PREVIEW: HIGHFLEET


BY: DEREK YU


ON: JULY 18TH, 2016



The other day, I was wondering to myself: “What ever happened to the guy who
made Hammerfight? I liked that game.” Hammerfight, released in 2009 by Russian
game-maker Konstantin Koshutin, is an action game about piloting flying vehicles
armed with medieval weapons like hammers, maces, flails, and swords as well as
the occasional long-range cannon. Its dusty Steampunk world was beautifully
rendered – bashing it out with mutant bugs and other pilots was often as lovely
as it was brutal, with colorful faction banners streaming about and little
people cheering you on in the background. I quite enjoyed knocking my enemies
about, too, since a meaty hit could send someone’s airship smashing into a wall,
with bricks flying everywhere. Unfortunately, the physics-based movement also
took its toll on my poor wrists and constantly swinging my mouse around in
circles became painful and repetitive after awhile.

Koshutin’s newest project, Highfleet, seems to share some things in common with
Hammerfight: mid-air duels in a dusty, lovingly-rendered world. Instead of
floating ships with melee weapons, however, it looks as though you’ll be
piloting more traditional aircraft and engaging in dogfights not dissimilar to
Vlambeer’s Luftrausers (but slower-paced). From browsing the game’s Facebook
page and Twitter, it looks like there will be a lot more to the game, too, like
an overworld map and ship construction. Could be really cool (and a lot easier
on my wrists).

No release date for the game has been announced.

Posted in Action, Previews Tags: KonstantinKoshutin | 14 Comments »


MOMODORA: REVERIE UNDER THE MOONLIGHT


BY: DEREK YU


ON: JULY 7TH, 2016



It’s become a joke to talk about Cave Story and Dark Souls when describing other
games, but in the case of Momodora: Reverie Under the Moonlight, I’d be remiss
not to: the series has never been shy about its influences. In Reverie, the
fourth game of the Momodora series, rdein has done a fantastic job joining the
simple charm and tidy aesthetic of Daisuke Amaya’s little masterpiece with the
methodical combat mechanics and level design of From Software’s Souls games. The
result is something of a “perfect” Metroidvania, which feels neither meandering
nor linear, frustrating nor dull. And it’s easy to see why rdein considers this
to be his best-looking and most polished game yet: out of all the many beautiful
animations and effects in the game, there’s not a single pixel that seems out of
place.

In this bustling age of indie game development, it can be refreshing to see a
title that shows restraint in its design without being minimalist or abstract.
You’ll love Reverie if you enjoyed any of its influences. At this year’s Summer
Games Done Quick (going on right now), it produced one of the marathon’s most
heartfelt and inspiring runs:

Read the rest of this entry »

Posted in Highly Recommended, Metroidvanias, Platformers, Steam, Windows Tags:
rdein | 23 Comments »


*LOOKS AROUND*


BY: DEREK YU


ON: JUNE 23RD, 2016



“Are they all gone yet?”

Posted in Casual, Circle-Jerking | 93 Comments »


The Independent Gaming Source: A community of independent game developers and
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