Alec Holowka is the co-developer of the Seumas McNally winning Aquaria, lead designer of the newly formed Infinite Ammo and contributor of music to various games including Crayon Physics Deluxe. He’s one of the judges for this year’s IGF awards, and so fits rather nicely into our little feature on the whole shabang. He’s currently developing Heroes and Villains for the iPhone, and then there’s the currently shrouded in intrigue and mystery Marion, a game that features a puppet with her strings cut. Interested, much? Read on to find out what we found out. Or something.
Edmund McMillen has become a bit of a poster boy for what it means to be an indie developer. He’s constantly producing games (and I really mean constantly) of a high caliber and a thoughtful content. They’ve been pushed towards the ‘art’ side of the indie scene, but they still remain very fun. In Aether you can launch yourself into the heavens by way of monster tongue, after all.
This is the fifth in the series where I’m slowly going through the finalists for this year’s IGF awards. This time I’m going to take a look at Mightier, the level drawing platformer that pretty much lets you craft anything in the game, from the levels, to your player, to the jetpack on his (or her, if you can draw anything remotely attractive) shoulders. And it’s pretty damn nifty. Impressions through the jump.
The winners of the IGF Student Showcase have been announced, giving a shortlist of 10 games from which the Best Student Game will be picked. There is a bit of crossover, with Feist making another appearance, as well as a few I didn’t even know were student efforts, like Tag (which I covered here). Those which are currently available I’ll run through in the next few weeks, but till then the names of the games, and the links to their websites, are below.
IGF Student Showcase Winners:
Between is a game from Jason Rohrer, the maker of Passage and Gravitation, and it’s by far his most… baffling. It’s multiplayer only, requiring two people to play, and it relies on them having little to no direct contact with one another. Perhaps using the man’s own words to describe the game would be a good place to start.
Over the next few weeks I’m going to be doing two or three in depth looks a week at the finalists of the Eleventh Annual IGF awards, trying to figure out which are brilliant, and which are just amusing gimmicks. Bear in mind the last few IGF awards have produced some truly brilliant games, such as World of Goo and Crayon Physics, and this year is sure to have a few gems contained within. Not all of the entries currently have demos available, and those are the ones I’ll leave till last, in the possibly futile hope they’ll produce demos soon. Instead, I’ll start with one of the most instantly appealing; Osmos, a physics based gravity game based around absorbing your enemies. You can download it here. Impressions below the cut.