Score Rush has been ported to HTML5 and is available at Turbulenz. You’ll have to create an account in order to play the game, but there’s no charge to do so. Leaderboards and achievements have been added as well.
Source: Indie Games
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Score Rush has been ported to HTML5 and is available at Turbulenz. You’ll have to create an account in order to play the game, but there’s no charge to do so. Leaderboards and achievements have been added as well.
Source: Indie Games
Life is full of choices. You could tempt fate and risk skin cancer by enjoying the warm rays of the spring sun, or you could relax and bask in the mostly harmless rays of your monitor. For those who choose the latter, the Indie Royale Spring Bundle will restock your online cabinet of games for practically nothing. The latest bundle includes Unstoppable Gorg, Depths of Peril, Tobe’s Vertical Adventure, and a 3-pack of games from Radiangames: Inferno+, Slydris, and Ballistic. The minimum price for the six games is a measly $4.58 as of right now, but those who pay $5 will also get Roots, a chiptune album by Danimal Cannon. Head over to the Indie Royale site for the details.
Shoot Many Robots (SMR) is easily one of the best multiplayer XBLA titles. It is equally one of the most repetitive single player ones. However, its success as a multiplayer game is enough to shadow the often rough single player experience. It is simply a game meant to be enjoyed with other people, but has the option to be played alone. The game itself has functionally sound controls, the art is wonderfully apropos for the subject matter, and the premise is perfectly ridiculous and appropriately unsupported by any story. All of these things come together to form a proper essence of what a perfect mix of Metal Slug and Contra could be.
In SMR, your sweet, sweet baby RV gets humped by an overgrown dog-like robot. But it wasn’t alone, there were other, smaller robots, all accomplices. So, you do the only reasonable thing, set out to shoot all the robots. This is the premise of SMR, and it doesn’t really need anything more to justify the rest of the game. In fact, it probably wouldn’t be as good if it there was.
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Before Cthulhu saved the world or death took seven breaths, there was Penny Arcade. Robert Boyd and Bill Stiernberg, the duo Zeboyd Games, met on the Penny Arcade forums when Boyd was searching for help on Breath of Death VII. Two and a half years later, the pair has quit their day jobs and is now putting the final touches on Penny Arcade’s On the Rain-Slick Precipice of Darkness 3 (we’ll just call it Penny Arcade 3).
After the disappointing sales of Penny Arcade Adventures Episode 2, it appeared the series may go the Shenmue route and fade into obscurity. That changed when a devoted fan suggested that Tycho and Gabe allow an indie developer to pick up the series, and specifically suggested Zeboyd Games. “I posted on the thread that it would be really cool, but I don’t think they’d be interested. A few weeks after that, I got an email from Robert Khoo at Penny Arcade.”
Penny Arcade 3 has actually been in development since 2010, before Cthulhu Save the World was even released. “As you can imagine, it’s been hard to keep it under wraps for so long,” said Boyd. One fan even guessed that Zeboyd was working on the game after he spotted their name on a whiteboard in the background of an episode of Penny Arcade TV, but his commented disappeared into the ether of the Internet without much fanfare. Read more
Each day new platforms for gaming are emerging. Up until recently, a web browser simply used to do just that: browse the web. As technology advances however, it allows for creative endeavors to come underway and for new markets to emerge. At PAX East this weekend, I had the opportunity to play two titles that are currently exclusive to Google’s Chrome browser. Boston-based Fire Hose Games’ last title was 2011’s PSN-exclusive Slam Bolt Scrappers, and this time around they’ve decided to take a browser-based approach and target the Chrome Store.
Go Home Dinosaurs is a tower-defense game at heart, with a card-based mechanic layered on top. The whimsical tone of the studio carries over into their latest work, as the premise behind GHD revolves around a bunch of gophers who are hosting a BBQ when dinosaurs suddenly crash the party. As a gopher, you are tasked with moving around the grid-based screen to collect coconuts that sprout from the ground and form the game’s currency. Additionally, your gopher can launch projectiles of his own at oncoming dinos to impede their advance.
Petroglyph Games employee Tom Happ has been plugging away at Axiom Verge for two years now, crafting all of the assets and writing all of the programming alone. In fact, Happ considers the game’s first area to be complete.
The game should be fully featured when it’s finished, including 60 items and power-ups to gather as well as 20 upgradable weapons. Depending upon exploration habits, Axiom Verge is targeting eight hours of playtime.
There’s going to be no shortage of mystery or atmosphere concerning the storyline, either. Your character goes through a near-death experience and wakes up in a mysterious world alone. Why is it simultaneously high-tech and ancient? Are there any friendly beings left? How did you get here? The answers await you on Xbox Live Indie Games and PC in 2013.
Source: Axiom Verge Website
Described as a “last tribute to 80′s run and gun,” this side-scrolling action-platformer gives the player five weapons to tackle hordes of fantastical enemies. There are seven “Godsends” which can be used to alter your arsenal, creating 35 deviations for 40 weapons in all. In fact, the video above shows off a Super Ghouls’n Ghosts-esque dragon attack, which brings back all sorts of warm, frustrating memories.
Environments include a Gothic city, a burnt out forest and a clock tower, which should bring a smile to many a Castlevania fan’s face. Expect to explore these levels on Xbox Live Indie Games and Windows 7 PCs in 2012, though an exact date is currently unavailable.
Source: Joystiq
“We’re going to kill monsters. There will be blood. We’re going to torture them.” That was the mantra behind Arkedo Studios’ Hell Yeah!, a game that would look right at home on Nickelodeon if the network turned a blind eye to the game’s ocean of blood.
Hell Yeah! isn’t a high concept, pretentious game looking to change how the world feels about games or life. Studio Head Camille Guermonprez said the bloodbath was designed around one simple question: “How fun can it be to kill a monster?” The developer is quite candid about the inspirations for his Metroidvania adventure. “We wanted to make a video game. The stuff that made us want to make games.”
Hell Yeah! is set in a cheerfully demented version of hell where Ash, the prince of the underworld who also happens to be a skeletal demon rabbit, has gone on a monster-killing rampage because the tabloids have posted risqué pictures of him. It’s an escapist fantasy born out of months of tedious contract work where Arkedo had limited freedom. It was a stifling environment for a studio designed around being creative and taking risks. “The project was based out of frustration,” Guermonprez said, recalling the doldrums of the contract days. “We’re happy to have been frustrated. It was worth it.” Read more