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Indie Megabooth

EGX photo

Indie Megabooth's bringing more indies to EGX

It's just oozing independence, so stick both hands in
Apr 21
// Joe Parlock
There are a few glorious, magical days where the Destructoid UK team gets to actually write about news from the UK. They happen very rarely, but thankfully the stars have aligned and today is one of those days. God save the b...
GDC15DLC photo

GDC 15 DLC #1: Chicken shawarma wrap

Daily Lunch Chronicles
Mar 04
// Steven Hansen
We're at the Game Developers Conference all week. GDC is pretty cool, but also a convention, which means gross convention center lunches. We want to have nice lunches all week. Not too nice. Downtown food is overpriced, even...

The Flock is an intense, scary game of flashlight tag

Mar 02 // Alessandro Fillari
In The Flock, you play as a hunter living amongst other hunters in a desolate, ruined city. One of the hunters soon discovers an artifact imbued with light that transforms his gangly and horrific appearance into something different. But the other hunters feel threatened by the artifact, and wish to take it for themselves. With a single hunter on the run with the artifact, the others must chase him down before the wielder can discover the secrets that the ancient tool possesses. Much like the recent Evolve, The Flock focuses on asymmetrical multiplayer where one player battles against others. The wielder of the light must make his way through the ruins activating ancient relics to strengthen the artifact, all the while evading the hunters. Though his movement and agility is limited, the light will keep him protected, and any hunter who's touched by the light's reach will be scorched to a cinder. Unfortunately, it's only effective within line of sight. If the hunters get the jump on the wielder from behind, where it is most vulnerable, then it's all over. [embed]288476:57585:0[/embed] Despite their vulnerability to the light, the hunters possess an assortment of abilities to use against the rogue player. Hunters are very fast and make great use of their jumping and sprinting abilities to reach areas the lone player cannot. Moreover, if the hunters remain still, they will turn to statues, making them immune to the light. In addition to this, they can even make duplicates of their statue form to create decoys and blindside the wielder. Initially, I found it very difficult to make any progress against the wielder, as the light's reach goes far -- it's deadly in the hands of a skilled player. Fortunately, my team of hunters made use of the environment to catch him by surprise. It was great getting the best of him just as he was about to clear the level. The Flock is a neat take on traditional horror titles. I didn't really think horror and multiplayer could mix well, but I found that this title was able to retain the best of both genres.
GDC 2015 photo
Three versus one in the dark
With so many horror titles out, it's difficult to keep things interesting for players. While some focus on throwing countless monsters at you, others seek to make players feel nearly powerless against a limited number of foes...

Indie Megabooth photo
Indie Megabooth

Indie Megabooth is the place to be at PAX East

Say hi to Holmes and crew when you're in Boston
Feb 23
// Jordan Devore
"Dad By The Sword is a game about YOUR DAD running around in jorts and slaying Anti-Dads with a claymore. Experience a unique First Person Swordplay experience as you try not to get killed by leaping hot dog monsters. Out...

Titan Souls is my PAX Prime 2014 game of show

Sep 11 // Abel Girmay
There are no real enemies or objectives outside of taking down the bosses that inhabit the world. After a short introduction to the controls, I was immediately thrust into an overworld pitting me against four bosses, taking on each at my own leisure. The bosses themselves are incredibly simple to understand, and monumentally challenging to beat. Each requires just one hit to their weak spot to kill. Getting that spot exposed is another matter -- every boss comes with its own system of defenses. One boss, a massive ice cube, immediately hones in on you, and proceeds to slide around the temple until your guts paint its hallowed halls. To get to the fleshy one-hit center, I needed to lure the cube over to one of four pressure switches, each activating a torch that would melt the ice once I managed to get my arrow to catch its fire. [embed]276694:55601:0[/embed] [Gameplay courtesy of RedPandaGamer.] Like the bosses, the mechanics in Titan Souls are similarly minimal. There is a button to roll, a button to shoot your arrow, and the same button to shoot will send your arrow flying back to you. Lets talk about that last part. In Titan Souls, you only have one arrow to shoot, and it is your only means of attack. As you can imagine, this makes timing and managing you shot very important, but the game takes it bit further by making a mechanic out of your limited ammo. Say you miss your initial shot; you can summon your arrow back, hitting anything it touches on its the way back to you. This skill was especially useful during one of the early bosses, a giant gelatinous blob that required multiple hits to whittle down to the fleshy one-hit-kill heart. For all of the challenge that the game offers, it's worth mentioning that I was never frustrated with the game. Maybe that speaks to how well it communicates its objective. By my first or second death, I understood exactly what it was that I was doing wrong, or needed to do better. Everything else was a matter of execution. Whenever you die in Titan Souls, you will know that it is only because you are not good enough, and that's fine. With the gameplay feeling so tight and responsive, and every boss being one or two hits away from defeat, I found myself willing to try things over and experiment with new tactics until I'd finally taken down a boss. Honorable mention goes to the music as well. Whenever I found myself slipping into frustration, its soft, mellow tunes would snap me back to sanity. When I got up to finish with Titan Souls, I noticed one gentleman working the booth was keeping tally of all my deaths and kills. After seeing my 30+ deaths to take down four bosses, I asked the man at what point in the game this demo took place in. He turned to me, smiled, and said this was just the tutorial. I am really damn excited to see what the rest of Titan Souls has in store.
Titan Souls preview photo
The beauty of simplicity
Confession time: I'm pretty out of the loop when it comes to the indie game scene. I love me some Nidhogg, Samurai Gunn, and Crawl, but it's not uncommon for me to have only heard about these games just before release or late...

gamescom Indie MEGABOOTH photo
gamescom Indie MEGABOOTH

Here are the games at the Indie MEGABOOTH at gamescom this year

Some good ones in there
Jul 30
// Darren Nakamura
The Indie MEGABOOTH has become a huge hit at events like PAX and GDC, and it continues its tradition of offering a massive area packed with developers who otherwise would not be able to easily get floor space at gamescom. Th...
Indie Megabooth photo
Indie Megabooth

Indie Megabooth travels abroad to gamescom 2014

Its first international presence
May 23
// Brett Makedonski
Europe's largest videogame convention just got a little more indie. Indie Megabooth announced today that it will be a part of gamescom 2014 in Germany. It will be the Indie Megabooth's first presence at a conference outside o...

Lovers in a Dangerous Spacetime puts two people in a neon spaceship built for eight

Apr 15 // Darren Nakamura
Lovers in a Dangerous Spacetime (Mac, PC)Developer: Asteroid Base The lovers' circular spaceship has eight stations to be manned: four normal weapons (one for each cardinal direction), shields, piloting, map, and finally a super weapon that takes time to charge. Each station requires only a single button and/or directional control, so it is easy to switch tasks without having to retrain muscle memory. Each weapon defaults to a laser cannon with about a 180 degree range of motion. The shields and piloting allow full 360 degree rotation around the ship, where the shields block damage over a small arc and the rockets push the ship in the opposite direction. The map is generally used only outside combat in order to plan the ship's next moves. The super weapon is constantly rotating around the edge of the ship, and when it is charged up, pressing the button will launch a salvo of missiles that can get players out of tough spots. In practice, players are only dividing six of the stations between the two players during combat, where the map is generally neglected and the super weapon is activated and vacated fairly quickly. Still, taking care of about three stations at once can be quite hectic, and the situation changes often enough that both players will trade who is taking care of what over the course of the game. While Lovers is built for two-player cooperative play, it is possible to play alone with a cute AI-controlled astronaut dog to help out. [embed]273219:53386:0[/embed] What makes controlling the ship most unique is that the playable characters are physical entities on the ship, and switching stations requires the player to physically leave one, then run, jump, and climb to the other. It requires a constant shift of attention, where the player is analyzing the large scale situation while at a station, then must focus on the inner workings of the ship itself in order to travel to another station. Once there, the player can take in the big picture again. Each station can be upgraded with one of a few different types of gems, with different types of gems producing different effects. For instance, the weapons can be upgraded to feature more blasters, or completely converted into a powerful single-shot laser or a short-range ball and chain. Further, the piloting, shields, and super weapon can be upgraded similarly. By the end of our run, our ship had a huge metal shield, sported two flails, and it dropped mines out of the engines. After rescuing enough rabbits, we we able to fly to a wormhole, which took us to a boss fight. Each boss is based on a constellation, so we found ourselves up against a space bear styled after Ursa Major. With our powered up ship, we were able to hold our own pretty well, but it had a few tricks up its sleeve, like teleportation, which kept us running about the ship in order to get a bead on it. The structure for the remainder of the game will be similar to what was shown at PAX. Get to a new area, rescue bunnies, fight a constellation. There is room for exploration and perhaps some light puzzle solving, but at its core, Lovers in a Dangerous Spacetime seems to be built on the frenzied experience of having too many things to do and not enough people to do them. To be released "when it's done," it will be testing friendships in the hopefully near future.
Dangerous Spacetime photo
All the disaster you would expect from two lovers floating through the void
Navigating through the outer reaches of space is hard. There are multiple systems to account for, from piloting to shields to weapons control, each with its own specialized training necessary. Lovers in a Dangerous Spacetime ...

There Came an Echo does voice control right

Apr 14 // Darren Nakamura
There Came an Echo (PC, Xbox One)Developer: Iridium Studios Like Tom Clancy's EndWar before it, There Came an Echo's maps all have a collection of nodes designated by a letter and number to facilitate squad movement. Additionally, each friendly unit has a name and each enemy unit has a numerical designation. So, for instance, the player could issue the command, "Miranda, move to Alpha Two and focus fire on Target Three." If the player opts for full game pad control, he goes through a very similar process, except he does so through a set of nested menus, rather than by directly selecting units and issuing orders through button presses. So the same order as above would look like: select Miranda > Movement > Move To > Alpha > 2, then Combat > Focus Fire > 3. At a base level, it functions, but it takes much longer to execute than the corresponding voice command. Still, the greatest efficiency comes with a hybrid of the two, with a controller to direct and zoom the camera, and a microphone to take care of the rest. [embed]273194:53381:0[/embed] Most impressive is the technology behind the voice control. Although There Came an Echo has several built-in commands, custom words can be used for characters or orders, and the system only requires typed words in order to parse them; no pre-recording is needed. Inside the sound booth, I unimaginatively nicknamed the main character Corrin as "Wil Wheaton," and after only typing it in, the voice recognition picked up the command without any trouble. With just a little bit of typing, the example command above could be converted to something like, "Eagle Leader, proceed to Alpha Two and light up Bozo Three." Outside the sound booth, demo stations were set up showing off a snippet of the story. It drops the player into a scenario that appears to be a short way into the narrative, where Corrin is being tracked by a group of armed men through an airport. At the end of the line, he meets with a potential double agent and has to decide whether he can trust her or not. The sequence brings up more questions than it answers about the story, and it sets the tone for a narrative involving subterfuge and betrayal. With that punctuating the small scale tactical battles, and its impressive voice recognition technology, There Came an Echo is looking good for cyberpunk strategy fans.
There Came an Echo photo
Finally, somebody who really listens
Set up in the Indie MEGABOOTH is one of the few zen locations at PAX East: There Came an Echo's sound dampening booth. In it, Iridium Studios head Jason Wishnov is showing off the tech behind the voice-controlled realtime str...

Unlike with most fungi, I enjoyed Mushroom 11 growing on me

Apr 14 // Darren Nakamura
Mushroom 11 (Android, iOS, Mac, PC)Developer: Untame Dropping into the game, the wordless tutorial shows basic handling of the amorphous blob. Moving it is not as simple as pressing in the intended direction. In order to move left, the player must destroy cells on the right. Since the cells regenerate along any open cell surface, some will sprout upward rather than opposite the cursor, so simply trying to "push" the blob will result in it cutting in the middle and not moving very far. Instead, players must sweep the cursor to keep its growth in check. It sounds complicated, but once the basic rules of cell destruction and regeneration are understood, simple movement becomes second nature. Soon, players are zooming through tunnels and climbing up walls. [embed]273179:53380:0[/embed] Once that happens, the blob finds itself in various sticky situations, ranging from puzzles to more action-focused endeavors. One sequence has the blob rushing to escape a series of buildings sinking into lava, and it can be pretty tense when it comes down to the wire. Puzzles appear to comprise a greater portion of the game, and the lead developer of Untame Itay Keren was paying close attention to how new players approached the problems he set out. His design philosophy is such that he wants to avoid puzzles that can be solved with brute force. He spoke with glee about most of his observations, while also noting the puzzles that need a bit of work. One clever puzzle requires the player to split the blob up and manipulate two separate entities before erasing one entirely. It teaches that capability elegantly, and sets the player up for more advanced maneuvers. Somewhat unexpectedly, a short while into the demo there is a boss fight, requiring the player to use his climbing and dodging abilities to absorb and defeat another nightmare organism. All of the different parts come together fairly well, and they are all tied to the central destruction/regeneration mechanic. Keren seems to be full of ideas to implement, and while they may not all work in the end, Mushroom 11 looks like it will have some truly new and interesting gameplay.
Mushroom 11 photo
Put away the Tinactin
Mushroom 11 caught our eyes about a month ago, with its unique puzzle gameplay hook: the globular green collection of fungal cells is not directly controlled by the player. Instead, players simply click or tap to "erase" cell...

Gaijin at PAX East photo
Gaijin at PAX East

Gaijin Games bringing Destructamundo and Woah Dave! to PAX East

Both developed by Robotube
Apr 03
// Darren Nakamura
A few years ago, Bit.Trip series creator Gaijin Games acquired Robotube Games, but until recently we had not seen the fruits of that partnership. In just a couple weeks, Robotube's two new titles will be shown to the public....

Over 80 games on display at the Indie Megabooth at PAX East

Plus board games for the first time ever
Mar 31
// Hamza CTZ Aziz
Indie Megabooth is living up to its name as they'll have over 80 games on display during PAX East 2014 next weekend. Highlights include A Hat in Time, Crypt of the NecroDancer, Guacamelee! Super Turbo Championship Edition, Hy...

Barkley 2 developers hope to release in late 2014

Mar 17 // Alessandro Fillari
Combat now takes place in real time. X114JAM9 can amass an arsenal of guns that all have unique properties and special attacks. For instance, during my brief period of play, I acquired a 3D printed machine gun that fired bullets that returned to me after hitting its mark for health recovery bonuses. In addition to that, an enemy dropped a flintlock pistol that fired shots in a short 360 degree radius. The developers claim that the game features procedurally generated weapons, and players can even customize and create their own weapons after finding the necessary parts. With the scale and structure of the game already ironed out, Raum expressed they have the course of development set and will progress steadily. While they talked about how feature-creeping became an issue, and that this title is made in their own free time, they seemed pleased with what they nailed down thus far. Moreover, they're confident that they'll have Barkley 2 ready for release on Steam and GOG by the end of this year.For more information and news from GDC 2014, stay tuned to Destructoid. Indie Mega Booth - Barkley 2
Barkley 2 photo
Creators of Barkley 2 show off playable build and talk honestly about their progress
It's not often that you see fan games actually go anywhere beyond the initial gimmick. After a successful Kickstarter campaign, the developers at Tales of Games spent the last year and a half hard at ...

GDC photo

15 games selected for Indie Megabooth at GDC 2014

From March 17 - 21 in San Francisco
Feb 21
// Jordan Devore
The 2014 Game Developers Conference is fast approaching and today we got the heads up on an exciting addition to the event: the Indie Megabooth Showcase. This banding of indie devs has become a highlight of PAX, so I'm expect...

PAX East 2014 Indie Megabooth submissions now open

Submissions open until December 15
Nov 22
// Hamza CTZ Aziz
Indie Megabooth has opened up submissions for PAX East 2014. Developers have until December 15 at 11:59PM EST to submit their application, and those accepted will be notified on January 13, 2014. The FAQ has a breakdown of wh...

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