Xbox Indie Games - Dream-Build-Play 2009 winners! p18

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mokeyjoe
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 entries p16
by mokeyjoe » Sun Sep 06, 2009 5:27 pm

qupe wrote:
Garth wrote:Dream-Build-Play 2009 finalists revealed!

Avatar Golf (400 points), this looks pretty decent and has an editor etc, but need to try Easy Golf too to see which is better


Get Avatar Golf. They're made by the same guy. It's essentially Easy Golf with Avatar support and some gameplay tweaks. A sequel pretty much.

Oh, and everybody needs Miner Dig Deep. Get it now without delay!

Then get Johnny Platform's Biscuit Romp.

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Rik
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Rik » Sun Sep 06, 2009 8:29 pm

Bricks Forever is a bargain at 80 points, ok it's just Arkanoid in neon but it's great fun still.

Neogaf: Riky
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LewieP
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by LewieP » Fri Sep 11, 2009 9:53 am

This looks pretty kickass:

WhipCrack

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tomvek
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by tomvek » Thu Nov 12, 2009 3:08 am

The Bible is coming to Xbox 360

For those who can't get enough God on TV or in one of America's ten billion trillion Churches, B&H Publishing Group has the thing you've been waiting for! The Bible is coming to Xbox 360, via the Indie Games Channel. It will go by the name of Bible Navigator X, which is the best name ever.

For a mere 400 MS Points, you'll get full access to both the Old and New Testament, a search tool to find all the killings, a bookmarking system to save all the sexy bits and adjustable settings for those that need their Bibles a specific way.

"The Xbox isn't just secular entertainment anymore," B&H's Aaron Linne, hilariously. "We can use technology that other people developed to study Scriptures through a new medium. Some people are just more comfortable with a controller in their hands than a book."

http://www.destructoid.com/the-bible-is ... 4831.phtml

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tomvek
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by tomvek » Sat Nov 14, 2009 1:07 am

'Space Pirates From Tomorrow' Sports 'Largest Persistent Playable Area' on Xbox 360

The Xbox Live Indie Games Channel, the gateway for small-scale garage developers to showcase and sell their work, is poised to deliver a game that claims to have the "largest persistent playable area of any game on the Xbox 360. Developer MStar Games issued a press-release today announcing Space Pirates From Tomorrow, a 3D space-shooter and trading simulation in the spirit of open-ended classics like Elite and Freelancer.

According to the release, SPFT contains over 6,000 unique star systems to explore, endless trading opportunities, and an "infinite number of missions to undertake." To put things in greater perspective, developer DrMistry explains that "it would take more than 100 hours just to visit every star system in the game." And that's before you even consider trading missions, races, and "general free-for-all combat." Completionists had better pack some sandwiches.

Players start off with a spaceship outfitted with basic weapons, shields, and a hyperdrive, as well as 1,000 credits worth of spending money. Whether or not you end up on the right side of the law, in-league with space pirates, or somewhere in between, depends on the activities you pursue.

Space Pirates From Tomorrow enters its final testing phase on November 16. Priced at only 240 Microsoft Points (a paltry $3), the game will be available via download on the Xbox Live Indie Games Channel "within 3 weeks."

http://www.shacknews.com/onearticle.x/61232

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Jazzem
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Jazzem » Sun Dec 06, 2009 5:21 am

Just plunged in with my first Indie game, Johnny Platform's Biscuit Romp :mrgreen:

Honestly caught this one on a whim, saw it on the marketplace and downloaded the trial, and shortly after the full version. A great platformer, especially for the tiny price!

Now to find two more 80 points downloads...

qupe
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by qupe » Sun Dec 06, 2009 1:34 pm

Jazzem wrote:Just plunged in with my first Indie game, Johnny Platform's Biscuit Romp :mrgreen:

Honestly caught this one on a whim, saw it on the marketplace and downloaded the trial, and shortly after the full version. A great platformer, especially for the tiny price!

Now to find two more 80 points downloads...


Jazzem look at the first page here for a few ideas

viewtopic.php?f=2&t=11888

Hugo Stiglitz
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Hugo Stiglitz » Sun Dec 06, 2009 1:52 pm

Jazzem wrote:Just plunged in with my first Indie game, Johnny Platform's Biscuit Romp :mrgreen:


Good choice, you'll also be interested in Johnny Saves Christmas then.



:wub:

Should be out very soon, it was submitted last week. :D

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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by qupe » Sun Dec 06, 2009 2:06 pm

Marry wrote:
Jazzem wrote:Just plunged in with my first Indie game, Johnny Platform's Biscuit Romp :mrgreen:


Good choice, you'll also be interested in Johnny Saves Christmas then.



:wub:

Should be out very soon, it was submitted last week. :D


Marry do you get to test games? Some good stuff apparently in testing, is Square off nearly out? Reminds me a bit of Rocket Riot that.

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tomvek
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by tomvek » Sat Dec 19, 2009 3:57 am

iPhone hack-n-slash Twin Blades coming to XBL Indie Games

Recently released for iPhone / iPod touch, French indie dev Press Start Studio's side-scrolling homage to classic hack-n-slashers (and really big guns), Twin Blades: The Reaping Vanguard, is making the unlikely leap onto Xbox 360 via Xbox Live Indie Games.

It's not the deepest game, though it has been hailed as a technical showpiece for Apple's devices due to its crisp, beautifully animated 2D graphics. Players (controlling an awfully violent nun) hack and shoot their way through advancing waves of the enemy flavor of the decade, zombies. There are skill and weapon upgrades, the latter including flame throwers and mini nukes.

A 99¢ download on iPhone, the 360 release of Twin Blades will be priced at 240 ($3) and, so as not to miss a crucial marketing opportunity -- the traditional holiday ritual of decapitating zombies while dressed as a nun -- is slated to land on the Xbox Live Marketplace before December 25. Press Start plans to release DLC for the game down the road, including new levels and bosses.

http://www.joystiq.com/2009/12/18/eye-p ... xbl-indie/


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Sabreman64
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Sabreman64 » Sun Dec 20, 2009 10:21 am

Jazzem wrote:Now to find two more 80 points downloads...

I wish the Marketplace had the ability to sort content by price. You can sort by title, sales and ratings. I would find sorting by price very useful.

Anyone know what happened to Artoon? Will it ever be returning to the Marketplace?

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qupe
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by qupe » Sun Dec 20, 2009 9:53 pm

Artoon was taken down as the name was already registered. They will post the game up with a name change and some extra's in the future

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Yoshimi
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Yoshimi » Thu Jan 07, 2010 9:52 pm

I've pretty much avoided the Indie Games up until the other day. Going through a few tonight, and have been really impressed. Bought my first one, Arkedo 03 Pixel. All the Arkedo games seem really polished and well made.


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Garth
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Garth » Mon Jan 25, 2010 9:20 pm


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mokeyjoe
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by mokeyjoe » Wed Jan 27, 2010 10:36 am

Amazing to see A Game with Zombies making over $100,000. Great little title though.

I'm glad to see Miner Dig Deep up there too.

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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by degoose » Wed Jan 27, 2010 10:40 am

Yoshimi wrote:I've pretty much avoided the Indie Games up until the other day. Going through a few tonight, and have been really impressed. Bought my first one, Arkedo 03 Pixel. All the Arkedo games seem really polished and well made.




well agreed JUMP is also really good and for also i would recommend Leave Home , its a brilliant shmup and has some great looking electro style graphics

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tomvek
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by tomvek » Thu Feb 25, 2010 2:27 pm

Xbox Indie Games Roundup

Many years ago, I used to drive the owner of my local record shop insane. His tiny Stalybridge music boutique was also the only place in town that sold computer games - or at least offered a selection of bargain-priced Mastertronic and Firebird budget classics.

Rather than have them take up precious shelf space in a cramped, gloomy shop roughly the size of a toilet cubicle, he instead had all the cassette inlays in a ring binder. I'd spend up to an hour at the counter every Saturday, flicking backwards and forwards through this holy binder, trying to work out which two-quid classic to risk my pocket money on.

The shop in question has long since gone, of course, but I like to think that my weekly visits helped to keep it going. I certainly never saw anyone else in there. It did appear in the background of Jossy's Giants once, so that's something.

I don't miss it though, because I get much the same feeling now flicking through the Xbox Indie Channel, even though the presence of trial versions removes the uncertainty - and therefore part of the fun - of taking a gamble on a cheap unknown property.

It's also clear that the indie community is getting better at teasing interesting shapes out of the XNA development kit. Judging by the past month of uploads, the number of half-baked applications and avatar-based distractions is dropping and more actual proper games are taking their place. This can only be a good thing.

Earth Shaker (80 MSP)

Rather fittingly, since the Indie Games channel puts me in a nostalgic mood, this remake of a self-proclaimed 1990 Spectrum "classic" by Michael Batty makes no effort to pretty up its 8-bit origins for the 21st century. Plinky, parpy Sinclair music, colour-clashing sprites, it's all here and deliciously retro.

The game's pretty great as well, though as a blatant riff on the old Boulder Dash / Repton template it doesn't have to do much beyond sticking with a formula that works. As you might expect, you move left, right, up and down in an underground arena, collecting gems and dodging the rocks that drop when you dig out the supporting soil beneath them. Careful planning is required to avoid being squished, or worse, burying a gem under a pile of immovable boulders.

There are a couple of twists thrown into the mix. Perky jelly beans top up your timer, and in the latter of the 30+ levels you need to carefully ration these lifelines to get the job done. Bubbles can also be used to prop up tumbling items, while gimmicks like anti-gravity and teleports are also introduced to keep you on your pixellated toes.

Control is a touch stiff, which can lead you to prod your character a step too far, but that's about the only enduring technical criticism. Nimbly balancing easy nostalgia with a game that justifies your affection, and boasting a level designer to boot, this is a bargain at just 80 Microsoft Points.

8/10

Inevitable Outcome (240 MSP)

Taking the immediacy of the twin-stick shooter, slowing it right down and blending in elements of co-operative survival horror, Inevitable Outcome may not reinvent the wheel but it at least gives the wheel an interesting coat of paint.

Viewed from the traditional top-down perspective, you must fend off an endless tide of brutish slug creatures as they slurp and slither towards you. To begin with you just have a pistol with infinite ammo and a couple of grenades, but more weapons can be picked up as they spawn. Shotguns, rifles, even laser guns all appear at random.

The game's gimmick is that day turns to night, and what was reasonably tricky in daylight becomes savagely difficult in pitch blackness, with only a weak torch to locate the encroaching creatures. Soon enough you're watching the game clock, praying for the morning so you can actually see where the bastards are.

For each full day you survive, you get one upgrade. Move faster, do more damage, get a better torch... it's all obvious, yet very useful, stuff. The title does rather give the ending away though - one way or another, you're going to die. It's just a question of how long you can last.

The main problem is the gluey movement, which makes survival even more unlikely. I know if I were being harassed by demonic slugs, I'd move a lot faster than the dawdling pace available here. The aiming also feels a little off sometimes, with shots skimming to either side of an enemy only feet away from you.

Four player co-op spices things up, however, and the lighting effects as night falls are genuinely excellent. More variety in the enemies would be welcome, and might make the choice of weapons more strategic, but this is still an above-average twist on a tired formula.

6/10

Kaleidoscope (240 MSP)

One of the finalists in the 2009 XNA Dream Build Play contest, Morsel's endearing platformer is best described as LocoRoco meets Wizball.

You play as Tint, a minimalist black splodge tasked with bringing colour back to his monochrome world. You do this by collecting blobs of pigment scattered around the sprawling levels.

With each drop of colour gathered, a touch more colour is added to the scenery. So, for example, the more blue and green paint spots you find, the more green seeps back in to the palette. It's a lovely idea, and while the visual style feels a little too self-consciously indie-cute there's no denying that it looks delightful.

There are some issues holding it back from greatness, though. Forcing players to start each level over, with all enemies restored, whenever they find one of the three primary colour globes hidden in each stage is a fairly clumsy way of padding things out.

There are also some off-putting collision and control hiccups that make the trickier sections a pain to navigate, even with the game's generously infinite lives. A patch is apparently planned, but until that arrives it's enough of a hurdle to dull the shine of an otherwise promising title.

7/10

Adventures of Sid (240 MSP)

A satisfying platformer in the style of those not-quite-Mario games that populated the Amiga, the disarmingly loopy Adventures of Sid harks back to a time when tomatoes were acceptable gaming heroes, and bees, penguins and teddy bears could be deadly foes.

In terms of gameplay it's much as you'd expect - double-jump around the scenery, picking up coins and gems, then find the exit. It's never entirely clear why you're collecting these things, and since the game doesn't seem to mind if you don't find them all, it falls to the exploration to provide the entertainment.

Thankfully, Sid inhabits a remarkably well-designed game world. The early levels are a little bland, but as you progress through the 16 enormous stages - divided into themed sections of four, with a boss battle in the final chapter of each - you begin to realise that there's been real thought and attention to detail in the structure of this game. There are dozens of nooks and crannies to dig around in, and finding everything in the game will be a serious undertaking.

It's perhaps lacking the drive that compels you to complete a truly great platformer, and the double-jump is just a little too twitchy for comfort, but those are small quibbles considering how much the game gets fantastically right. In proper Monty Mole fashion, there's also a Christmas special available, should you fancy it.

8/10

Brethren of the Coast

* Price: 240 Microsoft Points

One of the many great things about indie development is that it allows for minority tastes to be catered for. One such underserved audience is the maritime enthusiast, the methodical pace and strategically unique challenges of nautical combat proving too obscure for most commercial developers to bother with.

It's appropriate, then, that two seafaring games have arrived on the Indie channel in the past month. Marauder Madness is the lesser of the two, a slick but simplistic shoot-'em-up with galleons. Brethren of the Coast, on the other hand, is much more interesting.

It's a proper strategy game, for one thing, and it has no interest in dumbing down its naval niche. Your fleet of ships is slow, changing course takes time, and getting back up to speed from a dead stop takes even longer. Then there's the importance of the broadside assault, the distinctive problem of placing your vessels in the perfect place to take down enemy ships.

Despite some subdued Olde Worlde presentation, it's not a particularly attractive game to look at, but the ability to zoom up into the sky or right down to sea level is impressive and useful. There are also some clever scenarios designed to test more than just your skill at sailing around islands and lobbing cannonballs at the bad guys. You really do need to think on your feet, and the game offers little room for error.

Obviously, such a narrowly focused game won't be for everyone, but beneath the functional exterior lurks a game that will please anybody who ever spent a Sunday afternoon gluing a poop deck on a scale model of the HMS Victory.

7/10

http://www.eurogamer.net/articles/xbox- ... 10-roundup

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HSH28
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by HSH28 » Thu Feb 25, 2010 2:30 pm

Is there any particular reason we have two Xbox Indie games topics? Can't we just pick one and stick to it....

viewtopic.php?f=2&t=11888

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Matthew Doucette
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PostRe: Xbox Indie Games - Dream-Build-Play 2009 winners! p18
by Matthew Doucette » Thu Feb 25, 2010 3:14 pm

Now I'm just waiting for the service to grow as much in Japan...

Matthew Doucette, Xona Games

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