joystiq-indie-pitch

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  • The Joystiq Indie Pitch: Oliver&Spike

    by 
    Jessica Conditt
    Jessica Conditt
    07.04.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, Norway's Rock Pocket Games explores the universe in different dimensions through the eyes of a boy and his dog, with Oliver&Spike: Dimension Jumpers. What's your game called and what's it about?The game is called Oliver&Spike: Dimension Jumpers and it's, well, about Oliver and Spike (who is Oliver's loyal companion, a little British bull terrier) and dimension jumping. I can't really go into too much detail story wise, because the main objective is to help Oliver and Spike uncover the actual storyline, what happened in the past, what's going on right now and trying to influence the future. Describing it as a blend between old-school adventure and platform gameplay is probably the easiest way to answer your question.What inspired you to make Oliver&Spike?A documentary called Parallel Universes created in 2001 by BBC. The documentary has to do with parallel universes, string theory, super gravity and other theoretical physics concepts. It featured Michio Kaku, Paul Steinhardt and other physicists talking about gravity and physical laws and how gravity might not have originated on our planet, but might in fact be something that "leaked" through from another universe. This whole idea just lends itself perfectly to an exploration game with creative dimension-jumping gameplay mechanics.%Gallery-159711%

  • The Joystiq Indie Pitch: Beatbuddy

    by 
    Jessica Conditt
    Jessica Conditt
    07.03.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, the boys from Threaks talk about the early indie success of music-mixing, action-adventure title Beatbuddy. What's your game called and what's it about?Beatbuddy is an action-adventure that takes you into the world of a song. You take control of our main character Beatbuddy and navigate him through levels where everything you see, the enemies and challenges you encounter, are synched to the music and rhythm of the individual tracks that make up a particular song, which you can manipulate and basically re-mix through your interactions.The game will feature licensed music that you will be able to move freely through, assembling and disassembling the track. We're planning to feature a great line-up of popular artists and songs and have developed a proprietary sound-filtering technology, which allows us to create levels matching each song with animations that are right on beat.What was the IGF experience like – entering, waiting for finalist announcements, and getting an honorable mention?Well, we here love to compete, so it was extremely cool especially to get the honorable mention. Getting the version ready to be entered was of course a bit of a crunch, as we tried to put as much into a short demo level as we could. Ahead of the announcement, we all got pretty nervous – I think none of us could sleep. Getting the honorable mention felt like a real milestone, especially considering the calibre of talent that was in the competition this year.To be in the company of games like Fez, Tiny and Big and all the others, is a special thrill. We're looking to maybe do that extra step to a nomination with the game next year, when it's finished.

  • The Joystiq Indie Pitch: The Dream Machine

    by 
    Jessica Conditt
    Jessica Conditt
    06.26.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, Anders Gustafsson and Erik Zaring explain how hallucinogens and Roman Polanski are making their award-winning PC and Mac title, The Dream Machine, "better than sex with Jesus." What's your game called and what's it about?Erik: Our game is called The Dream Machine and it's essentially a point-and-click adventure game, but we've handcrafted all the graphics using materials such as clay and cardboard.Anders: The story revolves around a young, pregnant couple that's trying to establish a new life in a new city. While they're getting familiar in their new home, they uncover a seedy mystery involving the other tenant's dreams.What inspired you to make The Dream Machine?Erik: Believe it or not, back in 2008 I was driven by some kind of altruism. I sincerely wanted to give something back to the world rather than being on the consuming end all the time. I had a passion for games, handmade objects and lots of pent up frustration to fuel the development of this endeavor.Anders: While at animation school, I read a lot about John C. Lily and his experiments with LSD and Ketamine. He had this notion that he was visiting an alternate reality during his drug-induced hallucinations, a place he thought had a coherent geography. Once he regained consciousness, he would draw maps of what he had experienced, noting down things like landmarks, geographical features and coastlines. He thought that if he had enough map pieces and then spliced them together, he would be able to slowly chart this new reality. To me, that idea just sounded so naïve and beautiful. In our game we approach dreams in a similar way.%Gallery-159185%

  • The Joystiq Indie Pitch: Ballin

    by 
    Jessica Conditt
    Jessica Conditt
    05.27.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, Ballin developer Derek Gallant describes his epiphanies relating to gravity and gaming. What's your game called and what's it about?Ballin is a challenging, charming physics-puzzle game. The main character, the ball, is trapped in Block World, and must escape. You advance through the game by reaching the portal keys in each stage, but you can't control the ball directly. You must move around the stage by altering the pull of gravity itself.Why develop independently, rather than work for an established company?For me it was more of a circumstance than a personal decision. As I am currently in my final year at college, working for an established company really wasn't an option at the time. That being said, regardless of where I end up after graduation, I always want to work independently in some regard, whether that be as my full-time job or on personal projects away from work. The freedom of independent development is really attractive to me; it allows developers to really think outside the box and come up with something really unique and fun. I hope independent development is always a part of my career in some aspect.

  • The Joystiq Indie Pitch: Zytron II

    by 
    Jessica Conditt
    Jessica Conditt
    05.20.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, Kevin Murphy of Trinosis unveils the neon beauty of Zytron II, a game that's firmly in the "If you like Geometry Wars..." category, and proud of it. What's your game called and what's it about?Zytron II is a neon glow, twin-stick, multiplayer, scrolling shoot-em-up for Windows PCs. I like to describe it as a scrolling version of Geometry Wars.What's with the "II" in the Zytron title? Is this game a sequel?Yes it is. Zytron II is the sequel to my original 1990 C64 game Zytron Megablast, Sold though the classic Commodore 64 magazine of the time, Zzap64.

  • The Joystiq Indie Pitch: Offspring Fling

    by 
    Jessica Conditt
    Jessica Conditt
    05.11.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, Kyle Pulver's Offspring Fling is the best PC and Mac game you could ask for in the week approaching Mother's Day. Or any other day, really. Pre-pitch-post-gray-intro note: Offspring Fling launched on Steam today for PC and Mac, and it's 20 percent off through May 18. It includes the Mother's Day Update, which has a level editor, replay and sharing features. Go make momma proud!What's your game called and what's it about?It's called Offspring Fling, and it's a game about a poor forest creature that has misplaced her children in a mostly happy but sometimes spooky forest. She'll have to make her way through more than 100 levels of baby throwing, puzzle solving, button pressing, bee-avoiding action if she wants to get them all home by dinner.What inspired you to make Offspring Fling?May 2011: I went to a local game jam in the Phoenix area. The theme: Motherhood. After an hour or so I had an idea of a puzzle-platformer game where you have to get a bunch of babies safely to an exit, and you could use them in all sorts of ways to solve puzzles and platforming challenges. Forty-eight hours later I had a pretty solid prototype of the game with 15 playable levels, and I ran with it from there.

  • The Joystiq Indie Pitch: Here Comes Launchman

    by 
    Jessica Conditt
    Jessica Conditt
    05.06.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, developers Zach Hinchy and Joe Pierce of The Layabouts describe the beauty in monochromatic simplicity with their PC, Mac and Linux title Here Comes Launchman. What's your game called and what's it about?Zach Hinchy: Our game is called Here Comes Launchman. You play as the titular Launchman, an explorer for hire, who has been commissioned to explore the mysterious Puzzle Planet. It's a physics-centric puzzle-platformer with unique gameplay mechanics that allow the player to launch themself through the air like a rocket in any direction and manipulate objects telekinetically.Describe your experience as a featured indie developer at Minecon 2011: how has it affected your industry perspective, networking abilities or development style?ZH: Minecon was certainly one hell of an experience. We are admittedly a bit disappointed that Mojang didn't do very much to publicize the Indie Dev Theater and the associated kiosk area. However it was great to get some real in-person feedback about what aspects of the game do and don't work, and it was fantastic to network with awesome indie game people who were there, like Petri Purho and Terry Cavanagh. (Fun side note: Previous Indie Pitch spotlight A Valley Without Wind was the demo kiosk directly facing ours. They were cool guys!)

  • The Joystiq Indie Pitch: Vessel

    by 
    Jessica Conditt
    Jessica Conditt
    04.29.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We believe they deserve a wider audience with the Joystiq Indie Pitch: This week, Strange Loop Games explain how Fluros flourish in Vessel, a liquid-physics puzzler for PC. What's your game called and what's it about?Our game is called Vessel. It's about a man with the power to create life, and all the consequences that ensue. As far as gameplay, it's a liquid-physics puzzle platformer.How would you describe the style of Vessel – steampunk? – and why did you decide to use that template?It's a mechanical world. Steampunk is the closest pop culture reference, but we don't really call it that because steampunk brings to mind so many other connotations that aren't accurate for our game. We wanted to create a world where the machinery of the world was very exposed, meaning you could see the inner workings of all the machines, how things tick, grind and whir. The goal was to put the Fluros in this nice little mid-point, a contrast between Arkwright, the main character, and the machines of the world. Fluros are the bridge between them.

  • The Joystiq Indie Pitch: Bean's Quest

    by 
    Jessica Conditt
    Jessica Conditt
    04.22.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Australian development team Kumobius adds a little Latin flavor to its gaming experience with Bean's Quest. What's your game called and what's it about?Bean's Quest: It's a retro platformer for iPhone, iPad, Mac and PC. In the game you play a man who's been cursed and transformed into a magical jumping bean.So in the game you're constantly jumping and you just control the left and right movement. This allows for some surprisingly tricky level designs when you need to dodge enemies, spikes and other stuff. The controls also mean it's easy to pick up and learn, but it has some really hardcore achievements layered into it.Graphically it is reminiscent of 16-bit platform games. Imagine SNES mixed with Sega Master System but with a modern physics engine. Lastly, it has a killer soundtrack by Flashygoodness.Were you wary of the possible racial repercussions of making a game about a latino man being turned into a bean? Has anyone felt offense or hesitancy to play Bean's Quest because of that?South American culture was just a point of positive inspiration for us and we genuinely meant no offense with it. This concern was only recently brought to our attention.We've found the majority of customers don't interpret anything beyond the concept of the Mexican jumping bean. They see it as a light-hearted story and fun game, which is what we were going for – Emilio is without a doubt the hero of the story!

  • The Joystiq Indie Pitch: Droopy Blocks

    by 
    Jessica Conditt
    Jessica Conditt
    04.15.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Casey Holtz of Mechanical Butterfly Studios discusses how making a game that sucks is actually a good thing with his iOS title Droopy Blocks. What's your game called and what's it about?The game is called Droopy Blocks. It is a puzzle game designed to test your dexterity, timing and spatial abilities while having as much fun as possible getting your fingers into twisted positions.The goal of the game is to get these living blocks of goo, called Droopy Blocks, back into their original shapes since they have melted in an accident at a secret underground lab. The game takes place on a 5x5 grid, with creatures called Suckers on each side of the grid. To get the blocks back into their shapes you need to use these Sucker creatures to pull them around the game area while holding the parts of the blocks that you do not want to move in place with your fingers.There are 80 puzzles set in 4 locations and also a championship mode for people to set high scores in and compete.What's the coolest aspect of Droopy Blocks?The coolest part of the game is that it is the only game like it. It is the first game to use this type of multi-touch puzzle mechanic. I personally seek out new and different games because I am tired of playing the same types of games constantly, so it was a core design pillar for me to make it different.I also think the Droopy blocks turned out pretty cool. I wanted the blocks to have some charm and character, so they will make little noises and animate when you poke them. My favorite thing is that they will look at where you are pressing your finger on the screen.

  • The Joystiq Indie Pitch: Minke Rescue

    by 
    Jessica Conditt
    Jessica Conditt
    04.11.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Leigh Marlow of The Apptivist Studio presents a game with a greater purpose -- to stop the violent whaling in Antarctic waters -- named Minke Rescue. What's your game called and what's it about?Minke Rescue is a new iPhone game. You play the part of a minke whale in the beautiful and harsh Antarctic Ocean. Best of all, it's only $0.99 -- and 30 percent from every game purchased goes directly to Sea Shepherd.What inspired you to make Minke Rescue?I wanted to raise awareness and funds for specific causes that I'm passionate about. However, I'm not noted for my cake making, t-shirt designing or car washing, nor do I have a sufficiently cashed-up network of friends to host a (successful) charity ball.In early 2010, after acquiring my first iPhone, I soon discovered the power of apps -- how regularly I was willing to spend small amounts of money -- and how addictive the very best apps can be. An ah-ha moment occurred and my direction was set -- to create a cool little iPhone game that benefited Sea Shepherd. The key ingredients were that the game had to be fun, addictive and not too preachy.The best part is I get to combine my passion for gaming and my passion for the environment.

  • The Joystiq Indie Pitch: Bag It!

    by 
    Jessica Conditt
    Jessica Conditt
    04.04.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Charley Price and David Marino of Hidden Variable point out life's little joys with Bag it!, the grocery-bagging puzzle game that you didn't know could be fun. What's your game called and what's it about?Charley Price: Bag It! is a Tetris-style grocery-bagging puzzle game with a fragility twist.What's the coolest aspect of Bag It!?David Marino: The groceries are the coolest thing about Bag It! They started out as colored blocks and gradually grew to become pirate watermelons and flirtatious baguettes. And who doesn't like crushing aristocratic eggs?CP: One of the coolest things I love about watching people play Bag It! is how the game resonates with different players. Bag It! presents a wide variety of unique modes (from Standard to Multi-Bag to Rampage to Puzzle), which helps the game feel fresh and ensures that there's something in there for everyone.

  • The Joystiq Indie Pitch: Figaro Wig

    by 
    Jessica Conditt
    Jessica Conditt
    04.03.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Venezuelan studio Physicz Games explains how Figaro Wig, a game about opera and a pink wig, ended up on iOS devices everywhere. What's your game called and what's it about?Figaro Wig is a physics-based puzzle-platform game about Wig, a sentient fashion item created to overcome baldness by barber-turned-mad-inventor Figaro. Of course, things don't go as planned for Figaro, as Wig escapes to live a bald-sweat-free life.Physicz is a Venezuelan development studio -- how does a Venezuelan perspective help shape the games you make?Venezuela has a very unique idiosyncrasy. Its socialist stand on politics and economy are definitely not the best climate for a game-development studio. Video games are a luxury item, and therefore they get no attention and much less support from the state or financial institutions. This means we have no access to international currency, our tools are very expensive and hard to come by, and there is no local video game industry to speak of (or to speak to).This, of course, is an oversimplification of our situation, but we're here to talk games, not politics. So here's the challenge we faced: How to make a competitive game with the same perceived production value that is expected from our audience, while keeping our budget in sync with our reality. Hence the old-school development approach. It's easier here to find craftsmen and artisans trained in the more conventional mediums of illustration, animation and music, than to find professionals in the cutting edge of technology, so we might as well harness that.

  • The Joystiq Indie Pitch: TwinKomplex

    by 
    Jessica Conditt
    Jessica Conditt
    04.01.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Berlin's Ludic Philosophy team explains how TwinKomplex, its social hybrid title featuring real actors, is a game, but isn't a game. You really have to see this one for yourself: What's your game called and what's it about?TwinKomplex. It's about you and me -- and what happens to us when we partake in the DIA, a Decentral Intelligence Agency. It is also about conspiracy theories, how we try to understand our reality.What's the coolest aspect of TwinKomplex?The performance of our actors. The fact that we blur reality and fiction, that we use the Internet as a background for our fantasies. This reflects in the way our interface looks like and in the fact that we run a multitude of fake websites. One of these is a clinic for plastic surgery in Switzerland -- and it looks so real that we have received a few inquiries for silicon implants, etc.

  • The Joystiq Indie Pitch: Life is Crime

    by 
    Jessica Conditt
    Jessica Conditt
    03.27.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, crime bosses Pete Hawley, Mikey Ouye and John Harris of Red Robot Labs take the street to your phone in their location-based, real-world social title, Life is Crime. What's your game called and what's it about?Mike Ouye: Our game is called Life Is Crime. It's a free-to-play, social, location-based crime-themed mobile game for Android and iOS. Players commit virtual crimes at real locations, visiting their local bar, coffee shop and bank to perform missions, sell contraband and fight with other players. The more active players are, the more turf they control and the higher their criminal reputation becomes.How vicious is the crime-app competition on mobile devices, and how do you feel Red Robot Labs is faring?Mike Ouye: We took a unique approach by launching on Android first, then approaching the iOS market, and so far it has paid off. Life Is Crime has over a million downloads on Android since its launch at PAX West in August 2011. This created momentum so that when it released on the iTunes App Store January 5th, it rose to the number two on the Free Apps list.Pete Hawley: As for Red Robot Labs, our company has expanded into the UK, joining forces with Supermono, and continues to grow rapidly here in the US. In fact, we're still hiring, so if mobile gaming is your thing you should come work for us!We're hoping that location, high polish, and innovation will help set us apart.

  • The Joystiq Indie Pitch: Fingle

    by 
    Jessica Conditt
    Jessica Conditt
    03.25.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Adriaan de Jongh and Bojan Endrovski of Game Oven feel out the indie industry with Fingle, a finger foreplay title for iPad. What's your game called and what's it about?The game is called Fingle, which obviously is a play on words on "finger." It has a bit of mingle and fondle in it as well. The game is about bringing people closer together. A lot closer.A bit more in detail, Fingle is a cooperative two-player puzzle game for the iPad. Both players drag up to five buttons on color-matching targets. The targets often move and you move your fingers with them. The puzzles were designed in a way that it is impossible to avoid contact, resulting in intimate or awkward intertwined finger moments -- depending on who you play with, of course. And there are a few slow funk tunes in the mix to set the mood.Is Fingle solely a foreplay game, or is there a deeper strategy you envision for it?Fingle is most definitely more than a foreplay game. The first part of the game is intimate, but as players get accustomed to the feel and touch of each others fingers, the game slowly switches focus. Later levels require more and more cooperation and trust among players to finish them.The foreplay element is the lure, the hook, it's what will catch your attention. But it is also what sets the mood throughout the game. The visual style and music are completely true to that idea and help reinforce the formula. The result is an intimate game, sometimes suggestive, but only as dirty as the mind will make it.

  • The Joystiq Indie Pitch: Monster MMORPG

    by 
    Jessica Conditt
    Jessica Conditt
    03.23.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Furkan Gözükara, the Turkish developer of free-to-play Monster MMORPG, explains how he made a game based on Pokemon better than Pokemon. You heard it here first, folks. What's your game called and what's it about? My game is called Monster MMORPG. The game is all about catching, training, and battling with monsters. You start out as a simple trainer with a starter monster, fresh to a world full of action and discovery. You must venture out into the vast lands and search for monsters both common and extremely rare. The community of Monster MMORPG is also very important. Trainers are what make the game, and the relationships built between trainers creates rivalries and friendships. A trainer could be out helping another trainer find a monster one minute, and turning his monster team into shambles the next. How do you reply to those who might say Monster MMORPG is too similar to Pokemon? Monster MMORPG is the same in that respect as any other online MMO. You can't traverse the Internet stream without hearing, "That's just like...." We all loved Pokemon, so why wouldn't you want a game that is very similar, but much better? Games like Empire Earth and Age of Empires 2, or Torchlight and Diablo 2 are very similar, much like Monster MMORPG and Pokemon. They were all still very successful.

  • The Joystiq Indie Pitch: They Breathe

    by 
    Jessica Conditt
    Jessica Conditt
    03.21.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, we get a lesson in deep-water ecosystems form Magnus Nystrom of The Working Parts, with its dark, "sunken forest frog adventure" title for XBLIG and PC, They Breathe. What's your game called and what's it about?They Breathe is a game about discovery. It's a short indie game where you play as a frog who encounters strange creatures on the way toward the bottom of a flooded forest. In order to survive, you have to connect the dots and figure out how the forest's bizarre ecosystem works.Do you think They Breathe has something completely different than any other game on XBLIG?Well, we don't have avatars. It's not about zombies. Our world is not made of blocks. But other than that, we try to do what we believe that most other XBLIG developers also try to do, which is give our players a great experience.At first glance, we hope that the box art will convey the game's darker mood and that players will be intrigued by the mysteries lurking in the depths.

  • The Joystiq Indie Pitch: PaintScape

    by 
    Jessica Conditt
    Jessica Conditt
    03.20.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Jon Powell of Jonathan Powell Productions (wonder if he's related...) explains the strokes of genius behind the brush strokes in his stylized iOS sidescroller, PaintScape. What's your game called and what's it about?Our game is called PaintScape and is a hyper-artistic take on the 2D-sidecroller shooter. You play as a feisty girl in a shoe tasked with wiping out the ever-bland black-and-white world! It's out right now on all iOS devices.PaintScape seems as if it was a major collaboration, between you, an artist, photographer, programmer and some musicians -- were all of these people friends of yours or did you seek out their talents?They were all people I'd met over the years and we've shared many a drink. The artist, Meghan Meier, is actually my tattoo artist going on almost a decade, and my band, Prepare the Joust, did the soundtrack. I was really fortunate to have known such a pool of talent and they were all so fun to work with. It's great because what starts as an idea at a BBQ can become a reality, and that's a truly awesome thing.

  • The Joystiq Indie Pitch: Desi Leaves Town

    by 
    Jessica Conditt
    Jessica Conditt
    03.19.2012

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Jakob Haglof of Pajamahouse gets literally literary with his iOS title Desi Leaves Town, which follows the life of an eccentric, rich frog in the 1880s. As you do. What's your game called and what's it about?Our game is called Desi Leaves Town and it stars an eccentric frog that gets himself into all sorts of situations in his attempts to stave off boredom.Desi is an escapist who blames the world around him for his predicament but everything is pretty much his fault.The game's story is told through cartoon segments, puzzles and action challenges. You do all sorts of things like assembling the perfect chair to knocking kids out with bread.What inspired you to make Desi Leaves Town?Desi Leaves Town came out of a conversation Nicholas Kratochvil -- the game's writer -- and I had at a bar. I had this idea for a mini game with a pompous frog that would berate you if you sat him in the wrong chair.Nicholas said it reminded him of Against Nature's main character Jean Des Esseintes and maybe we could do an interactive adaptation of the novel instead of a mini game. And the next day we started working on it.