All of these games are available for viewing or playing at IndieCade 2013! Join game creators at their games, or at panels and workshops.
In compliment, additional IndieCade official selections will be featured as NightGames as well as new platform displays, and a show and tell.
IndieCade, the country’s premier festival for independent games—dubbed “the video game industry’s Sundance” by the Los Angeles Times—is delighted to present the first-ever East Coast edition of its dynamic festival.
IndieCade's annual festival invades Culver City (Los Angeles) California each October with particpants from around the world, bringing international game developers from countries as diverse as Chile, Austria and Korea to this important international festival. For many attendees this will be their first and in some cases their only opportunity to see many of these games. With the goal to further broaden exposure for these vibrant and cutting edge independent games, IndieCade curators have selected award winning and nominated games for presentation and gameplay at the Museum of the Moving Image in New York. This diverse selection of games is complimented by an on-site two-day Show and Tell and GameSlam featuring new and up-and-coming games, a live GameJam, the first incarnation of NightGames East and exciting technical demos from some of IndieCade’ sponsors.
IndieCade is delighted that so many game creators will be alongside their games to talk and play with participants. It is an exciting first year in New York, so enjoy - play - create and be inspired!
Adaptation and additional game design by Eric Zimmerman, with graphic design research and reconstruction by John SharpUSA
Armada D6 is an unpublished board game with an unusual origin story. It is based on an obscure game-like ritual practice from the 1930s called “Armada Dei Gratia VI” (sixth armada from the
grace of god). In this way, Armada d6 is part historic reconstruction and part original game design. A strategy boardgame for 2-4 players, Armada d6 is about the conquest of space. Dice are
used as space ships, with each number a different type: for example, sixes are fast and agile scouts, ones are slow and powerful battlestations. Players use their ships’ abilities in clever combinations to create powerful gameplay effects. Gameplay maps are built from modular tiles and players can design their own map arrangements. The abstract and austere aesthetics of the
game are inspired by the original found materials.
Armada d6 was awarded with the IndieCade Game Design award.
BlindSide simulates the experience of waking up blind in a world filled with deadly monsters. Free from graphics and guided only by audio, you'll bump
against objects in the dark, slide along walls, and rely on your girlfriend to help you survive the monsters that now roam the streets. BlindSide melds the
iPhone's gyroscope and a pair of headphones into a uniquely immersive control scheme - simply turning to face a direction in the real world causes your in-game
character to do the same. Drawing on the memories of one co-creators' brush with temporary blindness, and real-world navigation tactics from the blind and visually
impaired community, BlindSide presents an opportunity for both sighted and visually impaired gamers to enjoy an identically fun and terrifying gameplay experience.
WARNING: HAND COLLISION IMMINENT — Bloop is a fast, frantic touch game for iPad designed by Rusty Moyher. Two, three, or four players race to tap the most
tiles...at the same time! Easy at first, but soon the tiles shrink. Hands collide. Fingers cross. Fireworks!
Each color plays a unique BLOOP sound. Hear your symphonic success or dissonant disaster. As players push their way to victory,
this onomatopoeic adventure becomes a hilarious party game.
Botanicula is a point'n'click adventure game created by the makers of award-winning Machinarium, studio Amanita Design and Czech band DVA. It`s about a bunch of five friends - little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. We will help the main heroes to explore their world, solve various puzzles, play mini games, find tons of hidden bonuses and collect cards with all the characters we will meet on our journey. It's very relaxed game perfect for hardcore gamers, their partners, families and seniors.
Botanicula was awarded with the IndieCade Story/ World Design award.
Chroma Shuffle is an abstract puzzle game that is played on Sifteo cubes. Arrange your cubes to match colors and clear out dots. Tilt a cube to shift and shuffle the dots. Clear out the cubes to solve dozens of puzzles, or form giant combos to rack up a high score in the arcade modes. Chroma Shuffle is an abstract video game with physical presence, an experience that can be shared in real-life social settings, as well as being played on one’s own.:
Dyad will reveal to you the secrets of the universe via bright flashy colours and phat beatz. Dyad is a gamified tie dye machine. Dyad is an interactive mind altering substance absorbed through your thumbs, eyes and ears. Dyad is a tactical octopus action ballet in a reactive audio-visual tube.
Dyad was awarded with the IndieCade Audio Design award.
Find Me A Good One is a surreal puzzle platformer that explores responsibility felt by players towards non-playing fictional characters. In it, the player must explore a visually rich dreamscape to find dreams to fend off the nightmares encroaching on their brother or play with the toys offered up by the world. Although the brother in Find Me A Good One is clearly dependent on the player, it is up to her to decide how much she is or is not helping her sibling. Find Me A Good One allows the player to be diligent in her responsibility, or shirk it in order to further explore the dreamscape of the game. Because the system does not assign value to her actions, the player is left to judge her own actions and the effect they have on her virtual brother.
Gorogoa is a lovingly hand-illustrated world suspended inside of a unique puzzle. To solve the puzzle, the player rearranges a few tiles on a simple grid, placing them next to or on top of one another. But each tile is also a window into a different part of the game world--or perhaps into a different world--and each window plays like its own little game. The key to progressing never lies within one tile, but in the connections between tiles...
Gorogoa was awarded with the IndieCade Visual Design award.
Guacamelee! is a Metroid-vania style action-platformer set in a magical Mexican inspired world. The game draws its inspiration from traditional Mexican culture and folklore, and features many interesting and unique characters. Guacamelee builds upon the classic open-world Metroid-vania style of games, by adding a strong melee combat component, a new dimension switching mechanic, and cooperative same-screen multiplayer for the entire story. The game also blurs the boundaries between combat and platforming by making many of the moves useful and necessary for both of these.
Hokra is a minimalist digital sports game. A fast-paced, competitive game for two teams, Hokra uses sports metaphors to foster cooperation between teammates and competition between opponents. The game has simple controls and minimal rules while not losing the depth that makes multiplayer games exciting for advanced players. Like the sports from which it draws inspiration, Hokra is engaging to both player and spectators. Hokra’s music and sound design were created by Nathan Tompkins.
Hokra was awarded with the IndieCade Audience Choice award.
International Racing Squirrels is a race management sim that also models and reflects on real-world financial systems. The game has the player running an errant gang of misbehaving squirrels, who act a bit like glamorous soccer stars. It is set in the dark underworld of the international squirrel racing scene, brought to life with 50 interactive "storylets" and 25 levels through which the game's complexity gradually unfurls. Bribery, debt, hotel room trashing, gambling and secondary careers in reality TV or the pop charts are rife. In the up-tree urban training facility players purchase homes, build up their team, train their squirrels and send them off to racetracks around the world. From jungles to futuristic cities and streets to deserts they face a barrage of feisty opponents. The idea was inspired by an article in Scientific American on the relative running speeds of animals.
Reality Ends Here is a pervasive game designed to reboot the freshman experience at the USC School of Cinematic Arts. This “secret” experience, officially unacknowledged by faculty and administration, launched in the fall semester of 2011 and was an instant success. Players are lured into the game via a series of mysterious communications from the “Reality Committee,” finding their way to a secret office, where they swear an oath of DIY media-making and are given a set of game cards that can be used to generate creative prompts. Players combine their card prompts into multifaceted “deals” that challenge them to collaborate in the production of media projects. Active participants are recognized by the Reality Committee with special serendipitous mentorship opportunities -- meetups and encounters with alumni, artists, and other industry professionals.
Reality Ends Here was awarded with the IndieCade Impact award.
Renga is about finding a way home. Attacked and left for dead, our hero must carefully marshal their resources to build a new ship, confront their nemesis and finally return home. Only this hero isn't visible on the screen - it's the entire audience, working collectively to control the action using laser pointers directed at the screen. Turning the traditional hero's journey on its head, Renga asks the question - what if the ultimate reward can only be grasped by many hands? The show combines real-time crowd interaction technology, retro videogame aesthetics and a wry sense of humour to bring the audience together and leave them feeling a deep sense of camaraderie.
Renga was awarded with the IndieCade Game Developer Choice Award.
Spaceteam is a cooperative party game for 2 to 4 players who shout technobabble at each other until their ship explodes. Each player needs an iPhone, iPad, or iPod Touch. You'll be assigned a random control panel with buttons, switches, sliders, and dials. You need to follow time-sensitive instructions. However, the instructions are being sent to your teammates, so you have to coordinate with them before the time runs out. Also, the ship is falling apart. And you're trying to outrun an exploding star.
Good luck. And remember to work together... as a Spaceteam.
Spelltower's simple yet intelligent design attracts players instantly, and is as addictive as any casual game available. It's a game that challenges players to search for words in a grid of randomly generated letters. Spelltower features some elements from traditional word games such as Boggle and Scrabble, but also includes several new and innovative mechanics that create an entirely new kind of experience. There are several different modes, allowing players to race against the clock or play at a more leisurely pace.
Splice is an experimental and artistic puzzler. The game immerses the player in a microbial environment and presents him or her with strands of “cells” that must be rearranged into a target structure in several discrete “splices.” The player must explore how the cells interact with each other and position themselves in space in order to predict the sequence of moves he or she needs to make in order to successfully solve a puzzle. (Hint: the cells arrange themselves as binary trees in radial space!) Splice will exercise the player’s ability to visualize sequential series of shapes and will either leave you with a headache or a heady sense of mental accomplishment! Or both!
Set in Japan of ancient dark fairy tales, Tengami is an explorative adventure game full of wonder and mystery. Players explore a beautifully paper architected pop-up world that folds and unfolds at your fingertips to solve puzzles and make progress. Tengami has a striking minimalistic art style inspired by traditional Japanese arts and crafts. In keeping with the visual aesthetic, the design of Tengami eschews many traditional game elements in favour of a contemplative experience focusing on the playfulness and possibilities that a pop-up world presents.
The Stanley Parable, created by Davey Wreden and featuring the vocal talents of Kevan Brighting, is an experiment in video game storytelling. Or the point of it might be that there's actually no story at all, or maybe the point is that there's no game. It's about choice, possibly, but it might be about something else. It is very important. It is not important at all. It makes perfect sense. It is utter nonsense. It is all of these things at once, or actually maybe it isn't. I, um…can you help me understand what's going on?
The Stanley Parable awarded with the IndieCade Special Recognition award.
Thirty Flights of Loving, created by Brendon Chung, approaches interactive storytelling from a radical departure point - though moments and style may seem familiar, the economy of storytelling and unique interactions set Thirty Flights of Loving apart. Built from short vignettes that tease the story out while the player explores a contained but rich and unique world, Thirty Flights of Loving is a compelling narrative you won’t soon forget.
Unmanned is an experimental game about a day in the life of a drone pilot. Description from Art Technica: "The game uses a series of short, split-screen vignettes to combine simple mini-games with clickable conversation options, and takes you through the rather safe, humdrum existence of a modern drone pilot. Shaving, driving to work, flirting with your cute co-pilot, and even playing video games with your son are all given equal weight to actually blowing up a suspected insurgent thousands of miles away from a comfortable seat in front of a monitor. The game's short length practically demands multiple playthroughs, with different conversation options leading to significantly different outcomes. The result is a nuanced, wide-ranging look at a soldier's life from a variety of viewpoints."
Unmanned was awarded with the IndieCade Audience Grand Jury award.
We asked Zak S., the game master of I Hit With My Axe, to make a little book full of the notes he had when running city adventures – and everything he wished he had. He gave us not only a sourcebook detailing key rules, tables, monsters and places in Vornheim – the city at the center of the Axe campaign – but also a treasure chest of resources for running adventures in any city. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now.
Vornheim was awarded with the IndieCade Technology award.