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2013 Festival Games

IndieCade celebrates the best indie games of the year. Game developers from around the world converge in Culver City to show their games and this year's festival features 113 of these Officially Selected Games!

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eSports Games

Saturday October 5th, Sunday October 6th in the IndieCade Village (Mall tent)
Are you a fan of white-knuckled competitive gaming? A strategic mastermind who loves to outwit opponents? Or maybe you prefer watching others at play and cheering along? Hosted by the merchandise tent inside the IndieCade Pavilion, the eSports showcase is home to the festival's loudest and most spectator-friendly games. And be sure to check out our headline event during NIGHT GAMES on Saturday evening!

Check the schedule of eSports games for specific times.


Divekick

by Iron Galaxy Studios LLC PS3/VITA/Steam

Divekick is the world’s first two-button fighting game. It distills the essence of the fighting game genre into just two buttons with no d-pad directional movement. Divekick’s focused gameplay demonstrates how much depth a single move actually has, and it introduces (or reinforces) skills fundamental to the genre: mind games, spacing, timing, and quick reactions. Don't be salty! Practice before the festival, then show off your skills in the surprisingly complex parody game that took the FGC by storm.

Gib Gods

by USC Games PC - Windows

Gib Gods is a 2D arena action game for two players with competitive and cooperative modes. The game is designed solely around the rocket launcher and its use in both combat and platforming. Gib Gods has a fast paced, chaotic aesthetic characterized by chunky pixels and overwhelming explosion effects. It's a genius retro deconstruction of the classic rocket jump maneuver popularized by Quake.

iam 8-bit Entertainment System

Nominee by Travis Chen x iam8bit Hardware

The iam8bit Entertainment System is an independently designed and developed game console. The console is a lovingly handmade piece of art and at the same time a completely functional indie game console, a traveling showcase for people to explore indie games. All games exist on the same machine, use the same controllers, and are easily accesible via a shared front-end.

Pulse of the Samurai

Nominee by Robert Meyer & Shiho Pate PC/Mac/Web

Pulse of the Samurai creates a deep, fast-paced, and distilled fighting game experience by focusing on a few accessible mechanics. By using just attacking, blocking, and dashing as inputs, the game is simple in breadth... but players must manage their Pulse bar, a clever adaptation of the Smash Brothers health system. The more erratic the players' actions become, the higher their Pulse will grow, and the more susceptible they will be to defeat. This all comes together in an elegant Samurai-pop themed aesthetic that is as enjoyable to spectate as it is to play.

SLASHDASH

Nominee by Nevernaut PC/Mac

SLASHDASH is a 2 vs 2 capture the flag game wherein each player is a ninja with the ability to teleport through walls, stun targets with shuriken, and kill them with kunai and katanas. Cooperation is the core of these ninjas' code. When your teammate has the flag, slash her to help her dash! When your enemy has the flag, slash him to help him die! The topdown camera insures that every spectator can gain a quick grasp of the current tactical situation, providing opportunities for un-ninjalike hooting and hollering.

There Shall Be Lancing

Nominee by Sophie Houlden Windows, OSX

There Shall Be Lancing is a competative two-player game commissioned as part of the 2013 NYU No Quarter exhibition. It features stripped-down but highly balanced mechanics wherein players duel around a sphere. A player must choose between lancing, blocking, or shooting while responding quickly to the actions of her opponent. The game has a steampunk aesthetic with electro-swing music, perfect for pick-up-and-play presentation at public exhibits.

VIDEOBALL

Nominee by Action Button Entertainment PC, Mac

VIDEOBALL is an abstract minimalist electronic sport in which two teams compete to push balls into the opposing team's goal. Players move their individual avatars to avoid collisions with other players and the walls, while firing projectiles which stun other players and push balls. By holding the fire button, players can charge more powerful shots. Charge for long enough, and you can create a wall to obstruct other players' shots. Video is our past, balls are our future.