Purchasing the bundle also nets you Steam keys for the PC/Mac/Linux versions of the games, and soundtracks for each, making it one of Wolfire’s most essential bundles they’ve offered so far.
And the other James Harvey tribute to Noah Sasso’s BaraBariBall featuring the game’s “heavy” character, leaving only the, uh… Snow Bro? to complete the trilogy.
Both are posted here today for reasons that will become evident in not too long now…
The first of two fantastic illustrations by James Harvey that feature the main characters of Noah Sasso’s brilliant indie sports/party game BaraBariBall (most recently featured at GameCity’s Venus Patrol Training Facility), following, explains Harvey, a chance meeting with Sasso in Brooklyn’s Barcade this past summer.
In development for over three years, AttractMode‘s Adam Robezzoli and Re:Game Lab‘s Daniel Rehn have just launched the Kickstarter for LA Game Space, a massive undertaking that will overhaul a warehouse space in Los Angeles’s arts district to become a research lab for advancing experimental games, with an indie-focused residency program and space for regular exhibitions, installations, guest speakers, and workshops to help enlist a crop of fresh, more diverse faces from other disciplines into the world of games.
The duo have enlisted a stellar lineup of game makers & artists for the campaign: the entry-level $15 gets you a pack of some thirty experimental games from a slew of recognizable names like Cactus, Samurai Gunn creator Beau Blyth, Santa Ragione, BaraBariBall‘s Noah Sasso, Party Time! Hexcellent, and (most excitingly) QWOP creator Bennett Foddy working with Adventure Time creator Pendleton Ward.
There are also a number of other art/print/wearable rewards from familiar faces like Scott Pilgrim creator Bryan Lee O’Malley & a chance to make an appearance in Gaijin’s upcoming Runner 2 — visit the Kickstarter page for the full rundown on what to expect from the space should it meet its $250,000 goal, and to pitch in to see this thing that we’d all love to see happen actually happen.
Quietly announced in October at his own site, and just revealed via the trailer above, the upcoming iPhone game Dragon’s Dream will mark the first time fantasy artist Roger Dean has moved away from simply providing the cover art & design for games (as with his early Psygnosis work) and provided assets for something truly interactive.
Details are still light beyond the presumably tap-to-flap orb collector pictured at top — developer Moshen adds only that players will be able to “fly beyond the borders and travel through the extraordinary and inspiring panoramas like never before” when the game is released in apparently not-too-long now. [trailer via Kotaku]
With the launch of the Wii-U just weeks away, Austrian indies Broken Rules have just opened up with the first video showing how they plan to use the console’s unique second-screen setup for a “hide and seek” mode in Chasing Aurora, their beautifully paper-cut and flat shaded “2D aerial action game about the dream of flight” that will mark one of the first indie launches for the console’s downloadable service.
As with a number of Nintendo’s own Nintendo Land minigames, the mode will see one player using the Wii-U controller with a global view of the game attempting to stay out of the line of sight of its four opponents, each of whom get a more restricted zoomed-in sense of the world, and all of whom are attempting to snatch the ‘golden bird’s ‘aurora gem’.
As the game just manages to squeak past its £40,000 Kickstarter goal — with some 24 days left to go — UK indies Big Robot have just published the first real-live gameplay trailer of their upcoming ‘tweedpunk’ game Sir, You Are Being Hunted, which proves it to be more or less exactly what I hope for from any first-person shooter: a tense and cerebral slow-stalking & stealthy creeper.
With their goal met, the team have just detailed more automaton foes & new ‘stretch’ rewards, should the campaign continue as strongly as it has over the past few days, including ‘The Landowner’, a new NPC robot, the ability to hunt pheasant & rabbit across its landscape for sustenance, and entirely new island dominated by a dynamically generated ruined castle.
One of those duties they never really tell you about when you sign up to be a Pokemon trainer, an illustration by the previously-featured artist Rachel Morris of Scraggy, one of the game’s most mis-fitted monsters.
Totally taken with this new, hour-long mixtape produced by Dyad, Panoramical and Proteus composer David Kanaga in advance of his live-performance of the latter with designer Ed Key (featured here just a short while back) at GameCity7.
It’s a nicely tuned blend of jazz/folk/piano/electronic, with just enough of Kanaga’s own material for Proteus (some of which, says Key, is sampled from the mixtape’s tracks) that it gives the awesome effect of lazing with a disc-man under one of the game’s low-bit trees, with cheap enough headphones that the ambient sound of the in-game world occasionally bleeds through and fades away.
You can stream the whole thing above, or download it via this new post by Key on the Proteus Live event itself, about which he adds, intriguingly, that the god-like manual controls that helped sculpt the hour-long experience will likely come to the final released version of the game, creating a multiplayer experience where “one person could play on mouse or joypad, whilst someone else controlled the environment via the keyboard.”