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	<title>The Indie Mine &#187; Mac</title>
	<atom:link href="http://theindiemine.com/category/games/gamenews/macnews/feed/" rel="self" type="application/rss+xml" />
	<link>http://theindiemine.com</link>
	<description>Unearthing the hidden gems of culture and entertainment</description>
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		<title>Fire With Fire Preview</title>
		<link>http://theindiemine.com/fire-fire-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=fire-fire-preview</link>
		<comments>http://theindiemine.com/fire-fire-preview/#comments</comments>
		<pubDate>Fri, 08 Aug 2014 09:59:32 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[OUYA]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[creeps]]></category>
		<category><![CDATA[cross-platform]]></category>
		<category><![CDATA[Fire With Fire]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[Skull Skill Studios]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[tower defense]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=13042</guid>
		<description><![CDATA[The Indie Mine betas this eye-catching tower defense - and offense - game.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2014/08/FireWithFireLogo.png"><img class="alignleft size-medium wp-image-13047" src="http://theindiemine.com/wp-content/uploads/2014/08/FireWithFireLogo-277x300.png" alt="Fire With Fire Logo" width="138" height="150" /></a>It&#8217;s quite possible that I&#8217;ve covered far and away more tower defense games on this website than any other genre. I&#8217;m an addict so it&#8217;s definitely no coincidence. However, tower defense games are a dime a dozen, so it&#8217;s going to take something extra, something special in order to catch my attention. Skull Skill Studios has a couple of tricks up its sleeve with its upcoming game, <a title="Fire With Fire website" href="http://firewithfiregame.com/" target="_blank" class="broken_link"><em>Fire With Fire</em></a>, and I had a chance to try out an early build at a recent <a href="http://indienomicon.com/" target="_blank">Indienomicon</a> event.</p>
<p>Currently in beta, <em>Fire With Fire</em> mixes up the tower defense formula by adding in offense. Whether in online multiplayer matches or in the not-yet-available single player campaign, players must defend their own base with towers while also destroying their opponent&#8217;s. The former is achieved through customizable defenses and the latter via sending creeps at your enemies.</p>
<p>The ability to attack is limited by a one-minute cooldown timer which gives players a brief respite to focus on their own defenses. Placing towers can redirect the path that incoming creeps take, with the goal being to lengthen that path as much as possible. Individual towers can be upgraded using points earned through continuing to build more towers, and stronger tower types can eventually be unlocked in each group. There&#8217;s a fairly standard tradeoff when it comes to the tower specializations like offense firepower, range, and single-target vs. splash damage. However, there are some other interesting side effects thrown in like the ability to make the enemies pop up in the air.</p>
<p>The offensive system is just as entertaining as protecting your own base. Players choose the types of creeps they want to send from a handful of varieties and also the order in which they&#8217;ll come in. This adds an extra layer of strategy in that some creeps are damage soakers, some are weak but speedy, and others are offensive beasts. Running them in a particular order can be much more effective once you get a feel for the enemy&#8217;s defenses. Repeatedly sending creeps of a specific variety will also evolve them into a more ferocious version. Once combat actually starts, the game moves into a passive mode where the player is either watching their own base get attacked or seeing the outcome of their own offensive onslaught. The break is brief, though, and players will need to be ready to quickly resume focus on attacking and defending.</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2014/08/FireWithFireattack2.jpg"><img class="aligncenter size-full wp-image-13050" src="http://theindiemine.com/wp-content/uploads/2014/08/FireWithFireattack2.jpg" alt="Fire With Fire by Skull Skill Studios" width="600" height="450" /></a></p>
<p>An area where the game shines &#8211; quite literally &#8211; is in the graphical style. The environments, towers, and creeps are all drawn in a cartoonish manner (think <em>Castle Crashers</em> with extra texturing), and there&#8217;s a definite &#8216;wow factor&#8217; in the particle effects seen on the battlefield. Flaming explosions, singeing electricity, and other effects look downright beautiful. It&#8217;s really impressive, and it will be interesting to see whether all of that activity bogs down future mobile versions of the game.</p>
<p>Perhaps one of the best features of <em>Fire With Fire</em> is that it offers multiplatform and cross-platform play. You&#8217;ll be able to take on your PC-loving friends from the comfort of your couch or recliner. While PC and Mac will be the early recipients of this title, plans also include releases on OUYA, Android, and iOS. Although the current version is focused on multiplayer &#8211; and thankfully so &#8211; a single player campaign is also in development that will include leveling up by completing specific goals.</p>
<p><em>Fire With Fire</em> is currently in closed beta, but appears to be progressing quite well. Skull Skill Studios has placed the game on <a title="Fire With Fire on Steam Greenlight" href="http://steamcommunity.com/sharedfiles/filedetails/?id=279128245" target="_blank">Steam Greenlight</a>, and their <a title="Fire With Fire on Kickstarter" href="http://kck.st/1sdmo8H" target="_blank" class="broken_link">Kickstarter campaign</a> is just about to end. Kickstarter backers will receive access to the closed beta, so check it out asap.</p>
<p><center></p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/PIENEJTtQdA?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p></center></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Gravia Tactics Preview</title>
		<link>http://theindiemine.com/gravia-tactics-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=gravia-tactics-preview</link>
		<comments>http://theindiemine.com/gravia-tactics-preview/#comments</comments>
		<pubDate>Wed, 23 Jul 2014 09:27:15 +0000</pubDate>
		<dc:creator><![CDATA[Triscy]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Gravia Tactics]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12959</guid>
		<description><![CDATA[London studio Punchbag Entertainment prepares to launch Kickstarter for anime-styled tactical RPG.]]></description>
				<content:encoded><![CDATA[<p><img class="size-medium wp-image-12962 alignleft" src="http://theindiemine.com/wp-content/uploads/2014/07/logo-300x119.png" alt="Gravia Tactics Logo" width="300" height="119" />Punchbag Entertainment, a small London-based independent studio, is preparing to launch a Kickstarter campaign to fund its new tactical RPG, <em>Gravia Tactics</em>. Punchbag is aiming for a fully-voiced narrative-driven game with an anime-inspired art style. <em>Gravia Tactics</em> is planned for a launch on Windows PC, Mac, and Linux, though Mac and Linux are still listed as To Be Confirmed.</p>
<p>The game will have a strong focus on story, focusing on compelling plot, a rich world, and mature overtones for the band of misfit characters that the player will follow. Piecing together information from around the world will allow the players to track down powerful treasures guarded by behemoths as part of the game&#8217;s &#8216;Legend System&#8217;.</p>
<p>The developers intend to build a multi-layered combat system, <img class="wp-image-12963 size-medium alignright" src="http://theindiemine.com/wp-content/uploads/2014/07/worldmap-300x170.jpg" alt="Gravia Tactics World Map" width="300" height="170" />allowing strategic players to use various mechanics that play off of each other to let them take down seemingly impossible odds. Characters also have non-linear progression, allowing players to build them to their preferred style, and bonus battle goals offer optional challenges for additional rewards, such as resources, rare items, and additional side-story.</p>
<p>Punchbag have yet to launch their campaign, but anyone interested can keep up through <a title="Punchbag Entertainment" href="http://punchbagentertainment.com/" target="_blank" class="broken_link">their website</a> and via Twitter <a title="Punchbag Entertainment Twitter" href="https://twitter.com/punchbagent" target="_blank">@PunchbagEnt</a>.</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Forward to the Sky Preview</title>
		<link>http://theindiemine.com/sky-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=sky-preview</link>
		<comments>http://theindiemine.com/sky-preview/#comments</comments>
		<pubDate>Mon, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[female protagonist]]></category>
		<category><![CDATA[Forward to the Sky]]></category>
		<category><![CDATA[GNU]]></category>
		<category><![CDATA[Magichnology]]></category>
		<category><![CDATA[Maplestory]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[Zelda]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12395</guid>
		<description><![CDATA[Magichnology's action adventure title in the works, Forward to the Sky, looks very promising.]]></description>
				<content:encoded><![CDATA[<p><a href="http://magic-nology.com" target="_blank" class="broken_link">Magichnology</a> is running an Indiegogo campaign for the &#8220;Zelda-like&#8221; action adventure game <i>Forward to the Sky</i>. Despite some issues, it has fun mechanics and a cheerful, adventurous atmosphere, and I look forward to seeing the finished product.</p>
<p><i>Forward to the Sky</i> stars a little girl who runs around in a castle-like environment in the sky and kills reanimated skeletons that I like to imagine were once little boys. I had some gripes about the controls; whenever you attack, you attack in the direction the camera is facing, not in the direction the character is facing. It&#8217;s also a bit awkward to manoeuver using WASD and the mouse as in a typical first-person shooter, but that&#8217;s mostly just the result of using a keyboard and mouse to play a game designed for a game pad.</p>
<div id="attachment_12400" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/04/Forward-to-the-Sky-platforming.jpg"><img class="size-full wp-image-12400" alt="Forward to the Sky by Magichnology" src="http://theindiemine.com/wp-content/uploads/2014/04/Forward-to-the-Sky-platforming.jpg" width="600" height="338" /></a><p class="wp-caption-text">I had to smack a couple of those red switches to get the platforms in place.</p></div>
<p>In addition to smacking undead things about with a giant sword, <i>Forward to the Sky</i> has puzzles and platforming, and the two interact quite well. There was a part that involved hitting the right switches to move platforms around so I could get to a new location, although I hope the puzzles get more complex than figuring out which two of the three switches I need to hit. Whenever I hit a switch, I can clearly see what it does because it happens right in front of me. It&#8217;s amazing how many games frustrate me by making me flip a switch or press a button and then wander around through the level trying to find the secret door it opened.</p>
<p>The platforming has all the polish of a game in alpha, but when it works, it works like a simplified version of the greatest PS2 platformers. There are no double jump or mid-air attack to stay in the air longer, but it is also devoid of annoying magnetic assistance features and invisible walls. Speaking of walls, all of them seem to be weak against gigantic swords. If I wanted to see what was on the other side of a wall, I smacked said wall a few times and jumped over the pile of rubble left in its place. It was a refreshing change after all the games populated by buildings and furniture that seem unaffected by rockets and grenades.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/ZaRX3L_4Q-4" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p><i>Forward to the Sky</i> has a bright, cheery, cartoonish art style and soundtrack, but it&#8217;s not the kind that makes me sick and long for a darker, grittier game. It gives the impression that you are a young adventurer at the beginning of an epic tale in which the sky is the limit. With its platforming, combat, and bright music and visuals, <i>Forward to the Sky</i> reminds me of a 3D version of <i>Maplestory</i> without the bugs, hackers, fetch quests, and pretty much everything else that made <i>Maplestory</i> suck. I&#8217;d like to see different environments because grey stone seems like it would get old fast, so hopefully Magichnology adds some grass, bricks, trees, and more natural-looking stone to change it up. Despite that, the game looks promising.</p>
<p><i>Forward to the Sky</i> is scheduled for release late this year for Windows, Mac, and everyone&#8217;s favourite penguin-endorsed OS. If you&#8217;re interested, please check out its <a href="https://www.indiegogo.com/projects/forward-to-the-sky#home" target="_blank" class="broken_link">Indiegogo page</a> and consider contributing.</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Update Brings Steam Workshop Support To Door Kickers</title>
		<link>http://theindiemine.com/door-kickers-alpha-10-update/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=door-kickers-alpha-10-update</link>
		<comments>http://theindiemine.com/door-kickers-alpha-10-update/#comments</comments>
		<pubDate>Thu, 24 Apr 2014 10:45:00 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Commandos]]></category>
		<category><![CDATA[Door Kickers]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[KillHouse Games]]></category>
		<category><![CDATA[Plan]]></category>
		<category><![CDATA[squad]]></category>
		<category><![CDATA[SWAT]]></category>
		<category><![CDATA[tactical]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Top down]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12358</guid>
		<description><![CDATA[There's even more reason to wage your war on doors as Door Kickers gets new content]]></description>
				<content:encoded><![CDATA[<p><span style="text-decoration: underline;"><img class="aligncenter size-full wp-image-12359" alt="Door Kickers Updated" src="http://theindiemine.com/wp-content/uploads/2014/04/DoorKickersUpdatedBanner.png" width="600" height="315" /></span></p>
<p style="text-align: justify;">Continuing with their rampage against wooden doors everywhere, Indie studio Killhouse Games have just updated their <a href="http://theindiemine.com/door-kickers-review/" target="_blank">Early Access title <i>Door Kickers</i></a> with a host of extra content.</p>
<p style="text-align: justify;">Players can now utilize the Squad Doctrine Tree, which will allow you to spend promotion points on improving your squad each time you level up. By doing so, the folks at Killhouse Games say that this will help to remove any unnecessary micromanagement as you won’t need to progress each squad member individually, keeping things squarely focused on the team effort.</p>
<p style="text-align: justify;">Modding has also been given a facelift with the inclusion of the Steam Workshop. This will allow any player-created content to be pooled into one localized place, allowing easy management of any custom levels or game features you wish to use. Those looking to create content can also check out this handy <a href="http://inthekillhouse.com/steamworkshop/" target="_blank">‘how-to’ guide</a> on how to create your content.</p>
<p style="text-align: justify;">For a full list of features, check out the list below:</p>
<p><span style="text-decoration: underline;">Features:</span></p>
<ul>
<li>Bigger maps (zoom/scroll enabled for all maps)</li>
<li>New scenario type: Protect the VIP</li>
<li>Three new enemy types (Operator Orville, Juggernaut Emil, Assassins)</li>
<li>Three new maps</li>
<li>Improved enemy/SWAT AI</li>
<li>Export replays to video</li>
<li>Modding support + in-game mods menu</li>
<li>Steam Workshop support</li>
<li>Can resume a game anytime during a replay</li>
<li>Added enemy ghosts for last visible location</li>
</ul>
<p><span style="text-decoration: underline;">Other:</span></p>
<ul>
<li>Added maxFPS and vertical-sync in options.xml</li>
<li>Improved FPS / loading time</li>
<li>Game size reduced significantly (due to compressed textures)</li>
<li>Can now hide the HUD while playing; not yet in replay mode</li>
<li>Multiple graphics improvements</li>
<li>Rebalanced armor types</li>
<li>Rebalanced 9mm and .40 caliber vs .45 caliber pistols</li>
<li>New sounds</li>
<li>Game now loads .dds files in addition to .tga and .png</li>
<li>New door types added &#8211; elevator and bus doors</li>
</ul>
<p><span style="text-decoration: underline;">Fixes:</span></p>
<ul>
<li>Can no longer be heard through walls when picking locks</li>
<li>Fixed a couple of replay-desync bugs</li>
<li>Fixed some ambient sounds that were too loud</li>
</ul>
<p><span style="text-decoration: underline;">Modding/Structure changes:</span></p>
<ul>
<li>Changed location of single mission and RMG repositories</li>
<li>The distance at which shots are heard is now specific to each weapon</li>
<li>The noise distances for stealthily opening a door vs kicking it down are now configured separately.</li>
</ul>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>No Photos, Please! Preview</title>
		<link>http://theindiemine.com/photos-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=photos-preview</link>
		<comments>http://theindiemine.com/photos-preview/#comments</comments>
		<pubDate>Wed, 16 Apr 2014 10:36:12 +0000</pubDate>
		<dc:creator><![CDATA[Connor]]></dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[casual]]></category>
		<category><![CDATA[museum]]></category>
		<category><![CDATA[No Photos]]></category>
		<category><![CDATA[No Photos Please]]></category>
		<category><![CDATA[photography]]></category>
		<category><![CDATA[Please!]]></category>
		<category><![CDATA[social stealth]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[stealth]]></category>
		<category><![CDATA[The Basement Studios]]></category>
		<category><![CDATA[two-player]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12244</guid>
		<description><![CDATA[No Photos, Please gives us the ability to take pictures at museums without the risk of getting our cameras and phones confiscated.]]></description>
				<content:encoded><![CDATA[<p>Ever since I got my first Xbox, I&#8217;ve loved video games because they let me do things I&#8217;d never be able to do in real life. Not without consequences, anyway. I used this privilege thoroughly, spending many hours stealing cars, shooting Nazis, crashing airplanes, and killing my little sister while other people used it to play sports and take care of animals. I&#8217;ll never understand those people. Yes, living vicariously through electronic entertainment can be a blast, and a new activity is being added to the ever-growing list of things you can now do consequence-free with <i>No Photos, Please!</i> giving us the ability to take pictures at museums without the risk of getting our cameras and phones confiscated.</p>
<div id="attachment_12272" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/04/No-Photos-Please.jpg"><img class="size-full wp-image-12272" alt="No Photos, Please! by The Basement Stuios" src="http://theindiemine.com/wp-content/uploads/2014/04/No-Photos-Please.jpg" width="600" height="267" /></a><p class="wp-caption-text">One of these people is breaking the rules. Can you tell which one?</p></div>
<p><i>No Photos, Please!</i> is a social stealth game in the works from <a href="https://www.facebook.com/thebasementstudios" target="_blank">The Basement Studios</a> that has passed Greenlight on Steam, and after playing a few rounds of it with my little sister, I&#8217;ve come to the conclusion that it has a lot of potential. Two players share a screen with an isometric view of a museum and race to figure out which of the many 8-bit characters they are controlling. After this, the photographer must phase through each exhibit to take a picture of it, (no, I don&#8217;t get how that works either) and the security guard must get within range of the photographer and apprehend him. Anyone who&#8217;s played the <i>Assassin&#8217;s Creed</i> multi-player will feel right at home with this game. You spend most of your time not knowing which of the many avatars in the room are hunting you or breaking the rules, you have class-specific abilities to combat your opponent, and you have to trick your friend, sister, or mortal enemy into believing that you are just another brainless, computer-controlled drone. I really like the concept. The problem is that the photographer is overpowered.</p>
<p>When playing as the security guard, I won about half the time. When playing as the photographer, I never lost. That includes the time I was blindly fumbling about because I never actually figured out which character I was. There are two main things that contribute to this. One, as the photographer, you don&#8217;t really need to know who the other person is. If you act like an NPC, your anti-security abilities will delay the security guard long enough to get all the pictures. As the security guard, you need to figure out which avatar is yours, which one is your opponent&#8217;s, and then you need to get close to your opponent without giving away that you are more than another NPC enjoying a day at the museum. The other thing that tilts the game in the photographer&#8217;s favour is the time limit. When the photographer takes the first picture, a two-minute timer is started. If the security guard doesn&#8217;t find and apprehend the photographer before the timer goes off, the photographer wins. In fact, I found that the easiest way to win as the photographer was to take one picture and run out the clock.</p>
<p>The good thing is that this is <span style="text-decoration: line-through;">Sparta!</span> beta. <i>No Photos, Please!</i> is still in development, and if the classes are balanced, it will be a great game that I&#8217;ll have no problem recommending. <i>No Photos, Please!</i> is scheduled for release later this year. For more information or to watch some gameplay videos, check out its <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=210490900" target="_blank">Steam page</a>.</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Popup Dungeon Preview</title>
		<link>http://theindiemine.com/popup-dungeon-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=popup-dungeon-preview</link>
		<comments>http://theindiemine.com/popup-dungeon-preview/#comments</comments>
		<pubDate>Mon, 14 Apr 2014 10:20:02 +0000</pubDate>
		<dc:creator><![CDATA[justinbruystens]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Popup Dungeon]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Triple.B.Titles]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12267</guid>
		<description><![CDATA[An exciting new roguelike that will have lots of options for customization and interesting paper-craft styled graphics. ]]></description>
				<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-12269" alt="rsz_screen-shot-2014-04-04-at-182931" src="http://theindiemine.com/wp-content/uploads/2014/04/rsz_screen-shot-2014-04-04-at-182931-300x133.jpg" width="300" height="133" /></p>
<p>Developer Triple.B.Titles ran a successful <a href="https://www.kickstarter.com/projects/1829438086/ring-runner-flight-of-the-sages?ref=users" target="_blank" class="broken_link">Kickstarter</a> to make the game <em><a href="http://www.gog.com/game/ring_runner_flight_of_the_sages" target="_blank">Ring Runner – Flight of the Sages</a></em>, which received generally favorable reception. Now they hope to get backing on their newest project, <em><a href="https://www.kickstarter.com/projects/1829438086/popup-dungeon" target="_blank" class="broken_link">Popup Dungeon</a></em>. They have already gone through the entire process of getting backed on Kickstarter and creating the game they promised once, so I think just from that, they have an advantage over most developers on Kickstarter.</p>
<p>Even without their prior experience, <em>Popup Dungeon</em> looks like it could be a very good roguelike dungeon crawler that would give the player a plethora of choices throughout the game. They are going to let players create their own spells, weapons, abilities, characters, and even enemies. In addition to the solid looking, strategic turn-based gameplay, this roguelike will offer online co-op, something that isn&#8217;t offered in many other games of the same genre.</p>
<p>The replay value of the game could also be very high, due to the random aspect of the creation of the levels, the player customization, and the planned allowance of sharing through the Steam Workshop. For those that notice, in the rewards section there is no choice for getting the game DRM-free. Their plans relating to the option of sharing user-generated content is the reason for this, though they do hope to find a way to offer the game DRM-free in the future.</p>
<p>They have A LOT more information on the project, addressing basically any questions you could have on their <a href="https://www.kickstarter.com/projects/1829438086/popup-dungeon" target="_blank" class="broken_link">Kickstarter page</a>, so I urge you to check it out and if so inclined, to back them. If you like roguelikes, <em>Popup Dungeon</em> seems more than promising.</p>
<p><span style="font-size: medium;"><iframe src="http:////www.youtube.com/embed/OWCGFH1lodE" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></span></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Monstrum Preview</title>
		<link>http://theindiemine.com/monstrum-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=monstrum-preview</link>
		<comments>http://theindiemine.com/monstrum-preview/#comments</comments>
		<pubDate>Mon, 07 Apr 2014 10:27:51 +0000</pubDate>
		<dc:creator><![CDATA[Leon]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[Monstrum]]></category>
		<category><![CDATA[Oculus Rift]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[Procedurally generated]]></category>
		<category><![CDATA[rogue]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[ship]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[survival]]></category>
		<category><![CDATA[Team Junkfish]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12146</guid>
		<description><![CDATA[Escape from a derelict ship while one of three different monsters hunt you down in this survival-horror experience.]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12149" alt="Monstrum" src="http://theindiemine.com/wp-content/uploads/2014/04/Monstrum-Logo-e1396330108215.png" width="600" height="136" /></p>
<p>Over the past few years horror has been making great strides in the gaming community. With releases like <i>Amnesia: The Dark Descent -</i> which made a huge impression on the survival horror genre &#8211; it is no surprise that many others wish to make their own mark in the community. One of the more newly announced titles is <i>Monstrum</i>, a game by <a href="http://teamjunkfish.com/" target="_blank">Team Junkfish</a> and created in the Unity engine.</p>
<p><em>Monstrum</em> sets you aboard an abandoned derelict ship filled with traps, environmental hazards, and another &#8220;passenger&#8221; who is not exactly friendly. From there you must find an escape route among the vast, dark, and claustrophobia-inducing confines of the ship&#8217;s procedurally generated corridors. Be sure not to meander too long because your fellow passenger is out to get you, and you have no way of fighting back. Run, hide, and use distractions and your wits in order to survive your pursuer&#8217;s relentless onslaught.</p>
<div id="attachment_12150" style="width: 562px" class="wp-caption aligncenter"><img class="size-full wp-image-12150" alt="Procedurally-generated ship" src="http://theindiemine.com/wp-content/uploads/2014/04/Ship-Gen.gif" width="552" height="268" /><p class="wp-caption-text">The ship generates a new layout each playthrough.</p></div>
<p><em>Monstrum</em> incorporates permadeath, so if you unfortunately come to your untimely demise, you have to start over again with a brand new ship, new layout, and possibly a new hunter hot on your tail. With three unique monsters, each with their own behavior and hunting techniques, one method of escape or distraction may work on one hunter, but not on the others, forcing you to adapt your escape and survival strategy.</p>
<p>Does that not intrigue you enough? Perhaps the inclusion of Oculus Rift support would heighten your interest. Now you can experience the grit, claustrophobia, and terror first-hand as you attempt to flee your doom.</p>
<p><em>Monstrum</em> is set to release in late Q3 2014 for Windows, Mac, and Linux. If you love horror games with a roguelike procedurally generated map, <em>Monstrum</em> is the title to look out for. With native Oculus Rift support planned, a unique map generated each playthrough, and three different hunters to chase you down, it seems like a no-brainer for any survival horror junkie.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/wISOWd0O5Ws" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Ascendant Adds Multiplayer Mode</title>
		<link>http://theindiemine.com/ascendant-adds-multiplayer-mode/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ascendant-adds-multiplayer-mode</link>
		<comments>http://theindiemine.com/ascendant-adds-multiplayer-mode/#comments</comments>
		<pubDate>Mon, 31 Mar 2014 10:44:05 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Ascendant]]></category>
		<category><![CDATA[brawler]]></category>
		<category><![CDATA[broguelike]]></category>
		<category><![CDATA[cooperative]]></category>
		<category><![CDATA[Hapa Games]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12095</guid>
		<description><![CDATA[Multiplayer and other new features find their way into the latest pre-release build of this roguelike.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/11/Ascendant_Logo.png"><img class="size-full wp-image-10614 aligncenter" alt="Ascendant by Hapa Games" src="http://theindiemine.com/wp-content/uploads/2013/11/Ascendant_Logo.png" width="600" height="195" /></a></p>
<p>Late last year I wrote <a title="Ascendant preview" href="http://theindiemine.com/ascendant-preview/" target="_blank">a preview</a> of Orlando-based Hapa Games&#8217; <i>Ascendant</i>, a self-proclaimed &#8216;broguelike&#8217;. The intense brawling and harsh roguelike rules combined for a tough, but entertaining experience while playing an early build. After a successful <a title="Ascendant Kickstarter campaign" href="https://www.kickstarter.com/projects/hapagames/ascendant-a-25d-roguelike-brawler-for-the-pc?ref=live" target="_blank" class="broken_link">Kickstarter campaign</a> in November, the developers have put in a lot of work over the past few months. The fruits of their labor were recently showed off in an updated build at local indie events <a title="Indienomicon on Meetup" href="http://www.meetup.com/Indienomicon/" target="_blank">Indienomicon</a> and Game Developer Night, and I had a chance to have another look at the game along with some of those changes.</p>
<p>One of the biggest changes to the game is the addition of multiplayer. Two players can team up to take down zealots and gods in local cooperative play. The players aren&#8217;t necessarily working together (i.e. no combo attacks) so much as they&#8217;re battling simultaneously, giving the game an old-school beat-em-up feel. After talking to the devs, there are still some decisions to be made about how to handle balancing the difficulty with two players and what to do when one of the players dies. I had mixed feelings about the multiplayer only being for local play, but the experience does tend to lend itself better to a couch session with a friend.</p>
<div id="attachment_12125" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Ascendant_Multiplayer.png"><img class="size-full wp-image-12125" alt="Ascendant multiplayer" src="http://theindiemine.com/wp-content/uploads/2014/03/Ascendant_Multiplayer.png" width="600" height="374" /></a><p class="wp-caption-text">Cooperative multiplayer and an improved map UI are just two of the latest changes to <em>Ascendant</em>.</p></div>
<p>Another area of improvement is with the overall polish of the presentation. A shining example are the new boss fights. While bosses were included in the early demo, this latest build includes big baddies that require some interesting combat mechanics to take down. They are also introduced in video sequences akin to the <i>Legend of Zelda </i>series. I did end up fighting the same first boss over and over again during my many playthroughs (it IS a roguelike afterall), so I&#8217;m curious to see what other villains the developers have in store for us. An improved set of map views make traversing the world a bit easier to handle as well.</p>
<p>The game&#8217;s areas are all season-based. The Summer-based areas that I saw &#8211; but didn&#8217;t play &#8211; look very close to what the team envisioned in their concept art released during the Kickstarter campaign. Since I spent most of my play time in some aesthetically-beautiful Spring-themed areas, I can&#8217;t wait to see what the artists are going to do with the environments and enemies for the other seasons.</p>
<div id="attachment_12126" style="width: 610px" class="wp-caption aligncenter"><a href="http://theindiemine.com/wp-content/uploads/2014/03/Ascendant_Winter.png"><img class="size-full wp-image-12126" alt="Ascendant winter" src="http://theindiemine.com/wp-content/uploads/2014/03/Ascendant_Winter.png" width="600" height="267" /></a><p class="wp-caption-text">Let&#8217;s see some more of this.</p></div>
<p><em>Ascendant</em> was originally planned for a February release, but that time frame has obviously passed. The developers are still shooting for a Spring release, possibly as soon as April. There&#8217;s still room for small improvements as evidenced by the fact that the devs are still taking in player feedback from these indie events. The game continues to look more and more promising, and the devs hope that players will see that as they push for a successful <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=191101112" target="_blank">Steam Greenlight</a> campaign. Hapa Games plans to release a new trailer soon, so stay tuned to The Indie Mine for new details about <em>Ascendant</em> in the coming weeks.</p>
<p>UPDATE: New teaser trailer released!</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/h903tqACseA" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Nova-111 Preview</title>
		<link>http://theindiemine.com/nova111-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=nova111-preview</link>
		<comments>http://theindiemine.com/nova111-preview/#comments</comments>
		<pubDate>Tue, 11 Mar 2014 11:11:00 +0000</pubDate>
		<dc:creator><![CDATA[daikaijuz]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[funktronic labs]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[nova-111]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[Sci-Fi]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[turn based]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=11982</guid>
		<description><![CDATA[It's up to you to save your science crew in this bizarre but exciting mix of turn-based and real time strategy.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2014/03/icon.png"><img class="alignleft  wp-image-11984" alt="Nova-111" src="http://theindiemine.com/wp-content/uploads/2014/03/icon-300x300.png" width="180" height="180" /></a>What if two worlds seemingly at odds with each other collided? That&#8217;s a question that&#8217;s asked (and hopefully well-answered) by an excellent looking little game called <em>Nova-111</em>. Developed by <a href="http://funktroniclabs.com/" target="_blank">Funktronic Labs</a>&#8211;makers of 2013&#8242;s <em>Lotus</em> and <em>Kyoto</em>&#8211;<em>Nova-111</em> deigns to see if turn-based and real-time gameplay styles can be mixed together to success.</p>
<p>So the story goes, an organization of scientists, in an effort to expand their knowledge, creates the &#8220;Chronova Device&#8221;, a tool that would enable them to unlock the universal &#8216;real-time&#8217; and introduce it to their turn-based world. But, as these experiments often do, everything goes wrong, and a vortex sweeps them up from their world. Now it&#8217;s up to you, in your little orange &#8220;Nova-111&#8243; starship, to rescue the crew.  Will your harmless research vessel be up to the task?</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2014/03/nova111-scientists.png"><img class="alignright size-medium wp-image-11987" alt="Nova-111" src="http://theindiemine.com/wp-content/uploads/2014/03/nova111-scientists-300x168.png" width="300" height="168" /></a>The player will be faced with a series of obstacles, such as alien enemies and puzzles. Your vessel won&#8217;t be completely helpless, as collectible upgrades and abilities will allow it to defend itself and fight back. As you advance, the world will slowly shift from turn-based decisions to making the player react in real-time environments. And gosh, what environments they are. If you&#8217;re not already interested, the visuals should definitely hook you. The game simply looks splendid, and the character portraits are to die for, really. The mix of pixel and painterly styles makes the levels truly shine. And the music ain&#8217;t too shabby either, apparently being dynamic and suiting itself to your individual play style.</p>
<p>Though no set date has been announced, <em>Nova-111</em> is supposed to be released some time later this year for Windows, Linux, and Mac. To find out more, visit Funktronic Labs&#8217; <a href="http://www.nova111.com/" target="_blank">website for the game</a>. You can also follow the developers on <a href="https://twitter.com/funktroniclabs" target="_blank">Twitter</a>, <a href="https://www.facebook.com/funklabs" target="_blank">Facebook</a>, and <a href="http://blog.funktroniclabs.com/" target="_blank">Tumblr</a>.</p>
<iframe src="http:////www.youtube.com/embed/gjIOvPn5XYc" width="640" height="360" marginwidth="0" marginheight="0" frameborder="0"></iframe>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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		<title>Kyn Preview</title>
		<link>http://theindiemine.com/kyn-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=kyn-preview</link>
		<comments>http://theindiemine.com/kyn-preview/#comments</comments>
		<pubDate>Wed, 19 Feb 2014 12:26:19 +0000</pubDate>
		<dc:creator><![CDATA[Mike Waterston]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[action game]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Kyn]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Tangrin]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=11794</guid>
		<description><![CDATA[Kyn is an action RPG set in an expansive fantasy world and is coming to Windows, Mac, and Linux systems in Summer 2014. ]]></description>
				<content:encoded><![CDATA[<p><i><a href="http://www.kyngame.com/" target="_blank" class="broken_link">Kyn</a></i> is an upcoming action RPG from the two-man Dutch development team at <a href="http://www.tangrin.com/" target="_blank" class="broken_link">Tangrin</a>. Set in an expansive fantasy world, this top down single-player adventure will challenge players to make quick decisions that will have a larger impact on the experience.</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2014/02/Kyn-1.jpg"><img class="aligncenter size-full wp-image-11792" alt="Kyn " src="http://theindiemine.com/wp-content/uploads/2014/02/Kyn-1.jpg" width="600" height="337" /></a></p>
<p>You’ll control up to six units in strategic combat that looks intense, even in the game’s clean, vibrant, and endearing art style, as you progress through a story that’s driven by action and performance, not dialogue choices.</p>
<p><i>Kyn</i> is scheduled for release on Windows, Mac, and Linux in Summer 2014. Until then, head over to the game’s <a href="http://www.kyngame.com/" target="_blank" class="broken_link">website</a>, or check out the announcement trailer below.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/mVvEMdioBLY" width="640" height="360" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p style='text-align:left'>&copy; 2014, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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