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	<title>The Indie Mine &#187; Game</title>
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		<title>Interview: Joe Woynillowicz from Creoterra</title>
		<link>http://theindiemine.com/interview-joe-woynillowicz-creoterra/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-joe-woynillowicz-creoterra</link>
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		<pubDate>Fri, 10 Oct 2014 08:48:55 +0000</pubDate>
		<dc:creator><![CDATA[ZaneGentis]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[creoterra]]></category>
		<category><![CDATA[empyrios]]></category>
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		<description><![CDATA[Joe Woynillowicz talks to us about the immersive fantasy world of Creoterra's debut game: Empyrios - Prophecy of Flame]]></description>
				<content:encoded><![CDATA[<p class="western">The appeal of fantasy is undeniable. The truly memorable worlds and stories are those that are familiar enough to make us feel at home, but fresh enough to offer something new. <em>Empyrios: Prophecy of Flame</em> offers that. Gorgeous artwork, a vibrant world, extensive lore and intriguing story all provide the setting for an exciting party-based tactical RPG. We managed to catch up with Joe Woynillowicz, the company founder as well as game producer and developer, to find out a little more about the game world and the challenges behind a project of this scope.</p>
<p class="western"><b>Zane:</b> Let me start the formal interview process by thanking you for taking the time to have this chat. I really appreciate it.</p>
<p class="western"><b>Joe:</b> I definitely appreciate your time.</p>
<p class="western"><b>Zane:</b> Founding a studio and creating a game of this scope aren&#8217;t small tasks by any means. What made you decide to become an indie developer, and found your studio?</p>
<p class="western"><b>Joe:</b> Well I basically learned to write code about 19 years ago or so and started with writing BBS door games and moving on from there. I&#8217;ve worked at a few studios here in Toronto and in San Diego but eventually found myself working in other industries. The core game and ideas for <i>Empyrios</i> is actually a design I&#8217;ve been toying with for probably 4-5 years before the actual start of development and something that I&#8217;ve wanted to build for a long time.</p>
<p class="western"><b>Zane:</b> Ah! Admittedly, I was curious which came first: <i>Empyrios</i>, or Creoterra.</p>
<p class="western"><b>Joe:</b> Creoterra was really born in order to focus attention on building the types of games that we really wanted to play, to be honest. The core ideas and gameplay definitely predate us striking out and founding the studio, and we had a lot of world design and gameplay mechanics to start with. Once we found Jove—our artist—and he came on board with the project, is when things really started to come together from both a design and aesthetic point of view</p>
<p class="western"><b><a href="http://theindiemine.com/wp-content/uploads/2014/10/empyrios_races.jpg"><img class="aligncenter size-full wp-image-13177" src="http://theindiemine.com/wp-content/uploads/2014/10/empyrios_races.jpg" alt="empyrios_races" width="600" height="242" /></a>Zane:</b> Your aesthetic does have that old-school fantasy game feel. There are a number of areas where you&#8217;re doing things differently. For instance, I notice you&#8217;re not going with the traditional fantasy races. Even the dvergar as &#8216;dark dwarves&#8217; in concept are very rarely seen compared to, say, dark elves.</p>
<p class="western"><b>Joe:</b> Well that was one thing that we really spent a lot of time on because we really wanted to create a new world for the game to take place in. We do have a human race, the Aduro, and then the Dvergar as you mentioned, but we really wanted to have a fresh feel rather than sticking with &#8216;old proven&#8217; so we&#8217;ve tried to come up with a lot of different concepts. Jove was also a big part of this and we worked very well going between art and design. One example would be the &#8216;Shade&#8217; race, which our original design had more as a traditional type of undead. Jove wanted to try something new and he took the backstory of them being outcast for refusing to stop playing with necromancy and other dark arts, and tied it into the overall race. So now instead of having, say, the usual skeletal minions you might see elsewhere, the shade are basically a humanoid spirit, but with various parts of different types of living beings kind of moulded together.</p>
<p class="western"><b>Zane:</b> Even the Aduro have a unique feel compared to the tried-and-tested staple of Humans. It&#8217;s great to see all these unique options. I can&#8217;t resist, though: are there any races that are developer favourites?</p>
<p class="western"><b>Joe:</b> We&#8217;ve really tried to give all races, and the entire world for that matter, a really unique feel both through art style and ability design. Regarding favourites I can say that the Lithos are quite popular and we usually feature the Brute character out of game, but beyond that everyone seems to have their own favourite to play. I play a lot of the Caelum (avian race) myself and would definitely say they&#8217;re one of my personal favourites. Some people like sticking mainly with one race in their team composition, but a lot of people actually like to select from various races in whichever faction they&#8217;re playing.</p>
<p class="western"><b>Zane:</b> I&#8217;m glad that you came to the topic of factions. You probably get this question a lot, but what is the Prophecy of Flame, and how does it relate to the two factions and their agenda?</p>
<p class="western"><b>Joe:</b> Well the Prophecy of Flame actually stems from the Aduro race but has ramifications across the world. The human race in this part of the world started to have visits from very strange humans from other lands. They spoke of Pyrios, the god of flame, and began to recruit others into their religion and follow their beliefs. This had huge ramifications as once the Aduro Nation became the largest sect, they went from a passive view to being more aggressive, and banning and outlawing various forms of magic. This is what led to the Shade, as they are actually exiled Aduro who wanted to continue their research and practice into the darker arts. Whether that was a good idea or not is yet to be seen. I can&#8217;t go into the actual prophecy itself, as I don&#8217;t want to spoil the plot of either campaign, but it encompasses the entire world and story.</p>
<p class="western"><b>Zane:</b> No worries! We wouldn&#8217;t want to spoil any surprises. The two factions, the Mystic Covenant and the Shadowlord Pact, they&#8217;re then centred around the Aduro and Shade, and their positions regarding Pyrios and his word?</p>
<p class="western"><b>Joe:</b> Well their battle is one component, but every race actually has their own goals in mind, and they the factions are alliances of purpose and convenience. One example is how during their exile a high mage of the Shade actually created the Lithos race through necromancy and spirit magic. This impacts the Dvergar as you now have these wild destructive creations born in the mountains who start attacking the mines and trade routes. On the other hand, you have the Caelum who have forged a pact with the Sylvan to protect the wooded lands, and by making it seem as if the Reptilis attacked them first they&#8217;ve drawn the Sylvan into their battle. The Prophecy of Flame also foretold of the &#8216;beasts from the desert&#8217; which later emerge as the Az&#8217;Modai, something the story goes into in more detail. So really the factions are actually created out of necessity, trickery, or something in between. They are much looser than say a conventional alliance where different races are friends for no reason, and it&#8217;s always been that way.</p>
<p class="western"><b><a href="http://theindiemine.com/wp-content/uploads/2014/10/empyrios_screen_04.jpg"><img class="wp-image-13179 alignleft" src="http://theindiemine.com/wp-content/uploads/2014/10/empyrios_screen_04.jpg" alt="empyrios_screen_04" width="426" height="266" /></a>Zane:</b> Wow. Suffice to say, there&#8217;s been a lot of preparation and fore-thought. All of this no doubt creates a rich back-story to set the current campaign&#8217;s events against.</p>
<p class="western"><b>Joe:</b> Each faction&#8217;s campaign story isn&#8217;t actually just a linear point A to point B narrative. Sometimes you might have 2-3 options open to you on the map and you have to make a decision. Do you help the Dvergar town or the Aduro town, or do you ignore both to support the Sylvan on the front lines in the forest? Each campaign is different depending on the choices you make and the outcomes of the battle.</p>
<p class="western"><b>Zane:</b> Strategizing well is clearly a big part of the game, and using your environment to your advantage is a core component thereof. What are some of the key elements of Empyrios&#8217; tactical combat?</p>
<p class="western"><b>Joe:</b> Well you hit on one key component which is trying to take tactical advantage by using the environment. Some units can set traps or alter the environment in small ways. To that effect. map control and positioning is pretty big. Another is that each unit has a set of 3 skills that vary in power cost, so you have to decide on whether you want to use ability X now, or wait and use something that costs less until you can get into a better position for a larger ability. Ouside of the battles the units in your army gain levels, have a skill mastery tree, and even one additional customization system that we&#8217;re still working on. So just because an enemy is using a Lithos Brute, you can&#8217;t be sure if he&#8217;s using it as a traditional &#8216;tanky&#8217; type build, crowd control, or focussing on raw damage. And of course setting up team synergy and combos and planning your strategy is something that gives a nice edge.</p>
<p class="western"><b>Zane:</b> Wow. Multiple campaigns with non-linear story-lines and player controlled outcomes, and then full control in a tactical environment with a myriad of options&#8230;have to say, you guys have put a lot of thought, effort and passion into this project.</p>
<p class="western"><b>Joe:</b> Yeah it&#8217;s actually been quite the undertaking! As I mentioned early the core game concept and ideas were coming together for years before development started (actually using HeroQuest miniatures on a cardboard map), and we&#8217;ve been in full production for quite an insane amount of time.</p>
<p class="western"><b>Zane:</b> What have been some of the major challenges of going Indie and working on Empyrios?</p>
<p class="western"><b>Joe:</b> Well the biggest challenge for me has been the switch over to production. I spent the majority of my career, both in and out of games, in software engineering and technical direction. So while I worked hand in hand with producers, artists, and designers, I was still heavily tech focused. I had a million and one things to learn, and a lot of mistakes to make, but having someone like Jove on the project was absolutely huge as he took care of the aesthetic direction and really helped bring this idea and story on paper to life. Also, scope was a huge issue as the amount of work was pretty staggering on all fronts, whether it be code, design, art, anything! Although on a positive note we knew going into the project that it wasn&#8217;t something we would be building quickly and that we were in for the long haul project&#8230; so it wasn&#8217;t like we were surprised or hammered by scope creep.</p>
<p class="western"><b>Zane:</b> I can imagine with something like an RPG, where you have to cater for every individual player contingency, as well as test to ensure the combinations are compatible, that it&#8217;s a huge undertaking.</p>
<p class="western"><b>Joe:</b> The testing is actually a major part, especially with the team composition and customization. I build a lot of in-house tools and we&#8217;ve basically had bots playing the game 24/7 against each other for over a year constantly collecting data. It was quite fun, actually, because the bots were building teams and combos based on statistical analysis. Quite a few times the AI created some monster teams where we immediately knew we had to go in and fine-tune some abilities. The bots came up with a few team compositions that we never would have dreamed of using&#8230; but if the AI found them, players definitely would have at some point.</p>
<p class="western"><b>Zane:</b> In that case, mental note to self: only play against other humans.<b> </b>You mention a variety of game modes, including the campaign and multiplayer. What are the modes on offer for the release?</p>
<p class="western"><b>Joe:</b> We have the campaign mode, which is has a full non-linear campaign for each faction individual faction. Then there&#8217;s online multiplayer, local multiplayer, and practice. With online games we have a full infrastructure and matchmaking system so you can play &#8216;ranked&#8217; games or just friendly games against friends. There are even unlockables and achievements. Local multiplayer is just what it sounds like: multiple friends against each other, playing on the same device. Practice mode is essentially local multiplayer versus bots.</p>
<p class="western"><b>Zane:</b> Whom we&#8217;ve just established might be much nastier than your friends, depending on your difficulty level (and friends).</p>
<p class="western"><b>Joe:</b> Hehehe very true.</p>
<p class="western"><b><a href="http://theindiemine.com/wp-content/uploads/2014/10/empyrios_screen_03.jpg"><img class=" wp-image-13178 alignright" src="http://theindiemine.com/wp-content/uploads/2014/10/empyrios_screen_03.jpg" alt="empyrios_screen_03" width="597" height="373" /></a>Zane:</b> I know this is probably your least favourite question as a developer, but the journalist code of honour dictates that I ask. Without us forcing you to commit to it, do you have a rough release date in mind?</p>
<p class="western"><b>Joe:</b> Well our target is Q4 this year, but depending on development we may run into Q1 of next year. We&#8217;re actually 100% art complete at this stage (and we&#8217;re working on the first update actually), and majority code complete. Right now a lot of the work is in continuing to work on unit balancing, story/campaign, and heavy polishing across the board. Of course no promises with time as we want to make sure everything is extremely polished and as perfect as we can build it in our view.</p>
<p class="western"><b>Zane:</b> That&#8217;s exciting news! Is there any way our readers can help show their support or keep up to speed with the latest progress reports and news?</p>
<p class="western"><b>Joe:</b> Well we always massively appreciate support on <a title="Creoterra on Twitter" href="https://twitter.com/Creoterra" target="_blank">Twitter</a> and <a title="Creoterra on Facebook" href="https://www.facebook.com/creoterragames" target="_blank">Facebook</a> which we&#8217;ll be updating with news much more often. We&#8217;ve been &#8216;working in a dark cave&#8217; for the last about 5 weeks while trying to get our latest alpha build ready and in testing so we haven&#8217;t had the stream of updates I&#8217;d like to see but there will be a lot more in the coming weeks. Also we&#8217;re hoping to have both the empyrios.com website and steam green light page online within the next 3-4 weeks or so. And of course players can check <a title="Creoterra's Company Webpage" href="http://www.creoterra.com" target="_blank">our company site</a> where there is more information on the game and will be continually updated</p>
<p class="western"><b>Zane:</b> Thank you very much, Joe. Do you have any final words of advice or inspiration you&#8217;d like to share with any aspiring indie devs who might be reading?</p>
<p class="western"><b>Joe:</b> Well for me I think the biggest thing is that if you have a great game idea that you&#8217;d like to realize, you have to build it. In some cases, like with <i>Empyrios</i>, the design morphed from tabletop gameplay builds over the years, and writing the backstory as a hobby, into building out the entire game in production. Just be very mindful that if you haven&#8217;t produced a AAA or indie title in the past, you are going to learn a million new things, your time estimates will be derailed, and you&#8217;ll probably hit a host of unforeseen problems. As we&#8217;re wrapping up development on <i>Empyrios</i> I am definitely really happy with the overall process and what we&#8217;ll have achieved in the end, and I hope that players will feel the same way.</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>Knightmare Tower Review</title>
		<link>http://theindiemine.com/knightmare-tower-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=knightmare-tower-review</link>
		<comments>http://theindiemine.com/knightmare-tower-review/#comments</comments>
		<pubDate>Fri, 18 Jul 2014 09:23:16 +0000</pubDate>
		<dc:creator><![CDATA[AntDiPalma]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game Reviews]]></category>
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		<category><![CDATA[Juicy Beast]]></category>
		<category><![CDATA[Knightmare Tower]]></category>
		<category><![CDATA[platformer]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=12918</guid>
		<description><![CDATA[Slay monsters and rescue princesses in this amazing experience for iOS, Android, OUYA, and Steam.]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"> <a href="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00007.jpg"><img class="aligncenter size-full wp-image-12925" src="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00007.jpg" alt="298400_screenshots_2014-07-09_00007" width="550" height="309" /></a></p>
<p>In an industry where every successful indie title requires a powerful story or a unique art style to achieve media attention equal to that of blockbuster studios, <em>Knightmare Tower</em> is a breath of fresh air. This is a game purely focused on having fun by being incredibly addicting. <em>Knightmare Tower</em> by <a href="http://juicybeast.com/">Juicy Beast</a> brings players back to a time where it was common practice to sneak into the high school library and play on the (likely outdated) computers, and it is absolutely perfect.</p>
<p>It is difficult to describe why <em>Knightmare Tower</em> is so great, but you play as a knight and you get to pummel dragons in the face. The player&#8217;s primary goal is to save ten princesses who have been kidnapped and locked in a massive tower. Instead of simply taking the stairs, our hero launches himself from a barrel and gains speed by slaying each monster along the way. Failing to hit a monster results in losing friction, and if you miss too many times, the risk of falling into lava becomes greater.</p>
<p style="text-align: center;"><a href="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00003.jpg"><img class="aligncenter size-full wp-image-12926" src="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-09_00003.jpg" alt="298400_screenshots_2014-07-09_00003" width="550" height="309" /></a></p>
<p>The simple mechanics are reminiscent of the flash games of yore in a sense that Juicy Beast fixates on the &#8220;Less Is More&#8221; ideology. It works wonderfully, of course. The music is over the top and the art style is aesthetically similar to that of Behemoth&#8217;s <em>Castle Crashers</em>. The developers acknowledge that this is a very silly experience, but the bells and whistles are part of what makes <em>Knightmare Tower</em> so much fun. It all blends together seamlessly, and nothing feels out of place in this gravity-defying adventure.</p>
<p>More importantly, <em>Knightmare Tower</em> is addicting. The player earns gold for each turn, and depending on the performance, a better score means more gold. Gold can purchase any number of items including armor that can take more damage, or boots that increase the player&#8217;s overall speed. By the end of the journey, your roughshod knight will look like a valiant warrior. This is not to say that the game is without challenges, however. <em>Knightmare Tower</em> is very easy to pick up but it can be difficult to master. Certain levels of skill and timing are required to beat the game&#8217;s later levels, but it is a steady stream of progression that anyone can jump into without feeling overburdened. Not only that, but it is quite rewarding to beat your previous score with each turn.</p>
<p style="text-align: center;"><a href="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-11_00002.jpg"><img class="aligncenter size-full wp-image-12927" src="http://theindiemine.com/wp-content/uploads/2014/07/298400_screenshots_2014-07-11_00002.jpg" alt="298400_screenshots_2014-07-11_00002" width="550" height="309" /></a></p>
<p><em>Knightmare Tower</em> succeeds at everything it attempts. While the journey to the top is not without its fair share of challenges, the smooth gameplay and silly artistic landscape make the climb a much more enjoyable experience. Plus, <em>Knightmare Tower</em> is cheap. It is on Steam for $3.99, and it is available on iOS, Android, and OUYA as well. Juicy Beast gives players a great product at an affordable price, and I can not give it enough of the praise it deserves. The bottom line? <em>Knightmare Tower</em> provides hours of fun and is easily one of the best indie games available right now.</p>
<p>To purchase <em>Knightmare Tower</em> and check out more from Juicy Beast, feel free to check them out <a href="http://knightmaretower.com/">here</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9733;&#9733;&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>It’s A Bit Like&#8230; Mario Kart 8</title>
		<link>http://theindiemine.com/bit-like-mario-kart/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=bit-like-mario-kart</link>
		<comments>http://theindiemine.com/bit-like-mario-kart/#comments</comments>
		<pubDate>Tue, 03 Jun 2014 09:44:18 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Bears Can't Drift]]></category>
		<category><![CDATA[Distance]]></category>
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		<category><![CDATA[It's a bit like]]></category>
		<category><![CDATA[kart]]></category>
		<category><![CDATA[Krautscape]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=12617</guid>
		<description><![CDATA[Like kart racing games? Here's a selection of indie racers that will fulfill your need for speed.]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12619" src="http://theindiemine.com/wp-content/uploads/2014/05/Mario-Kart-Banner.png" alt="IABL Mario Kart" width="600" height="280" /></p>
<p style="text-align: justify;">The moustachioed man has returned once again to grace the asphalt with his crew of dinosaurs and princesses, so I feel it’s only natural that this week we dedicate some time towards the brave explorers of a severely under-rated genre – the multiplayer driving combat ‘em up.</p>
<p style="text-align: justify;"><em>Mario Kart</em> is all about high speed multiplayer carnage, be it local or online. Everything is to play for, and the games provide a great ‘proving ground’ for friends and foes alike to compete for that first place position. You can expect great local and online multiplayer gameplay with plenty of power-ups and whacky courses in these unsung titles.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12620" src="http://theindiemine.com/wp-content/uploads/2014/05/Krautscape.png" alt="IABL Mario Kart" width="600" height="283" /></p>
<h2 style="text-align: justify;"><a href="https://www.youtube.com/watch?v=-3Q0i8_rvUA" target="_blank">Krautscape</a> &#8211; PC</h2>
<p style="text-align: justify;">What it is – <em>Krautscape </em>takes the manic action of a multiplayer driving game and gives it wings. Each track is procedurally generated, meaning no two races will be the same. What’s more, players can simply take a leap of faith off of the track and soar across huge distances in an effort to steal first place.</p>
<p style="text-align: justify;">Why you might like it – There’s a great opportunity for some fantastic victory stealing to happen in <em>Krautscape</em>. The ability to soar across the game world means that even when you’re leagues ahead of the competition, you can never be too sure if someone isn’t about to sneak in ahead of you. Because of the way the track is generated, there are times where even the person in first place doesn’t know where they are going as the track is only generated when someone passed through each checkpoint gate.</p>
<p style="text-align: justify;">You can buy <em>Krautscape</em> on <a href="http://www.krautscape.net/" target="_blank">Steam Early Access</a>, and follow development on the <a href="http://www.krautscape.net/" target="_blank">official site</a>.</p>
<p style="text-align: justify;"> <img class="aligncenter size-full wp-image-12621" src="http://theindiemine.com/wp-content/uploads/2014/05/Bears-Cant-Drift.png" alt="IABL Mario Kart" width="600" height="283" /></p>
<h2 style="text-align: justify;"><a href="https://www.youtube.com/watch?v=WKKFQNMuTd4" target="_blank">Bears Can’t Drift</a> &#8211; OUYA</h2>
<p style="text-align: justify;">What it is – <em>Bears Can’t Drift </em>is appropriately named for what lies within. You play as a bear strapped to a go-kart, seemingly hellbent on defeating all of the other bears to the finish line of a race through the woods. Featuring 2-4 player local split-screen multiplayer, <em>Bears Can’t Drift </em>offers some enjoyable competitive party racing on the OUYA.</p>
<p style="text-align: justify;">Why you might like it – You mean other than that there are bears racing each other in go-karts? Okay, how about using giant bazookas to fire fish at each other? The track is littered with pick-ups and speed boosts, giving you that <em>Mario Kart</em> vibe from start to finish. It’s worth noting that the current iteration of the game only supports either solo play – for those who just hate everyone around them – or local split-screen multiplayer with the possibility of AI in future versions.</p>
<p style="text-align: justify;">You can download <em>Bears Can’t Drift </em>for the OUYA <a href="https://www.ouya.tv/game/Bears-Cant-Drift/" target="_blank">here</a>, and keep tabs on development via the developer&#8217;s Twitter account <a href="https://twitter.com/LudoPhobia" target="_blank">here</a>.</p>
<p style="text-align: justify;"> <img class="aligncenter size-full wp-image-12623" src="http://theindiemine.com/wp-content/uploads/2014/05/Silas-.png" alt="IABL Mario Kart" width="600" height="283" /></p>
<h2 style="text-align: justify;"><a href="https://www.youtube.com/watch?v=5fO_ZGc-dOg" target="_blank">Silas</a> &#8211; PC</h2>
<p style="text-align: justify;">What it is – <em>Silas</em> combines the manic fervor of kart racing with a hearty dose of FPS shooting and destructive power-ups. The game supports both online and LAN multiplayer, and also includes a sizable amount of single player content.</p>
<p style="text-align: justify;">Why you might like it – If you’re in the market for a game that requires precision at the drop of a hat, <em>Silas </em>is definitely up your alley. Most of your arsenal has to be manually aimed, and when you’re traveling at breakneck speed that isn’t always as easy as you’d think. Combine that with flying cars and level specific hazards that can wipe you out without a moment’s notice and the end result is a great entry to the ‘multiplayer kart racing whilst shooting your friends’ genre.</p>
<p style="text-align: justify;">You can pick up <em>Silas </em>on Desura <a href="http://www.desura.com/games/silas" target="_blank">here</a>.</p>
<p style="text-align: justify;"> <img class="aligncenter size-full wp-image-12624" src="http://theindiemine.com/wp-content/uploads/2014/05/SkyDrift.png" alt="IABL Mario Kart" width="600" height="283" /></p>
<h2 style="text-align: justify;"><a href="https://www.youtube.com/watch?v=xjc9HhORB3A" target="_blank">Skydrift</a> – PC, XBLA, PSN</h2>
<p style="text-align: justify;">What it is – <em>Skydrift</em> is what happens when you combine airborne dog fighting with the desire to be in first place. Soar across canyons, glaciers, and volcanoes as you shoot down your friends and strive to be the top gun.</p>
<p style="text-align: justify;">Why you might like it – Okay so it isn’t a kart racer, but I’d argue that it shares more with <em>Mario Kart </em>than you’d think. There are a dozen manic pick-up weapons, speed boosting rings, whacky levels to race across and a number of different planes to choose from. If you were a fan of <em>Diddy Kong Racing,</em> this will probably appeal to you more, but I’d urge you not to dismiss it just because your vehicle doesn’t have any wheels.</p>
<p style="text-align: justify;">You can pick up <em>Skydrift </em>on <a href="http://store.steampowered.com/app/91100/" target="_blank">Steam</a>, <a href="http://marketplace.xbox.com/en-gb/Product/SkyDrift/66acd000-77fe-1000-9115-d80258410b49" target="_blank">Xbox Live Arcade</a> (Xbox 360), and <a href="http://us.playstation.com/games/skydrift-ps3.html" target="_blank">Playstation Network</a> (PS3)</p>
<p style="text-align: justify;"> <img class="aligncenter size-full wp-image-12625" src="http://theindiemine.com/wp-content/uploads/2014/05/Distance.png" alt="IABL Mario Kart" width="600" height="283" /></p>
<h2 style="text-align: justify;"><a href="https://www.youtube.com/watch?v=E2fE4tYau0c" target="_blank">Distance</a> – PC</h2>
<p style="text-align: justify;">What it is – <em>Distance</em> is a self-proclaimed “experimental survival racing” game, which will see you dodging hazards and rival players as your progress through the vibrant neon cityscape laid out before you. Utilize a futuristic car to navigate across the dangerous terrain with the ability to boost your speed, jump across gaps, rotate your vehicle at will, and glide across chasms as you race towards the finish line.</p>
<p style="text-align: justify;">Why you might like it – Probably the most removed from the original <em>Mario Kart</em> concept, <em>Distance</em> takes a more serious stance on the racing genre. The graphics alone are enough to make you want to drool, with cascading bright neon lights strewn across the world like it was taken straight out of a <em>Tron</em> film. That doesn’t mean this is a no-nonsense racer though, as there’s enough whacky antics for you to crash into, including buzz-saws that can split your car into pieces. If you’re after something less cartoon-like but with the same level of frantic mayhem, <em>Distance </em>is one for you.</p>
<p style="text-align: justify;"><em>Distance </em>is currently in beta and you can pre-purchase the game on the official site <a href="http://survivethedistance.com/" target="_blank">here</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>It’s A Bit Like&#8230; XCOM</title>
		<link>http://theindiemine.com/bit-like-xcom/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=bit-like-xcom</link>
		<comments>http://theindiemine.com/bit-like-xcom/#comments</comments>
		<pubDate>Mon, 12 May 2014 09:55:09 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Confederate Express]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Halfway]]></category>
		<category><![CDATA[Have you tried]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Invisible Inc]]></category>
		<category><![CDATA[Isomer]]></category>
		<category><![CDATA[It's a bit like]]></category>
		<category><![CDATA[List]]></category>
		<category><![CDATA[Similar]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Star Command]]></category>
		<category><![CDATA[XCOM]]></category>
		<category><![CDATA[Xenonauts]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12497</guid>
		<description><![CDATA[XCOM fan? Here are six games that are a bit like everyone's favourite alien slaying series.]]></description>
				<content:encoded><![CDATA[<h1><img class="aligncenter size-full wp-image-12499" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/XCOM-Banner.png" width="600" height="283" /></h1>
<p style="text-align: justify;">Aliens getting all up in your grill? As every <i>XCOM</i> fan knows, the best solution to that would be a tactical deployment of well trained soldiers ready to die for the sake of the mission, whether they like it or not. Building up your team, fighting against insurmountable odds, and turn based combat are the hallmarks of a great <i>XCOM</i> game, and if you’re in the market for some more tactical goodness, look no further than the picks below.</p>
<h2>Games You Can Play Now</h2>
<p><img class="aligncenter size-full wp-image-12500" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/Xenonauts.png" width="600" height="283" /></p>
<h2><a href="https://www.youtube.com/watch?v=nc7IVbY3UYg" target="_blank">Xenonauts</a> &#8211; PC</h2>
<p style="text-align: justify;">What is it – <i>Xenonauts</i> is the self proclaimed ‘spiritual successor’ to the classic <i>XCOM</i> games of yesteryear. The year is 1979, and nasty alien folk have decided it’s high time to invade earth. Being pre-disposed towards wanting to continue breathing, the citizens of planet earth decide to form a coalition to fight back.</p>
<p style="text-align: justify;">Why you might like it – <i>Xenonauts </i>boasts all the trappings of its inspiration. The combat stays true to its roots with turn based gameplay, along with its fully destructible environments and a dynamic mission creation system that varies each battlefield deployment. There’s also plenty of research and tactical team building to go alongside your xenomorphic slaying too, with combat equipment, vehicles, aircraft, and even alien tech to unlock and upgrade.</p>
<p style="text-align: justify;">You can follow development and purchase early access to <i>Xenonauts</i> <a href="http://www.xenonauts.com/">here</a>.</p>
<p style="text-align: justify;">
<p>&nbsp;<br />
<img class="aligncenter size-full wp-image-12501" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/InvisibleInc.png" width="600" height="283" /></p>
<h2><a href="https://www.youtube.com/watch?v=v8oMT0fbuzw" target="_blank">Invisible Inc.</a> &#8211; PC</h2>
<p style="text-align: justify;">What is it – <i>Invisible Inc.</i> Is a shot at the turn-based tactical genre by the folks that brought you <i>Don’t Starve </i>and<i> Mark of the Ninja</i>. In this espionage focused title, players will assume control of a nest of spies (This is actually the correct term; <a href="http://wiki.answers.com/Q/What_is_the_collective_name_for_a_group_of_spies?#slide=2" target="_blank">I looked it up</a> and everything). Get in, steal the valuable assets, and get out without leaving so much as a speck of evidence that you were ever there.</p>
<p style="text-align: justify;">Why you might like it – Okay so it might have 100% less aliens in it, but the gameplay should still offer some appeal. You will have to use your units as one collective force, utilising their special abilities in unison if you want to make it out alive with your pilfered goods. While it is worth noting that the game is still in an early stage of development, there’s a huge amount of scope for the title, and if you enjoy the strategic elements of the combat scenes in <i>XCOM</i>, there should be something here for you.</p>
<p style="text-align: justify;">You can keep track of development and purchase early access <a href="http://www.invisibleincgame.com/" target="_blank">here</a>.</p>
<p style="text-align: justify;">
<p>&nbsp;<br />
<img class="aligncenter size-full wp-image-12502" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/Isomer.png" width="600" height="283" /></p>
<h2><a href="https://www.youtube.com/watch?v=x8WWPI6g3UA#t=23" target="_blank">Isomer</a> &#8211; PC<i></i></h2>
<p style="text-align: justify;">What is it – <i>Isomer</i> is the illicit love child of an affair between turn based strategy games and open world sandbox titles. This time around you play as the invading alien menace, on a quest to exterminate all of the meatbags inhabiting your new home. Construct and maintain a central base of operations, and send out your drones on raiding parties to help keep the human scum at bay.</p>
<p style="text-align: justify;">Why you might like it – You’d be forgiven in saying that <i>Isomer </i>is somewhat far removed from the traditional <i>XCOM </i>formula. The game plays out in real time, the world is open and free to explore, and the addition of base building adds a whole new element to think about when playing. However, what the game does offer is a similar mantra. You must stop the enemy by hindering their strength, whilst you gather yours. Those looking to see the ‘spirit’ of <i>XCOM</i> from the other side of the fence should definitely check this one out.</p>
<p style="text-align: justify;">You can track development of the game via the <a href="http://www.ionisingsoftware.co.uk/isomer/" target="_blank" class="broken_link">official site</a>, or its <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=256723008" target="_blank">Greenlight page</a>.</p>
<p style="text-align: justify;">
<p>&nbsp;<br />
<img class="aligncenter size-full wp-image-12503" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/StarCommand.png" width="600" height="283" /></p>
<h2><a href="https://www.youtube.com/watch?v=0vabvndIORo" target="_blank">Star Command</a> &#8211; iOS, Android</h2>
<p style="text-align: justify;">What is it – This charming little mobile title asks you to take control of your own spaceship, sailing across the stars as you right wrongs and teach alien folk that when it comes to being a captain, there is no equal. Upgrade your ship, fight off boarding parties of savage ant men, and generally just have a good time in space.</p>
<p style="text-align: justify;">Why you might like it – Think <i>Faster Than Light </i>meets <i>XCOM</i> and you’re close to hitting the nail on the head with this one. It’s a solid tactical game that merges micromanagement and squad based combat together well. There’s plenty of technological advancement and progression open for your squad members, accompanied by an interesting story and sometimes funny dialogue. Plus, it’s a mobile game, so if you’re in need for some <i>XCOM</i> goodness on the move, you should definitely give this one a once over.</p>
<p style="text-align: justify;">You can purchase the game from the <a href="http://www.starcommandgame.com/home.html" target="_blank">official site</a>.</p>
<p style="text-align: justify;">
<p>&nbsp;</p>
<h1>Games To Watch Out For</h1>
<p><img class="aligncenter size-full wp-image-12504" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/Halfway.png" width="600" height="283" /></p>
<h2><a href="https://www.youtube.com/watch?v=OQZnIgoTA3E" target="_blank">Halfway</a></h2>
<p style="text-align: justify;">What is it – You emerge from a stasis pod, only to find that your ship has become infested with a swarm of nasty aliens and your former crew have long since become lunch. It’s time to gather the last of the survivors and blast your way through the hordes as you attempt to uncover just what has happened to your ship.</p>
<p style="text-align: justify;">Why you might like it – <em>Halfway</em> is what happens when you take the tactical turn-based combat found in XCOM, and douse it in a lavish helping of gloomy lighting and atmospheric <em>Alien-</em>esque atmosphere. The focus here lies on the combat, allowing for a deeper sense of tactical options to help you mow down the Xenomorph menace. Only by exploring the ship can you hope to improve the skills and equipment of your squad and live to find out what happened to the former crew.</p>
<p>You can follow development <a href="http://robotality.com/blog/" target="_blank" class="broken_link">here</a>.</p>
<p>&nbsp;</p>
<p><img class="aligncenter size-full wp-image-12505" alt="It's a bit like XCOM" src="http://theindiemine.com/wp-content/uploads/2014/05/Confederate-Express.png" width="600" height="283" /></p>
<h2><a href="https://www.youtube.com/watch?v=O1vayggszdo" target="_blank">Confederate Express</a></h2>
<p style="text-align: justify;">What is it – The world has gone to crap. Zombies, savage bandits, and malfunctioning robots stand between you and your goal. What is your goal? Well, you’re a delivery driver and, come rain or shine, gosh darn it you’re just not going to stop in getting that package to where it needs to be.</p>
<p style="text-align: justify;">Why you might like it – This is probably the most far removed from what I would consider an <i>XCOM</i>-like, and whilst you may be preparing to throw something heavy at me, just hear me out first. The game is all about weighing up the cost of risk versus the benefit of what you might gain. Those willing to front the risk of failure will gain more money for completing a successful delivery, and in turn they will have more to spend on better equipment and crew members. If that isn’t enough to even pique some slight curiosity, then please by all means, commence the barrage.</p>
<p style="text-align: justify;">Development updates for the game are pretty rare, but for those wanting to track it anyway, your best bet would be to follow their <a href="http://www.indiedb.com/games/confederate-express" target="_blank" class="broken_link">IndieDB page</a>. You can also try out a short tech demo <a href="http://confederate-express.appspot.com/" target="_blank" class="broken_link">here</a>.</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>Hopeless: Space Shooting Review</title>
		<link>http://theindiemine.com/hopeless-space-shooting-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hopeless-space-shooting-review</link>
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		<pubDate>Wed, 23 Apr 2014 10:59:14 +0000</pubDate>
		<dc:creator><![CDATA[Mike Waterston]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game Reviews]]></category>
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		<category><![CDATA[iOS]]></category>
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		<category><![CDATA[Hopeless]]></category>
		<category><![CDATA[Hopeless: Space Shooting]]></category>
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		<category><![CDATA[mobile]]></category>
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		<category><![CDATA[Upopa]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=12334</guid>
		<description><![CDATA[The gang from Upopa Games is back with another entry in the Hopeless series. It's got lasers, space...space lasers!]]></description>
				<content:encoded><![CDATA[<p>The gang from Upopa Games is back with another entry in the <i>Hopeless</i> series, called <i>Hopeless: Space Shooting</i>. The inaugural effort, <i>Hopeless: The Dark Cave</i>, was a tremendously entertaining experience that featured engaging, accessible gameplay for all skill levels. <a href="http://theindiemine.com/hopeless-dark-cave-review/" target="_blank">We were big fans</a>, and we highly recommend that any newcomers to the series check out our previous review for some added context.</p>
<p>While <em>Hopeless: Space Shooting</em> shares the same great gameplay, it doesn’t feel like enough new content has been added to consider this entry much more than an entertaining re-skin. Bonus points for an amazing game trailer that will probably give you a photosensitive seizure.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/RRBZ-6VR6r8" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p><b><span style="text-decoration: underline;">What’s New:</span></b></p>
<p>Multi-Touch shooting allows you to blast space monsters as fast as your little yellow marshmallows can squeeze the trigger.</p>
<p>The game comes with two modes: The traditional Arcade Mode which challenges you to rack up as many points as possible, and the fast paced Survival Mode, which challenges you to hold out as long as you can against increasingly difficult waves of space monsters.</p>
<p>A new, mask wearing monster variant has also been added, requiring two shots to kill, and giving you even less time to save your squishy comrades.</p>
<p>Super sweet space lasers!</p>
<p><b><span style="text-decoration: underline;">What’s The Same:</span></b></p>
<p>The adorably terrified blobs are back for more punishment, and to prove that in space, no one can hear you get eaten by ravenous monsters.</p>
<p><b><span style="text-decoration: underline;">What Doesn’t Work:</span></b></p>
<p>The eerie “oh crap, what was that” atmospheric sounds have been replaced by an upbeat soundtrack that takes away from the “hopeless” vibe that worked so well in the original game.</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2014/04/Hopeless-Space-Shooting-1.jpg"><img class="aligncenter size-full wp-image-12354" alt="Hopeless: Space Shooting Gameplay" src="http://theindiemine.com/wp-content/uploads/2014/04/Hopeless-Space-Shooting-1.jpg" width="600" height="340" /></a></p>
<p><em>Hopeless: Space Shooting</em> is available on iOS and Android now.</p>
<p>For those of you who loved the original entry<i>, Hopeless: The Dark Cave</i>, you’ll enjoy more trigger happy blasting with <em>Hopeless: Space Shooting</em>, but don’t expect much in the way of groundbreaking gameplay changes.</p>
<p>For those of you who missed out on the original: A- it’s FREE in the <a href="https://itunes.apple.com/app/id774798088" target="_blank" class="broken_link">App Store</a>/on <a href="https://play.google.com/store/apps/details?id=com.upopa.hopeless" target="_blank">Google Play</a>, so stop sitting there and download it. B- This new entry is an entertaining entry in its own right, and one that you can easily jump into without having played the original.</p>
<p>&nbsp;</p>
<div title="Page 21">
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p>&nbsp;</p>
</div>
<p><a class="rafl" id="rc-6cec7b18" href="http://www.rafflecopter.com/rafl/display/6cec7b18/" rel="nofollow">a Rafflecopter giveaway</a><br />
<script type="text/javascript" src="//widget.rafflecopter.com/load.js"></script></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>0RBITALIS Preview</title>
		<link>http://theindiemine.com/0rbitalis-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=0rbitalis-preview</link>
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		<pubDate>Thu, 17 Apr 2014 10:26:43 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Games]]></category>
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		<category><![CDATA[gravity]]></category>
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		<category><![CDATA[orbit]]></category>
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		<guid isPermaLink="false">http://theindiemine.com/?p=12318</guid>
		<description><![CDATA[Master gravity in this physics puzzler that wants you to shoot balls into space.]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12323" alt="0RBITALIS Preview" src="http://theindiemine.com/wp-content/uploads/2014/04/0RBITALIS-Banner-2.jpg" width="600" height="166" /></p>
<p style="text-align: justify;">Gravity sucks. Like that annoying kid on the playground who likes to trip you because he thought it would be funny, gravity is always there waiting for its time to strike. A silent guardian of physics, gravity is the cause of every dropped biscuit wasted, every painful trip you’ve taken, and every pen that’s escaped your grasp.  I hate you, gravity.</p>
<p style="text-align: justify;"><a href="http://store.steampowered.com/app/278440/" target="_blank"><i>0RBITALIS </i>is all about gravity</a>, or perhaps more accurately it’s about figuring out how to exploit the forces of gravity to get a small red ball to stay in orbit for as long as possible. If you’ve ever played <i>Angry Birds: Space</i>, you will already have a good idea how the controls work.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12320" alt="0RBITALIS Preview" src="http://theindiemine.com/wp-content/uploads/2014/04/0RBITALIS-Screen-1.jpg" width="600" height="422" /></p>
<p style="text-align: justify;">Each level presents itself as its own unique puzzle, with large red stars and smaller white asteroids liberally dotted around in their own orbits. Changing the angle and force of your shot can yield wildly different results, and by using the gravitational pull of each celestial body you’re able to pull off some crazy ‘skill-shots’ that leave your projectile soaring through the stars for what seems like a lifetime.</p>
<p style="text-align: justify;">Of course, getting a trajectory that lasts longer than a few seconds isn’t always easy. If you apply too much force on your shot, you’ll end up flying straight off the map and into a world of failure. Shoot too softly, and you’ll be sucked straight towards the closest object. It’s all about finding that sweet spot for each level.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12319" alt="0RBITALIS Preview" src="http://theindiemine.com/wp-content/uploads/2014/04/0RBITALIS-Screen-2.jpg" width="600" height="324" /></p>
<p style="text-align: justify;">There’s little to dislike about <i>0RBITALIS</i>. It scratches an itch for physics puzzling without overcomplicating things. The levels are varied enough to keep you occupied for a good while and the leaderboards can help create healthy competition between you and your friends. The game is essentially feature complete despite launching as an Early Access title, and if you’re in the market for a new puzzle game you can’t go wrong with shooting things into space for fun.</p>
<p style="text-align: justify;"><i>0RBITALIS launched on the 16<sup>TH</sup> across Steam Greenlight as an Early Access title.</i></p>
<p style="text-align: justify;">
<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>The Ember Conflict &#8211; Gameplay Footage</title>
		<link>http://theindiemine.com/ember-conflict-gameplay-footage/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=ember-conflict-gameplay-footage</link>
		<comments>http://theindiemine.com/ember-conflict-gameplay-footage/#comments</comments>
		<pubDate>Fri, 11 Apr 2014 10:30:25 +0000</pubDate>
		<dc:creator><![CDATA[Mike Waterston]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[Substantial Games]]></category>
		<category><![CDATA[The Ember Conflict]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12236</guid>
		<description><![CDATA[New Alpha Gameplay footage released for upcoming iPad RTS The Ember Conflict.]]></description>
				<content:encoded><![CDATA[<p>Back in January, we brought you <a href="http://theindiemine.com/ember-conflict-preview/" target="_blank">a preview of The Ember Conflict</a>, the upcoming iPad RTS game from <a href="http://substantial-games.com/" target="_blank" class="broken_link">Substantial Games</a>.</p>
<p>The developers have been kind enough to share their alpha gameplay footage, saying, &#8220;We’re making an effort to be more open about development – about the progress we make, the lessons we learn, and the incredible fun we have building this game.&#8221;</p>
<p>Check out the footage below, or visit the game site at <a href="http://www.emberconflict.com" target="_blank">www.emberconflict.com</a>.</p>
<p style="text-align: center;"><iframe src="http:////www.youtube.com/embed/J3Un2w51FMk" width="480" height="270" 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>Platformines Review</title>
		<link>http://theindiemine.com/platformines-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=platformines-review</link>
		<comments>http://theindiemine.com/platformines-review/#comments</comments>
		<pubDate>Fri, 11 Apr 2014 10:27:32 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Bandai Namco]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Platformines]]></category>
		<category><![CDATA[Platforming]]></category>
		<category><![CDATA[Procedural]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Spelunky]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12248</guid>
		<description><![CDATA[RPG and Platforming elements don't quite blend as well as you'd hope in Platformines.]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12253" alt="Platformines Review" src="http://theindiemine.com/wp-content/uploads/2014/04/Platformines-Banner.png" width="600" height="161" /></p>
<p><i style="text-align: justify;">Platformines</i><span style="text-align: justify;"> is confused. It doesn’t know what direction it wants to take, and the result is a <a href="http://www.platformines.com/" target="_blank">mash-up of RPG and platforming</a> that never really commits to either genre. Instead what we get is a timid approach to its inspirations, and whilst the combination of an RPG/Platforming hybrid may sound like a game we all want to play, the truth is much more disappointing.</span></p>
<p style="text-align: justify;">The game starts off with you creating your chiselled action hero. A grizzled veteran that conforms to all 80s super-macho aesthetics, and rightfully so considering you’ll be watching him gun down everything in sight. Once you’ve selected the perfect shade of hot pink for your afro, it’s straight into the fray.</p>
<p style="text-align: justify;">And for the first five or ten minutes things seemed to be looking good. There’s a hint of <i>Spelunky</i> oozing through the 2D cartoon aesthetics and, when combined with the smoothness of controlling your avatar, initial hopes for the game were high. It felt as though there might just be a promising platformer waiting to be unearthed. But that was not the case. Instead what you’re left with is the result of procedurally generated obstacles scattered across your path in the hope that it will make a world worth exploring. Whether it’s a randomly placed buzz-saw blocking off the dead air above you or an automated turret aimlessly shooting two blocks into the floor below it, there are obvious flaws in the design. It doesn’t make for a meaningful experience, and by expecting the game to generate something worthwhile, a lot of the magic that goes into making a challenging platformer is lost.</p>
<p><img class="aligncenter size-full wp-image-12252" alt="Platformines Review" src="http://theindiemine.com/wp-content/uploads/2014/04/Platformines-Screen.png" width="600" height="338" /></p>
<p style="text-align: justify;"><i>Platformines’ </i>idea of character progression is naught but a gear grind and not a fun one either.  The idea is by progressing further out from the starting zone, you will encounter tougher enemies who are likely to drop bigger and better guns. Whilst this is the case, the enemies rarely differ between difficulty tiers, instead simply becoming more powerful re-skinned versions of their weaker incarnations. What’s worse, the same can be said for the weapons. Half way through my play session, I stopped caring about the minuscule differences between my current bazooka and the one that had just dropped. They weren’t very interesting and any desire to seek out better loot is all but lost.</p>
<p style="text-align: justify;">The objective for the game is pretty simple; gather a number of coloured cannons that have been scattered around the game world and use them to repair your spacecraft. It’s not an overly complicated scenario to wrap your head around. In fact it’s quite the opposite. It’s too simple. So much so that after the third or fourth cannon has been obtained you’re likely to stop caring about the enemies that litter your journey, choosing instead to rush down each cannon in the hope of finding something new to do. Once all of the cannons have been collected, you’re tasked with rebuilding your ship by shooting the right coloured blocks into the correct positions on a template. Your mission is complete and you’re left with a sense of dissatisfaction as things come to an end.</p>
<p><img class="aligncenter size-full wp-image-12250" alt="Platformines Review" src="http://theindiemine.com/wp-content/uploads/2014/04/Platformines-Invent-Screen.jpg" width="600" height="338" /></p>
<p style="text-align: justify;">You can probably tell by now that the game didn’t sit too well with me. In fact, I’m somewhat annoyed with the end result. Mechanically, the game is sound. The animations are smooth and feel responsive enough for the demands of a platformer, and through all of its faults, it’s a well built game. What irks me the most is the lack of focus. The idea seemed to be a combination of RPG progression by way of procedural loot – akin to games like <i>Borderlands</i> – whilst simultaneously providing a lashing of platforming that saw you jumping across tight gaps as you fight off the hordes with your big guns. Instead what we get is a lacklustre adventure through a meaningless world, as two genres collide to make something less than the sum of their parts.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank">What does this score mean?</a></p>
<p><em>This game was reviewed using a copy provided by the developer for that purpose.</em></p>
<p>&nbsp;</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>Turf Raiders Card Battle Review</title>
		<link>http://theindiemine.com/turf-raiders-card-battle-review/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=turf-raiders-card-battle-review</link>
		<comments>http://theindiemine.com/turf-raiders-card-battle-review/#comments</comments>
		<pubDate>Tue, 08 Apr 2014 10:10:14 +0000</pubDate>
		<dc:creator><![CDATA[daikaijuz]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[cat]]></category>
		<category><![CDATA[dog]]></category>
		<category><![CDATA[featured]]></category>
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		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[turf raiders card battle]]></category>
		<category><![CDATA[turn based]]></category>
		<category><![CDATA[wappworks studio]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12172</guid>
		<description><![CDATA[Can your cat army defeat the doggy enemy in this tactical area-control game?]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2014/04/TurfRaiders1.jpg"><img class="alignleft size-medium wp-image-12176" alt="Turf Raiders Card Battle" src="http://theindiemine.com/wp-content/uploads/2014/04/TurfRaiders1-300x179.jpg" width="300" height="179" /></a>Card games. Tactical strategy. Cute pixel art. Cats and dogs at war. There&#8217;s a lot going for <em>Turf Raiders Card Battle</em>, a free-to-play Android game by Wappworks Studio, but does it all actually end up working together?</p>
<p>In <em>Turf Raiders</em>, you play as the leader of a horde of blue kitty commandos (they look more like squirrel&#8230;bear&#8230;things to me, but hey! Still cute!) on a mission to collect energy cubes known as gluons which power your defenses against the diabolical red dog hoards. In order to do this, you and your enemy take turns playing cards that have a variety of abilities, such as summoning units to the grid-like field, moving your own or your opponent&#8217;s units, or even getting rid of your opponent&#8217;s units! Each part of the grid yields certain items, such as gluons or cash which is essential to being able to play cards at all. In essence, <em>Turf Raiders</em> is a tactical area control game in a vein similar to the classic board game <em>Risk</em>.</p>
<p style="text-align: left;">Despite its strategic leanings, <em>Turf Raiders</em> is simple and easy to learn. After a few tutorial levels, the player is thrown right into over forty different missions which all feature different field layouts and enemies that get increasingly aggressive. While it&#8217;s a free game, there is an in-app currency that allows you to buy &#8216;Perks&#8217;: one-use items such as extra cash or cards to give you an edge over your opponent. I found that I usually had enough of the currency available that I didn&#8217;t really need to opt for actually buying more.</p>
<p><a href="http://theindiemine.com/wp-content/uploads/2014/04/TurfRaiders2.jpg"><img class="aligncenter  wp-image-12178" alt="Turf Raiders Card Battle" src="http://theindiemine.com/wp-content/uploads/2014/04/TurfRaiders2-1024x618.jpg" width="491" height="297" /></a></p>
<p><em>Turf Raiders</em> feels like a game that appears simple but actually hides complex and engaging strategy beneath the surface. If only this were true. The game is awkward, teetering on the edge between something casual and light and something deeper, something that I need to sit down and consider. There are elements which are annoyingly slow, such as having to touch the screen every time both my opponent and I draw a new hand.  The cash as the beginning of my turn takes way too long to auto-gather to me. I end up just touching on the little sprites myself to have them available faster. These are, admittedly, minor grievances, but the constant touching for aspects that should be automatic wore down on me. It was tough to continue in this war of attrition, having to convince myself to play the next mission and deal with the weird slowness of it all.</p>
<p style="text-align: left;">I like cute games with adorable characters, but maybe <em>Turf Raiders</em> was also a little <em>too</em> cute for me. The bouncy music became repetitive, speeding up to a stressful crescendo at odd intervals, leading me to eventually turning it off. Overall, I was saddened that<em> Turf Raiders</em> became an unpleasant, tedious experience for me. Perhaps some tightening up of certain mechanics and a little more variation in music and animations would improve the experience, but for now this is a game I&#8217;d rather skip.</p>
<p><em>Turf Raiders Card Battle</em> is free and available in the <a href="https://play.google.com/store/apps/details?id=com.wappworks.turf" target="_blank" class="broken_link">Google Play Store</a>. You can find more information on the <a href="http://www.wappworks.com/portfolio/turf/" target="_blank">developer&#8217;s website</a>.</p>
<p><strong class="rating">Overall Rating:</strong>&nbsp;&#9733;&#9733;&#9734;&#9734;&#9734;&nbsp;</p>
<p><a href="http://theindiemine.com/about/review-scoring-system/" target="_blank"><strong>What does this score mean?</strong></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>Still Alive Preview</title>
		<link>http://theindiemine.com/still-alive-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=still-alive-preview</link>
		<comments>http://theindiemine.com/still-alive-preview/#comments</comments>
		<pubDate>Fri, 04 Apr 2014 11:44:19 +0000</pubDate>
		<dc:creator><![CDATA[Andy Moore]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[Binji]]></category>
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		<category><![CDATA[survival]]></category>
		<category><![CDATA[Terraria]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=12157</guid>
		<description><![CDATA[Fight against the harsh lands, savage mutants, and other players as you vie to be the last person alive.]]></description>
				<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-12162" style="text-align: justify;" alt="Still Alive Preview" src="http://theindiemine.com/wp-content/uploads/2014/04/SA-Banner.png" width="600" height="200" />As a species, I think it’s fair to say we tend to destroy the world a lot. Nuclear holocausts, zombie invasions, and fungal outbreaks are just a few of the lucky outcomes we usually find ourselves subject to. When the dust settles, those still alive usually find themselves locked in a fight for survival against the harsh environments, as well as the remaining pockets of humankind.</p>
<p style="text-align: justify;"><i><a href="http://www.stillalivegame.com/" target="_blank" class="broken_link">Still Alive</a></i> attempts to distil this popular ‘survival sim’ formula, removing some of the more hardcore elements of games like <i>DayZ</i> and <i>Rust</i> and introducing a bigger focus on player combat. By pitting up to 10 players against each other in a last-man standing deathmatch mode, players are expected to scavenge the supplies and weapons necessary to fight against their fellow humans in an attempt to be the sole survivor.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-12159" alt="Still Alive Preview" src="http://theindiemine.com/wp-content/uploads/2014/04/Still-Alive-Screen-e1396372100249.png" width="600" height="368" /></p>
<p style="text-align: justify;">Today’s apocalypse is brought to you by way of a meteor shower raining molten fire and rock-based destruction across the earth. The planet is left scarred, most life has ceased to exist, and everything is generally looking bad for the remaining survivors. What’s worse, the meteor shower seems to have implanted an alien species onto the planet; a hive mind organism that can mutate any life form it is able to inhabit. Naturally, humans become a perfect home for these alien bacteria baddies, and genetically spliced mass murdering humans begin to flood the landscape seeking out the tender flesh of whoever remains.</p>
<p style="text-align: justify;">It’s an interesting concept that I’m surprised we haven’t seen sooner. By amalgamating the best features of a number of games, <i>Still Alive</i> seems to be highlighting a specific element that makes these kinds of games great – the emergent play that comes from conflict between players. However, only time will tell if that alone is unique enough for it to achieve its <a href="https://www.kickstarter.com/projects/binji/still-alive?ref=card" target="_blank" class="broken_link">$45,000 Kickstarter goal</a>.</p>
<p style="text-align: center;"><iframe src="http:////player.vimeo.com/video/89936797?title=0&amp;byline=0&amp;portrait=0&amp;color=76cc1e" width="600" height="337" 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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