|
July 2004 Indie Game Monthly
Round-Up
(by The
Illustrious Panel - TIP) |
|
Scoring Scale: |
1 -
Just Unbelievably Bad
2 - Terrible
3 - Quite Poor
4 - Way Below Average
5 - Below Average |
6 -
Average
7 - Above Average
8 - Way Above Average
9 - Nearly Flawless
10 - Perfection |
|
Special Awards: |
Average score of 7 or
above:
(TIP Silver Award) |
 |
Average score of 8 or
above:
(TIP Gold Award) |
 |
Average score of 9 or
above:
(Editor's Choice Award) |
 |
|
Award Winners This Month: |
Global Defense Network
(Editor's Choice) |
Chromadrome
(Editor's Choice) |
Starshatter
(Gold) |
|
Pixelus
(Silver) |
Pentagraph
(Silver) |
|
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|
Global Defense Network
(July)

by Evertt
 |
RC |
One of the
more interesting concept games I've played in awhile. It is hard
to describe without feeling like you've done would-be players a great
disservice with your explanation. GDN combines
some quick action shooting with cool graphics and a CD's worth of great
sound. Very intense game with an ultra-cool background storyline that you should definitely not
miss out on downloading. |
 |
|
MH |
I'm not sure where rhythm gaming comes into the equation
other than the fact that a lot of the targets appear in time to the
music, but this game is definitely addictive and zone-out inducing. I
wish the levels were shorter, and I really longed for an increased rate
of fire, but of course that's where the skill comes in - it's a
sharpshooter game! |
 |
|
SR |
Think skeet shooting on futuristic acid. GDC takes a
very simple concept and wraps it with a great theme and tons of polish.
There is something primal about shooting things non-stop with your mouse
that is just plain fun. The neat story line unfolding as you play really
adds a lot to the immersion factor. |
 |
|
GM |
Generally speaking I'm not a fan of shooting
gallery games, they're usually tedious after only a few minutes and lack
the variety needed to keep me interested. However, GDN is a game that
has kept my interest from the minute it was released until the last time
I played it (just moments before writing this). The graphics are slick,
the controls are precise but forgiving, and the sound and music is
great. It also helps that the games' developer spent time of making sure
you're pulled into the world in a believable way. I'm not ashamed to
admit that the first few times I received [messages] in-game I thought
it was real. I. Love. This. Game. |
 |
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Lua Lua
(July 3)

by Phelios |
RC |
As Lua Lua
is intended for kids it should come as no surprise that there isn't any
real challenge or interest for adults in this one. Still, I have
young kids and they have plenty of games and though this one is
interesting, it doesn't stack up well against the other titles they
have. |
 |
|
GM |
This is a bit closer to how a kids game should be made,
lots of color, large objects to interact with, perfect sound and music,
and a wide variety of gameplay options. The mini games in Lua Lua have
all be done in other titles, but the variety of games kids have to
choose here from is excellent, it's great to find them all in one
package. Unfortunately the biggest problems in the game relate to it's
being a children's game. There's no lock down mode to prevent your
little one from jumping back to the desktop with ease, some of the
buttons in the games are about half the size of your cursor, and there's
no on-screen option to exit a mini-game, you have to hit the escape key.
On a final note, the demo restriction is almost insulting. You're
limited to two minutes of gameplay at a time before you're asked to
register and forced out of the game. Having to go in and out of the game
to see what it's all about doesn't give one the desire to give the
developers your money. |
 |
|
SR |
Finally a game for kids! The seven mini-games are suitably cute and
colorful but don’t go beyond providing the minimum implementation for
each game. I was a little disappointed there was no fanfare after
winning “Pig-Tac-Dog” or “Thinky-Thinky” - the boards just reset without
so much as a “well done, runt!” message. The input timing of La La Land
felt like it could be made smoother. (Click too soon and it ignores your
click) |
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|
MH |
This high rating is not so much for myself, though this game is at about
my level of difficulty. it's really for very young kids. This presents a
great environment for them to just get used to using a mouse without any
consequences, but with lots of visual and auditory stimulation and
reward. One thing I would've wished for would be an option to make the
mouse far less sensitive, so really little tykes would have better
control (note: I had no tykes on which to test it, however). |
 |
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Invasion Waves
(July 4)

by Wildsnake |
|
MH |
At its core, this is your standard breakout game. The
twist of making the bricks aliens doesn't add much, but some other
twists do: I love how they explode and take out their neighbors if you
hit them while they're charging to fire, and I really had fun when I got
the Super Multiball! Otherwise, it suffers from the same near-lethal
tedium when you're down to the last couple guys as any breakout game,
and the mouse control feels slippery. |
 |
|
SR |
If Space Invaders and Breakout had a love child this
game would be it. Gameplay, graphics, sound and item placement are all
ok but not quite enough to push the game into a ‘best of breed’
category. Being able to put body English on the ball by spinning it is a
nice touch. Suffers slightly from the ‘hitting the last block takes
forever’ problem. |
 |
|
GM |
At first I thought this was just another breakout
clone, and it is, but not really. I'll put aside my confusion for just a
moment and say that this is one slick title that looks great, sounds
superb, and plays very well. The game seems to combine elements found in
most every breakout clone ever created, but also reminds me of Space
Invaders because you're killing aliens instead of bricks, and they fight
back. The paddle control is extremely responsive, and you can perform
some very satisfying curve shots. My only real problems with the game
are that sometimes you'll curve a shot behind you, and it seems that the
edges of your 'paddle' don't catch the ball very well. |
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Edges
(July)

by Sugargames
|
|
MH |
I didn't enjoy this game in the least. It just felt like
pure generic puzzle game, without any eye candy to alleviate the tedious gameplay. It could appeal to someone in the same zone-out way a hearty
round of Solitaire can, but all I can say for myself is that it didn't
do that to me! |
 |
|
SR |
For me, every game was similar – the first ten moves were fun and then
the rest of the game was desperately trying to find combos until you die
because most avenues were blocked by random tiles. I don’t know if this
is a general game mechanics flaw or I’m just a pathetic player. I think
the rules should be re-worked to allow huge chain reaction explosions
and maybe some special items. |
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|
GM |
I can't tell if I'm just really bad at playing this
game, or if the basic gameplay mechanic at work is just outright bad.
The idea of moving blocks in from an outer border to similar colored
blocks on the game board is an interesting one, but in practice it was
really difficult. Let me change correct myself: ...extremely difficult.
Within a few moves I found that I had almost no good places to send new
blocks. Whenever you score new blocks pop up on various parts of the
board, and while sometimes helpful, usually they're the wrong color and
just block the next move you had planned for. |
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Starshatter
(July 5)

by Destroyer Studios
 |
|
TB |
Entering a world of futuristic flight simulator's with a
twist, Starshatter leaves me looking to StarFox on the n64 with the same
basic concept behind it. While enemy seem few and far between, the
detail in graphics may keep your attention long enough to make this game
worthwhile. With customizable controls allowing everything to become
less of a hassle and more enjoyable, it all comes together nicely. If
you're looking for a decent flight simulator for the new age, this is
the game for you. |
 |
|
SR |
Of all the games this month, I spent the most time
playing this. The more you put into it the more you get out., It’s a
deep space combat simulation that does a great job of creating a
real-time, multi-faceted epic battle rather than a series of scripted
missions. Mod support and an active developer doing bug fixes and new
features make this great. |
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|
GM |
I'll admit it, I haven't played as far into the
Starshatter campaign as I would have liked to. Mind you, I've played it
for a number of hours already, but this game has so much depth to it
that I know I've only scratched the surface. What I have played of the
game thus far is extremely impressive and gives me hope that one day
people will stop associating the term "independent games" with "casual
games." If you're a fan of space shooters you owe it to yourself to just
go buy Starshatter. Don't download the demo, don't analyze the
screenshots, just buy the download version, and buy it again once it's
released to stores. |
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|
MH |
I think I experienced some technical problems playing this game, but I'm
not sure because it's just so damn complicated! It was fun though, and
not only has the feel of the old X-Wing games, but actually goes a big
mile further by adding some missions you can play in almost an RTS style
with a carrier. There were very few sounds (and not just on the space
missions, smarty pants!), and various small technical issues (like a
missing enemy in the carrier training, I think, and some definite
problems with the mouse wheel) but otherwise this is a really solid,
impressive title, if you think "arcade style" includes memorizing ALT
key commands. |
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Raging Tiger
(July 30)

by ProSIM |
TB |
I found Raging Tiger to be a bit complicated with it's
controls and boring all in the same. It reminded me only slightly of the
board game RISK. With such limited functions and seemingly little or no
imagination used in it's creation I don't see how anyone could find this
game even the slightest bit amusing to play. It all just seemed a hassle
and not worth my time. I thought that maybe as you went along things
would get better only to find that wasn't the case with Raging Tiger. So
as far as I'm concerned I personally won't be playing this game anytime
in the near future. |
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|
MH |
Reading the first half of the tutorial came within
inches of exploding my skull, and the game looks like Windows 3.1 MSPaint gone bad. I can see why real military commanders have to go
through a bunch of schooling before they do this stuff. But I don't have
the schooling and I don't want it. I can guess that this game will
appeal greatly to serious war gaming buffs, but not being one, I don't
think I can fairly judge this. |
|
|
SR |
What would happen if you ignored every UI advance since the 80’s and
used a game engine from approximately the same era? Raging Tiger! I’m
sure there is deep and intriguing strategic game play here somewhere
beneath the train wreck of an interface. It was an epic battle alright,
but not with the enemy tanks. |
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Chromadrome
(June 23)

by Alpha 72 Games

|
|
SR |
Those zany Chromates are back again! This game really
grew on me, the sense of speed is great.. This demo packs a ton of game
play, get it. My only beef is I had to disable my second monitor because
the mouse wasn’t limited to the game’s screen. The two player mode is
novel; you need to plug in a second (USB) mouse. Cool! |
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|
MH |
Really a great one. I
actually feel pretty sick right now from the crazy spiraling and
tilting. The really simple game play combines with a really visceral
intensity for something that sucked me in more than anything I've played
in a while. It also has a ton of different play modes, and challenges
like the Academy levels give me a lot of incentive to keep going for it.
The only downside is that it is overly strict about what qualifies as
falling off an edge, but I guess chrome balls don't get much traction. |
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|
GM |
When i saw the screenshot
for this I dreaded having to play it. Sure, the graphics are decent
enough, but it really didn't look that interesting. So, as I sit here
eating a big plate of crow I have to say that Chromadrome is an insanely
fun title that will have you, and anyone that watches you play it,
wincing at the nail biting moves you pull off. The levels can be
extremely difficult, but are not too frustrating once you find the best
paths to follow. The game appears to have some great replay value in
that increasing the ball speed really changes how you tackle different
areas. I couldn't bring myself to give Chromadrome a 10 because the
menus lack any polish, the music is annoying (although you can load your
own), and it's difficult to tell exactly when you're going to fall
because just getting too close will send you over. If this is polished
up a bit it could be a contender for game of the year. |
 |
|
RC |
This game plays a lot like Stun
Runner, one of my all-time favorites. Chromadrome is a high-speed
blaster that will keep you on your toes at even the slow settings.
Adding multi-player and some cool modes to go with dozens of original
tracks filled with loops, spirals, jumps and even spiraling jumps kept
me playing for hours. |
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3D Pool Pro
(July 3)

by Videoworks
|
RC |
Difficult to
learn, certainly one of the poorest tutorials that I've ever worked
with. Tutorials should tell you how to play, this one just tells
you to play. "Ok, now make this shot without any instruction as to
how to play." Game has alright graphics and many modes of play
that should make die-hards happy, but I'd MUCH rather just walk over to
a pool hall. |
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|
SR |
This is a mixed bag. One the one hand it’s a very
playable pool simulation with realistic physics. On the other hand it’s
slightly buggy and missing a few basic things like being able to view
the whole table birds-eye. Oh, and the room background art hurts my
eyes. With some polish this could be a strong contender. |
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|
GM |
Due to my complete inability to play the game in real
life I'm a big fan of pool games on the computer. I'm no connoisseur of
high quality pool simulators, but I know a good one when I see it, 3D
Pool Pro is not such a game. Stick and camera control is easy enough,
but the very forgiving nature of the game means that you'll make most of
your shots without much effort, it also means that if the AI ever gets a
shot they'll usually sweep the entire game. Sub par graphic quality and
poor collision detection doesn't make the game fun to watch as you're
blown out either. |
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Volley Balley
(July)

by Absolutist
|
|
MH |
This looks, plays, and feels just like any of those free
web games you can find. It also oddly refers to the mouse as a stylus.
It also has a whole lot of instructions for such an unbelievably simple
game. It also has very odd floaty 'physics' (which are kind of fun -
this would be enjoyable with 2 players for a little while). It also
costs $16.95. You're better off finding web games to play for free! |
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|
SR |
The windowed mode only game-play and ‘stylus’ options makes this title
appear to have been designed for easy porting to many mobile devices.
Somehow it feels like I’m playing a free web game. (Sumo
Volleyball anyone?) Kids might get more of a kick out of this
simplistic and colorful arcade game, especially the two-player mode. |
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|
GM |
I realize this is a kids game, and should be judged
a bit differently than other titles, but come on. The only thing
worthwhile in this shoddy package are the background graphics, and to be
honest I could download a free screensaver and get more enjoyment out of
it. The player control in Volley Balley is poor at best, with your
players jumping to historic heights with a lack of control that has to
be experienced to be believed. The challenge of a volley ball game
shouldn't be found in fighting with the player you control, it should
come from dealing with the other players moves and strategy, in Volley Balley you'll find yourself yelling at your own player without
even
thinking of the guy on the other side of the net. |
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Pentagraph
(July 28)

by Hanako Games
 |
RC |
This game
feels very similar to last year's
Dungeon Scroll, but has quite a
different twist to it as it focuses much more on moving about the
dungeon. I would have liked to have seen a little better graphics,
though these do work. Overall a very solid effort that I think
those looking for a different type of puzzle game will appreciate. |
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|
MH |
This is a really solid word puzzle game, with a great
dungeon crawl aspect as well (hmm, where have I heard of that
before...?). My only real complaint would be that the mouse movement is
very awkward, clicking on a destination would be much easier. I used the
arrow keys normally, but switching between mouse and keys is also
somewhat awkward! This is a very good game overall, that being a
nitpick. |
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|
GM |
I'm not sure if this is supposed to be a children's
game, or a game for adults with a kiddie flavoring. Whatever the target
audience is, Pentagraph is a satisfying experience that can be shared by
people of all ages. The concept of a dungeon crawling word game has been
done before (Hi Seth!), but Pentagraph's tight focus (5 letter words
only) and structuring makes it stand out. Navigating your character
around the dungeon can be a real headache, and the graphics are
inconsistently bad at best, but it's still an enjoyable experience. Now
if they would just release a 4 letter version of the game. |
 |
|
SR |
It’s very cool being able to walk around a real
dungeon and collect items with your word prowess; high points for
uniqueness and fun. Re-playability may become a problem at some point
due to the hand crafted (vs random) content. I missed not being able to
type letters by keyboard. |
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|
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Joe's Matching Yard
(July)

by CairnsGames S.A. |
TB |
Farmer Joe's is quite a simple easy to get going on
puzzle matching game. Easily comprehended by all ages, it could bring
joyous hours of play or even just something to fill up some free time in
your day. It was fairly well put together and the puzzle's weren't too
complex leaving the frustration level at a minimal. On a quest to help
Farmer Joe collect all the things he'll need in his day of farming you
come upon some obstacles and work your way through them in this world of
puzzlers. A good time for children all ages, and even some adults if
they can find the time in their busy schedules to sit down with the
young ones. |
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|
MH |
This one had some technical issues for me - sound and
music didn't work at all, and the line connecting two objects would go
crazy and glitchy if the objects were falling, as well as smaller issues
like text that didn't fit in its box and that sort of thing. Basic tile
matching game play otherwise. Strange thing: I couldn't discover a way
to fail at any of the levels in the demo! They weren't just too easy,
there didn't appear to be any way to lose at all! |
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|
GM |
When I first played this I thought it was one of the
most frustratingly difficult games I had played in recent memory.
Getting two blocks of the same type placed together was a real
challenge, especially when it turned out that it was impossible to do
so. Once I realize the blocks don't have to be next to each other, and
can actually be on opposite sides of the board, the game turned out to
be disappointingly simple. Strolling through levels doesn't make for a
fun game, and lackluster presentation means there's no motivation to see
what's next. |
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Quizland
(July 17)

by Winterwolves
|
|
MH |
It's kind of fun to be quizzed on general knowledge, but
this game is brought down by the poor english (in a quiz game, that can
be a big deal!), and some tweaky visuals in places (like the points you
earn for the question are in ugly white blocks). If you want a quiz game
though, this could be fun to play, and the occasional picture question
spices things up a little. |
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|
GM |
I love trivia games. I'm not very good at them, but I do
enjoy seeing what questions turn up, and how often. Quizland is a decent
attempt at a PC trivia game that introduces some nice variety, namely
the visual questions, but falls flat of satisfying me. The scoring
system is strange in that if you answer three questions incorrectly you
lose, instead of having you play rounds. The developers state that the
game has 1500 questions, which is not very impressive when you consider
how many you can go through after just a few days of playing. In the
demo it wasn't unusual to see the same questions come up several times,
the visual questions are particularly bad about this. There's a lot of
good trivia games out there with more categories and questions, Quizland
just doesn't stand up very well in comparison. |
 |
|
SR |
Reasonable implementation of a “You don’t know Jack” type of quiz game.
Some questions seemed a bit Europe-centric. (Nickname of the Manchester
soccer team?) Can’t skip to the next question fast enough. Overall a fun
game. |
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|
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Pixelus
(July)

by Nuclide
 |
TB |
Enter a world of Greek history and
lay tiles with Pixelus, the god of tile art. This bright playful puzzle
solving game pushes itself above the rest in it's field with a breath of
fresh air in the way it was put together. While holding some challenging
puzzles within it maintained a certain level of grace with it's easy
maneuverability and simplicity in design. With a soundtrack to match the
feel of the game it makes you want to just go hop into your chariot and
start a tile laying business all of your own. |
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|
MH |
This game has all the polish and nifty fun feedback with
flashing lights and sounds you'd expect from a Popcap game (not to
mention Nuclide's previous high quality game, Penguin Puzzle).
Unfortunately, it doesn't have very interesting gameplay. It's a very
rote type of puzzle, with each level being purely more of the same, no
new twists or tricks. There's definitely a place for straight up logic
puzzles with no funny business, but that place isn't on my PC. Also pet
peeve: won't start up without an internet connection active. |
 |
|
SR |
The latest time waster to be published by Popcap
Games. Particularly good music and GUI design move this to the toppish
of the block puzzle pack. Not really my cup of tea but I can still tell
this is a great game. |
 |
|
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Pipeline Plus
(July 24)

by Superior Interactive |
SR |
Pipeline is a reincarnation of an old BBC Micro game –
from the 80’s back when games were unforgiving and you didn’t need no
stinkin’ tutorial levels. Until you find the laser gun, expect to die a
lot. If you can look beneath the somewhat crude exterior there is a neat
game here. |
 |
|
GM |
I will now review this game using only the word 'Bad'
followed by single words. Ready? Go! Bad: graphics, levels, control,
sound, menus, enemies, design, music. I think that pretty much covers
the entire game. There is a level editor you can play around with, but
it really doesn't help things much. |
 |
|
MH |
This is a strange game... it's extremely easy to put the game into an
unsolvable state, and the enemies move like lightning, so you need to
know where they are in advance. It's also very hard to see how the pipes
work by looking. It's not really a bad game though, each level is like
one big puzzle. Could definitely be easier to play - having to select
and use the right key on each door is a prime example of unnecessary
player effort. |
 |
|
d |
Creatrix
(July 30)

by Ultrafish
|
TB |
Another clone of past games, what else can I say.
Dropping pieces from above to build some sort of super machine just to
send it over to your neighbor's side and watch their demise. While you
excel, the other team gets royally screwed leaving them no outs.
Watching your score amass as the other's screen is cluttered with
whatever you decided to send their way by surpassing their skill and
zoning in on victory. |
 |
|
MH |
This game is very innovative and unique! The controls are a little
clunky, the game play is extremely complex (lots to memorize and
consider, and plenty of reading required), and the pace is actually too
fast - you don't get to enjoy what your creations do. A slower paced
game would be more fun, where you could consider the optimal contraption
design. In this game, it seems more a matter of tossing out things as
fast as you can. But overall it is fun and truly an original. |
 |
|
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Bandit's Big Adventure
(July)

by Scuttlesoft
|
SR |
In this game you play Bandit, a puppy ‘with an
attitude’. Weird pauses at the menus, slow loading times, ultra
simplistic gameplay and 3d graphics only a mother could love are
probably what gave this poor canine a bad attitude. I approve of the
lawnmowers though. |
 |
|
MH |
First off, I want to congratulate the developer. This is
obviously the work of a young kid (using some kind of game maker, I
think?), and he's accomplished something. It's playable, it basically
works, there's a game, there's challenge... but please, when you're
making a project to work on your skills, don't try to get people to pay
you for it! There's a lot wrong with this game, from the badly broken
menus to the pseudo-crash between levels, but it's good for a learning
experience. Just don't buy it. |
 |
|
GM |
While this isn't the worst game I've ever played, it's
pretty bad, and certainly not worth $15. Why am I being so harsh? Is it
because it's another Pac-Man clone? Not at all, in fact, I love Pac-Man
clones, but Bandit does none of the things good games of this genre do
well. In Bandit's Big Adventure it's easy to get trapped, all three
camera angles are bad (particularly if you're concerned with anything in
front of you), the music is tedious, the graphics are beyond poor, and
the menus are unresponsive. But there is one good thing about the game,
at least it didn't install any spyware on my system. |
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|
d |
The Illustrious Panel for this month:
RC - Russell Carroll - Game
Tunnel
Founder and Editor-In-Chief of Game Tunnel.
GM - Gregory Micek - DIYgames.com
After working with a number of gaming news services, Gregory came to the
realization that indie games would one day save the world and deliver
gamers everywhere from oblivion. When he's not preaching the greatness
of independent games on the street corner, Gregory enjoys involving
himself in guerrilla marketing campaigns to promote DIY Games and
independent games in general.
MH- Mike Hommel -
Hamumu
Mike Hommel is known for his hilarious and
bizarre games. Though his site claims that all his games are just
'dumb fun' you'll find that they are some of the more interesting games
around, and will eat hours away from your life without you realizing
where they all went.
SR - Seth Robinson -
Robinson Technologies
Seth has spent the last fourteen years making odd games, including
designing and programming many independent titles such as the BBS hit
Legend Of The Red Dragon, the multiplayer Flash based web game Funeral
Quest, IGF finalists Teenage Lawnmower and Dungeon Scroll and the cult
classic RPG Dink Smallwood.
TB - Tom Brueggemann
A 20 year old from Saint Peters, Missouri, Tom has been playing games
since as far back as he can remember, starting on the Atari 2600 and
continuing on with every console since. Tom moved into the world of
computers at the ripe age of 12 and never looked back. He's an aspiring
musician in the field of hip hop. |
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