New Indie Game Demented ScreenShot

New Indie Game – Demented

New Indie Game Demented Logo

So I just saw a Brand New Indie Game called Demented and it is pretty darn good looking.

The first ‘sort of’ trailer went LIVE recently – here it is:

http://www.youtube.com/watch?v=fppgZ6RwtqA

As you can see, it is only a sneak preview but the feel and little subtle movements are sound as a pound and I like it, what do you recon?  Feel free to comment below, you do not have to be a Member, just have an opinion.

 New Indie Game Demented

You can check out the Indie Dev’s site here at Intercido.com

12 games you really need to play, all made in Malaysia.


Developers from Malaysia are converging in Cyberjaya this weekend for the Astro #GOInnovate conference. There’s going to be a mobile game showcase, keynotes and panels by industry figures, and even a hackathon. Malaysia is home to some pretty awesome games and there’s no doubt that several more will be given life this weekend.

In the meantime, here are 12 Malaysian games you really need to play.

Protect Teddy

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Developed by Penang’s Dilectus Games, Protect Teddy is an endless runner with a combat feature. The titular Teddy has escaped his castle home and is gallivanting through a very dangerous world, and it’s up to you, his trusty knight to keep him safe from harm. Your task is to slice and dice up baddies as they hone in on Teddy, who flies onward with a magical leaf. Combined with a catchy soundtrack, cute visuals, and addictive gameplay with attractive in-game rewards, Protect Teddy is a game you shouldn’t miss. It’s available on iOS.

The Dreamcatcher

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Developed by Sunnyside Interactive, a graduate from the 1337 Accelerator, this arcade-style game for the iPad may at first seem like it’s made for kids, but playing on will show you otherwise. It’s a gesture-based romp through a wild, nightmarish world, wherein you are the hero tasked with keeping evil at bay. Dreamcatcher is available for the iPad only so if you don’t have one, just check our review out.

Velocibox

If you identify as a “maso-core” gamer, then Velocibox is right up your alley. A running game unlike any other we’ve seen, Velocibox needs quick reflexes and a strong stomach from its players. The game’s objective is to get this one box through a series of corridors littered with obstacles, all at terminal velocity—hence its name. Velocibox is available on Steam and will eventually make it to the PS Vita.

(See: Velocibox in action at Casual Connect Asia 2014)

King’s League: Odyssey

If you enjoy management sims, but need more of a challenge than running your own restaurant or farm, the strategy sim King’s League: Odyssey may be just the game for you. Developed by Kurechii Studio, King’s League: Odyssey has you training up a team of knights to take on the king himself in a bout of royal joust. This premium game is highly polished and will provide you with several good hours of fun. King’s League: Odyssey is available on Android, iOS, and on your browser.

Doctor Life

This is a hospital management sim unlike any other. While as cute and expansive as the Theme Hospital we all know and love, Doctor Life one-ups the classic by including tons of content taken from the real world. Expect to see actual diseases and to be able to learn about them in-game, on top of managing your very own hospital filled with smiling doctors and nurses. Developed by WIGU Games, Doctor Life is available for iOS.

Agent RX

Now this is a really cool game. 1337 Accelerator graduate Undercover Entertainment’s Agent RX makes use of touchscreen gestures to provide you with a truly native iOS experience—think Metal Gear Solid, but for mobile. You’re a secret operative in Agent RX, who has to solve puzzles in order to recover the floating fortress, ARIES. This top-down stealth game was even paired with the Oculus Rift at Casual Connect Asia 2013! It’s available on iOS, or you could also read our review.

Tell No One

Tell No One is a PC horror game in development. Created by the 1337 Accelerator’s Spacepup Entertainment, Tell No One is a freaky first-person exercise in scaring people to death. It’s the first PC horror game to be developed in Malaysia, too, and the local press went bananas over it when it was first revealed. There’s only a short five minute demo of it out now, but that was terrifying enough that I played with only half an eye open. Tell No One is sort of on hiatus now as Spacepup Entertainment works on its adventure game Boboiboy. Try the demo here, or read about what we thought of it.

Jump Smash Legend

Development studio Mediasoft’s Jump Smash series is the badminton equivalent of FIFA and NBA 2K. It’s that damn good. The Jump Smashmobile games from 2013 and 2014 have been Mediasoft’s first steps towards building a world-class sports game franchise, and boy, are they huge. If you’re a badminton fan and you own a mobile device, just play this. You won’t regret it. Jump Smash Legend is the latest version in the series, and is available for Android and iOS

(See: Forget NBA 2K and FIFA, Jump Smash is the next big video game sports franchise out of Asia.)

Vertical Drop Heroes HD

This is a procedurally-generated platforming RPG with roguelike elements. What’s not to love? The adorable Vertical Drop Heroes HD is an updated version of the original Vertical Drop Heroes and while it’s not the most visually-impressive game ever, it’s a lot of fun. There are LAN co-op and split-screen local co-op modes, and it costs just RM 17, or about $5.20. Vertical Drop Heroes HD was developed by the Sarawak-based Nerdook, and is on Steam. We’ve also reviewed it on Games in Asia

Lightopus

I was part of the horde that went into a frenzy over EA’s Spore, but what I loved most about the game was its first stage, where you were an amoeba swimming around eating up other amoebas. Lightopus from Appxplore brings back that magic of swimming in an unknown sea. As the lightopus, you’ve got to break open egg sacs to release fry, who then help keep you safe from other monsters. It’s a very soothing game with just enough challenge to keep things interesting, and boy, it’s also gorgeous to boot. Try it on Android and iOS.

Alien Hivealienhive

Also from Appxplore, Alien Hive is a sliding puzzle where you must combine tiles to evolve different aliens. It’s got a very zen vibe to it, a lot like Lightopus mentioned above. Moves in each Alien Hive grid are governed by energy, which can be replenished by combining crystal tiles. Overall this game can last for as long as you want, with no time limit on how long you take to make your next move. The aliens you nurture are adorable, from their salmon-like eggs to their strange adult forms. Try it on Androidand iOS.

Bonus: Ballistic Wars

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Developed by Easy Only! Games about seven years ago, Ballistic Wars is a flash game that combines the physics of browser-based pool games with Advance Wars. You’re in charge of ball-shaped soldiers who must attack and take down bombs laid by a mad professor. Ballistic Wars is definitely dated, but is also pretty fun. Give it a go here.

We’re sure these aren’t the only awesome games developed in Malaysia, especially since most of these games were developed in the western part of the country. If you’re a game dev with an awesome new game, reach out to us at news[at]gamesinasia[dot]com! We’d be happy to try your game out.

See: 17 famous games you didn’t know were made (or partially made) in Singapore


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Twenty Fourteen. Some Game Changers This Past Year.

Twenty Fourteen has been, well VERY eventful for some of us…..

 

….But it was more than just several groups of people/companies at each other’s throats over their opinions on video games:

This year we saw massive changes that affected the game business at large, from selling games making games, to consuming them. The evolution will not end here, as these 2014 trends will also affect game development and the industry in the years to come.

Huge acquisitions

Twenty Fourteen was the year of the “mega deal,” when even more massive, higher-profile companies acquired massive, high-profile companies. In March, Facebook acquired Palmer and co.’s rising virtual reality startup Oculus VR for $2 billion in that only the most clued-in insiders could have predicted, spawning at least one great Photoshop image. (Credit) https://twitter.com/jasonforal/status/448587145205133312 Then in August, another company that isn’t exactly game-centric made a major push into the games space when online retailer and e-book shifter Amazon bought Twitch, the game streaming and broadcast company that’s been shaping a new way of video game entertainment. That deal was worth $970 million. Just having those two enormous acquisitions in the same year would have been noteworthy, but then Microsoft came around in August to announce the single largest buy of the year: The Company behind Xbox would buy hugely successful Minecraft studio Mojang for $2.5 billion. These are not to mention a couple massive global deals: Chinese online video game operator Giant Interactive went private with an additional $1.6 billion investment from the company’s chairperson and two private equity firms; and social games company Fun Plus sold off some of its most popular game properties to Shanghai’s Zhongji Holdings for $960 million. This entirely helped make 2014 a record year for game acquisitions — the first three quarters of the year doubled total acquisition dollars for the entirety of 2013. Some of the biggest buys of the year show how massive, non-video game-centric companies are keeping a trained eye on what is happening in the games space to try to cash in on the future of tech. We have known for a long time that games drive tech that can be applied to other fields. Now, it seems that major companies like Amazon and Facebook are putting up the big dollars in recognition of that. Game makers and their innovation and creativity continue to push the tech industry overall in very meaningful ways.

The flood of Steam games

Valve Software has been making gradual steps towards opening Steam up so more developers can take advantage of the platform’s sizeable footprint of 100 million registered users for a couple years now. However, only in 2014 was it when we really started to see Steam open up, for better and/or for worse. As Valve lowered the barriers of Steam, it caused a massive influx of games to fill the storefront in 2014. This is evidenced in the statistics: We calculated that by mid-May this year, more games had released on Steam than all of 2013. Valve’s conscious decision to loosen up on its gatekeeping role means that many more developers are able to launch a game on the popular platform, but it also means it is that much harder for developers to stand out against the noise of thousands of other games. Fortunately, along with this trend — which Valve itself has clearly keeping an eye on — came the launch of new Steam discovery tools, including a new algorithm that follows each user’s activity and uses that data to put games they’re more likely to buy right on their personal store page. This discoverability update coincided with the launch of the Steam Curators feature. Discoverability has been an issue for a while now, and will be for years to come. And while moves like Steam Discovery are absolutely welcome, the best tack going forward is for game developers is to treat storefronts like the distribution channels they are, and to not rely on them too much as marketing vessels for your games. Do what you can to take the marketing into your own hands. (P.S.: that tends to be challenging, sorry.)

Devaluation of games

Everyone likes to get cool stuff for free or cheap. Moreover, 2014 was a banner year for acquiring games for next to nothing. There is PlayStation Plus, a $50 per year subscription that lets players download select games every month across three different platforms at no extra charge. Also Xbox’s Games with the Gold service; there are the Steam sales that are major events for players who were holding off on buying a game until it was just a few quid. There are the bundles that allow players to land a handful of games for just a few bucks; there is also the free-to-play business model that drives revenues on mobile, and so on. While all of these new models have important, valuable benefits, they have at the same time driven down perceived monetary value of games, and developers big and small have had to be especially sensitive to that. Game devaluation became an even more urgent issue this year, when in the upper echelons of the video game industry, top game retailer GameStop cited research that said consumers expect to pay $35 for triple-A game downloads — which is an issue when brand new big budget triple-A games sell for $60. In addition, even though players said that is what they would expect to pay, what they are actually paying is even less: $22 on average. The “race to the bottom” in pricing has been a topic of discussion for years now, particularly in the mobile game space, where “free-to-play” micro transaction-based games dominate the top-grossing charts, and where $5 is considered a “premium” price point. However, 2014 showed that being paid what your game is worth (and making a living) is something that requires added attention in all video game markets.

Kickstarter matures

In 2012, we noted how Double Fine kicked the door down for video game crowdfunding for high-dollar projects. Since then, there have been notable successes, notable failures, and plenty of in-betweens. Earlier this year, Ico Partners issued a first-half 2014 Kickstarter report which put total pledges on video game Kickstarter is at $13.5 million — that’s compared to $58 million pledged in the first half 2013. The full-year numbers are not in quite yet, but do not expect the second half to make up the year-on-year difference. As Ico’s Thomas Bidaux put it, it is likely that the Kickstarter Honeymoon is over. In the two years after Double Fine’s Big Bang, enthusiasm for a new business model (one that gives developers more freedom over their creation, and players more emotional connection to those creations) convinced many people to open their wallets. The success of the forerunners led other game developers to jump on the Kickstarter train, which is seeming to slow down now. Part of this cooling could be because Kickstarter is kind of old news — it is just another funding model now (which is still a good thing for game Dev overall). Combined with that, many of the big properties from big-name developers and brands have already gone through the Kickstarter ringer. Additionally, potential pledgers have grown more cautious about these games and their promises for delivery (Kickstarter acknowledged this concern by updating its rules). Perhaps most notably, Steam Early Access has taken off, which lets players contribute to a game’s development while having access to a playable build, instantly. At the same time, developers can get crucial community feedback and build a relationship with players, being paid for the game along the way. Kickstarter isn’t dead, and crowdfunding overall is still viable for the right kind of projects (just ask Chris Roberts, whose Star Citizen has raised over $66 million in independent crowdfunding). The model has simply matured, which means that developers ought to consider it more carefully than in years past, before spending the time and effort to use it to try to fund their games.

YouTubers here to stay

People have been playing games for YouTube consumption for years now — ask anyone who has followed Let’s Plays. However, 2014 was an inflection point in which game developers (and game journalists) finally recognized that YouTube personalities — and not simply the format of video — are now part of the media ecosystem.

“PewDiePie”

While there is the idea of YouTube personalities supplanting the traditional media, what is actually happening is the competition in an already-competitive media landscape is intensifying, as various formats, old and new, vie for attention from the same target audience. As far as YouTubers “ousting” traditional press or vice versa: the fact is that no one’s job has ever really been “safe” in games media, and now YouTubers are now just part of this grand party held within a rather volatile, rapidly-changing business. For developers and publishers, building relationships with YouTubers became important — paying a popular YouTuber to play your games, or having your game serendipitously show up on a YouTuber’s channel — can potentially move a whole lot of units. YouTubers, like the traditional games press, are definitely on the radar of PR and marketing-minded game developers, big and small. YouTubers are here to stay, and variety is a good thing for developers, players, and the media landscape.

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The Sims 4 – PC Game Review

Rikki Robertson-Brown:

A very nice and comprehensive review. Love the Sims. Thank you.

Originally posted on Critical Reviewing:

By Dominique Feldman

The Sims is by far the most popular video game series to date, attracting avid and casual gamers alike. So it was no surprise when EA announced the newest arrival in the series at the 2013 Electronic Entertainment Expo: The Sims 4 was to arrive in September 2014. And arrive it did.

In usual corporation fashion, the base game is nothing short of a half-naked man wearing bright, polka-dotted boxers. EA hopes the bright colors and his chiseled form will entice you just enough to buy the game, but then you realize that all this man can do is walk around a bit and say the same things over and over again, so you want more.

EA did the same thing with the Sims 3. The base game had just enough content to keep you interested for a day, and then the equally expensive expansion packs added…

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From the minds of Minecraft comes Scrolls!

Rikki Robertson-Brown:

Hmmm interesting. Are they still indie devs?

Originally posted on Mouse clicks and joysticks:

After the recent sale of Mojang to Microsoft for $2.5 Billion (thats right, Billion!) the Swedish video game developer is back in the limelight with the release of Scrolls!

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Digital Door Awards 2014

The 1st Annual, Digital Door News Game Awards 2014 Winners

Rikki Robertson-Brown:

Amazing results. No surprise Super Smash Brothers won a gong.

Originally posted on Digital Door News:

Alright today is the day I reveal the winners of the DDN Game Awards 2014! I’m excited to share the winners and would love to hear feedback on what you think! Without any further ado, here they are!

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Driving simulators at school

Rikki Robertson-Brown:

This is a great thing, never had this at my school (700 years ago? lol)
Bring on the techvolution. Great post.

Originally posted on LAVREB:

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Everyone should learn to drive in a simulator

Georgia native Luke Pye was 18 years old, driving with his high school girlfriend on the highway when a van cut him off. He reacted by turning his wheel toward the guardrail, avoiding the surrounding cars and oncoming traffic. The situation could have played out in many different ways that afternoon. The couple could’ve been among the more than 41,000 people to lose their lives to car crashes in the US that year in 2007. Instead, they walked away with only a couple of bruises. Today, they’re married and have a four-month-old son. Pye credits his good fortune in large part to a driving simulator. “Driving on the simulator at my high school taught me to keep calm and think clearly in stressful situations,” he says. …[READ]

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How to engage kids in physical activity

Rikki Robertson-Brown:

Well seeing as the Wii U has gone backwards this is a great way, but let’s see how good it’ll be.

Originally posted on LAVREB:

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Real Life But Better: How Augmented Reality Can Save Gen Z

Our kids are fat. They’re super-connected, self-aware, highly-strategic, fat kids. One-third of American kids are overweight, according to the CDC. Another study predicts that a staggering 47% are predicted to be obese by adulthood. And while our instinct tells us to take away their phones and unplug their Xboxes, technology might actually be the cure. Augmented reality, in particular, has potential to mobilize (and exercise) those dubbed “the most sedentary generation in American history.” Meet Gen Z – kids born after the turn of the century. They’ve been described as “digital natives.” They’ve only known of a world with touch-screens and apps. And as a result, they’ve developed an instinctual relationship with technology. ….[READ]

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[Steam] Call of Duty: Advanced Warfare (Free Multiplayer Weekend and 25% off) via /r/GameDeals

Rikki Robertson-Brown:

Nice! For all you COD fans, very nice just before Christmas.

Originally posted on Choke! Your! Wallet!:


[Steam] Call of Duty: Advanced Warfare (Free Multiplayer Weekend and 25% off)

http://ift.tt/Qm60SC

Submitted December 11, 2014 at 12:04PM by kirknetic
via reddit http://ift.tt/1zBKOeA

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Factotum Menu Screenshot Wii U Dual Screen GamePad

Interesting Dual Screen Indie Game Factotum Coming to Wii U

Rikki Robertson-Brown:

Hmmm, interesting little teaser. Another string to the bow, bring it on TACS Games.

Originally posted on The Nintendo Objective:

Factotum, an indie game being developed by the one-man studio TACS Games, will be coming to Wii U, and I’ve got to admit: it looks very intriguing. The player controls “walker” robots and solves various puzzles, all to save a spaceship from a mysterious enemy.

The title looks like it has potential for very innovative and entertaining gameplay by using dual screens to solve puzzles and switch between “walker” units. The gameplay trailer below showcases the style and art direction of the game, with the TV screen designed to look like a console (the “Walker Control Terminal” to be specific) featuring two screens.

What’s more is that the GamePad will be used as a touch screen control board of sorts, which could evolve into something very unique. I’m always a fan of the GamePad being utilized for more than just off-TV play (which this game features), so I…

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