Thirty Flights of Loving

SHOWCASE
IndieCade East Game Showcase

February 15–17, 2013

IndieCade East presents a playable showcase of 20 independent games: finalists, nominees, and submissions from IndieCade 2012 that highlight the best of independent game design. From digital to physical, multiplayer to single player, active to meditative, playful to serious, the selected games celebrate the full range of innovation and artistry in independent game design today. (Suitable for ages 6+)

Games
Armada d6
Eric Zimmerman, John Sharp
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Armada d6 is an unpublished board game with an unusual origin story. Based on an obscure game-like ritual practice from the 1930s called “Armada Dei Gratia VI” (Sixth Armada from the Grace of God), Armada d6 is both a historic reconstruction and an original game. In this strategy board game for two to four players about the conquest of space, dice serve as space ships, with each number standing for a different type of ship. For example, sixes are fast and agile scouts, while ones are slow and powerful battle stations. Players combine their ships’ abilities to create powerful gameplay effects on maps of their own design arranged from modular map tiles. The abstract and austere aesthetics of the game are inspired by the original found materials.
BlindSide
Aaron Rasmussen, Michael T. Astolfi
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BlindSide simulates the experience of waking up blind in a world filled with deadly monsters. Free from graphics and guided only by audio, the player bumps against objects in the dark, slides along walls, and relies on the in-game character’s girlfriend to help them survive the monsters that now roam the streets. BlindSide melds the iPhone's gyroscope and a pair of headphones into a uniquely immersive control scheme: simply turning to face a direction in the real world causes the in-game character to do the same. Drawing on the memories of one co-creators' brush with temporary blindness and real-world navigation tactics from the blind and visually impaired community, BlindSide presents an opportunity for both sighted and visually impaired gamers to enjoy an identically fun and terrifying gameplay experience.
Bloop
Rusty Moyher
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Bloop is a fast, frantic touch game for iPad. Two, three, or four players race to tap the most tiles at the same time, an easy task at first, until the tiles shrink. Hands collide. Fingers cross. Fireworks! Each color plays a unique Bloop sound, resulting in symphonic success or dissonant disaster. As players push their way to victory, this onomatopoeic adventure becomes a hilarious party game.
Botanicula
Amanita Designs
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Botanicula is a point and click adventure game created by the makers of award-winning Machinarium and Czech band DVA. Five little tree creatures set out on a journey to save the last seed of their home tree from evil parasites. Help the heroes explore their world, solve puzzles, play mini games, find hidden bonuses and collect cards of all the characters they meet on their journey.
Chroma Shuffle
Sifteo
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Chroma Shuffle is an abstract puzzle game played on Sifteo cubes. Physically arrange cubes to match colors and clear dots, tilting cubes to shift and shuffle dots. Solve dozens of puzzles by clearing the cubes of all the dots, or form giant combos to rack up high scores in the arcade modes.
Dyad
RSBLSB
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Dyad is a psychedelic tunnel puzzle shooter. Race through a reactive audio-visual tube hooking, grazing, and lancing enemies at breakneck speed to achieve maximum transcendental sensory overload.
Find Me A Good One
Andy Wallace, Haitham Ennasr
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Find Me A Good One is a surreal puzzle platformer that explores the responsibility felt by players towards non-playing fictional characters. Explore a visually rich dreamscape to find dreams that will fend off nightmares encroaching on the in-game character’s brother, or shirk this responsibility to further explore the dreamscape of the game. Because the system does not assign value to these choices, the player is left to judge their own actions and the effect they have on the virtual brother.
Gorogoa
Jason Roberts
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Gorogoa is a lovingly hand-illustrated world suspended inside of a unique puzzle. Rearrange tiles on a simple grid, placing them next to or on top of one another. Each tile is also a window into a different part of the game world—or perhaps into a different world—and each window plays like its own little game. The key to progressing never lies within one tile, but in the connections between tiles.
Guacamelee
DrinkBox Studios
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Guacamelee! is a Metroidvania style action-platformer set in a magical Mexican-inspired world. The game draws its inspiration from traditional Mexican culture and folklore and features many interesting and unique characters. Guacamelee builds upon the classic open-world Metroidvania style of games, by adding a strong melee combat component, a new dimension switching mechanic, and cooperative same-screen multiplayer for the entire story. The game also blurs the boundaries between combat and platforming by making many of the moves useful and necessary for both of these.
Hokra
Ramiro Corbetta
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Hokra is a fast-paced, minimalist digital sports game for two teams. The game employs simple controls and minimal rules without losing the depth that makes multiplayer games exciting for advanced players. Like the sports from which it draws inspiration, Hokra is engaging for both players and spectators. Hokra’s music and sound design were created by Nathan Tompkins.
International Racing Squirrels
Playniac
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International Racing Squirrels is a race management sim that also models and reflects on real-world financial systems. Control an errant gang of misbehaving squirrels who act like glamorous soccer stars. Set in the dark underworld of the international squirrel racing scene, the game gradually unfurls through 25 levels and 50 interactive "storylets.” Bribery, debt, hotel room trashing, gambling, and secondary careers in reality television or the pop charts are rife. In the up-tree urban training facility, players purchase homes, build up their team, train their squirrels and send them off to racetracks around the world. From jungles to futuristic cities and streets to deserts, they face a barrage of feisty opponents. International Racing Squirrels was inspired by an article in Scientific American on the relative running speeds of animals.
Cart Life
Richard Hofmeier
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Cart Life is a management simulator that examines the lives of street vendors in the western United States. Over the course of one week, sell newspapers, bagels, or coffee to make ends meet while tending to personal needs. Cart Life's monochrome graphics, tedious tasks, and engaging characters create a surprisingly moving game experience.
Reality Ends Here
Jeff Watson, Simon Wiscombe, Tracy Fullerton
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Reality Ends Here is a pervasive game designed to reboot the freshman experience at the USC School of Cinematic Arts. This “secret” experience, officially unacknowledged by faculty and administration, launched in the fall semester of 2011 and was an instant success. Players are lured into the game via a series of mysterious communications from the “Reality Committee,” finding their way to a secret office, where they swear an oath of DIY media-making and are given a set of game cards that can be used to generate creative prompts. Players combine their card prompts into multifaceted “deals” that challenge them to collaborate in the production of media projects. Active participants are recognized by the Reality Committee with special serendipitous mentorship opportunities—meetups and encounters with alumni, artists, and other industry professionals.
Spelltower
Zach Gage
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Search for words in a grid of randomly generated letters in this simple but intelligently designed and addictive word game. Spelltower combines elements from traditional word games such as Boggle and Scrabble with innovative mechanics to create an entirely new kind of experience. Choose between different modes to race against the clock or play at a more leisurely pace.
Splice
Cipher Prime
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Splice is an experimental and artistic puzzler set inside a microbial environment. Rearrange strands of “cells” into target structures in several discrete “splices.” Explore how the cells interact with each other and position themselves in space in order to predict the sequence of moves needed to successfully solve a puzzle. (Hint: the cells arrange themselves as binary trees in radial space!)
Tengami
Nyamyam
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Set in ancient Japan, Tengami is an adventure game full of wonder and mystery. Explore a beautifully designed paper pop-up world to solve puzzles and make progress. Tengami’s striking minimalistic art style is inspired by traditional Japanese arts, crafts, and fairy tales. In keeping with the visual aesthetic, the design of Tengami eschews many traditional game elements in favor of a contemplative experience focusing on the playfulness and possibilities that a pop-up world presents.
The Stanley Parable
Davey Wreden
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The Stanley Parable, featuring the vocal talents of Kevan Brighting, is an experimental narrative-driven first person game. It is an exploration of choice, freedom, storytelling and reality, all examined through the lens of what it means to play a video game. Do choices matter? Does the story end? Can the game be won?
Thirty Flights of Loving
Brendon Chung
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Thirty Flights of Loving approaches interactive storytelling from a radical departure point. Though moments and style may seem familiar, the economy of storytelling and unique interactions set Thirty Flights of Loving apart. The game’s compelling narrative is built from short vignettes that tease the story out while the player explores a contained but rich and unique world.
Unmanned
molleindustria
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Unmanned is an experimental game about a day in the life of a drone pilot. "The game uses a series of short, split-screen vignettes to combine simple mini-games with clickable conversation options, and takes you through the rather safe, humdrum existence of a modern drone pilot. Shaving, driving to work, flirting with your cute co-pilot, and even playing video games with your son are all given equal weight to actually blowing up a suspected insurgent thousands of miles away from a comfortable seat in front of a monitor. The game's short length practically demands multiple playthroughs, with different conversation options leading to significantly different outcomes. The result is a nuanced, wide-ranging look at a soldier's life from a variety of viewpoints."—Ars Technica
Vornheim: The Complete City Kit
Zak S.
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Vornheim is a brilliant campaign setting for table top role-playing games that innovates on the form of a book to make it a more effective tool for Dungeons and Dragons game masters. Not only a source book detailing key rules, tables, monsters, and places in Vornheim – the city at the center of the I Hit It With My Axe campaign and web series – it is a treasure chest of resources for running adventures in any city.

Bloop

Tengami

Dyad

Spelltower

Botanicula

Armada d6

Cart Life

Related
IndieCade East (Programs)