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Posted by Joystiq Sep 16 2012 00:30 GMT
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The latest Indie Royale game bundle is serving up seven games at a low, pay-more-than-the-minimum price for Steam and Desura. The Back to School Bundle includes Ronimo Games' Swords & Soldiers, along with the game's Super Saucy Sausage Fest DLC.

The bundle also includes Lunar Flight by Shovsoft, Bunny Must Die: Chelsea and the 7 Devils, Qlione and Flying Red Barrel by Rockin' Android, rhythm-RPG game Sequence from Iridium Studios, and the game and original soundtrack for Cute Things Dying Violenty from ApathyWorks. Those that spend over $8 on the bundle will also receive an 18-track chiptune album, BIAS. The Back to School Bundle will be available over the course of this next week.

Posted by Valve Nov 22 2011 00:57 GMT
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Patch Notes:

- Fullscreen mode will now work correctly in your monitor's native resolution, even if lower than 1280x720 or in non-16:9 aspect ratios
- Game window can now be resized at will
- Minor increase in drop percentages all across the board (3-5%)
- Removed an incorrect line in Tutorial 1 stating a player had to use the WSAD and Arrow Keys at the same time to hit doubles
- Joy2Key / Third Party keymapping programs should now work correctly
- Fixed a bug where bringing up the Steam Overlay at a certain point while learning a spell would make it impossible to exit
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Posted by IGN Nov 03 2011 22:55 GMT
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Sequence is, on paper, an interesting concept. You take a rhythm game (in this case, you play with a control pad or a keyboard, not by stomping on particular areas of the floor), slap on a whole mess of RPG elements and a lot of unnecessarily snarky dialogue and voila: you've got yourself a "hybrid"...

Posted by Valve Nov 03 2011 16:37 GMT
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Patch notes:

- Save Slots have been added to the main menu.
- Fixed a bug where quitting to the main menu directly following a lost battle, and then subsequently attempting to access the Bonus screen would crash the game.
- Fixed a bug where equipping the final item in the current pane to a blank equipment slot would allow the player to move his or her item cursor freely and crash the game.
- Fixed a bug where directly closing the game window directly after synthing an item could lead to out-of-bounds experience point values.

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Posted by Valve Oct 28 2011 23:27 GMT
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- Gem speed modifiers (1x, 1.5x, 2x, 3x, 4x) have now been added to the options menu.
- Freeplay mode has now been implemented: go to any battle song in Bonus mode and hit the 1 key or Y button to play!
- An option to turn off spell particle effects has been added.
- Fixed an issue with Trigger Boost modifiers stacking incorrectly.
- Pressing cancel now works the same as pause on the "Learn Spells" screen.
- Fixed a rare rounding error when learning scrolls that would cause a player to fail a spell despite the display saying otherwise.
- The item "Radiance" can no longer be desynthed.
- Fixed a bug where hitting two spell hotkeys in the same frame would cause one of them to fail to activate.
- The achievement "Manafont" will now unlock correctly on Easy and Medium difficulties.
- The game will no longer respond to keyboard or mouse input if the window does not have focus.



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Posted by Valve Oct 24 2011 23:55 GMT
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- Anti-mashing algorithm will no longer interfere with higher-end Hard/Spasmodic play
- Slight decrease in combo/accuracy requirements for learning spells
- Players will be able to reunlock the ability to change difficulty level after defeating the secret boss
- The achievement "Iris" can be more easily obtained on any hardware configuration
- Fixed a bug where using the mouse scroll wheel under certain circumstances would crash the game
- Fixed a bug that would cause a player's difficulty to revert to easy under certain circumstances
- The achievement "Meant For Each Other" will now unlock properly
- Crashes will now cause a "errorlog.txt" file to appear in the same directory as the .exe, allowing much easier debugging of player crashes
- Slightly decreased the volume of the "spell is now ready" sound effect


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Posted by Valve Oct 22 2011 03:18 GMT
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- The Steam achievements page now displays properly.
- Cancel will now have the same effect as Pause during battle.
- The achievement "Quarter Quell" should now unlock correctly.
- The achievement "Triple Fortune" should now unlock correctly.
- The game will display a warning and then quit, not crash, if the player does not have Windows Media Player 12 installed.
- The item mode screen "negative item" glitch has been corrected.



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Posted by Valve Oct 21 2011 13:59 GMT
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Fixes:

-Fixes a game-crashing bug in Tutorial 3.
-Fixes a bug on both the Spellset and Learn Spell screens.



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Posted by Rock, Paper, Shotgun Oct 21 2011 10:01 GMT
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It’s been available on Microsoft’s 360th console for a while now, but rhythm-RPG mashup Sequence is now available on Steam. I’m tempted to call it Puzzle Quest but with rhythm game mechanics in place of match-3 mechanics and nothing I’ve seen suggests I’d be incorrect to do so. There’s a narrative, character customisation, magic and, underpinning it all, the hammering of cursor keys in time to music, which is how all fights would be resolved if I was the God of War. There’s a trailer for the Steam release below, which contains timely and pithy comments about Metacritic. I hope to take a proper look myself when I clamber from beneath the current pile of games entombing me.

(more…)


Posted by Valve Oct 21 2011 02:00 GMT
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Improvements:
- Included a windowed option.
- Game will now run on a wider variety of hardware.
- Game should no longer attempt to reinstall components on every bootup.

Known Issues:
- On certain machines, minimizing and returning to windowed mode causes a periodic twitch. We are working on fixing this shortly.



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Posted by Valve Oct 20 2011 17:54 GMT
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Sequence is Now Available on Steam and 10% off until October 27th 10AM PST.

Sequence combines elements of both rhythm and role-playing games to create an entirely unique experience. Join Ky on his ascent of a mysterious Tower, guided onward by a mysterious girl named Naia. Encounter deadly monsters and ridiculous characters, and discover the grand scheme behind Ky's mysterious imprisonment...that is, if you can survive the journey. With music by Ronald Jenkees and Michael Wade Hamilton.

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Posted by Joystiq Jul 06 2011 20:00 GMT
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Xbox Live Indie Games might allow creative independence, but they aren't quite the path to financial independence just yet. As one piece of anecdata about the relative success of an XBLIG launch, Sequence creator (and ex-DS Fanboy writer!) Jason Wishnov described his experience to Ars Technica.

Following a positive press reception, Sequence sold around 2,000 copies, a result Wishnov categorized as "a bit of a flop." He's looking at PC and mobile platforms for future projects; "It's not financially viable to do a larger-scale project and [not] expect with any certainty to make some money," he said.

Zeboyd's Robert Boyd told Ars that his games, Breath of Death VII and Cthulhu Saves the World, sold around 50,000 and 16,000 copies each respectively, making them relative hits for XBLIG. "I think our games could sell a lot better than they did with a better platform and more visibility," Boyd said. He's testing that theory with a Steam release of both on July 13. The bundle will cost $3.

Posted by Kotaku May 25 2011 00:00 GMT
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#recommendations Every couple of weeks we deliver a list of our favorite (mostly) new Xbox Live Indie games to officials involved with the Xbox 360. We pick our favorite indie games; they list them in a corner of the Xbox Live Games Marketplace called Kotaku's Favorites (it's in the Indie channel). More »

Posted by Giant Bomb May 11 2011 20:49 GMT
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Microsoft first launched the service under the moniker of Community Games.

Earlier this week, Microsoft updated its Xbox Live Indie Games program to hand control over the release date to developers. No, that feature did not exist before. And no, Microsoft did not inform independent developers who were creating and publishing games for the platform that it was coming before the announcement.

Such information would have been incredibly useful for 25-year-old Jason Wishnov of Iridium Studios, who just launched Sequence on the notoriously underdeveloped service, launched by Microsoft back in November 2008.

"It's a fantastic feature," said Wisnov to me over email, "though [I'm a] bit bitter about its introduction literally four days [after] my game's release. I had a hell of a time coordinating a traditional marketing blitz when I was literally unable to tell people when my game would be available to the public. Without a focused date, all marketing for my game had to be done after release, as a race against the clock; indie games slowly slip from the new releases list within a week, after which their visibility is fairly wounded."

Sequence, an RPG with rhythm game mechanics rooted in Konami's Dance Dance Revolution, has seen less than a thousand sales since its launch earlier this week, despite great reviews. Wishnov was hoping Sequence would be his ticket out of his day job and into full-time game development, a common sentiment among developers publishing in the independent market. No one who releases on Microsoft's platform expects guarantees on success, but the lack of communication is seen as a big and frustrating issue.

Prior to this change, game developers submitted into a peer review system when the game felt done. Fellow developers then download the game, make sure it's up-to-snuff, rate the content inside for age appropriateness, and following a "sufficient" though undisclosed number of sign-offs, the game is live. The developer has no control over this process. Once the game passes, a few hours go by and the game suddenly appears onto the Indie Games channel. If you're not paying attention, you could just miss it.

Wishnov created much of the game on his own, contracting out some pieces, like the soundtrack.

This new change allows developers to halt the process at peer approval. If the developer wants the game to stay in the system for a while, providing time to build up a public relations campaign, it can.

Wishnov spent two-and-a-half years developing Sequence. He missed control over his release date by a few days. Had he been aware of the changes that were coming, he might have held the game back.

"The XBLIG [Xbox Live Indie Games] team isn't exactly great at keeping us informed of pending developments," he added.

He's not alone in that sentiment, either.

Serious Sam: Double D is one of several riffs on the series coming from outside developers.

"It's hilariously disconnected," said designer Nathan Fouts of Mommy's Best Games, best known for Shoot 1UP and the upcoming Serious Sam: Double D. "They have no formal communication with registered developers. At most it's a post on the forums, or a news post on the app hub site. I had no idea the new feature was coming. In the past they say they keep us in the dark so they don't disappoint us. You know what disappoints me more? Getting kept in the dark. C'est la vie!"

Fouts left Insomniac Games to pursue his own games and has been one of the most vocal evangelists--and critics--of Indie Games, praising the opportunities it offers and cursing Microsoft for overlooking it. Fouts has been asking Microsoft to give developers control over the release of their games since Indie Games was called Community Games. Microsoft changed the branding to Indie Games in June 2009.

"If you consider how most games, movies, books, albums will say when the release date is, it allows fans to prepare," added Fouts, whose livelihood is based on selling his wares. "They can juggle what entertainment they'll be purchasing, or just to help them to remember when to look to download things."

There have been bonafide success stories on Indie Games, including James "Dishwasher" Silva of Ska Games, who's sold more than 200,000 copies of the intentionally goofy I Maed a Gam3 W1th Zomb1es. DJArcas, who doesn't disclose his real name, recently broke records with FortressCraft, a controversy-laden riff on Minecraft, selling more than 16,000 copies on its first day of availability.

Until I'd pointed it out, DJArcas wasn't even aware the change had been made.

"Wow, they finally added that?" mused DJArcas, when I brought it up over email. "Amusingly, it doesn't really bother me; it's more indicative of the failure of the system as a whole, the fact that being in the 'new releases' is paramount to sales. It does mean that you can setup your peer review a few weeks ahead of your release date, and have plenty of advertising showing the date of your release."

FortressCraft, while successful, has come under fire for being a bit too like Minecraft.

But while DJArcas might be shrugging his shoulders, Silva expressed frustration over how differently the Indie Games Winter Uprising might have gone last December, intended to be a month-long stream of releases via Indie Games. The promotion, developed separately from Microsoft, was mimicking other promotions of digital games on the service that Microsoft does run, ala Summer of Arcade. Sadly, the Indie Games Winter Uprising rollout was hurt by several issues, including mostly unknowable release dates.

"We basically had this 'the games will most likely come out in winter' approach," said Silva. "If we could get all of the games approved and then publish them on a well-publicized official schedule, it would look tons better."

Alas, it's too late for the Indie Games Winter Uprising.

But Indie Games is not the end for Sequence's Wisnov, as he's preparing to submit to Steam. The experience appears to have left a bitter taste in his mouth, but given the timing, it's hard to blame him.

"Xbox Live Indie Games channel desperately needed this feature," he said, "and Iridium Studios desperately needed it just four days earlier."


Posted by Joystiq May 09 2011 02:30 GMT
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Iridium Games' unique role-playing rhythm title Sequence has finally arrived on Xbox Live Indie Games. For the uninitiated, Sequence sees players conducting battle using a DDR-esque four direction input set to the rhythm of tracks from Michael Wade Hamilton and YouTube sensation Ronald Jenkees. On the RPG side, there's a ton of character customization, item crafting, pithy dialogue and also magic and stuff.

The game's available now through the Xbox Live Indie Games storefront for 240 Microsoft Points ($3). If you're still confused on how this Frankensteinian genre-bender works, check out a launch trailer after the jump!

Video
Posted by GameTrailers Apr 06 2011 00:03 GMT
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Sequential gameplay gets an RPG twist on Xbox Live Indie Games.

YouTube
Posted by Kotaku Apr 05 2011 21:20 GMT
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#dancethefightaway How the hell do you mix an RPG with a rhythm game? Iridium Studios' Jason Wishnov shows us how upcoming Xbox Live Indie Game Sequence works. More »
Francis
this is how you explain your game
Slim
Now if this was on steam and supported importing tracks from your own music library, I would but this in a heartbeat

Posted by Joystiq Feb 08 2011 23:00 GMT
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Being a giant, beloved video game site has its downsides. For example, we sometimes neglect to give independent developers our coverage love (or loverage, if you will) as we get caught up in AAA, AAAA or the rare quintuple-A titles. To remedy that, we're giving indies the chance to create their own loverage and sell you, the fans, on their studios and products. This week we talk with former DS Fanboy blogger and Iridium Studios head Jason Wishnov, about his rhythm RPG Sequence.
How did you or your company get started?

This is a boring question. I am going to replace your questions with interesting questions instead.

What? But that's not how-

Hello, Jason! You are handsome and talented. Can you please explain the trailer to me?

Of course, Justin! The trailer shows off some of the core gameplay of Sequence, which is a fusion of RPG and rhythm mechanics. You see three streams of notes falling down from the top of the screen; each corresponds to a different action. You can rotate between them freely, but you can hit only one stream at a time. The stream in red is where you play defense; if you hit a note, no damage is done, but if you miss, you lose some HP. The stream in green is where you cast spells (found at the bottom of the screen, in the Spell Ring); you need to hit every note of a spell for it to actually activate. There are damage spells, healing spells, barriers, and so forth. And finally, the stream in blue is where you regain mana to cast more spells.

Video
Posted by GameTrailers Jan 14 2011 21:25 GMT
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Find yourself in a tower, drugged, and get tested as the story and gameplay are revealed for Sequence on Xbox Live Indie Games.