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Pencil Test Studios, an indie developer featuring talent from titles such as Earthworm Jim and The Neverhood, launched a Kickstarter campaign a while back for an odd title called Armikrog. Continuing the style of The Neverhood, Armikrog would be a point-and-click adventure game animated entirely by hand using claymation. The game would be full of zany characters, hilarious dialogue, and mind-bending puzzles.

Well, I guess I should stop saying "would" and start saying "will", because Armikrog has reached its Kickstarter goal of $900,000. In fact, it even went above and beyond all the way up $974,578, reaching the stretch goal supporters had been clamoring for, a Wii U release!

So, it is with a happy heart that I can now say, Armikrog will be launching in July 2014 on PC, iOS, Linux, and Wii U. Who else is looking forward to this wacky adventure?

"The size of the world is impressive. There are many fantastic places to explore and great characters to meet. But what really excites us, and what we hope will excite you too, is that we can create an Oz that becomes a defining version, like we did with Alice. When people think of Alice, they now think of a bloody Alice with knife in-hand. We have that chance with Dorothy, to reinvent her and seer into history a version that can go beyond and live above the MGM or Disney film versions. This will be our Oz, our Dorothy, your Oz, your Dorothy." -- American McGee

Spicy Horse Games, a game studio spearheaded by Alice Madness Returns' American McGee, has just launched a Kickstarter campaign for their new game OZombie. OZombie is a game that hopes to reinvent Dorothy and the world of The Wizard of Oz in a new, much darker way. The game will tackle themes of conformity, employing zombies and their master, the Scarecrow, as a metaphor for conformist society. McGee says the world is an "impressive" size and should be full of intriguing locales to explore.

OZombie's crowdfunding goal is $950,000, and, at the time of writing, it has already reached over $86,000, so it's doing well. The campaign currently has three stretch goals. If the first is reached, at 6000 backers, the team will open the mysterious box from the game's Kickstarter trailer. If the second is reached, at 11,000 Backers, Chris Vrenna, at one point a drummer and keyboardist for Nine Inch Nails, will join the team to compose the soundtrack. The third goal has been thus far left ambiguous, labeled with, "Defined as the campaign progresses."

Head past the jump for more details as well as the Kickstarter campaign trailer, and if you're interested in OZombie, then head on over to the game's Kickstarter page and support it!

A Hat in Time is an upcoming indie platformer that hopes to hearken back to the days of the vibrant 3D platformers of yesteryear like Super Mario 64 and Banjo-Kazooie. It's being funded through Kickstarter and has massively outdone its minimal funding goal of $30,000, now having accrued over $200,000. Originally, A Hat in Time had nine stretch goals, ranging from developer commentary at $40,000 to "Hat Kid's Spaceship Hub" at $200,000. But now the ninth goal has been reached, so what reason is there to keep funding it?

Well, I'm glad you asked. Once A Hat in Time reached its $200,000 stretch goal, Gears for Breakfast, the studio developing the game, revealed one final stretch goal. For every $15,000 after $200,000, Grant Kirkhope, composer for Banjo-Kazooie, GoldenEye 007, Donkey Kong 64, and many other classic titles, will write one new tune for A Hat in Time.

Grant Kirkhope is already writing one song for the game, but if you want to hear more from him, head on over to A Hat in Time's Kickstarter page and support this game, because, at the time of writing, it only has 66 hours left on Kickstarter!

A Dark Room by Doublespeak Games is heavily inspired by Candy Box; however, this game is more grim, more plot focused, and is a more rogue-like game. Despite its excessively simplistic experience, this is one of the most creative and surprising games I've played in a long time. It's a very simple text based game where the story is told on the side and you simply choose an action from a list of options.

The game starts you somewhere you might have guessed: a dark room. You initially only have one way you can interact with the world, but as you progress, more options are unlocked. More gameplay systems are also unlocked the further you get into the game, each one interlocking perfectly with the last. The game goes through so many major transformations that by the time you finish playing, you'll find it hard to believe that you started this experience in a cold little room with only the option to start a fire. The game balances many different mechanics, ranging from resource management to combat. As you uncover more of the world, you'll learn about it's history and your role in it.

You can play A Dark Room in your browser. The game saves automatically, so you can close your browser tab without fear of losing your progress.

If you're a fan of Excitebike, Trials, or really any games focused on motorcycles in general, you might need to hit up the Steam store to buy Joe Danger and Joe Danger 2: The Movie, which have just been ported over to PC. The games were originally for home consoles but were then ported over to mobile devices, and now they've finally made it to this platform (and with some bonuses and amazing discounts, too)!

You can purchase each game individually for $11.99 each (20% off each game), or, for you smart spenders out there, you can get them both together for only $14.99 (40% off each game). Joe Danger 2: The Movie and the bundle come with a Minecraft skin for in-game and the ability to play as all nine Team Fortress 2 classes. Part of the joy of the games being on Steam is that it's now easier than ever to create your own maps and share them throughout the community, which substantially prolongs the enjoyment you'll get out of these games.

Hit the jump to watch the Joe Danger is coming to PC! trailer.

Joe Danger and Joe Danger 2: The Move are available on Steam for the prices listed above until July 1st, and regular price afterwards.

Many know Chris Seavor for creating of the cult-classic Conker's Bad Fur Day on the Nintendo 64. Since then, however, Seavor has left Rare and started his own indie studio called Gory Detail. Back a few weeks ago, Seavor posted a tweet which hinted at the possibility of his studio developing a Wii U game, and in an interview with nintendolife Gory Detail revealed that their first game, The Unlikely Legend of Rusty Pup, would be coming to the eShops of both Wii U and 3DS.

Very much unlike Conker's Bad Fur Day, which was known for its crude and frankly hilarious dark humor, Rusty Pup is not mature in the sense of "vulgar," but rather in the sense of "grownup," focusing on the story it wants to tell:

"It's all very much about the story. It's a very sad tale. It's not dark as in 'mature' — it's not got swearing in it, or anything like that. It's quite a serious and adult story, but still a fun and hopefully playable game with lots going on. There will be moments of dark humour, but nothing gory." -- Chris Seavor

Head past the jump for more details on The Unlikely Legend of Rusty Pup.

Denis Dyack, known for his work on the cult-classic Eternal Darkness: Sanity's Requiem, is currently working on Shadow of the Eternals, and he recently gave an interesting statement to NowGamer. He explained that, in the present day, he's more in love with his job as a game developer than ever before. Dyack talks about how, even though it may be difficult attempting to be an indie developer, those challenges have brought about many new ways of thinking and approaching games:

"I think because of how the industry’s changed, in many ways, with a lot of the changes that have happened have forced groups like us to look to other means but at the same time, there have been massive epiphanies on how great this really is. This is a true statement – I, personally, have never been happier as a developer as I am right now working with a very small group of people and working with the community." -- Denis Dyack

It's an interesting thing that he points out; some of the best ideas come when you're most limited. Dyack, as an indie developer, no longer has the safety of a big-budget, but it sounds like he's finding new and innovative ways to work without one. Head past the jump to read the full quotation.

The creator of Earthworm Jim and The Neverhood has formed an indie developer called Pencil Test Studios, and they are currently trying to use Kickstarter to fund a project called ArmikrogArmikrog is a claymation adventure game, as was The Neverhood, about a space explorer named Tommynaut and his blind dog Beak-Beak, whom Pencil Test describes as "kind of like [Tommynaut's] drinking buddy." In the game, Armikrog is a the "mysterious fortress" which Tommynaut and Beak-Beak become locked in after they crash land on a strange planet.

After chatting with Nintendo a bit, Pencil Test Studios has also announced an Armikrog stretch goal of $950,000 that, if reached, will land the game on Wii U in addition to its PC, MAC, and Linux releases:

"As you may have heard, Nintendo recently contacted us to discuss the possibility of releasing Armikrog on the Wii U. Our first thought was 'I wonder if anyone would want to play Armikrog on the Wii U?' Well…we think YES!!!"

Unfortunately, funding is looking grim as Armikrog has only accrued $638,496 out of its $900,000 goal, and it only has 3 days left to get funded! So, if you're interested in zany characters, claymation, point-and-click adventures, The Neverhood, or Earthworm Jim, you can head over to Armikrog's Kickstarter page and help bring it back from the depths!

Head past the jump for more details on the potential features of the Wii U version of Armikrog.

Our Darker Purpose is a rogue-like game set in a dystopian school that currently has a campaign running for it on Kickstarter. With story book style graphics and a young girl protagonist mixing together to create a beautifully creepy environment, I can feel it in my bones that this game will be something amazing. That is, if it hits its funding goal. The game currently has $25,700 pledged out of the necessary $40,000, leaving a monumental $14,300 left in order to get the game done. There are only four days left in the campaign, and I definitely recommend you donate to get the project finished. Feel free to donate here. Hit the jump to watch the trailer.

Phil Fish of indie studio Polytron has announced a sequel to his acclaimed title Fez. However, while Fez started out exclusive to the Xbox 360 platform, Fish says Fez 2 will not even be releasing on an Xbox console. When asked by Polygon about the platforms for which Polytron was planning to release Fez 2, he had this to say, "Not Xbox."

Polytron simply finds Microsoft to be too harsh toward indie developers. For those unaware, Fez's Xbox release went unpatched due to it simply being too expensive to patch a game on Xbox 360. He even said that had Fez been experiencing issues on Valve's Steam service, "the game would have been fixed two weeks after release, at no cost to us." Fish stated that he feels that "PS4 seems to be doing everything right," commending Sony for "having their heart definitely seems to be in the right place." So I'd guess it's likely we'll see Fez 2 on both PlayStation 4 and PC.

He also discussed a few general details regarding Fez 2, so head past the jump to hear those!

Tiny: "Feel a bit like an archaeologist." Radio: "An Archaeologist specializing in pants."

So I just beat Tiny and Big: Grandpa's Leftovers, a quirky little indie puzzle-platformer, and it was a ton of fun. This game took a very open-ended approach to puzzle solving, an approach I'd absolutely love to see more titles attempt, and that's the main reason it succeeds as well as it does. See, in Tiny and Big, you don't walk into a room and immediately start casing the area for which objects you have to interact with and in what order. Instead, you just start trying things. Tiny and Big: Grandpa's Leftovers doesn't give you a scripted brainteaser to solve before you can reach your objective; it hands you a few tools, drops you into the desert, and says, "have at it!"

The game starts you off with a short, and surprisingly enjoyable, tutorial to showcase the three tools you'll be using throughout the adventure: a laser, a rope, and some rockets. The laser cuts through rocks, the rope tugs on rocks, and the rockets push rocks. It's an interesting set of tools, all of which nicely compliment each other to make for some very interesting scenarios.

Oh, and also, the plot's about this guy named Big stealing pants from a guy named Tiny (the player character). The trousers grant the wearer supernatural powers, so Tiny and his radio have to chase Big down to get back the super-powered pants. In order to do that, you'll have to guide Tiny up and through a treacherous pyramid, while occasionally being bombarded with boulders by your good pal Big. So head on past the jump to see the full review of Tiny and Big: Grandpa's Leftovers!

95 games came out of the Fifth Bacon Game Jam, and there are some real gems among those. One of those gems is Escape From Bacon Bay, a prison break simulator developed by team drunkenpixel. It's lights out at Bacon Bay (the theme of the Game Jam was 'lights out') and you have until the morning to do what has been said to be impossible: escape!

The game has two stages; the planning stage and the escape attempt itself. During the planning, you organize the escape by assigning tools to your fellow inmates using your action points. You can issue each inmate a shovel, a spoon, a rope, or a cup. The first three of those four contribute directly to the escape. Each of them costs a different amount of action points and functions at a different rate. The cup is used to distract guards from the inmates who you gave the shovels, spoons, and ropes. You'll need to plan your assignments carefully, as your team's placement is just as important as their tools.

Next is the actual escape. Click on a cell to wake up its inmate and get them to start using their tool. If a guard is approaching, you can click the cell again to make the inmate hide their tool and pretend to sleep. Be careful, as some tools take longer than others to hide and any inmate caught will be immediately put in handcuffs. Even the cups can get you put in handcuffs if you use them too much. Meters on the right side of the screen show you your progress in the escape and what time it is. A successful escape will take careful planning and fast clicking.

The game was made in 48 hours, but the art is nice and the game is tense and challenging. The game is available for Windows only.

Escape From Bacon Bay is available for free here for Windows.

A little over a month back, indie studio Thekla posted a few potential ideas for the poster they were designing for their new game The Witness. At the time of posting, Jonathan Blow stated that Thekla had already decided on the official poster and that they'd "release that at some point in the future." Well, the time has come and, due to its inclusion in a Sony promo video, Thekla was finally allowed to release the poster to the public. As Blow pointed out, you can see the picture in the background around 0:57.

It's a beautifully clever poster, so head past the jump to see it in full resolution!

Have you been lustfully yearning for a quirky, boldly coloured, old fashioned point-and-click adventure game featuring an intrepid ghost detective as the protagonist? Yeah, neither have I. However, that isn't going to stop me from playing this game to death (pun definitely intended). Jack Haunt: Old Haunting Grounds is undoubtedly something to be interested in.

The game is simple. It's got your standard point-and-click adventure game mechanics, but with an exceptionally simple interface. You play as Jack Haunt, a private eye who just so happens to be dead. The puzzles are rather interesting and unique, which might be expected from a game with a protagonist as cute as this one. The game is very reminiscent of the early indie scene and the older point-and-click games. The game is currently only available for Windows, but Mac and Linux versions have been promised and are on the way.

Jack Haunt: Old Haunting Grounds is available here for only $5.

While not a new game, Super Stone Ball is a fantastic one. Released in late May, the game was developed by John D. Moore (a.k.a. thesychophant), creator of the amazing freeware game Caverns of Krohn. Its excellent combination of cleverness and charm piqued my interest recently, and thus, I decided to share this gem with the public. The game is small in both length and screen resolution, but it's just big enough to explore the main game mechanic: turning to stone.

In each of the eight levels, you're given a limited amount of balls to get to the exit. The controls are very simple. You control one of the balls at once, and you roll back and forth with the left and right arrow keys. Pressing X will turn your current ball to stone, and pressing Z will make your ball jump. If you happen to get stuck or put yourself into an inescapable situation, you can simply push R to restart the level. The levels are laid out in a way that the exit is always far too distant for your mildly-pathetic jump to reach, and as such, you must turn the balls to stone in mid-air to use as a platform to reach higher and farther away areas. It's a simple concept, and Super Stone Ball is a great way to waste a half an hour here and there.

Super Stone Ball is available for Windows via GameJolt.