The Indie Game Magazine February 2015 | Issue 46 | Page 12

Cubris, which won a prize for innovation, we had other great games like Castles of Caragaba (a castle building game that won best art) and Ore: The Mining Game which won best game. Honestly, we’ve had a great line up of diverse games, many of which have, since the previous festival, been published (e.g. BEARD, These French Fries are Terrible Hot Dogs, Stack & Attack, and many more...) IGM: In your mind, what makes indie games stand out amongst the more mainstream AAA titles? DS: The lack of 2’s and 3’s... and 4’s and 5’s and HD-Remixes and all that jazz. Indie developers tend to be more concerned with doing something new than re-treading old ground, which keeps the games from the community fresh, innovative, and risky. It also helps us build communities around what we do as teams, as opposed to forcing our fans to be devoted to a particular IP. AT: Absolutely! For me it’s really about innovation and community. The latter is one of the reasons that I’m so excited to be part of this festival. It’s just great to give the general public a chance to sit down with the game designers themselves and talk about games. IGM: You both have had success funding projects on Kickstarter. Do you have any tips for developers organizing their own crowdfunding campaign, based on what worked for you? DS: Plan and announce your campaigns well ahead of time. Choose a format that’ll work best for you. Kickstarter and IndieGogo aren’t your only options. These days I am less interested in those than I am in Early Access. Being able to deliver the game instantly, get feedback, apply it, and watch the game grow over time is a magical feeling. Early Access is still a young format with plenty of room to experiment, and sure it isn’t for everyone or every game. If you plan it right, though, there is a lot you can do with it, and it’s great for building a community. AT: For me as a board and card game designer, Kickstarter really is 12 The Indie Game Magazine