Anne says: A MAZE. Indie Connect 2012

The Exhibition

Entrance fee: 
2 €

Exhibitions are fun, inspiring and accessible to everybody. The A MAZE. Indie Connect exhibition is one important module of the event, featuring a range of game-oriented art, indie game productions and playful interfaces created by international artists and game designers. And is for the public and for free.

Play the nominees of the A MAZE. Indie Games Award:

A MAZE. tries to distance itself from the classic white cube approach and creates a space for encounter and creativity. The exhibition rooms are a place of process and exchange. A MAZE. makes a commitment to the idea of participatory exhibition concepts that dissolve the traditional spatial separation of artistic and everyday spaces.

Main part of the exhibition is at What?! - Vernissage opens the space on wednesday April 25, 2012 at 5pm. Some pieces will be shown at .HBC.

Opening times:
April 25 - 5pm - 8pm
April 26 - 12pm - 8pm
April 27 - 12pm - 6pm

Main exhibition is at What?! - Karl-Liebknecht-Str. 11 and .HBC - Karl-Liebknecht-Str.9


by Aram Bartholl

0,16 is a light installation in which the shadows of a passer-by is transformed into 'pixels'. The installation consists of a wall built of small square frames covered front and back with transparent paper. A third layer of paper is attached in the centre of the frames. A lamp shining at a distance breaks the shadows of the passers-by into squares, allowing a pixellated human figure to be seen on the other site of the installation. In this simple way, Bartholl renders tangible the pixels found in the world of digital communications.The 'resolution' of the screen is 0,16 ppi (pixels per inch), hence the title.

Aram Bartholl's work creates an interplay between internet, culture and reality. The versatile communication channels are taken for granted these days, but how do they influence us? According to the paradigm change of media research Bartholl not just asks what man is doing with the media, but what media does with man. The tension between public and private, online and offline, technology infatuation and everyday life creates the core of his producing. In public interventions and public installations Bartholl examines which and how parts of the digital world can reach back into reality.

1378 (km)

by Jens M. Stober

1378 (km), through the medium of the computer game, allows for an immersive and interactive journey into sections of the inner-German border in the year 1976. There are two parties in the game, the first being the East German Border Guards, and second being the East German Refugees. The objective of the refugees is to get over the death strip to flee to West Germany. The objective of the border guards is to prevent that refugees cross the border. At first glance the serious game 1378(km) appears to be an ordinary first-person shooter, which is due to the fact that it is based on one. However the
modifications made on the first-person shooter for 1378(km) completely change the usual experience of such a game. Through the personal identification as either an East German Refugee or an East German Border Guard, and growing familiar with the border sections represented in the game, the players will become interested in this part of Germany’s past. The game is addressed mainly to a young generation that grew up with computer games as
their defining medium. In this computer game, as opposed to, for example, a documentary film, - I personally have control over my actions and reactions, which take place in real time and in changing situations.
The game 1378 (km) does not force someone playing as the "border soldiers" to shoot the "refugees". Players are left with the freedom of choice. The border guard has the ability to arrest refugees without the use of violence. They even have the opportunity to be a refugee. You are only able to win the game when you do not shoot. If there are too many deaths, the player gets teleported out of the game to a court yard in the year 2000. Stay there some time and account for his doings before getting back. The rules of the game are inspired by the situation at the former Inner German Border. Border camps, death strips, and orders to shoot are what make the game brutal.

Jens M. Stober (* 1986 Karlsruhe, Germany) is a media artist and game designer. His works are focused on handling computer games in an artistic way. Since 2007 he is studying media art at the University of Art and Design Karlsruhe under Prof. Michael Bielicky. In 2008 he developed in cooperation with “goldextra” the game “Frontiers – Welcome to Fortress Europe”, shown at the EMAF-Osnabrück and part of the exhibition “world of games” in ZKM Karlsruhe. In 2010 he developed the game 1378(km) as pre-diploma which is about the inner-German border. The game started a huge controversy in Germany if a computer game may act about this part of german history.

Buy Bye Game

by Stefan Spieler/ Marc Gruber - zHdK Indie Games Showcase

Buy! bye! is a funny two-player game for the ipad. compete with your friends (or foes) and find out who has the lucky hand. There are 100 shares of a very, very, very, very, very, very, very, lucrative company left. the first who owns 51 shares wins the game.

Chick 'n' Run

by Fourcelabs

Chick'n'Run is a spectacular live game with adult size spring riders. It is perfectly suited for festivals, fairs and other types of events. In the game, up to three players compete with one another by riding the spring riders as fast as they can. The objective: leave all your opponents behind you and complete the virtual race-track first! Chick’n’Run guarantees big fun at a diverse audience. Simultaneously we are connecting people together in a playful way by letting them play, watch and encourage. At the Cinekid festival on October 20th 2011 the visitors voted in large numbers for Chick'n'Run. At the end of that evening we went home with the Best New Media Production (Audience Award).

FourceLabs is a company designing innovative game installations in which the virtual and physical world blend together perfectly. All of our work and ideas can be characterized as playful, most of them having a non-virtual component. We design pervasive games on the cutting edge of experimental and physical interface design. Examples of our work can be found in student residences, in homes for the elderly and at festivals.

Daina: The Herbarium

by Dario Hardmeier/ Raffaele de Lauretis - zHdK Indie Games Showcase

Doors of Decision

by Jan Cordes and Jonathan Wehrle

Decisions shape our character. They are essential for our life. Every day the fast pace of modern life demands more and faster decisions from us, so we
can bear up against the flood of information gushing out of the digital world. When we cannot stand this continuous pressure we get lethargic and turn
away from our life. „Doors of Decisions“ is a first-person computer game that emphasizes this situation of information overload. It lets you enter a strange world of identical rooms that confront you with a question and a choice of possible reactions. When you step further through the doors, you will be facing more and more situations. Once a decision is made, there is no turning back. Your lifetime is running out. You have to head for the future. Deciding in a way that the generated system does not like, will stress you and make your life even shorter. Also there is some point when you lose your power to decide for
yourself. The ultimate goal of the game is to decide on all situations included in the game before you die. Alternatively it is possible to kill yourself to end
the game at an earlier point. Every time you start the game it values the reactions on different categories of situations. While playing you have to learn acting conformal to the system of this virtual world. So you cannot decide based on what you have learned in the real world. In this way the game questions your attitude towards systems dictating you how to think. You have to learn the mechanics the system is made of, to have a chance of reaching the ultimate goal. Otherwise you will only be a name in a highscore list telling how long you lived.

Grid 2.0

by Gamestorm

GRID 2.0 is a physical Game for 4-10 Players. The Players take on the role of either Guardian Programs, which can only move in a pre determined Pattern, or Hackers, which sole Goal it is to retrieve the valuable Data guarded by the Guardians. The Movement on the GRID is guided by a unique soundtrack and the Game offers an interesting visual appeal through the use of Blacklight.

The original idea for Gamestorm was to provide additional prototyping experience for aspiring game designers at game dev schools in Berlin. Nobody had thought it would become something bigger at that point.After the first two jams were quite well received a small network evolved. The founders saw the potential to spread the culture of making games to a bigger audience and get people outside and inside the industry involved. After being very straight forward game design challenges in the beginning, today’s Gamestorm events have become a bit more social and experimental. They are meant to be game design challenges with a scientific approach. Game culture is growing fast in Berlin and Gamestorm has become one of the many platforms for developers and people interested in games.

Hollow Grounds

by Jeremy Spillmann - zHdK Indie Games Showcase

It is a crash course in cartography. Piri is a base jumper, who is exploring a planet called Ella. This game takes conventionality and turns it on its head (literally). Instead of a parachute, Piri has a plank acting as wings. Instead of playing as Piri, you actually assume the role of the planet. Your job is to shift your gravity so that Piri doesn’t get hurt as he explores the different caves.

Hotline Miami

by Cactus

In an alternative version of Miami in the late 1980s someone is trying to reach you. Strange voices on your answering machine seem to urge you to commit terrible acts of violence. Are you willing to participate? Hotline Miami is best described as an overhead inverted stealth stealth shooter, encouraging the player to take risks with it's arcade style gameplay. Wrapped around it is a subtle story that raises questions about the violenct and surrealistic nature of the game.

Jonatan Söderström aka “cactus” is an award winning game developer from Gothenburg, Sweden who has been making independent games for seven years and has gained praise and fame for his continuous output of odd freeware games.

Journey of a Roach

by Mischa Geiser/ Binan Woll - zHdK Indie Games Showcase

Mankind was prepared for a nuclear war, but nobody reached the shelters in time. Humanity erased itself. But not all creatures are as easy to exterminate: Just a few years later the young cockroach Jim set out on a journey to experience (and survive) the abandoned human world. In «Journey of a Roach» you are a cockroach on its quest to find the most beautiful place on Earth, in an underground maze of bunkers.


by Mario v. Rickenbach/ Michael Burgdorfer - zHdK Indie Games Showcase

Krautscape is an action-packed multi-player racing game, where the currently leading player builds the track during the race. The track, as the most important part of any racing game, emerges dynamically during gameplay. This leads to a completely original and unique gaming experience for every race.


by Ralf Mauerhofer/ Stefan Spieler - zHdK Indie Games Showcase

Roswell is an adventure that takes place in a departement store. In Roswell two aliens crash into a mall on earth. It’s your job to search, to collect and to combine different Items and make sure that your UFO can fly back home. In your inventory, items are displayed only with their silhouettes/outlines. Texts are always describing the look of things and not the functionality.

Sky Rider

by Marc Gruber - zHdK Indie Games Showcase

SkyRider is a game for iPhone which the Player controls a parachute-jumper as he skydives out of a plane. The Player has to collect as many points as possible by doing stunts before the jumper hits the ground. The Player can perform stunts by tapping the screen at the right moment. If the Player touches at the wrong time, the jumper drops from free fall crashing to the ground. The style of the game is held in 8-bit graphics.

Yeti Hunter

by Vlambeer

YETI HUNTER is a game about hunting yetis.

Yeti Hunter was first released on the GDC show floor and it may well be the creepiest title that Vlambeer has manufactured yet. As you might have already guessed, you're going to be gunning down some Abominable Snowmen in this one. However, if you were expecting rampant mayhem and a cadre of collectible firearms, you would be wrong. Unlike most first-person shooters, Yeti Hunter is kind of on the quiet side.

It is set within the depths of a snow-laden pixelated forest. There's a smear of blood on the ground. All around you, snowflakes are tumbling down from the skies with not a care in the world. Your quarry? Nowhere in sight. Most of your time in Yeti Hunter is spent combing through the woods, alert for a fresh pool of blood or a flicker of movement. Though initially simple seeming, the tension in the game can ramp up when night falls. Will the hunter become the hunted? You don't know. Vlambeer didn't say. As the hunt continues, it's hard not to grow a little jumpy. How many are out there? Does your prey have family? Does it have angry family members hell-bent on immediate, messy revenge?

A lovely minimalist experience, Yeti Hunter should get an hour or so of your day today. Download the game here.

Text credit: Cassandra Khaw for

VLAMBEER IS A DUTCH INDEPENDENT GAME STUDIO made up of Rami Ismail and Jan Willem Nijman, bringing back arcade games since 1884.