On the uDevGames contest and being an indie developer...

In a fit of daring, King Thor and I have embarked on a new quest for fame, glory, and trousers! We've decided to enter the uDevGames development contest and try our luck at making something worthwhile (whilst the Republic of Thoronia iPhone game is in near-permanent alpha stage...) We're making a real-time biologically-inspired puzzle game that I recently described as "Sort of an ugly man-beast-child of Frogger, Dig Dug, Super Mario Brothers, Portal, and dysentery." I will of course keep everyone up to date about all the fun and excitement of the development process, and in the meantime you should all sign up for the Mojiferforums and shoot us some ideas or feedback about our insane/inane ideas here.

On another note, everyone should read this Kotaku article (wellll... A Kotaku article based on an Ars Technica article about a blog by Wolfire Games) about indie game development and the Mac, and how the Mac community seems to be more supportive of indie games because of the lack of support for the platform by major studios.
I have seen exactly this same effect here at Mojiferous Industries: Thousands upon thousands of people downloading my oddities, playing my crappy games, enjoying my output that would probably be ignored or fade into the sea of commercial software in the Windows world. It probably also helps that the Mac community is historically composed of a large number of highly creative people- artists, musicians, designers- the type of people who may be more inclined to enjoy an inspired labor of love than something that is strictly functional. Eight years of a *nix kernel has also expanded the hardcore-IT-guy user base, bringing in more people who actively support free, non-commercial, and open-sourced software and further reject the flood of mega-corporation drivel in preference to indie development. This has all come together to create a great environment for developers like myself, allowing me to develop inane things like Zoltan and still know that someone out there will see and appreciate the crap I develop.
On the other hand, I think the future is probably fairly bleak for major studio Mac game development, despite the increasing user base and ease of development- the switch to Intel means that the average Mac user can run Windows easily and quickly, reducing the profit margin associated with cross-platform builds. I personally have a Boot Camp partition just for this reason... Why wait for the next big game to come out on the Mac when I can play it today with a simple reboot? There has also been a slow bleed of talent and creative juice away from computer games and towards consoles, and even the PC market has seen less "amazing" and more "mediocre" than in times past. Not that every major corporate game studio will abandon the Mac, but there will definitely be less of a reason monetarily for them to port something over.
This means that the Mac indie community should become stronger, stranger, and more creative than ever before; people will still want native games and the huge corporations will still make blockbuster ports, but the environment for the little guy (or the very bizarre little guy) should be great...