Archive for September, 2013
Myriad is a game about making and breaking worlds, where you don’t just play but perform.
You build the stage for your performance, living geometry shaped by your actions and decisions. Space is malleable. You can grab the ground from under your feet and fly.
The rules are simple. Enemies chase you, and you must destroy them — but doing so only multiplies their numbers.
Defeated enemies leave behind space you can control, manipulate and detonate. Explode space in great chain reactions to upgrade your weapons and do it all again.
Your performance conducts a synthesized symphony, ebbing and flowing in tune with your every move, as you make a world. Then break it.
My name is Erlend Grefsrud, and I have been developing games professionally since 2009, currently as independent developer and freelancer.
Myriad is my first solo project, the kind of game I got into development in the hopes of one day making. It’s an experiment in kinaesthetics, player agency and the plasticity of game rules.
Our game is at the moment only a prototype. But as you can see our goal is already clear. SchMaus is fast-paced and funny. You will allways have time to play one or two rounds!
– It’s future is looking bright
You can only play alone at the moment, but later you can play with two or more friends and dash through the levels.
And it’s even better! You can choose from multiple playable character in the final game.
A chick and a hamster are also awaiting you when the game is finished!
There will also be a pigeon, which will be a loyal ally to you.
We.re ready to fight the cat!
If you’re too slow the cat will catch you,and you will have to duel her.
Be careful, you’re not the only animal with allys.
If you manage to escape,you should better hurry,because the cat is on the hunt.
Don’t think the cat will surrender!
The game also supports gamepads.
We declare war to the cat!
Pixeltastic is a humble independent game development studio based in germany. We started our mission in April 2013 with one talented artist and one talented coder who already worked in the industry before. In Juli 2013 we finished the prototype of our first game SchMaus. At the moment we are building a much better and bigger “SchMaus” featuring a brand new engine and awesome new features. SchMaus will be the first commercial game released by Pixeltastic.
The Playable Version:
The Curious Expedition is a roguelike-strategy-puzzle-game set in the late 19th century in which you will venture on unprecedented expeditions to regions never seen before.
Put on the pith hat and khakis of a famous explorer and make your way through a lush, procedurally generated world full of wonder and mystery. Visit and interact with the land’s natives. Enter villages to trade and communicate with local tribes that are unknown to mankind.
Interact with exotic natives and wildlife. Battle jaguars and gorillas and, yes, dinosaurs and zombies. Loot mysterious temple ruins to gain fame and treasure, but watch out for deadly traps and curses that will compromise your men and the whole world around you.
As you explore and interact with the world, your actions will cause the region to gradually go out of balance, until the trail of chaos you left catches up and forces you to run for your life.
We’re two guys, working on a game we love for more than 1 year now, while still having our regular 8 hours day jobs.
Our goal is be able to go full time with The Curious Expedition. We want to work on games that would never be funded by a big publisher, but inspire us as gamers as well as developers.
The game is a simple 3D isometric puzzle game where you must go from point A to point B. The interesting part of the game comes in the form of a new game mechanic I call “relative gravity” which is really only understood after playing a few levels. The game has a great start and every level introduces a new feature/obstacle that the player must get through. The game is in its early prototype stages with a few playable levels. The grant would help in getting an artist on the team and would give me more of a chance to put in more levels/obstacles/props and more! Multi-player support for levels that require two people to finish, stunning audio/visual effects, a soundtrack, and more to come with the help of Bundle in a Box.
The team consists of me, myself and I. I am looking to hire an artist and grab another programmer. With a team of three and a bit of funding, the game could really grow into something amazing.
Oh no! After all manner of important spacework, our dutiful astronauts have found themselves scattered across the solar system, stranded on planets far from their homes. They can do naught but gaze upon the twinkling of their homeworlds against the blackness… until the SPACETRAIN arrives.
In a flash, it’s back out along the tracks, a daisy chain of astronauts in tow. Where a more conventional sort of train might slowly pull into its destination stop and ensure a careful unloading, the SPACETRAIN has no time for such dalliances. The most skilled SPACETRAIN engineers use inertia and timing to send their passengers on ahead, flinging them tumbling off through open space towards their destination. As long as they land back home, it’s a job well done. And there are ever more systems in need of the SPACETRAIN.
Having spent many hours analyzing and enjoying games of all sorts, berv thought it was high time he got his feet wet with development. Hoo boy is there a lot to learn. But bit by bit it gets easier. Working alone, SPACETRAIN is an attempt to apply his learnings and push them through to a finished and enjoyable (and saleable?) product.
The Playable Version:
SwapQuest is a mix of rpg and puzzle game elements. You have to swap the tiles to build a road for the prince/princess. Collect gems, fight monster, buy or find equipment, avoid traps, but above all don’t get caught by the evil horde at the bottom of the screen. The game features an epic journey through 12 different areas, each with their own unique enemies, special tiles and graphics. A branching path through the game world, two playable characters each with their own strengths, and a customizable character development allow for multiple playthroughs. A New Game+ will present an even greater challenge for all the SwapQuest experts. Add massive boss fights, character classes with powerful and diverse abilities, and an enchanting soundtrack and you’ve got a game that will keep you busy for hours and hours. This is a very early version and only includes the basic features of the game, but it should give a first impression. A release is planned for Fall 2013 for iPad and Android tablets. We’re looking into the possibility of a PC version, too. Stay tuned for news and updates on our website.
Rebusmind is a team of young indie game developers based in Berlin, Germany. We create mobile games for Android and iOS devices. We place our focus on well-known and loved concepts and improve upon them by adding a unique twist. So far we have developed and released four games for Android devices and one game for iPad. There’s also our first Windows 8 game ScapeGhost, which can be found at the Windows Store.
Rebirth is a procedural survival horror sandbox game inspired by the likes of H.P Lovecraft, Silent Hill and Amnesia. Rebirth has been Greenlit on Steam and aims to successfully combine horror and action by using Day and Night as integral parts of gameplay. During the day Rebirth plays like a survival horror shooter with emphasis on survival. At night the game takes a turn for horror. Rebirth features procedurally generated horror events, buildings, and dungeons as well as procedural events and dynamic AI. We are creating a horror game that changes every time you play!
- Full Body Awareness – Look down, see your body. Check your body for injuries.
- AI with senses, goals and advanced behaviors. They hunt you, hear you, and interact with each other.
- Emergent gameplay – Random events scattered throughout the world. Perhaps you’ll walk into a house and the door will suddenly lock behind you, leaving you at the mercy of whatever vengeful entity lives within!
- Survival based gameplay – Scavenge. Find food, weapons, medical supplies, ammo, fuel, and scavenge for shelter. Try to survive the night.
- Barricade yourself and fortify a position.
- RPG and Roguelike elements
Dead Man Walking is group made up of a handful of people from all over the world. We work together through the magical powers of the internet tubes with the hopes of creating the game experiences we, as gamers, would like to see in games.
We pour all of our spare time and money into this project and have built all the systems entirely from scratch. We hope to use any funds from IDG to add things like Occulus Rift support as well as to pay for additional software to help us make the game better and better.
Solus is a 2.5D platformer that will be available on iOS and hopefully other mobile devices. You play Solus a alien that has crash landed on a strange planet. He was transporting powercores when his ship was attacked by space pirates. He must now travel this strange land, trying to find the 6 powercores, before the space pirates get their hands on them.
Explore different areas from grass, snow and cave. Watch out for the local monsters as well as any potential traps and puzzles.
I am Martyn, I have recently formed Zidas Studios Limited after being interested in Game Dev for several years. I am using Unity3D for the development of Solus and find it incredibly powerful. I am always up for chatting to developers and gamers via twitter
“In my feverish dreams my wife appears as such a lovely creature, so far removed from this creation before me. Her cheeks, once so full of laughter, are now pale almost to the point of transparency with the skin stretched so thin over the cranium it threatens to rip any moment. Her eyes would shine like the night sky, but are now empty, watery and yellowish.
I have to cling to my conviction that she will regain her former grace and vitality, once she is brought back to life.”
This is the story about Doctor Frans von Strauss and his wife Belladonna. After the tragic loss of their newborn child doctor von Strauss becomes obsessed with the idea of using science to find a way to conquer death and create life. Meanwhile Belladonna is left to find her own way of dealing with the grief.
Take the role of a recently reanimated corpse, and unravel the mystery of Belladonna and her husband Frans, as the dead are brought back to life and the living are not to be trusted. Passion, betrayal, murder – and reanimation!
Belladonna is a mystery point-and-click adventure in classic style. Items, puzzles, and a truly scary story.
Belladonna is created by a single person; Niklas Hallin. Niklas works as a freelance game artist as part of a team called Villains for Hire. Working for clients gives food on the table, but little opportunity to create the weird ghosts and spooky madmen that occupies his mind, so in his spare time he also tries to create games by himself. He currently lives in Stockholm, Sweden.
It’s a turn-based, tactical, fantasy Role-Playing Game, primarily for PC and advanced mobile devices. With endless opportunities for character development and highly complex game mechanics, Ravenstorm: Rift of Souls is deeply loyal to the classic tabletop RPGs. Imagine gameplay inspired by Rolemaster and Dungeons & Dragons packaged in a digital format inspired by great games like XCOM and Fallout 1+2. We want to bring the classic tabletop experience to the mobile digital age.
The story of Ravenstorm: Rift of Souls is set in the city of Nordgaard. The House of Ravenstorm has always served as keeper and protector of Nordgaard – warding off aggressors hungry for the treasures guarded by the mighty city walls. A new threat suddenly materialized, a Rift, where strange and deadly creatures started to emerge from, terrorizing the city. Nordgaard is now truly under siege from a threat that is growing – a threat that sees far beyond the great city of the north. And so Halgir Ravenstorm, Lord of Nordgaard, has sent word to all corners of the world and all civilized races: come to the aid of Nordgaard in the war against the evil tides!
The Ravenstorm Team is comprised of GameMasterz, GhostVFX, and Ministi. GameMasterz was founded by two friends, game-designer Rasmus and CEO (glorified admin monkey) Stefan– two tabletop fantasy RPG enthusiasts. GameMasterz shares an office with Ghost, which was founded by Jeppe, Aksel, and Martin in 1999. Ghost’s work spans the entire post production package, and can be seen in more than 30 movies and a thousand-plus commercials. On Ravenstorm, Ghost will be working closely with Cinematics Director Kun Chang from Ubisoft (Watch Dogs). Ministi will provide the soundscape and has worked on many of Scandinavia’s biggest movie productions in recent years.