The Indie Dev Grant

by Bundle In A Box
Action

Candy Wars

CandyWars

The Project:

“Candy Wars” is a FPS with many innovative features!

You can build your own castle with the builder in the game and place your siege weapons wherever you want. You can use them to devastate the opponents’ castle or you can try to sneak into his castle and take him out with your crossbow. But be careful because in Candy Land everything is made of candies. So every time you kill an opponent you gain some, but then again each shot fired is wasting a few candies. So be efficient! You can play online not with one, but three other players in a free for all battle! Give them some sugar!

If we manage to win we plan on making more features for the multiplayer modes including team battles. And we hope to get a better server because we are experiencing a few problems now. Also we are probably going to change the graphics to more realistic ones.

The Team:                 

Our team is called Traptics, and we are many! Just kidding we are only three people currently on this project, one game designer, one programmer and one 3D artist. Please help us grow stronger!

The Video:

http://www.youtube.com/watch?v=7IfIs–IojA

The Demo:

https://www.dropbox.com/s/1vu7unetnms1qhx/Candy%20Wars.rar

The Link:

https://www.facebook.com/Traptics

Dwarven Insanity

DwarvenInsanity

The Project:

Dwarven Insanity adapts on the FPS games of old, “Quake” and “Unreal Tournament”, that accrued a huge community of players, and even still are thought of by many PC gamers as the pinnacle of first person shooters. Dwarven Insanity has an incredibly fast, fluid movement system, combined with projectile-based weapons, which bring in an intuitive but truly skill-based experience. All this, based in an entirely destructible environment, much like the terrain of “Worms”, which gives players a completely unique way of taking on the enemy, blowing huge holes in the terrain, setting traps and blowing the ground from the opponent’s feet. Combined with massive jumps, teleporting, and each Dwarf having a powerful jetpack, the gameplay potential for this game is new and varied. A multiplayer game like this is dependant on it’s community, and so a map editor will be combined, in order to give players the chance to create levels they desire. Dwarven Insanity will have a free-to-play model, with in-game purchases of weapon unlocks and skins, but with a focus to make sure there is no pay-to-win potential.

The Team:

A one-man team, made up of me, Chris Tacey-Green, a 20 year old Computer Science student from Manchester University. I’ve had a large amount of experience already with a range of programming languages, 3D modelling, and character animation. This is my passion, I started producing Dwarven Insanity over 6 months ago, dedicating any, and all, time I have available to making this game in Unity 3D. Funds are obviously an issue, being a student I have very little money available for the game, and so marketing and generally getting the game publicised is tough. Booths at gaming conventions, advertising, and web hosting would be required in order to get the right community to see the potential of this game. The Indie Dev Grant would help hugely in pushing this game to completion, and helping it become exactly what the community want.

The Video:

http://www.youtube.com/watch?v=t3JPg-0dnQo&feature=youtu.be

The Link:

https://twitter.com/EuphoriacGames

Afterdeath

afterdeath

The Project:

Become Death, the grim reaper, and dive through a mythological multiverse to reclaim Death’s stolen scythe. Precision control over jump angles gives you the power to make your own path through each afterlife. Rely on reflexes and rapid angle changes or approach levels as a puzzle of angles to be solved with foresight – invent your own style.

Whether it’s curiosity and exploration, risk-taking, or the speed of a psychedelic rollercoaster, each world is designed to emphasize a different gameplay theme. I recreated the experience I had gaming with college roommates, passing the controller around on different levels that matched each person’s individual style. Afterdeath’s 26-track soundtrack was composed to bring the personality of each world to life and to synchronize the player with the rhythm of each level. I hope you like it!

The Team:

I’m a self-taught programmer who spends nights and weekends making this game. Through Afterdeath, I reconnected with one of my college roommates who’s a talented musician and composer. He scored the game with music created from the culture and spirit of each afterlife. Our artist unites the gameplay and music of each world.

The Demo:

http://www.nonadecimal.com/forum/viewtopic.php?f=10&t=21

The Link:

http://www.nonadecimal.com/

Quarries of Scred

QuarriesOfScred

The Project:

Quarries of Scred is an arcade style game that I have developed over the last fortnight. From a simplistic game style, I’ve added elements like a Daily seed for map generation to help encourage Lets Play folk to take advantage of the game. The game is harsh, but ultimately fair as it squashes novice and experienced gamer alike beneath falling stones.

The Team:

Quarries of Scred is currently a solo venture – I am considering using the considerable talents of artist @jaytherobot, but currently the art is very simplistic. I (@darkestkale) am an unemployed Robotics Engineer who previously designed fuelling equipment & industrial labelling machines. I’m throwing up some quick games to both test the waters and keep morale up while I search for a new job.

The Demo:

http://www.indiedb.com/games/quarries-of-scred/downloads

The Link:

http://www.indiedb.com/games/quarries-of-scred

ChillaBounce

ChillaBounce

The Project:

ChillaBounce is a Break-Out/Pinball action game. The object of the game is to knock the balls (Chinchillas) into enemies using four paddles, steal back the coins, and defeat the three evil bosses.

The four paddles are controlled using the mouse (side paddles use the Y-axis, top and bottom use the X-axis) with the IOS version using accelerometers.

The next version of ChillaBounce will have more levels, bosses, and upgrades.

The Team:

Godredsson Games is a small independent game company based in Victoria BC Canada. We enjoy making games as much as you like playing them.

The Demo:

http://animationnb.com/12/rmacleod/games/ChillaBounceAlpha/ChillaBounceAlpha2.swf

The Link:

http://animationnb.com/12/rmacleod/Chilla.xhtml

Signal To Noise

SignalToNoise

The Project:

Signal to Noise is the music-driven rail shooter. This a game that will allow you to play your music as it’s never been played before. Select any song from your personal library, and the game will generate gameplay in realtime based off of the music of your choice. As intense as you want it, Signal to Noise is heavily inspired by games like Tempest, Starfox, and Rez, and will give you an experience based around those “moments” that remind you why you play video games.

The Team:

I founded Solanimus in 2011, on a foundation of a few months of self-teaching in game development. I released my first game in 2012, and my second game in mid 2013. We’ve been working on Signal to Noise for a few months now and are working on some other software projects alongside the game to get money (it’s all been funded so far with my money from classic game reselling) to keep going. We’re now a team of just a few people: Me (David, full-time, programming, design, business), Paul (part-time, working another full-time job to support himself), Daniel (part-time, intern), and John (part-time/contract work, graphic artist) trying as hard as we can with what we have.

The Video:

http://www.youtube.com/watch?v=JV9ehSvCtms

The Link:

http://www.solanimus.com/

Hyper Gauntlet: Legacy of Nozzlethruster III

HyperGauntlet

The Project:

Hyper Gauntlet: The Legacy of Nozzlethruster III is a manic-paced arcade first person infinite runner influenced by Super Hexagon, BIT.TRIP Runner, Wipeout and Temple Run. Players control an invisible force in an abstract and minimalist arena, constantly hurtling forwards through gaps between blue and red obstacles. As obstacles are passed and the score increases, the player runs faster and faster. To help them in their never-ending race, the player can slow down time for a few seconds to dodge through a particularly tricky section or pick up power ups to alter the flow of the game. Hyper Gauntlet you for making split-second decisions and never taking the easy way out. It is currently in Late Alpha stages, and will soon be entering a paid Beta.

The Team:

Nicholas Udell is a hobbyist British independent game developer who has been making games for his whole life – but only officially for the last couple of years. Nick has entered multiple game jams (Bacon Game Jam #5, The Arbitrary Gamejam #1 (winner),#2,#3) with games such as Fuse-Breaker, Hairball, Bohemian Political Upheaval Simulator 1618 and Leukocyte Disaster, respectively. Nick is now working on Hyper Gauntlet, a larger project that he aims to sell.

The Video:

http://www.youtube.com/watch?v=V6yOfZsP2Fs

The Demo:

http://www.udellgames.com/games/hypergauntlet/

The Link:

http://www.udellgames.com/games/hypergauntlet/

Specter

Specter

The Project:

Specter is an action-platformer that borrows a lot of our favorite tried-yet-true mechanics from the genre and meshes them, all while adding some new concepts to the mix.
Follow Harold, a slightly arrogant, but endearing lord, on his journey to reclaim his tower and relearn his skills. Beat challenging, beautifully handcrafted levels. Use your abilities for platforming and combat. Solve puzzles on the fly while narrowly escaping the rising lava.
Specter’s combat system forces you to think before you leap into the next horde of enemies. What’s the best combination of abilities to use in that specific situation? In what order should you kill your adversaries to be the most efficient? Those are the kind of decisions we want to encourage!

The Team:

Blair and I got to know each other during a game project which started on gamedev.net. After half a year of hard work the team of about eight drifted apart, but we stayed in touch. A few month later we found each other on a team again, but again most the team lost interest in the project. After that Blair and I decided to just start something on our own. Two days later we had a working prototype of Specter. It was fun, we decided to keep working on it and ZZep games was born!

The Video:

https://www.youtube.com/watch?v=nweoMMVb8r8

The Link:

http://specter-game.com/

Zenzizenzic

Zenzinzensic

The Project:

You don’t have to be that masochistic to give Zenzizenzic a shot, really, trust me! Have faith in your abstract little ship and blast thou foes into the unknown two dimensional beyond with the help of a wide variety of destructive and exotic weapons. It’ll be fun. There’s a myriad of enemy variety, bonus levels, upgrades, dynamic difficulty, unlocks and all that good jazz. You can even grab a buddy and kick back to the insanely awesome soundtrack while cooperatively being slaughter… eh, positively challenged! Currently in beta, the full game is planned to be available within the next 2 months.

The Team:

Without any practical knowledge on game design and development, except for what was garnered over the course of 15 to 20 or so years of playing games, I set out to build a game myself. I didn’t know a damn thing, except for what feels right and what doesn’t in a game. Over the following months I spend as much time as I could muster familiarizing myself with the ins and outs of game development and all that comes with it (which is a lot as it turns out!). Zenzizenzic is the first result of my efforts.

The Video:

http://www.youtube.com/watch?v=QlF5qbNteI4

The Demo:

http://www.bithuffel.nl/download.php?file=Zenzizenzic.zip

The Link:

http://bithuffel.nl/zenzizenzic

Ashen Rift: A man and his dog

AshenRift

The Project:

Ashen Rift follows the life of a man and his canine companion Bounder as they seek to get to the core of earths dire situation. Together as they do so they encounter strange corruptions of man within the twisted and suffocated remains of Earth.

“20 years ago some scientists and military folk got to meddlin’ in things they ought to have left alone, they called it a “rift” or some such.

Now the whole damn earth is almost entirely empty and she’s about to breathe her last breath. I don’t reckon I know exactly what’s causing all of this, but I know what I’ve seen since then and it ain’t right… Maybe it’s not too late for earth, maybe shes got some fight left in her.”

With Bounder by your side you will scrounge for whatever ammo and explosives you can find and when that fails you will grab dirt, rocks or any other found objects around you to maim and distract the beasts which wander aimlessly looking, smelling and listening for a meal.

The Team:

My name is Barry Michael Collins, a 13+ year game industry freelance artist and I have been solo developing Ashen Rift part time for almost 3 months… Development halted a month ago when I found out my father had died in a tragic and very depressing manner, I am just now bouncing back from this upset and resuming development with new found burning need to make something of my life, I hope Ashen Rift can be the starting point for me to be able to continue developing the games I dream of playing.

The Video:

https://www.youtube.com/watch?v=LG19USez3AY

The Link:

http://www.ashenrift.com/