Brighton, 1964. Against a background of sweeping changes to the fabric of the seaside town and its population, Lily Porter, Brighton’s only lady private detective, sets off a series of events that result in a violent struggle for control of the Brighton underworld. Can she escape the consequences of her actions, and unravel the mysteries of the Blue Moon cult? Pitched against dark forces beyond her control, can Lily unmask the 4th Man, and get her life back?
The Fourth Man is an episodic RPG adventure in 6 parts, packed with the fashion, music and culture of the 1960s, all cooked up with a distinctly British sauce. Expect oodles of detective work, tricky environmental puzzles and a gamut of spicy Brighton denizens: mods, rockers, squares, hepcats, late bus drivers, not to mention the troglodytes living under the South Downs.
The game will be a new take on the RPG genre – this is a game more about brains than brawn, and will feature a novel progression system which not only enhances your character but the world around them. Set in an alternate Brighton, it will feature real world locations and colourful characters from Brighton’s past, as well as incorporating some “what might have beens”.
Pie and Mash is the two man tag team of Tim Frost (Art Monkey) and Owen Bennett (Director of Typing). Tim has worked on no less than 4 BAFTA award winning animation series, whilst Owen has been programming since he was 8 years old. Together, we are wannabe game makers with a love for adventure gaming, weird folk tales and good Sussex Ale.
Where is Pixel? is a minimalistic adventure / search game. Travel the world and find your friend Pixel who’s gone missing in all sorts of environments. It’s inspired by McPixel and taking the whole parody a step further by parodying a popular series of children literature. Pixel has no gender.
The principal idea was to create a search picture game with a minimalistic look. This was used to visualize a story that has only a few levels so far. It is planned to grow to 100 levels, a journey around the world and beyond. The game was created for Ludum Dare #26 in April 2013.
Ananasblau Games soley consist of Thomas R. Koll. He is making games since 2010, plenty of game jams later the counter nears 20 games.
Thomas’ dayjob is developing web applications, hence a strong tendency to pure scripting
languages like Lua. He’s been a Wikipedia admin before, participates at an annual creative media arts festival, is a regular at the local hackerspace and now helps run a small game show in Linz called GameStage.
Excerpt from my game story:
The story follows young Dookie trapped aboard a doomed space ship, which is heading for a black hole. In an attempt to request help from anyone the ship has become infested with aliens, pirates and crazy robots who want to strip the ship of its possesions. The last few crew of the starship need to transport all ‘Organic’ and ‘Free Range’ life off the ship via the escape pods, spare ships and the flotilla of alien vessels which are attached. In an attempt to escape the black hole the crew activate the a mysterious ‘Star Relay’ that they found whilst mining an asteroid they collected on their journey. When activated the Star Relay pulled Dookie from his home planet on board this mysterious ship.
The game will be a side scrolling 2D adventure game where the hero has to collect and deliver items, solve puzzles and battle enemies. The game is heavily based on the adventures of Dizzy and with the recent failure of ‘Dizzy Returns’ to get funding through Kickstarter I have now taken upon myself to fill the void in my life. Hopefully the Oliver Twins will not mind be creating a homage to their little egg.
The game will touch on many of the major Sci Fi movies over the past 30 years and have nod to films such as Star Gate, Star Wars, Predator and even Prometheus.
The team is currently me. I am in marketing by day but at night I run http://www.graphic-buffet.com which is a game graphic online store for budding developers. I currently have about 5 games on the App Store that I have learned a lot of lessons from. I have many friends and colleagues all ready to work on this project but I just need to get funding in order to get the ball rolling… I am also an avid games blogger at http://www.debugdesign.com.
Lune is an adventure game about reflection and solitude where you can control the moon, which implies influencing tides, reflecting light in various ways and modifying gravity. You overcome obstacles that are blocking your way in an abandoned tower on an island in the middle of an ocean.
Use your capacity to manipulate water to flood rooms and free stairways. You can also trigger Moonset and walk in the shadows to avoid the unwavering stone Guardians. Your actions have a global impact on the whole environment of the island.
In Lune, we want each gameplay situation to have multiple outcomes, so you can always backtrack to inspect a new path.
We want to offer an experience based on awe and amazement. The core mechanic is simple, yet rich, and we hope you will enjoy it as much as we do.
We are a multicultural french team of 6 young game developers trying to make a name for ourselves.
Matthieu Bonneau is our sound designer. http://matthieubonneau.com/
Raphaël Chappuis and Alexis Payen de la Garanderie are our programmers.
Fabian Bodet is out graphic artist. http://noodlespoon.tumblr.com/
Sergey Mohov is our game designer. http://sergeymohov.com/
Leonard Carpentier is our project manager. http://www.leonard-carpentier.com/
http://lune.blog.lemonde.fr/ in French (English translated version)
Bloom: Memories is a beautiful artistic take on the action-adventure / RPG genre that carries players through an epic journey following the theme of the “purest love”; that between a mother and her child.
Bloom strives to capture the innocent feeling of adventure and discovery (taking lessons from such classic games as “The Legend of Zelda”) while at the same time pushing the experience deeper with a heartfelt story of love and sacrifice.
Of course, beyond the story and artwork, Bloom also features strong game design which not only provides fun game play but also further supports the story and art direction.
My name is Dani Landers and the creative force behind Bloom: Memories. Recently we were featured on IGN’s show “The Next Game Boss” where we showed off an earlier version of Bloom to judges like Jenova Chen (Journey) and David Jaffe (God of War / Twisted Metal). Our work received a great reception and they urged us on. Bloom has also been featured in various media, such as The Advocate and various gaming sites.
Down to the Woods is described as a Story Book Adventure Puzzle until someone comes up with a better description for it! You take the roll of either Belle or Bear and embark on a journey through a series of forest mazes as you try to help your friends.
The narrative is portrayed with a story book feel and the beta will display cut scenes as single images with text layered on top. Once complete, Down to the Woods will feature full motion video cut scenes to wrap the story together.
Game play includes maze navigation, “power up” clothing items that are of practical use in the maze, and a side scrolling mini game. There are butterflies and hats!
My name is Emmanuel and I am just getting off the ground with my Australian small business: Shot Iris. Always a tinkerer, a programmer, a muso, after a series of incidents left me with just a car and a dog I committed to full time development working for myself. I have since released two apps for iOS, and Down to the Woods will be my first game released for PC as well. My car blew up last week. The only way is up!
Abra lives in a small desert town with the love of her life and, a few doors away from her, her aging mother, once a legendary hero. One night, as Abra and her love, Nuri, are asleep in their home, bandits come looking for the necklace Abra’s mother gave her as a child. The bandits steal the necklace and kidnap Nuri. It is up to Abra and her mother’s old axe to recover the jeweled necklace and her love.
The team is comprised of an international group of mostly first time developers. The various backgrounds of the development team include theatre, technical theatre, film, jazz, painting, and comic books. Our goal is to explore the fantastical aspects of the Arabian Nights, as well as to capture an art direction and an old culture not often represented in games.
The handy link:
Art focused adventure game about childhood, imagination and nature. Think Dear Esther meets Kings Quest.
I am Matthew Tompkins. I am a one man team, doing graphics, coding, sound and music.
The handy link:
TRI will be a first-person game with environmental puzzles; it is inspired by great games like “Portal”, “Thief” and “Zelda”. The main gameplay consists of creating triangles to move around, connecting platforms, walking on walls, reflecting light rays and following strange floating creatures in a mindbending 3D environment.
Rat King Entertainment, a small game dev company with two members, was founded in 2011. So far they created two commercial games, Pitman and Tumblox, for Windows/Mac and iOS devices. They mainly work with Photoshop, 3dsmax, Unity and sometimes Haxe, and often they love to participate in game jams like Ludum Dare and the Global Game Jam.
The handy link:
I Get This Call Every Day is a personal tale of unwinnable realities. It is a telephone conversation made interactive in a point and click format. It presents, quite literally, what it says on the tin: a particular type of call that its creator regularly deals with in his day job. Players make dialogue choices that either allow them to lose in the slightly soul-killing way he does every day, or in a far more spectacular fashion. It is a lightly filtered experienced pulled from his daily life, with which anyone who’s ever worked in customer service can relate.
David S Gallant is an independent game maker and programmer who has been making games since April of 2011. He is stuck in a dead-end call centre job and makes games in his spare time. He is surrounded by an incredible game-making community in Toronto, Ontario, Canada. I Get This Call Every Day will be his seventh release.
The handy link: