Capsule Computers Indie Bundle
The city is full of zombies! The population is being infected by the zombies. The army has killed off many of them but they have also been infected.
We have found a cure for the zombie infection! The zombies are people, we can cure them. No one else has to die!!
We need you to help us to produce the cure and bring us a sample to the central base, in order to reproduce it in large quantities.
So… run Run RUUUN!!!! and remember… DO NO HARM!!
Very attractive, handsome and awesome team, motivated, proactive.
An action puzzler, this game would be shot from above but would use a perspective camera and layered images to produce a kind of 2.5D graphical effect. The camera would pan and zoom around the world, which would contain many different types of environment- Indoors & outdoors, dungeons, water, chasms and so on.
The user will control a population of little guys- draws paths for them to follow, change their motion (walk, run, jump etc.). Selection of groups or individuals will be possible, to control and send on specific missions etc.
Game would involve large levels, where the population has to perform some task (get an object, get all guys to exit or whatever). The world would contain all manner of objects, doors, keys, TNT, gun powder (for laying trails) flames, moving panels and much more. Also present will be the bad guys, trying to foil the heroes. AI controlled, they’ll follow and attack the guys with varying levels of intelligence. Weapons may be available to combat them.
But at the core of the game is the combination of the action (cute beautifully animated and rendered animation) and the puzzles (mind bending stuff with good learning curve and lots of secrets etc.).
An individual developer, I’ve just released my first game and have learned SO much in the process I’m ready to jump straight in to my next project and make it truly awesome.
I worked on this project full time for the last 6 months but before that I was an R&D developer at a couple of the large visual effects companies in London.
So many creative and technical ideas in my mind are just queuing up to come out and the IDG would give me the chance to continue with my full time approach to this.
http://www.youtube.com/watch?v=Km3GtwuAbBM&feature=youtu.be (a previous project)
https://play.google.com/store/apps/details?id=com.gametroupe.lowlifefree (a previous project)
Many years ago, huge dungeons began to appear all over the world without cause. A call was sent out by the rulers of every nation, seeking brave adventurers to enter the depths of these almighty structures. These individuals, dubbed “Rogues” by the populace, were more than willing to seek their fame and fortune within. Very few who dared enter were ever seen again, and those few who survived were quickly thrust into positions of great power. These exceptional beings became known as “Roguelords”.
Roguelords is a procedurally generated, open world, turn based rpg/roguelike. The game is a completely open-ended sandbox in which the player can fight, build, trade and conquer. The player can amass a huge following, arm them with the finest equipment, and attempt to overthrow the nobility; or they can be a lone adventurer, seeking their fortune through trade or deceit.
I have always wanted to create a game where the players actions can genuinely have an impact on the world. This is that game.
(Please note that the above image is entirely a work-in-progress, and is subject to much change.)
Nugware consists of only me, a lone developer from the UK. Roguelords is my first commercial project.
The game is an attempt to create a hacking simulator that evokes the imagery of William Gibson’s Neuromancer. Players will attempt to interface with and crack the Intrusion Counter Measures (ICE) as represented by the blue cubes with an ICEBreaker probe. As the player dives further in to the the system, the AI systems controlling the ICE will send in various attacks and anti-virus programs that will attempt to cut off the the player’s probe program from the outside. The AI will then send a counter-virus to the player’s “system”, causing catastrophic overload of the player’s “meat brain” and game over.
The aim is to take influence from other hacking simulators such as Hacker Evolution, the hacking mini-games in AAA titles such as Deus Ex:HR and Mass Effect, but to move beyond the “meat” aspect of tho games into the “consensual hallucination” of Gibson’s Matrix.
Patrion Digital is the studio name of Patrick Davis. Patrick hails from the West Coast of Canada but currently lives in Nagoya, Japan with his wife and two children.
A lifetime of influence from Japanese culture and games has led to Patrick participating in and supporting the indie game development scene along with members of the IGDA Japan chapter.
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.
We have been working on a brick breaker/ pinball crossover called Caromble! for the past three years. The goal of Caromble! is to take the strong points of these genres and bring them to the 21st century in our custom engine.
With extra money we could spend more time on polish, testing and tweaking to make Caromble! as good as possible. Since we lack experience with marketing, we would try to get input or help to create more exposure. Or bribe the judges at the IGF awards.
We are five guys living in the Netherlands. We still have our regular jobs and work on Caromble! every Friday. Working like this makes it difficult to find enough time for development, but gives us great freedom not to rush development and make the game we want to see.
Snake Blocks is a unique and challenging 3D puzzle game being developed for mobile devices as well as PC, Mac, and Linux. Players must push, pull, and twist the colorful snakes around in 3D space to solve over 50 puzzles. The game uses an original and intuitive control mechanic, and features a vibrant and playful color palette. There is also a custom level editor, so you can build and share levels with your friends!
The Snake Blocks art and development team consists of me, Terry, with music being provided by digital artist JeSeok Koo. I am a student at the University of the Arts and I’ve been making games since I was just a wee lad, and although I’ve developed over two dozen finished games, Snake Blocks will be my first ever commercial release.
Breach is a new twist on the castle defense genre of games. Try to protect your home dimension from a horde of enemies from another dimension. Resource management on a global scale, not wave base. The ability to recycle resources from defenders and attackers. You are surely outmatched, see how long you can withstand the assault.
A web developer and IT leader since 1995. I started one of the first ISP’s in the city of Cleveland.
Toby has been dropped off by his mum at the professor’s house after school to see his latest invention. When he realises the professor isn’t there, Toby stumbles into an adventure first to find him, and then to rescue him from an evil adversary in another dimension.
Quantangled is an action adventure platform game with puzzle elements and a heavy science fiction influence, featuring quantum entanglement and parallel dimensions. Your character has control of these on their super-powered smart phone.
The phone allows you to scan an object and quantum-project it somewhere else. Because the projection is quantum-entangled to the source object, quantum feedback allows interaction or damage to be passed between the projection and source. This allows you to manipulate objects using the projected object.
The phone also provides access to parallel worlds and alternate dimensions through quantum rifts, and you will have to travel through these rifts to complete your quest.
Quantangled is initially being developed for PC and Mac with tablets and other platforms possible later.
Overwound Entertainment / Overwound Games is one-man-indie-band, music producer and writer Olly D, aka Overwind. An A.I. coder and ex-AAA dev of 11 years (Kuju, The Bitmap Brothers), he burnt out so bad he’s currently taking sanctuary in the London indie scene. He is foolishly trying to do all the graphics, sounds effects, music and code for his games by himself. He’s a bit nuts.
A long, long time ago, in a galaxy not very far away, Ring Runner began as a passion project of two starry-eyed amateurs. After five years of hard work, it has grown into a massive love letter to video games both classic and modern. With one foot firmly in a retro aesthetic, Ring Runner takes a bold step forward for the genres of space shooters and action-RPGs, combining the best elements of both.
The fast-paced, visceral action of a space shooter is apparent right away, but a little dig beneath the surface will expose the beating heart of a true RPG, with lively characters, fantastic Sci Fi concepts, and a 20-hour long story-driven campaign that’s based on a full-length Sci Fi novel, seven years in the writing. Become a science-wizard; become a Sage!
Replayability is one of Ring Runner’s greatest qualities, with 65 customizable hulls and hundreds of unique skills that are never made obsolete. Once you’ve mastered your skills in the campaign, there are several multiplayer scenarios for you to challenge, such as Wave Survival, a MOBA-like base battle, and a Gladiatorial gauntlet that pits you against procedurally generated bosses. Go competitive or play cooperatively, the choice is yours!
Triple.B.Titles is comprised of brothers Paul and Enrique Dryere. Paul handles the programming, and Enrique handles everything else. Courtney, Enrique’s wife, is a recent addition to the team, providing the project with much needed character artwork. The team appeared on IGN’s Next Game Boss, where they made it as far as the finals.
Passion has its price. Despite holding other full-time jobs, the team has accrued over $100,000 in debt. The Indie Dev Grant would help stave off the loan sharks just long enough to give Ring Runner the polish it needs to succeed and satisfy its growing fan base.