I am attempting to create an aural and visual experience that is engaging and immersive. My goal is that someone can create enjoyable music and images with minimal input and at the same time be surprised.
I am a designer and developer looking to make interesting experiences for people interested in trying something new. Many ideas have been created and tried, but I hope to bring something new to the industry.
The Site & Demo:
Gunbox is an online multiplayer arena coop platformer shooter. Your goal is to survive a mass onslaught of enemies in a place called The Outland. The Outland really has nothing going for it except for Gunbox which is a television show broadcasted to everyone in the world (or universe or something). The longer the contestants survive, the more enemies they will face in the arena.
The game is being created by me (poe) and Rasse, it was a project I started last year but then rewrote for my February #1GAM; I do plan on continuing the game however, to make it more content complete and more of a game. In the past I made Six Sided Sanctuary, which was a 3D puzzle game.
http://www.poega.me/viewtopic.php?f=13&t=212 (direct link)
Levitating Larry is a simplistic platform-style game, in which you have to repeatedly hit the up arrow key to reach your goal.
There are around 70 levels, including cooperative mode, single player, and the bonus levels.
My name is Jacob Szall, and I am a 15 year old who likes to develop indie games in his free time (with Game Maker).
Binary Maze is a top down 2D puzzle arcade where you have to play as a loving couple: R-boy and L-girl.
Binary Maze is inspired by the great NES classic arcade Binary Land. Some Sokoban elements have been mixed in it. New items and enemies have been added. And strong bosses too.
By controlling both characters you make your way through a maze full of different enemies and puzzles, collect all diamonds and avoid falling into traps, open locked doors and blast preventing walls, meet with your better half and defeat the evil boss together.
Binary Maze features:
-Control two characters at the same time
-45 unique levels in three different locations: the garden, the house and the dungeon
-Dark levels with only small spots of light visible
-3 types of enemies with different behavior models. Bo, Ro and Zo are their names.
-Cobweb-traps, spiked spheres and pits
-Ability to move boxes and blast walls
-Puzzles with doors and buttons
-Two game modes: Normal and Arcade (with limited lives and levels going one by one)
Platforms: Windows and Mac
Framework: Torque 2D
Release date: Summer 2013.
My name is Max Marozaw. I am a 24 years old indie developer from Minsk, Belarus. I’ve worked as a developer for the last 4 years, and about 1.5 year ago I have started slowly developing my own game in my free time. From February 2013 I decided to leave my job and concentrate on my personal project: Binary Maze.
Now I am working hard for the success of this game. I am making all programming and the music by myself. Thanks a lot to my wife Veronika; she greatly supports me. And from February on, I shall be working in cooperation with a great artist who can realize my ideas into pixels.
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)
Monkey vs Robots is a casual puzzle game with pixelart graphics and some mid-nineties retro feeling, with a gameplay similar to Puzzle-Bubble or Arkanoid.
We’ve already released a lite version (or demo if you will) some months ago for different mobile platforms, such as iOS, Android and Pandora, and a Windows one which was only a scaled up version of our game for mobiles.
We were hoping, if the reception were good enough, to be able to add more content and create a full version to be sold at the minimum price in AppStore and Google Play. We haven’t decided that by the time because the three of us had full-time jobs at the same company, which is shutting down the office in 4 months. So we thought it was a good chance to focus on the game now.
Our goal is to add more stages, enemies, ball types, etc. Basically, more content, but also we want to make a new version for bigger screens (PC and tablets) and an OUYA version, if possible, since we already have experience with Android.
The Adventures of Rubberkid is a colorful, cute game for elementary school children, but is enjoyable for adults too (some have even said it’s made them tear up, or really feel connected to the characters in an emotional way!). The aim of the game is to show the player why bullying is bad by showing them the consequences of bullying. Each level focuses on helping a particular child (or children). Once helped, the player gets to see more info about them… The most important being “What Would Have Been” if the bullies continued and “But Since You Helped”, what they’ll do with their life. To stop the bullies, the player faces 9 total levels to help out 13 kids, and the action is even mixed up with 4 different types of levels to play! AND there’s even a printable certificate pledge for the player to print that puts their name right on it!
With the exception of some of the art (done by Ariel Marsh) and external music, all development was done by me, Charlie Jackson.
The nuclear age brought more than incredible energy, it spawned an era of mad scientists with wicked ambitions. You, being the maddest of scientists, have developed a method for animating and controlling slime to create an army unlike any before. Attack of the Gelatinous Blob is a Real Time Strategy (RTS) game placing the player in the role of the Mad Scientist. Progress through levels, destroying cities while fighting off the army. Build support structures to defend your base and enhance your blobs; blobs that have the unique ability to morph their composition and skills depending on what they absorb throughout the map. With your horde of blobs and arsenal of doomsday weapons, you will conquer the defiant humans!
Brent Owens is the lead developer of the game, as well as a core member of the open source jMonkeyEngine game engine (that AotGB uses). To help carry on the open source flame, the game has an open development process with a public issue/development tracker and it will be fully moddable.
Three other people help out from time-to-time: Erlend Sogge Heggen (designer), Christo Oosthuizen (artist), and David Song (artist).
2112TD is a tower defence game for mobile platforms combining both classic tower defence and real time strategy features.
Set 100 years in the future, the player must battle inter-dimensional hell spawn across the solar system and defend Earth’s colonies from complete annihilation.
- 11 highly detailed maps, all based on locations across the solar system
- 4 game modes, including easy, medium, hard and onslaught
- Deployable special abilities including sandbags, trooper squads and orbital bombardment
- The feeling of onslaught – None of that single line TD pap, the hell spawn mean business and arrive in piles
- 8 unique towers with 2 upgrade paths and alternative fire modes.
- 16 disgusting monsters divided into 4 armour categories (light flesh, medium flesh, reinforced flesh and demon flesh)
- Tower research system for tactical enhancements
- Stylish visuals such as the tower delivery craft and tower status modes.
- Game shop – Buy new towers, map packs and more!
We are currently operating as a team of five. Our project has a budget of zero and instead so far this project has been driven by a passion for making games. We are situated at various places in the U.K and have been mostly communicating via email and Skype so far.
We’d like to enter Burst! in the IDG program, last year we made a 2D Flash proof of concept and we’ve recently begun redoing the entire game in 3D in Unity based off of user feedback.
In the original Burst!, we had players queue up fireworks then blow them up to the beat. In the new version, we’re redesigning the gameplay so players just detonate the fireworks (no queueing required) so that the focus can be more on the fireworks themselves. We already have several garage bands lined up to provide music and are looking for more. We also support what we call an ‘educational lite’ element in Burst!. Educational lite means the game doesn’t prep people for school tests but still naturally incorporates STEM (Science, Technology, Engineering or Math) or History into the gameplay to increase player comfort with STEM/History topics. In the case of Burst!, as players progress they unlock elements off of the Periodic Table to increase their color palates, and these are the same elements that give fireworks their corresponding colors in real life. We also allow players to design their own ‘special shell’ that lets them put their own unique design in the sky.
Our team started officially in 2006 as a way for my brother (Trevor Hughes, 6 years younger) and I to take our lives back after our family lost everything when Trev was diagnosed with severe kidney failure in 2002 (he’s had over 60 surgeries since then and is currently on the transplant list). Since starting, we’ve had a lot of work done and are now at a place where we’re making Burst!, a fighting game tech demo called Shattered Soul and also teach kids game design in schools through Sony’s LittleBigPlanet 2. We also were paid to make an educational level pack for LBP2 that taught STEM through rides and roller coasters.