Unrest is a Role Playing Game featuring a branching plot, fast and brutal combat and the chance for a princess to reclaim her empire in a world inspired by ancient India. The game has a conversation system where the tone used by the player affects a character’s opinion of them. The plot revolves around the struggle for power in a city where a royal regime has fallen, and members of a hastily assembled council strive to prevent widespread violence from breaking out.
Programmer, Lead Designer, Writer and other stuff : Arvind
Before working on Will Fight for Food and A.Typical RPG, he was a programmer on various Half Life 2 mods .
Artist: Vinh Duong
Vinh aspires to do much in his artwork, sometimes letting his inner-engineer get the better of him. An intelligent gamer, he can analyze games for much of their critical, technical, and recreational points.
Design and Scripting : Ian Nicholls
Ian is tall, British and “educated” in video games. He likes his games hard, which perhaps makes him a bit of a masochist; if something’s worth doing, it’s never easy. He knows game design and what makes a game good or bad or both. He also writes up some stuff for Pyrodactyl.
Music: Aaron Kearns
Aaron is a computer science grad student in his 20s but has spent most of his life making or composing music in some fashion, particularly favoring work in chiptunes these days.
After going undrafted, a young man travels to China to play professional basketball. Once there, he meets the Dunk Monk, a Shaolin dunken master who accepts the young man as his disciple.
Your goal is to jump through the air collecting “dunk spirits” which allow you to continue jumping higher, all while avoiding falling obstacles, Shaolin defenders, and other dangers.
The game progresses through a series of side-scrolling jump puzzles. The puzzles themselves are based on sneaking around, timing and making jumps to avoid obstacles, as well as a final dunk to end each level.
At the end of each level is a hoop that you have to dunk on to finish and continue. It’s sort of like the flag at the end of each Mario level, except with slam dunks. The dunks themselves will be epic, tantalizing, and insane. As the game progresses, you will be able to unlock new dunks to use.
The art and animation will be made with stop-motion animated wool, similar to my previous game Voyager.
Aiming for PC/Mac/Linux and iOS/Android
I’m Ken, the designer, developer and artist (and everything else) for Oh My! Me Studios. I am a one-man band. I have made many games over the course of my life, and last Fall I released my first “real” game called Voyager for iOS.
Private Infiltrator is an arcade-like Stealth game with a distinct neo-noir art style. The game focuses on simple and easy to grasp mechanics; your objective is to avoid contact with any enemy and infiltrate the depths of their base. The game’s complexity and difficulty comes from the varying level design, different gadgets and abilities to choose from, and endless combinations of enemies and obstacles!
Private Infiltrator’s goal is to take what you knew and loved in older stealth games and expand upon them, which puts a strong emphasis on different play styles and options given to the player while keeping a difficult, old-fashioned and satisfying experience for fans of the genre.
Private Infiltrator is filled with references, humor and story for the attentive player. Two major corporations fight invisible wars over generations of spies. To discover their true motives the player must go out of his way to hunt down hidden information, secrets and piece together the outcome of the game.
Open development assures that all feedback and community requests will be considered – Join the conversation and tell the maker of the game what YOU enjoy, and what you prefer to be changed! It is Independent gaming with no limits.
The game will be a sequel to an original game created by us called The Cat that Got the Milk. Originally released in January 2013.
Our sequel will build upon what players said they liked about the first game and be built on our game development earned during our recently released game called The Button Affair.
Kandinsky will be the first of many artists we will use as direct inspiration in the creation of challenging new levels that take players on a journey into art styles by well known artists. Being abstract in nature we will explore the relationships between colour, shapes & textures. Being a game we will expand upon these themes by exploring how music, sound, animation and player interaction inter-relate and discover with the player what lies beyond what we have seen before.
Whilst the game will be playable in two dimensions we intend to add much more in the way of three dimensional gameplay that subtly layers up game complexity level by level.
We want to challenge players to make their own interpretations of what they are playing by changing the perspective of the game in unique and surprising ways
We plan to release Kandinsky’s Violin on PC, Mac and iOS to start with and expand it onto more platforms after release.
The team that will be making Abstract No3 consists of three veteran game developers:
Ollie Clarke – Art & Design
Helana Santos – Code & Design
Chris Randle – Music & Sound Design
The Video (of a previous game):
Link to the original game the team will be creating a sequel to:
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.
Melodisle is an audio puzzle platformer centred around creating melodies in order to solve puzzles. Set in a cute atmospheric world that responds to your actions, your goal is to explore and reveal all the secret ‘notes’ hidden throughout the world in order to uncover a message.
My name is Andrew Gleeson and I am a young game developer from Sydney, Australia. I’m interested in exploring new ways of gameplay, creating interesting experiences and encouraging player creativity, whether or not I win this grant. My favourite colour is blue.
(I’ve also lined up a popular chipmusician who’ll be doing sound design for this project, although no details at the moment).
Folk Tale is a sandbox fantasy city-builder strategy game with RPG elements in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while the dastardly Slavemaster Urzal and his minions plot your downfall. Sound the rallying call and head out with parties of heroes to fight back the tide of evil in a game of endless possibilities.
Simon Dean began development on Folk Tale as a solo project in May 2011. Later that year the team grew to 8 to include collaborators from Australia, USA, United Kingdom and and Finland. A few of the team made the commitment to work on the project full-time, with the others retaining day jobs and working on the project part-time. In October 2012 Folk Tale was greenlit on Steam Greenlight to secure a digital distribution deal with Valve, following which other distributors and publishers have been in touch. We are nearing completion of a demo that will be presented to press before launching a Kickstarter campaign in late spring aimed to raise the funds needed to complete development.
Build a home, build a community, build HOPE.
Hope is a first person, world and community building roleplaying game. Set in the junkpunk world of EverSky, where people live on flying structures known as “rigs”. Your role is to help build the community on a rig called “Hope”, using a wide variety of tools. You will build, enhance and maintain the rig, whilst trading, crafting and socializing with the rigs inhabitants.
EverSky is an alternate world where everything is made from salvage. The rules of physics and the laws of entropy work differently in EverSky, as you will learn as you master the physics-powered gravity gun, the remote control “build drone” and a whole array of other such tools, which allow you as a player the complete freedom to build out the rig to your own design.
You are not alone on the rig, nor is your rig alone in the world. Spend time socializing, or trading with other rigs in order to build up funds to buy new enhancements for your home. Win over the people on the rig and watch as their respect grows for your dedication to their home.
After leaving Team17 in 2004 after working on the Worms franchise for 8 years, I spent time as an AI researcher and lecturer. Now I’ve decided to put that research into practice in a game that does something unique. Using physics-based world building and social character AI, I want to make HOPE a game world that players want to make their home.
With the help of the Indie Dev Grant, we’ll expand the world of Driftmoon with cool new adventures in the treacherous Southern seas of Driftmoon. There’s a whole bunch of fun ideas trapped inside our heads, desperately looking for a way to get out.
The beautiful, enchanted world of Driftmoon trembles in the shadow of a forgotten evil, for the dark King Ixal is again gathering his forces.
Hope lies in an unlikely alliance: A young man joins forces with a little firefly dreaming of stardom, a panther queen with the ego of a moon whale, and a very determined fellow who’s lost everything but his bones, and still hasn’t given up. Knowing nothing of the amazing adventures and the fearsome foes that await them, the party embarks on a journey like no other.
Instant Kingdom is a husband-and-wife team of Ville and Anne Mönkkönen, based in Jyväskylä, Finland. Their two speedy little kids make sure that Ville and Anne don’t get completely lost in the fantasy world of Driftmoon, but are rather firmly grounded in the realities of everyday life.
Other important contributors include Gareth Meek, who’s composed the Driftmoon soundtrack, and Johanna Sundström who’s drawn most of the character portraits. The support and feedback we’ve received from all our pre-orderers and players has also been invaluable throughout the development of Driftmoon!
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.