The Indie Dev Grant

by Bundle In A Box
Eclectic Delights

BorderSpace

BorderSpace

The project:

At the far reaches of CORE influence, in space inhabited by the fringes of society, lie wild, lawless sectors filled with unmapped .roid fields, ancient wrecks and unimagined dangers… a place called BorderSpace.

Borderspace is an online persistent open-world first person space flight MMO. The game world starts at the fringe of an established technocratic society (the CORE), and expands outward from there with increasing danger and lawlessness as you proceed further into the gritty frontier and away from established society. Players will be able to fly, fight, trade, mine, explore, build, craft and interact on their own terms in a vast universe of thousands of systems. The economy is an open market where anything in the game can be bought or sold. Unlike other recent games, in BorderSpace there are no pre-set factions and alignments. All players are from a single race. Over time they will form their own factions and alliances.

The story is an old one — one of pioneering spirit, of people with unique courage and vision pushing out to the limits of civilization to carve out their own space. A story that fits perfectly with the game’s sandbox nature.

The dev:

The BorderSpace team largely comes from a dedicated group of players from Jumpgate that date all the way back the game’s original beta stages back in 2000.

Chris (Teeleton) Regan has established Philter GameWorks as lead programmer and designer and seeks to self-publish the title. Our swarthy team of cuthroats, prospectors, and gamblers consists of contributors of story elements (Mark ‘Ambrosius’ Rostien), design (Steve ‘Istvan’ Hartmeyer), client and server code (Gary ‘Smegit’ Ingram, Mathew ‘Sephiroth’ Power, Mike ‘Tikigod’ Ford, and Richard ‘ikonict’ Horvath), concept pieces (Ben ‘kiteman’ Prayogo, Richard ‘dozza’ Dorran), and web integration (David ‘Knossos’ Edwards).

The handy link:

http://wiki.borderspace.net

Super Kung Fu Volleyball

SuperKungFuVolley

The project:

Super Kung Fu Volleyball is an intense over-the-top volleyball fighting game. Players engage each other in pure volleyball combat for battlefield supremacy. Is your opponent setting himself up for a smash? Super jump over the net, spin kick the ball right back into
his face and nimbly air dash back to your side of the court before touching the ground, as it is dishonourable to touch another player’s side of the court. Skilled players will engage in aerial rallys, smashing the ball back and forth several times before touching the ground. However, the longer a rally lasts the more unstable the ball becomes, which in turn makes it harder to control.

Super Kung Fu Volleyball could be described as Smash Bros. meets Street Fighter meets Volleyball. My aim is to provide players with excellent aerial control and tight fighting game mechanics in a volleyball game.

The dev:

Super Kung Fu Volleyball is being developed by me, Bronson Zgeb, co-founder of KO-OP Mode, a small new games studio based out of Montreal, Quebec. Before founding KO-OP Mode, I worked on MMORPGs at Funcom, and developed games at two of Concordia University’s media labs: TAG and Obx.

The handy link:

https://twitter.com/bzgeb

99 Levels To Hell

99levelsToHell (1)

The project:

99 Levels to Hell is a platform shooter with lots of guns, upgrades, magic, traps and monsters to kill.

99 Levels to Hell is a rogue-like, which means surviving is key and every time you play you get a new set of levels to play.

When you complete 10 levels, the 10th being a boss-fight, you unlock a door to the next dungeon.

Hidden in the darkness of the dungeons are shops, casinos and elevators. And if you search the dungeons carefully, you might find secret rooms that unlock more of the story, and free new adventures, you can play as in your next game

The dev:

My name is Bo Blond, I’ve been developing games for about 4 years. This summer I decided to try and turn my spare-time project into a real game.

The game is developed by me alone. Zaxis Games, my old job, are going to help me release the game. All in all I might have spent about 6 to 7 months on the game and I plan to release it early next.

The handy link:

http://99levelstohell.blogspot.dk/

LootBox

LootBox

The project:

Lootbox is a pixelated HTML5 sandbox game in which you must build and manage a dungeon. Your goal is to lure heroes into your dungeon using money, decorations, monsters and all kinds of objects and artefacts affecting your reputation! Then, use traps, summoned minions, spells and more to kill and loot them. Craft objects using the loot, discover new spells on wizards, loot powerful weapons on warriors and equip them on your minions. Send your minions on promotional campaigns in the outside world to make your dungeon more attractive, or use them to mine rare and useful resources.

An achievement system (based on actual challenging tasks) is provided in order to unlock specific flags, objects, and spells for your dungeon, which you can then pick on the dungeon creation screen.

The powerful dungeon generating tool allows you to set up your objectives, starting resources and all sorts of parameters yourself before starting to play (you can also use balanced presets designed to challenge you in inventive ways, or randomize the parameters for a more unexpected experience).

The dev:

My name is Emeric ‘TinyHat’ Vivet, and I’m a French indie game developer. I’m currently working on my first professional project, LootBox (which I started developing in August), after creating several prototypes and participating in a bunch of gamejams. I’ve taken on gamedev about a year ago or so, after realizing it was a way to concile all of my fields of interests. Being a musician, a 2d and 3d artist, and an amateur writer, and of course, a gamer, it seemed as the logical thing to do, and I haven’t changed my mind since then.

The handy link:

https://twitter.com/TinyHatGames

Hastilude

Hastilude

The project:

The game I want to create is similar to Chess but with new pieces that have unique movement and attack actions that are then put in a Death Match setting.

The aim of the game is to take it in turns to move your pieces and capture your opponent’s pieces to score. Once a piece has been “killed” it respawns back at the edge of the board and misses a turn before it can be used again, if its killed for a second time it must wait 2 turns to move again, and so on. The winner of the game is the first person to reach the designated score.

Each unit has two actions it can make on its turn.

They can either move, in which case you simply place the unit in its new position. The second option is to attack, where you move your piece onto the same square as an opponent piece and capture it. Moving and attacking have separate movement criteria, so each unit essentially has 2 different moves.

The end goal is to allow the player to pick their team from a line-up of different units and battle each other or various unique playing fields.

The dev:

It’s pixel-artists and indie developer Matthew Weekes.

The handy link:

http://www.facebook.com/matwekpixel

Candlelight

Candlelight

The project:

Candlelight is a 2D puzzle platformer that takes two characters, a boy and a girl, through a world of strange creatures and forgotten idols. The characters each have a different power: the boy’s lantern permits him to see the world as different from what it is, and the girl’s mask permits her to interact with the animals they encounter. Together, they will acquire new ways to use these tools and explore further, slowly revealing to the player the place they are exploring and the reason they have come there. The game’s aesthetic takes inspiration from traditional shadow puppetry, and the world itself offers multiple paths of exploration, with new areas becoming available as new abilities are acquired. Using both characters simultaneously is often necessary to solve a puzzle, and the player must consider carefully what each one is capable of. By facing the challenges ahead of them, the characters come to know the forces that would keep them from their task and must confront those realities that cannot be escaped or changed.

The dev:

Idle Action Studios is a indie dev team operating out of Cambridge, MA, consisting of Sol (team lead and design lead), Andrew (chief coder), Tess and Angela (artists), and Jacob (audio). All of them have been working on Candlelight in their free time. For all of them, this is their first video game.

The handy link:

http://idleaction.herokuapp.com/candlelight

Red Rover

RedRover

The project:

Red Rover is a first-person exploration game inspired by Myst, Proteus, and 2001: A Space Odyssey. The game uses actual topographical data collected by NASA from Mars orbit to allow players to walk on a faithful recreation of the red planet’s surface. Additionally, however, the player’s exploration will uncover surreal elements in the landscape which will lead them through an original narrative outlining the course of humanity’s voyage from Terra to Mars. Visiting locales from both planets (and others in between), and exploring the interrelationships that exist between them, the game will – with a balance of hard, speculative science-fiction and contemplative, first-person exploration – encourage players to look at Mars in a new light: not as an alien world, but as a new home. Red Rover is currently in early pre-alpha stages, and needs further funding in order to complete a more fleshed-out prototype for iteration and review.

The dev:

I recently left a reasonable but unrelated day job to go “full indie” — meaning in this case that I work from a friend’s bedroom and try not to annoy the latter’s cats. In my spare time, I help organise the Mount Royal Game Society, a supportive community of independent and hobbyist game developers in Montreal.

The handy link:

http://www.flyredrover.com/

Project Monwo

Project-Monwo

The project:

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 dev:

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:

http://wolfgame.com/

Optix

Optix

The project:

Our game is called Optix. The name is taken from Isaac Newton’s paper “Opticks: A treatise of the […] Colours of Light”.

Optix is a 2D game for touch screen devices and is being built for simultaneous release on iOS and Android. The player controls Isaac, a jellyfish who must navigate through a series of tanks and chambers, absorbing colours and mixing them inside his body. Each chamber has a target colour that Isaac must become to move to the next, so if there is an orange target, Isaac must collect the red and yellow colours to progress. The player flicks isaac from his starting point to the target, carefully aiming him so that he can bounce off of the carefully positioned walls in the chamber. It is possible (though not always easy) to complete each level in one move. The game is currently in an alpha build and is operating smoothly. The audio and sound effects work by assigning different notes in a scale to different colour, so chords are made up of compound colours and melodies are played as colours are collected.

The IDG will enable us to publish, market and bring the game to a wider audience.

The dev:

Bzzz are currently a 3-person team composing of Maciej Dudzinski, a games programmer; Inese Vira, a freelance 3D artist; and Michael Bowerman, an audio designer. Maciej and Michael founded Bzzz to enter the Virgin Media 100 day game project and were successful in reaching the final round of the competition. The final round saw them pitch a game called FYRFLZ to a panel of industry experts, a game that shared the core colour mixing mechanic of Optix. Maciej & Michael have previously worked together on several successful student projects and Inese has designed Feed Me on Windows Phone (release TBA).

The handy link:

http://bzzzgames.wordpress.com/

The Water of Life

wateroflife

The dev:

Hi, I’m Sergio Cornaga. Over the last decade, I’ve released over 60 small, weird and free games. More importantly, I’ve worked on 20 custom levels for Knytt Stories, a 2007 platformer by Nicklas “Nifflas” Nygren. Most of these are little more than silly experiments, but creating them has taught me many ways to push the boundaries of the engine. I’d now like to utilise these tricks within the scope of a more serious level.

The project:

I want to create a huge, polished custom level for Knytt Stories called The Water of Life. It will follow Juni on her search for a spring capable of granting eternal life, providing musings on mortality and commentary on the structure of ‘metroidvania’ games. I plan to include several diverse environments, some inspired by the bizarre plant life of Socotra… if you don’t know it, look it up now, seriously! The level will be free – I couldn’t sell it, even if I wanted to – but a little money would go a long way towards justifying the months of hard work this project will require. It would also be great if I could finance a custom soundtrack. Nifflas has given me his blessing to proceed, now I need your help to bring The Water of Life to life.

The handy link:

http://sergiocornaga.tumblr.com/