The Indie Dev Grant

by Bundle In A Box
Platformer

Quantangled

Quantangled

The Project:

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.

The Team:

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.

The Video:

http://www.youtube.com/watch?v=9l_cAKmJyrQ

The Site:

http://www.overwound.com/quantangled

Children of Liberty

ChildrenOfLiberty

The Project:

Children of Liberty is a stealth adventure which takes place on the night of Paul Revere’s Ride in Boston, MA. Play as four kids working for the Patriots to free their parents from jail and stop a British conspiracy which could plunge the Colonies into war! The game blends classic 2D platforming and hand drawn animation with modern 3D stealth mechanics like cover, corner leans, and takedowns. Explore Colonial Boston with four unique characters, each with their own playstyles and story variations.

The Team:

Lantana Games is a severely underfunded, small indie game development team located in and around Boston, MA. We believe that if we don’t love our games, neither will you. Check out some of our other projects at www.lantanagames.com.

The Video:

http://www.youtube.com/watch?v=EddsIc18I-U

The Site:

http://www.childrenofliberty.us

Slip

Slip

The Project:

Slip is a fast paced Platformer Runner that features a dual color swap mechanic. It’s excellently brutal while simplistic in execution. It borrows from the likes of Ikaruga but sets the player in a traditional platform setting to create a wholly unique experience. As well as colored projectiles to match (so you don’t explode when they hit you), Slip also features color specific geometry that is only solid when you share its color. Colored geometry can be as equally helpful to your escape as it can be deadly. Slip follows classic arcade progression. You have a set number of lives, and can run for as long as you have lives remaining. So get running as Steve and his purple beam death machine linger not far behind.

The Team:

Slip is being made by Handsome Games. Which is comprised of myself, Dylan Kelly. I worked for a few years professionally as a game designer. However, I’ve always wanted to create something I could call completely my own. Slip is that game. The music is being composed by the awesome musician Logan Gabriel, and while he’s not an employee of Handsome Games, his awesome work on Slip cannot be understated.

The Video:

http://www.handsomegames.net/slip.html

The Download:

http://www.handsomegames.net/Slip-Demo.exe

The Site:

http://www.handsomegames.net/slip.html

Levitating Larry

LevitatingL

The Project:

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.

The Team:

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).

The Video:

http://www.youtube.com/watch?v=l0AICLEpYtM

The Download:

https://docs.google.com/file/d/0B98J0m59gfLNZmp2bmRxV1RTaGc/edit?usp=sharing

Melodisle

melodislescreenshot

The Project:

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.

The Team:

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).

The Video:

http://www.youtube.com/watch?v=Hj9JhHzsrWQ&feature=share&list=UUuuoJn5SqDHaRnUoqClVQyg

The Demo:

http://nincodedo.com/downloads/FEB-Melodisle.rar

The Site:

http://andrio.me/

Valence

Valence

The Project:

Valence is a roguelike platformer with randomly generated elements and a strong focus on stackable upgrades.

The game takes place in a robot factory where something went wrong and now the robots are running amok. The company brings in robotics engineer and bad-ass extraordinaire Brigitte Helm to not only put a stop to the riots, but also to figure out what exactly went wrong. Brigitte will have to venture deeper and deeper into the ever-shifting facilities and take out everything on her path, using the tech she extracts from defeated enemies to strengthen her arsenal, before reaching the core and learning the truth about what has been going on.

Valence aims to be an accessible roguelike that sets itself apart through focussing on key elements, offering clear goals, an immersive art style, and a large amount of balanced content. Nothing in Valence will be “thrown in” or feel like padding; every upgrade will interact with every other upgrade and give visual as well as interactive feedback on its properties.

The Team:

Sets and Settings is Andrew Nissen on code and Folmer Kelly on art. Andrew asked Folmer to make some sprites for a game once and then they simply never stopped making games together. Ever. It never stops.

Sets has one rule: Do whatever feels right at the time. As such, we’ve made things ranging from polished iOs games to 1 hour flash experiments and everything in between.

The Site:

http://valencegame.tumblr.com/

Vertigo

VertigoConcept

The Project:

“Vertigo” is a vertical platformer viewed from a top-down perspective where you flee the formless mass that chases you up out of the darkness. The journey upwards through infinite space will be made easier by collecting lost souls that can be heartlessly traded in for powerups that can boost your ascent.

The Team:

Take Two Tablets is a one person who is following their dream of creating games for their own selfish pleasure. Some day others may play these games and join my pleasure so I don’t feel selfish. Sometimes friends get involved to donate music, audio, art and so forth but these relationships are fleeting.

The Demo:

http://tinyurl.com/blbedxv

The Site:

http://www.taketwotablets.com/

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/

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

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/