In Verbis Virtus is a first person view video game that mixes action and puzzle elements in a fantasy setting, in the game you play as a wizard who can perform spells pronouncing magic formulas. The innovation introduced by this game is in the control system: the player must use a microphone to cast spells by actually saying the magic words.
While playing In Verbis Virtus you’ll find yourself completely unarmed in a dark dungeon that hides many dangers. The only way to overcome the obstacles that you’ll find is to learn the secrets of the arcane arts of magic through ancient texts that the protagonist finds along his path. These writings teach magic formulas which, if pronounced correctly, enable you to perform many spells. Using these powers in a creative way the player can solve puzzles, overcome traps and kill the enemies that try to hinder him.
Indomitus Games is a group of young Italian artists and programmers who have joined forces to develop an innovative gaming product: In Verbis Virtus.
It all began as a university project, at the time we were just a few programmers so we needed to find people to help us with all the artistic aspects of a game (music, 3D and 2D graphics, etc…). The Indomitus team was mostly built contacting people through forums and social networks and it never stopped evolving. In Verbis Virtus is our first game as a team but during these years of development we learned a lot and we are still learning.
Courier of the Crypts is a 2D puzzle-adventure-action game with a twist and dark ambient. You play a role of a young courier that undertakes simple delivery for the custodian of the crypts which soon turns out into a deadly advneture.
In the game, your magic torch is your friend. It will keep you warm in the cold crypts and safe from all the bad spirits that you will encounter in the lost dungeons. In order to complete each map, you will have to find the exit before your flame runs out. That won’t be easy though, because ancient parts of the crypts were sealed so no one could find out the forbidden secrets below. You’ll be facing vicious spiders, ancient mummies, tricky mechanisms and traps placed there for unwelcome guests like you. I hope you’re not afraid of these because there is much more lurking in the darkness of the crypts. Remember, use your torch and oil urns wisely or you may end up part of crypts.
Will you discover the darkest secrets of the crypts and finish the delivery?
Behind Emberheart Games there is a single developer from Slovenia who somehow manages to work on everything besides the sound and music (in his free time, yep). After many small personal projects, he “established” the studio with one goal, to make one awesome game – Courier of the Crypts. Grant would help me to get on steam greenlight and pay the composer for more ambiental music. Money will be well spent and I need your help to make Courier of the Crypts one great experience.
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)
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.
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.
SwapQuest is a mix of rpg and puzzle game elements. You have to swap the tiles to build a road for the prince/princess. Collect gems, fight monster, buy or find equipment, avoid traps, but above all don’t get caught by the evil horde at the bottom of the screen. The game features an epic journey through 12 different areas, each with their own unique enemies, special tiles and graphics. A branching path through the game world, two playable characters each with their own strengths, and a customizable character development allow for multiple playthroughs. A New Game+ will present an even greater challenge for all the SwapQuest experts. Add massive boss fights, powerful and diverse abilities, and an enchanting soundtrack and you’ve got a game that will keep you busy for hours and hours. This is a very early version and only includes the basic features of the game, but it should give a first impression. A release is planned for Fall 2013 for iPad and Android tablets. We’re looking into the possibility of a PC version, too. Stay tuned for news and updates on our website.
Rebusmind is a team of young indie game developers based in Berlin, Germany. We create mobile games for Android and iOS devices. We place our focus on well-known and loved concepts and improve upon them by adding a unique twist. So far we have developed and released four games for Android devices and one game for iPad.
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.
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.
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.
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).