Hyper Gauntlet: The Legacy of Nozzlethruster III is a manic-paced arcade first person infinite runner influenced by Super Hexagon, BIT.TRIP Runner, Wipeout and Temple Run. Players control an invisible force in an abstract and minimalist arena, constantly hurtling forwards through gaps between blue and red obstacles. As obstacles are passed and the score increases, the player runs faster and faster. To help them in their never-ending race, the player can slow down time for a few seconds to dodge through a particularly tricky section or pick up power ups to alter the flow of the game. Hyper Gauntlet you for making split-second decisions and never taking the easy way out. It is currently in Late Alpha stages, and will soon be entering a paid Beta.
Nicholas Udell is a hobbyist British independent game developer who has been making games for his whole life – but only officially for the last couple of years. Nick has entered multiple game jams (Bacon Game Jam #5, The Arbitrary Gamejam #1 (winner),#2,#3) with games such as Fuse-Breaker, Hairball, Bohemian Political Upheaval Simulator 1618 and Leukocyte Disaster, respectively. Nick is now working on Hyper Gauntlet, a larger project that he aims to sell.
_speed_ is a high speed anti gravity combat racing game. Pilot can choose to race from one of 12 teams or design their own craft from colours to stats. At the moment pilots can navigate 6 circuits (12 including revers versions) in 4 different gamemodes from time trial to eliminator, by release we hope to have around 12 circuits (24 including reverse) and 8 gamemodes to choose from.
_speed_ will features two ways to play, career mode will send pilots through a progression based campaign completing tournaments, earning money and upgrading your craft. Arcade mode has everything unlocked from the start allowing you to practice any circuit on any mode straight away. We also have plans for leaderboards for every circuit, speed class, and gamemode allowing you to compete for the fastest time and post them online.
As previously mentioned pilots will be able to customise their craft from design to colour, and stats. Select a base design then patterns, details and colours which allow you to create your own craft.
_speed_ is being made by a single developer in England, I started this about project a year ago when I was 15 and I’ve been working on it in my free time inbetween school. After many small failed project that never saw the light of day this is the closest to being finished. The IDG should allow me to but the master collection of GameMaker Studio meaning I can export to many more platforms such as linux and ouya. Thank you for taking your time reading this now go watch the video below!
Scraps is a vehicle combat game where you build your vehicle from parts. It’s a bit like the multiplayer melee mode in Interstate ’76, except you build your vehicle from the chassis up instead of just bolting on weapons and armour. It’s sort of like building a vehicle in LEGO Racers except that when you build your vehicle, every part actually does something and has mass and aerodynamics. It’s designed to be intuitive but not limiting to creativity, and it’s coming for Windows, Mac and (hopefully) Linux.
I’m a solo developer for this project at the moment and that includes not just the core game but everything from the music to the website. This is a game I’ve been wanting to play since the 90s and no-one’s ever quite made it, so I finally started making it myself. I’m currently working on Scraps full-time, and I work under the moniker of Moment Studio, which covers my games work and music releases as well.
The city is full of zombies! The population is being infected by the zombies. The army has killed off many of them but they have also been infected.
We have found a cure for the zombie infection! The zombies are people, we can cure them. No one else has to die!!
We need you to help us to produce the cure and bring us a sample to the central base, in order to reproduce it in large quantities.
So… run Run RUUUN!!!! and remember… DO NO HARM!!
Very attractive, handsome and awesome team, motivated, proactive.
In Dog Sled Saga, you race with your team of dogs, whose speed is determined by their hunger, which you suppress by lobbing a limited supply of food to them. A variety of hazards on the track make this difficult.
Placing well in races earns you money, which you can use to hire new dogs, pay dues for higher racing leagues, or buy items to bulk up you team. Dogs who are treated well will improve in skill, while dogs who are neglected will diminish.
You will need to learn the non-verbal way in which your dogs communicate with you to succeed, in and out of races.
Dog Sled Saga is made by a two person team. Liska_B specializes in visuals and setting, while Dan handles programming, game design, and audio. This is our first attempt at a commercial game after several experiments as hobbyists, and we’re very excited by the game concept, the results, and the response so far. However, we’re beginning to butt against our limited time, and time is money for people who make a living off of contract/freelance work.