The Indie Dev Grant

by Bundle In A Box
Shmup

Candy Wars

CandyWars

The Project:

“Candy Wars” is a FPS with many innovative features!

You can build your own castle with the builder in the game and place your siege weapons wherever you want. You can use them to devastate the opponents’ castle or you can try to sneak into his castle and take him out with your crossbow. But be careful because in Candy Land everything is made of candies. So every time you kill an opponent you gain some, but then again each shot fired is wasting a few candies. So be efficient! You can play online not with one, but three other players in a free for all battle! Give them some sugar!

If we manage to win we plan on making more features for the multiplayer modes including team battles. And we hope to get a better server because we are experiencing a few problems now. Also we are probably going to change the graphics to more realistic ones.

The Team:                 

Our team is called Traptics, and we are many! Just kidding we are only three people currently on this project, one game designer, one programmer and one 3D artist. Please help us grow stronger!

The Video:

http://www.youtube.com/watch?v=7IfIs–IojA

The Demo:

https://www.dropbox.com/s/1vu7unetnms1qhx/Candy%20Wars.rar

The Link:

https://www.facebook.com/Traptics

Dwarven Insanity

DwarvenInsanity

The Project:

Dwarven Insanity adapts on the FPS games of old, “Quake” and “Unreal Tournament”, that accrued a huge community of players, and even still are thought of by many PC gamers as the pinnacle of first person shooters. Dwarven Insanity has an incredibly fast, fluid movement system, combined with projectile-based weapons, which bring in an intuitive but truly skill-based experience. All this, based in an entirely destructible environment, much like the terrain of “Worms”, which gives players a completely unique way of taking on the enemy, blowing huge holes in the terrain, setting traps and blowing the ground from the opponent’s feet. Combined with massive jumps, teleporting, and each Dwarf having a powerful jetpack, the gameplay potential for this game is new and varied. A multiplayer game like this is dependant on it’s community, and so a map editor will be combined, in order to give players the chance to create levels they desire. Dwarven Insanity will have a free-to-play model, with in-game purchases of weapon unlocks and skins, but with a focus to make sure there is no pay-to-win potential.

The Team:

A one-man team, made up of me, Chris Tacey-Green, a 20 year old Computer Science student from Manchester University. I’ve had a large amount of experience already with a range of programming languages, 3D modelling, and character animation. This is my passion, I started producing Dwarven Insanity over 6 months ago, dedicating any, and all, time I have available to making this game in Unity 3D. Funds are obviously an issue, being a student I have very little money available for the game, and so marketing and generally getting the game publicised is tough. Booths at gaming conventions, advertising, and web hosting would be required in order to get the right community to see the potential of this game. The Indie Dev Grant would help hugely in pushing this game to completion, and helping it become exactly what the community want.

The Video:

http://www.youtube.com/watch?v=t3JPg-0dnQo&feature=youtu.be

The Link:

https://twitter.com/EuphoriacGames

Signal To Noise

SignalToNoise

The Project:

Signal to Noise is the music-driven rail shooter. This a game that will allow you to play your music as it’s never been played before. Select any song from your personal library, and the game will generate gameplay in realtime based off of the music of your choice. As intense as you want it, Signal to Noise is heavily inspired by games like Tempest, Starfox, and Rez, and will give you an experience based around those “moments” that remind you why you play video games.

The Team:

I founded Solanimus in 2011, on a foundation of a few months of self-teaching in game development. I released my first game in 2012, and my second game in mid 2013. We’ve been working on Signal to Noise for a few months now and are working on some other software projects alongside the game to get money (it’s all been funded so far with my money from classic game reselling) to keep going. We’re now a team of just a few people: Me (David, full-time, programming, design, business), Paul (part-time, working another full-time job to support himself), Daniel (part-time, intern), and John (part-time/contract work, graphic artist) trying as hard as we can with what we have.

The Video:

http://www.youtube.com/watch?v=JV9ehSvCtms

The Link:

http://www.solanimus.com/

Zenzizenzic

Zenzinzensic

The Project:

You don’t have to be that masochistic to give Zenzizenzic a shot, really, trust me! Have faith in your abstract little ship and blast thou foes into the unknown two dimensional beyond with the help of a wide variety of destructive and exotic weapons. It’ll be fun. There’s a myriad of enemy variety, bonus levels, upgrades, dynamic difficulty, unlocks and all that good jazz. You can even grab a buddy and kick back to the insanely awesome soundtrack while cooperatively being slaughter… eh, positively challenged! Currently in beta, the full game is planned to be available within the next 2 months.

The Team:

Without any practical knowledge on game design and development, except for what was garnered over the course of 15 to 20 or so years of playing games, I set out to build a game myself. I didn’t know a damn thing, except for what feels right and what doesn’t in a game. Over the following months I spend as much time as I could muster familiarizing myself with the ins and outs of game development and all that comes with it (which is a lot as it turns out!). Zenzizenzic is the first result of my efforts.

The Video:

http://www.youtube.com/watch?v=QlF5qbNteI4

The Demo:

http://www.bithuffel.nl/download.php?file=Zenzizenzic.zip

The Link:

http://bithuffel.nl/zenzizenzic

SpaceHawk

Spacehawk

The Project:

SpaceHawk is a top down space shooter game that offers a unique mix of frantic action and RPG elements.

Every ship in universe has fully customizable colour schemes and offers unique abilities such as shields, engine boosters, repair systems and temporary power boosts so that whatever ship you pilot has its own unique feel and personality to match your style.

The story centres on the galactic conflict between 4 private sectors, where allegiances rise and fall and a mercenary has everything to gain.

SpaceHawk will take you on a journey to dozens of different planets to complete dangerous contracts and do battle in any way you choose. Weather you fight for a side in this conflict is up to you, lay down allegiances or fight purely for profit, the choice is yours in the midst of a galactic war waged for centuries.

Key Features:

Learn the story behind each of the 4 sectors, through a fully realised campaign.

Engage in challenging Boss Fights and ship to ship combat.

Explore lush landscapes and settings that are individually themed to each race.

Multiple choice ending, which faction will you support, or will you keep your mercenary roots.

The Team:

KittenBoxx Studios is a small team of 4 graduates from Staffordshire University; we all have a real passion for engaging and different games and believe that’s exactly what we can deliver to the current market. Working tirelessly to see the release of this project, the team have thrown every spare hour we have into it to ensure it’ll be the very best it can be. Each member of the team has received awards in the past ranging from Make Something Unreal 2013 to a Picasso award for Best Art.

The Link:

http://www.kittenboxx.co.uk/

Battle of Tau Ceti

BattleOfTauCeti

The Project:

Battle of Tau Ceti is a team-based multiplayer space combat game. Pilot ships from small one-man fighters to a huge six player battleship or hop into a turret to shoot down enemy ships. Capture sectors to gain resources for your team, use resources to buy better ships and ultimately destroy the enemy flagship.

The Team:

Software Engineer by day, Indie Dev by night.  I’ve always wanted to make games and, despite working outside of the industry, I eventually came the realization that there was nothing stopping me.  I’ve been developing this game solo in my spare time for over a year and I’m finally at a place where I feel like I can show off my work and hopefully get some exposure as well as some positive feedback!

The Video:

http://www.youtube.com/watch?v=gYBosz65epU

The Link:

http://www.indiedb.com/games/battle-of-tau-ceti/

Sky Arena

SkyArena

The Project:

Sky Arena is an arena flight shooter in which you become the most powerful jet pilot that the 90s ever saw. By now the demo includes a local multiplayer, a trench run mode, 3 different maps, various characters and jets, as well as an unique soundtrack that will get you pumped. In a nutshell, it reminds of the legendary Star Fox 64, but it is more than that – try and see yourself! Gather your friends and play four-player split screen to demonstrate your mastery over the controller. Besides working on the PC version, the demo is also available in the Ouya store.

The Team:

Hammer Labs is a small indie studio that was officially founded in May 2013 by Oliver Eberlei and Andreas Bendt. By now we released one commercial game, which was awarded at the German Developer Award 2012 in the category Newcomer. For different projects, like Sky Arena, we work together with some friends who help us out with the art and audio design.

The Video:

http://www.youtube.com/watch?v=ZLjDRAZnhR4

The Demo:

http://skyarenagame.com/download.html

The Link:

http://www.skyarenagame.com/

Goldwingu

Goldwingu

The Project:

Goldwingu is a vertically scrolling, old-school shoot’em up with light tactical elements and a campaign mode for more strategic flavour. Goldwingu is developed on Java (6->), using Light Weight Java Game Library, which narrows the platforms in runs on to PC, Mac, Linux and Solaris.

Most of the technical groundwork is more or less complete and focus is being shifted toward adding and honing playable content (enemies, their movement, achievements, weapons and their upgrades). Some of the game mechanics (e.g. orders for enemy movement) are accessible through a settings file.

The game will also introduce (and develop) a new genre called technomachobullshit. TMBS can be characterized with displays of force (as opposed to just using it), military speak and operating and functioning of machinery, among other things.

The Team:

Goldwingu has just one developer. I am a former IT-consultant who at one point of his last project came to the realization that it’s now or never and I took the leap and became a game developer. I believe that computer games are the most expressive art we have and all the other arts merely special cases of computer games.

I hope that Half Life 3 never gets published. We deserve better. Yes, I’m bit of a snob.

The Download:

http://www.kimmosblog.com/wp-content/Goldwingu2Ep1v0.15.zip

The Site:

http://goldwingu.com/

Ring Runner: Flight of the Sages

ringRunner

The Project:

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!

The Team:

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.

The Video:

http://youtu.be/9bv4VtAXgkc

The Site:

http://ringrunner.net/

Galactose: Pastries in Space

Galactose

The Project:

Galactose is a three dimensional space shooter/RTS hybrid that chronicles the war between Dinner and Dessert. The player can join the battle in roles ranging from piloting a single fighter drone to commanding the fleet from a god’s eye view, allowing them to experience all scales of the action.

In drone-mode, the player remotely pilots an individual ship and thrown right in fray, dodging missiles, taking out hamburger fighters, and defending their mothership from broccoli bombers. On the other end is the command view, where the player is given RTS style controls to evaluate the tactical landscape and command their fleet accordingly. In any given view the player can turn or orient themselves in any way they want; there is no “up” in space.

Galactose aims to have a fun, light-hearted theme but still with gameplay that can be taken seriously. Those potato point defenses are serious threat, but you’ll have to take care of them if you want your banana split guided missile cruisers to be of any help. We recommend starting with a light tutorial and then working your way up from there, preferably consulting a dietitian before taking on the never ending all-you-can-eat mode!

The Team:

I’m the project lead, and one of the programmers, John. We have a reasonably small team of currently seven people at the moment. There is David, who is the other programmer, his specialty is the AI. We have an audio guy, Matthew Pablo, who produced the music used in our game, and did some of our sound effects. Mignonne is our 2d artist, she is helping revise our UI and background graphics. Finally, we have three 3d artists, Sid, Melissa and Rob. They are in charge of creating our game-ready 3D models and texturing them to compliment our current art style.

The Video:

http://www.youtube.com/watch?feature=player_embedded&v=Y7EeYO2vxmE

The Demo:

https://www.dropbox.com/s/flfmz8n7450x24w/deploy%20-%20jan%2023%2C%202013%20-%20playtest%200003a.zip

The Site:

http://steamcommunity.com/sharedfiles/filedetails/?id=92971046