The Indie Dev Grant

by Bundle In A Box
Strategy

The Curious Expedition

curiousExpedition

The 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.

Adventure awaits!

The Team:

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.

The Link:

http://www.curious-expedition.com/

SPACETRAIN

Spacetrain

The Project:

Oh no! After all manner of important spacework, our dutiful astronauts have found themselves scattered across the solar system, stranded on planets far from their homes. They can do naught but gaze upon the twinkling of their homeworlds against the blackness… until the SPACETRAIN arrives.

In a flash, it’s back out along the tracks, a daisy chain of astronauts in tow. Where a more conventional sort of train might slowly pull into its destination stop and ensure a careful unloading, the SPACETRAIN has no time for such dalliances. The most skilled SPACETRAIN engineers use inertia and timing to send their passengers on ahead, flinging them tumbling off through open space towards their destination. As long as they land back home, it’s a job well done. And there are ever more systems in need of the SPACETRAIN.

The Team:

Having spent many hours analyzing and enjoying games of all sorts, berv thought it was high time he got his feet wet with development. Hoo boy is there a lot to learn. But bit by bit it gets easier. Working alone, SPACETRAIN is an attempt to apply his learnings and push them through to a finished and enjoyable (and saleable?) product.

The Playable Version:

http://www.berv.ca/SPACETRAIN.html

The Link:

http://berv.ca/

Ravenstorm: Rift of Souls

ravenstorm

The Project:

It’s a turn-based, tactical, fantasy Role-Playing Game, primarily for PC and advanced mobile devices. With endless opportunities for character development and highly complex game mechanics, Ravenstorm: Rift of Souls is deeply loyal to the classic tabletop RPGs. Imagine gameplay inspired by Rolemaster and Dungeons & Dragons packaged in a digital format inspired by great games like XCOM and Fallout 1+2. We want to bring the classic tabletop experience to the mobile digital age.

The story of Ravenstorm: Rift of Souls is set in the city of Nordgaard. The House of Ravenstorm has always served as keeper and protector of Nordgaard – warding off aggressors hungry for the treasures guarded by the mighty city walls. A new threat suddenly materialized, a Rift, where strange and deadly creatures started to emerge from, terrorizing the city. Nordgaard is now truly under siege from a threat that is growing – a threat that sees far beyond the great city of the north. And so Halgir Ravenstorm, Lord of Nordgaard, has sent word to all corners of the world and all civilized races: come to the aid of Nordgaard in the war against the evil tides!

The Team:

The Ravenstorm Team is comprised of GameMasterz, GhostVFX, and Ministi. GameMasterz was founded by two friends, game-designer Rasmus and CEO (glorified admin monkey) Stefan– two tabletop fantasy RPG enthusiasts. GameMasterz shares an office with Ghost, which was founded by Jeppe, Aksel, and Martin in 1999. Ghost’s work spans the entire post production package, and can be seen in more than 30 movies and a thousand-plus commercials. On Ravenstorm, Ghost will be working closely with Cinematics Director Kun Chang from Ubisoft (Watch Dogs).  Ministi will provide the soundscape and has worked on many of Scandinavia’s biggest movie productions in recent years.

The Video:

http://www.facebook.com/RavenstormRPG/app_349313058487732

The Link:

http://www.ravenstormrpg.com/

Pixel Myth Battle

PixelMythBattle

The Project:

Pixel Myth Battle is a rock, paper, scissors style PVP card battle game. It’s a balance of chance and strategy. There are 3 suits (shadow, light and wilderness) each with a strength and weakness, and each card has a unique character. Players are dealt a hand from the same deck, then they strategically battle cards against each other to try and win the most hands. There are some utility cards that can be used to affect the outcome of the hand.

The art style uses a combination of pixel art and painted backdrops to create a charming, almost scrapbook, effect. There is a deeper story contained within the haiku (poetry) for each character, these are not essential to the game, but enrich it if the player chooses to delve in further.

The core mechanic isn’t over complicated and could be seen as a fun, fast paced, pick-up-and-play game or a gateway into more complex tabletop games.

Pixel Myth Battle is being developed in Unity 3D and is in very early production. The full gameplay, visuals and target platform(s) are yet to be defined. Some animated elements and effects will be introduced to take full advantage of it being 3D.

The Team:

Megan Egglesden – Art, Co-design
Aaron Jenkins – Code, Co-design

The initial design was created by Megan Egglesden, who, after working four years in the industry decided to try making her own games. The real world prototype was taken to the pub and refined with a group of friends. After posting the idea online, former colleague Aaron Jenkins, a games designer, took a shine to it and offered to do the programming. What started out as a learning project then became a feasible game for release, one they were both excited about.

The Video:

http://www.youtube.com/watch?v=mDEEZ2RpCWA

The Demo:

http://www.taketwotablets.com/deal/

King Randall’s Party

KingRandalsParty

The Project:

King Randall’s Party is a side-scrolling fortress defense game where you build your defenses block-by-block, from the ground up, to defend the Royal Treasury from… the King!

King Randall MCXXXVIII has just been crowned and has decided to throw a massive coronation party. You, playing as the Royal Treasurer, cannot allow the kingdom’s precious funds from being spent in such a frivolous manner – especially during such hard economic times; the King must be stopped! Using your McGuyver like skills, you will create different traps and obstacles – deforming the game-worlds terrain – to impede the enemy progress. Meanwhile, the enemy will build bridges, dig tunnels, construct ladders in order to circumnavigate each level and get to the treasury. Can you stop them? Probably not, but you and your automatic quill throwers and pillow-stuffed spring traps certainly will try!

The Team:

Jesse Crafts-Finch, or Gorilla One, is an adventurer, inspector, and tactical genius. Or something like that. Well, whatever he is, he has been making games professionally since 2005, and worked on games such as Rise of Nations: Rise of Legends, CIV IV: Warlords and Beyond the Sword, Sid Meier’s Railroads!, and various educational titles. Now on his own, he hopes to create games that will make the public snort with laughter. Like pigs. Pigs that play video games. Ok, bad analogy.

The Video:

https://dl.dropboxusercontent.com/u/9212879/KRP%20Stuff/Videos/FullVideo2.mp4

The Download:

https://dl.dropboxusercontent.com/u/9212879/KRP%20Stuff/Alpha/KRPAlpha0.09Release.zip

The Site:

http://www.indiedb.com/games/king-randalls-party

.hX

hX

The Project:

The game is an attempt to create a hacking simulator that evokes the imagery of William Gibson’s Neuromancer. Players will attempt to interface with and crack the Intrusion Counter Measures (ICE) as represented by the blue cubes with an ICEBreaker probe. As the player dives further in to the the system, the AI systems controlling the ICE will send in various attacks and anti-virus programs that will attempt to cut off the the player’s probe program from the outside. The AI will then send a counter-virus to the player’s “system”, causing catastrophic overload of the player’s “meat brain” and game over.

The aim is to take influence from other hacking simulators such as Hacker Evolution, the hacking mini-games in AAA titles such as Deus Ex:HR and Mass Effect, but to move beyond the “meat” aspect of tho games into the “consensual hallucination” of Gibson’s Matrix.

The Team:

Patrion Digital is the studio name of Patrick Davis. Patrick hails from the West Coast of Canada but currently lives in Nagoya, Japan with his wife and two children.
A lifetime of influence from Japanese culture and games has led to Patrick participating in and supporting the indie game development scene along with members of the IGDA Japan chapter.

The Site:

http://www.patriondigital.com/1gam-march/

The Curious Expedition

curiousExpedition

The 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.

Adventure awaits!

The Team:

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.

The Site:

TIGForums DevLog

Breach

breach

The Project:

Breach is a new twist on the castle defense genre of games. Try to protect your home dimension from a horde of enemies from another dimension. Resource management on a global scale, not wave base. The ability to recycle resources from defenders and attackers. You are surely outmatched, see how long you can withstand the assault.

The Team:

A web developer and IT leader since 1995. I started one of the first ISP’s in the city of Cleveland.

The Site:

http://justwannaplaygames.com/?p=45

Attack of the Gelatinous Blob

AttackBlob

The Project:

The nuclear age brought more than incredible energy, it spawned an era of mad scientists with wicked ambitions. You, being the maddest of scientists, have developed a method for animating and controlling slime to create an army unlike any before. Attack of the Gelatinous Blob is a Real Time Strategy (RTS) game placing the player in the role of the Mad Scientist. Progress through levels, destroying cities while fighting off the army. Build support structures to defend your base and enhance your blobs; blobs that have the unique ability to morph their composition and skills depending on what they absorb throughout the map. With your horde of blobs and arsenal of doomsday weapons, you will conquer the defiant humans!

The Team:

Brent Owens is the lead developer of the game, as well as a core member of the open source jMonkeyEngine game engine (that AotGB uses). To help carry on the open source flame, the game has an open development process with a public issue/development tracker and it will be fully moddable.

Three other people help out from time-to-time: Erlend Sogge Heggen (designer), Christo Oosthuizen (artist), and David Song (artist).

The Video:

https://www.youtube.com/watch?v=6DoYdSACFqQ

The Site:

http://www.indiedb.com/games/attack-of-the-gelatinous-blob

2112TD

2112

The Project:

2112TD is a tower defence game for mobile platforms combining both classic tower defence and real time strategy features.

Set 100 years in the future, the player must battle inter-dimensional hell spawn across the solar system and defend Earth’s colonies from complete annihilation.

Key Features:

  • 11 highly detailed maps, all based on locations across the solar system
  • 4 game modes, including easy, medium, hard and onslaught
  • Deployable special abilities including sandbags, trooper squads and orbital bombardment
  • The feeling of onslaught – None of that single line TD pap, the hell spawn mean business and arrive in piles
  • 8 unique towers with 2 upgrade paths and alternative fire modes.
  • 16 disgusting monsters divided into 4 armour categories (light flesh, medium flesh, reinforced flesh and demon flesh)
  • Tower research system for tactical enhancements
  • Stylish visuals such as the tower delivery craft and tower status modes.
  • Game shop – Buy new towers, map packs and more!

The Team:

We are currently operating as a team of five. Our project has a budget of zero and instead so far this project has been driven by a passion for making games. We are situated at various places in the U.K and have been mostly communicating via email and Skype so far.

The Video:

http://vimeo.com/57137942

The Site:

http://2112td.refineryproductions.com/