http://www.indiegogo.com/Indie-game-Mr-Elastic For those wondering.
I think I played it. I felt that the controls didn't work for me. It was too hard to get around. As a result, I didn't get far and gave up pretty quickly.
Even if I had, I wasn't sure it was going anywhere. In the little I played, I felt that the mechanic had been explored fully, and didn't care to continue.
As for recommendations for the future, get non-friends to play it as soon as possible. And while you're playing it yourself, try to separate the feelings of joy from creating it from the feelings you get from actually playing it.
And finally, about the campaign: "Flexible Funding campaign" - Will not fund. This kind of campaign is 100% anti-backer, and should never be chosen for a product with deliverables. If you can't determine how much money you need to complete the project, don't start a campaign. If you do know, set that as your target. But if you don't get that much, you shouldn't be taking anyone's money, because it means you're going to fail.
And if you don't need any money to finish, which you apparently didn't, then you shouldn't be starting a campaign in the first place. You should just be selling the game.
I finally released Fit or Hit, my first game made in unity and second game ever. I Have been working on it for a while now (more than 4 months). The goal of the game is simple fit the the shapes in the right hole, however it's very challenging.
Google Play Link: https://play.google.com/store/apps/details?id=com.Visualeap.FitorHit
Hey, I am the developer!
This is a preview of new combat animations I created recently.
If you want, you can follow the development on the IndieDB page.
Or check me out on twitter @dekdev :)
Thanks!
It's always been my dream to make games! I'm starting small with a simple mobile game, but it's my first steps toward that dream, so I'm proud of it :) If anyone is interested, it’s free so please check it out and let me know what you think!
App Store: https://itunes.apple.com/us/app/wall-jump-hero/id1356860062?mt=8
Google Play: https://play.google.com/store/apps/details?id=com.ConjureStudios.WallJumpHero
Flare Jump: https://play.google.com/store/apps/details?id=com.xaero.flarejump
It's Android-only for now (sorry). Huge thank you if you give it a try!
It's already released for Android and iOS:
https://itunes.apple.com/app/keynote/id1248254279
https://play.google.com/store/apps/details?id=com.ogurecapps.box2
We keep adding new levels when there is an interesting idea.
Hey everyone, my game Matcha Blocks is finally out on Google Play! It would be awesome if you could give it a download and let me know what you think :) Thanks so much!
​
Previously as "Pong Remastered" https://www.reddit.com/r/IndieGaming/comments/88a6r6/pong_remastered/
We're a small indie game studio in Helsinki, Finland, and are trying to get some wishlists going in our Steam Page. Highly appreciated if you can do so. :)
I don't remember ever hearing about it either.
Even having an indiedb page, or posting major updates to Reddit would do wonders.
Also, if you've given up on selling it, release it on Github as an open source project. It'll be effectively giving up on any monetary compensation, but it'll allow you to gain some indie cred, some popularity amongst linux users, and potential for your art to become a cult hit.
Do you even have a video of it available, OP?
EDIT: I think I found you, is this you? http://www.indiegogo.com/Indie-game-Mr-Elastic
If so, you have a typo in the main description...
Artist: www.opengameart.org
Music: www.jamendo.com + www.opengameart.org
I'm sorry you didn't get any funding, though :( I would've pitched in a few bucks had I known that it existed, assuming cross-platform compatibility--more if it were planned to be open source.
I don't think it is satire. This is the guy who founded Super Rewards -- the guys who push "Video Professor" on farmville users.
http://techcrunch.com/2009/10/31/scamville-the-social-gaming-ecosystem-of-hell/
He's sarcastic, but it's hard to call this satire. If he's satirizing anyone, it's himself.
The game is a sequel to Lugaru. Lugaru was made by the coder of Overgrowth during a summer break while he was in high school.
No idea why the game was originally based rabbits/animals fighting each other, but I'm happy it's getting a sequel because Lugaru was awesome.
Here's the list of all of the reviewers that are composited together by Metacritic. But before you contact any reviewers, there are a few items you need to take care of first.
If you haven't done so already, read Kieron Gillen's article on How to Use and Abuse the Gaming Press. It looks like you already have a press pack on your webpage, so that's a great start. You'll be shocked at how frequently bloggers and reviewers simply cut-and-paste from your game description.
Now prepare a really sexy email to send to the reviewers and bloggers. Personalize it with the reviewer's name and website. A mass email is not acceptable. If you want to maximize your Metacritic score, hand-pick reviewers who have a history of giving high scores to games that are similar to yours. Your email should contain embedded screenshots and logos. Don't go overboard, but have something to immediately catch the reader's attention. Assume the reviewer gets 100+ similar email every day. Make sure yours stands out.
Good luck.
As an indie game developer, this is very interesting because it may impact me. I had to research this further before forming an informed opinion on the matter.
So, this is targetting a guy named Ed Nash, who created a kickstarter project in 2012 to deliver a card game. His funding goal was $15,000 and he exceeded it. The last project update was in 2013. It's now well into 2015. What's going on? Was he spending his time hunkering down and working so hard to deliver on this project that he didn't have even a minute to post a status update on the progress of the project to his backers? Was he just an unfortunate victim of poor project management and scope inflation, as many game developers are? Should we have sympathy for his plight and support him against an overzealous attorney general?
No, he's taking PLAYING cards and printing custom artwork on the cards. The level of effort to reach and deliver on this milestone is astoundingly low. He just took the money and ran. He's too busy being the president of a music talent agency in Tennessee. He doesn't care that he ripped off his kick starter backers. Maybe he even forgot about them? Who knows if there was ever any effort to refund or recompensate his backers.
Anyways, I have no sympathy towards this guy.
This does set a legal precedent for risk of legal liability for project creators now. Beware, if you launch a kickstarter campaign, get funded, and can't deliver because you're an idiot, you may get sued (at least by Washington State). Don't go raising a $10k project to make GTA5. It's not purely "buyer beware" anymore.
Been working on this since last August I think? Changed the art style this February.
The plot so far hasn't been finalized yet, but the general gist of it is that you are a knight that has been dead for however many years. You have been summoned to the castle you once used to serve, but the twist is that you aren't 100% human. You can change into a ghost for a limited time. This can be used to platformer to different parts of the game, and even used to defeat certain types of enemies throughout the game.
If you enjoy the look and sound of the game, come check out my Twitter for new content or even a general chat. I also have a Gamejolt page, where I post a little devlog. Sometimes it's what I have been working on, some can get a little technical if anyone is interested in the programming side of things.
So a bit of explanation: the game's called Photon (turns out to be un-Googleable), it was featured on Google Play over the weekend and has gone a bit nuts which is great, but now we're getting hit with a bajillion complaints, either to do with buggy behaviour on various Android devices or the colourblind issue.
Denis is new to the team, and he said he was colourblind, but... you know. Nobody believed him.
I grabbed this video of Denis playing Photon while we were having lunch. If you watch him playing, you can see just how profoundly helpless he is, like a turtle that's been asked to do a tax return.
Moral of the story: maybe invest some time in accessibility features before your game starts to take off.
*Edit: The headline should have said users are "bummed" more than "pissed". (As in, the colourblind users are bummed; the users with device crash issues are pissed.)
Dungeon Crawl Stone Soup is pretty awesome if you can get past the non-graphics. I've undoubtedly played it hundreds of hours by now.
Come join us in /r/roguelikes if you like it and want to play more games like it.
Hello on the last 19 hours of our Campaign (you could also downlaod here beta for free ) http://www.indiegogo.com/projects/the-mims-beginning/x/3944421
We decided to thank you reddit for your help ! So we are waiting for your ideas of predator in game :) ! Write only short info about , predator name , look, power etc. . Comment with higher number of votes will win! And we will create it, and put into the game ! Share this to your friends !
Factorio ( https://www.factorio.com/ ) is good.
I also recomment Zachtronics back catalog if you haven't played them They're mostly flash games up on his site http://www.zachtronics.com/ The Codex of Alchemical Engineering, and The Magnum Opus Challenge are very similar to SpaceChem and are quite challenging.
Theres also a really nice 15 minute 'making of' too, documenting the process from the initial sketches right through to the final painted spritesheet. Theres no audio, its closer to a 'speed paint' type of video, but its still really cool.
http://www.youtube.com/watch?v=xZXrKA6QPoc&feature=youtu.be
You can also read about the game its from and the animations purpose here:
https://www.kickstarter.com/projects/1125338008/kodama/posts/779197
-I couldn't recommend Cave Story enough: http://www.cavestory.org/downloads_game.php (Don't forget to download the English patch)
-Any of Jason Rohrer's games.
-There are also some incredible indie games like Machinarium, Samorost, World of Goo, Minecraft etc. These aren't free, but are very cheap and very awesome.
A playable bete here btw: https://play.google.com/store/apps/details?id=com.toppluva.grandmountain
And updates here: r/grandmountainadventure
I am tired of all these so called "game developers" working on iOS.
Their creations are too often just clones of older games, and I can offer no congratulations for unoriginal (and some might even say stolen) game concepts. I'm sure everyone here has already heard of Pandemic, a hugely popular Flash game which came out more than four years ago.
It's amusing that Ndemic Creations cloned this game for profit, and it's even funnier that there are other developers doing the exact same thing. They've given advice to avoid mindlessly copying another game while doing just that. I would not go so far as to give these programmers the title of game developers--they're just profiteers.
I'm not totally sure if this game fits the criteria though, but you got the tactical aspect in Xenonauts for example: http://www.xenonauts.com/
There is also the new Jagged Alliance game which is in development (even though it isn't an indie game).
Yeah! I've always wanted to make a game based off of the old stick figure animations ever since I was a kid.
I'm using Aseprite to make the animations. It's around $20, but it's one of the best pixel animation software out there imo. I really recommend it.
Cheers guys, here it goes
Please let me know if you liked it, bear in mind that it was our first bigger project and it's not as polished as it could be (in most places it's even amateurish but the mechanics are enjoyable) :)
Whoa. The creature designs on this are pretty fantastic, and the base building looks pretty intuitive. It's especially awesome that laying out a base is less block-by-block and more of a quick blueprint; placing a line of blocks and quickly producing a bridge/floorplan/base is pretty radtastical. Also the fact that it's less inventory micomanagement driven and more building/crafting driven is a major plus.
For anybody interested in grabbing the alpha build, head over to the IndieDB page here!
Click here for the download page at ModDB.com!
To celebrate exactly ten years since the initial release of Braid on August 6, 2008, I am putting out a big new mod called “Braid: More Now Than Ever”. The original game’s time-bending mechanics are further explored via a curated compilation of over 60 of the most surprising, cunning, and elegant puzzles from multiple fan mods (“After the Epilogue”, “Silverbraid”, “Stone”, and “Tim's Modysee”), plus many completely original levels! All-new writing continues the story of Tim and the Princess, paying homage to Braid’s complex structure and themes while also introducing fresh images and new directions.
Oh, man SUPER CRATE BOX most certainly belongs on this list. This game is awesome fun.
EDIT: I am a bad man, I forgot to plug Free Orion, the open source 4x space empire game.
Hi!
You can do games in any languages, you just gotta start somewhere :) If you're not too comfortable with the language or tools yet or programming in general it's probably best to start with a project that's not overly ambitious - maybe a pong clone, then extend it to Breakout, or Tetris or something like that? Your first game might not be great, but don't let that get you down - just continue, it'll get better with every single project.
For this project, we're using C# and the Unity game engine, so I'd say you made an excellent choice :) Definitely give Unity a look, its available for free and C#/Unity is fairly beginner friendly compared to other alternatives. You can make both 2D and 3D games with it, everything from small mobile phone games to ambitious PC or console games. Theres a huge community and also good tutorials that should get you started: Unity tutorials.
Games are confusing at first! There's so much from many different areas of programming that goes into them. You'll figure it out step by step :)
Yeah, but this specific one is more like "Help us fund our ad campaign."
> Everything on Kickstarter must be a project.
> A project is something with a clear end, like making an album, a film, or a new game. A project will eventually be completed, and something will be produced as a result.
OP's kickstarter isn't a project, imo. We're not backing a game; the game is a done deal. We're backing a marketing campaign for the game they already finished.
I realize Kickstarter has grown into something much larger than what it originally set out to be, but projects like this one just don't feel right to me.
This is all my personal opinion, obviously, and I wish nothing but success for OP and his team. I'm just not excited about the way mobile gaming seems to be heading in general.
Clip from the Super Star Troopers, a tactical strategy game for Windows 10 PCs. Check out @superstartroops and download the game now for FREE!
Where in the world are you where $100 is a lot of money to start a business?
You aren't prohibited from directly competing with yourself, set up a Stripe account and sell your game through your own website/blog/whatever. You could even offer the early buyers discounts/perks to build buzz and increase your chances of getting the greenlight on Steam.
Hey everyone, I just released my game UMAI!
It's a short web-game about eating Sushi from a sushi-go-round and chaining them together.
It's been a pleasure working on this in the context of the LOWREZJAM, which limited the project to 32 x 32 pixels and made for some difficult decisions (every pixel counts).
I hope you all enjoy it and you can PLAY IT HERE (itch.io) or on Game Jolt (with Leaderboards)
You can support Four Sided Fantasy on Kickstarter:
https://www.kickstarter.com/projects/lofi/four-sided-fantasy-a-game-about-the-limits-of-the
Download the freeware original The Fourth Wall here:
A working link to this video can be found on the Oculus Rift's Kickstarter page, or here on Vimeo.
Woah this looks really cool, nice work!
Edit: Just found your game on Product Hunt, figured I'd drop the link here in case others want to support it too :)
Been a while since I've got into a random game but I just saw this subreddit existed while I was trying to find a place to hoist this post.
http://www.notdoppler.com/spiderling.php
I found it on RockPaperShotgun. Give it like 5 minutes to start and you'll be hooked. The atmospheric music quickly becomes addicting. Reminds me of a cross between Metroid and Umihara Kawase. It's DEFINITELY inspired by BOTH of those games, unless it's a complete coinsidence.
Project: Redfield is a survival, miltiplayer, sandbox, fps that aims to be very realistic and unforgiving. It's set on a fictitious island outside of China's southern coast. The island is filled with vast jungles, huge mountains and detailed cities. The map is huge and completely open for players to discover every part however they want. Every house will be completely enter able, featuring full interiors.
Gameplay is focused on survival and many different aspects of it is being worked on and planned. It's going to be completely open and up to each player to decide how to survive and play the game, we won't have any rules that prevents you from doing what ever you feel like. We want our players to shape the game and not restrict it to just our tiny development team.Right now we can't reveal some of the keywords describing the game as we simply feel like these needs to be kept private for a while longer due to competition.
More information can be found on our newly launched website www.projectredfield.com or http://www.indiedb.com/games/project-redfield
WE ARE FINALISTS! WOW!
http://www.indiedb.com/events/2011-indie-of-the-year-awards/top100#vote15921
We are right there next to dwarf fortress and mount and blade!
Please vote if you like us!
Also, there are still 24 hours left in our epic comments contest giveaway on www.indiedb.com/games/towns feel free to stop by and see if you win a copy!
Hi everyone!
I've been working on Running Shapes for the past two months, it is my first real project on my own.
I created all of the models, musics and game in general, I put all my heart into it and I hope you guys will like it :)
It's free on iOS (App store) and Android (Google Play store), tell me what you think!
I've been working on this project solo on the evenings and weekends for a few years, and it's finally done. It was a great learning experience and a ton of fun!
It's meant to be a relaxing, peaceful space sim that focuses on exploring and soaking up the scenery.
(x-posted from r/indiegames)
Same here, buddy. I think because I released it today, the Play Store hasn't archived it yet. Hopefully this isn't an issue soon.
You can use this link
Congrats at releasing a game! That alone is a huge accomplishment!
Something to think about, all your screenshots and text don't tell me how the game is actually played
For instance: >Tricky Twists is a multiplayer body-twisting game, and it's completely FREE! This is a Live Multiplayer Social Game, which means you have to have everyone in the same room with you to play.
There should be a sentence in that first paragraph that actually describes what the goal player's are trying to accomplish is. I just know it involves body-twisting, but why am I doing that.
As a good example see the first sentence of Monument Valley's Google Play store page: >In Monument Valley you will manipulate impossible architecture and guide a silent princess through a stunningly beautiful world.
https://play.google.com/store/apps/details?id=com.ustwo.monumentvalley&hl=en
I know exactly what I am doing (manipulating architecture) and what the goal is (guide the princess through the world).
We did this short video that introduces the events in Prisonscape. Next video will be about combat.
We are still on Kickstarter: https://www.kickstarter.com/projects/lunarenigma/prisonscape-0
And also on Greenlight (currently at #73!): http://steamcommunity.com/sharedfiles/filedetails/?id=244631114
It looks like this because it is a high-res version of a station design found in the old Elite games. At least since Elite 2, there have been rotating wheel space stations in the series, inspired by the movie 2001, which popularized von Braun's work on this concept (the Blue Danube waltz in the game is a strong hint...). The computers available when Elite 1 was released weren't powerful enough to push enough polygons for such a space station design, but even in this game, the station was rotating, implying artificial gravity - and making docking without a docking computer early in the game moderately tricky.
Regarding realism: Let's say you want a comfortable 1g on the inside of the ring (notice the houses through the glass in the trailer) and let's assume that the radius of the ring in the trailer is 500m.
The formula is simple. I've split it up and written sentences, because reddit isn't made for formula formatting and it's easier to understand this way:
Take the root of quotient of the desired acceleration (1g or 9.80665m/s²) and the station's radius (500m). The result is 0.14 radians per second. A circle consists of 2π radians, meaning that it takes 2π divided by 0.14 seconds for a single rotation. That's almost 45 seconds.
I haven't measured the time the space station in the trailer needs for one rotation, mostly because it's tricky due to frequent cuts, but the rotation speed appears to be reasonable.
Haha! :)
The game is called Air Brawl, its an arcade dogfighter. Very mixed themes, we have a witch doctor plane, a steam punk plane, a futuristic plane and a viking plane.
The missiles are semi spray and prey. They lock on if they get close to a target. Yes you could technically barrel roll to avoid but its probably easier to just drive around a corner or through a building!
Here is our indieDB page: http://www.indiedb.com/games/air-brawl
Disclosure: I'm a dev and have a game on Itch.io.
Many indie game fans here in the subreddit may be familiar with Itch.io. It's a pretty interesting site that started a few years ago, allowing developers to upload their games and give them away for free or sell them with a customized page.
It's been called the "Bandcamp for Indie Games" and for developers at least, is a breath of fresh air in platforms, allowing anyone to show their work to the world -- be it game jam games or games being put on Steam Greenlight, etc. It's pretty flexible as well in terms of graphical assets, trailers, offering Steam keys , etc.
From the site:
> itch.io week is 5 days of celebrating everything itch.io, the open marketplace for independent creators.
> It's an idea we’ve been cooking up for a while: we’ve got all these awesome creators and great tools… but it’s way too easy to miss them if you’re not refreshing us every day. We decided to spend an entire week celebrating what itch.io stands for and the people who use it.
Anyway, if you love indie games, by all means check it out!
From the source blog post.
>So in summary, when ‘evil’ Paypal took issue with our account: > > * They gave us 5 days warning, allowing us to get the money we had in there. > * After the 5 days, it turned out that the only real limitation was that they hold onto 5% and we couldn’t close the account. > * After a slight clarification on the buy page and an explanatory email, just out of the blue reversed the decision and have been fine since. > >Google Checkout did this: > >* Completely blocked us taking any more orders >* Give us no access to the money made since day dot (which probably accounts for about 80% of what we’ve made) >* Provide us with no clear option to appeal or even contact them for more information and replied with a stock incorrect response that didn’t even apply to us.
I think that's the most concerning aspect of the whole ordeal. No amount of "legal issues", excuses the treatment they received from google.
I don't actually have any idea why OP's above comment is being downvoted.
A quick google shows that there are TONS of videos about gameplay.
This past weekend (30th-3rd) began the Week of Torment event where backers were allowed access on the 30th and there was much encouragement (including contests) to get people to stream and make videos.
As an aside: Yeah. We get it guys. You guys fucking hate OP. Can we get back to talking about this game already? OP made a good point here. There ARE videos all over the place. AND streams. Stop downvoting the guy when he's right, just because you're mad at his opinion about other things.
I've never had issues with making mods work in FTL. Just make sure you use the mod manager, since most mods require it.
I've got the Steam version of the game, though I don't think it should matter.
Combat is just one of the many aspects of The Last Federation. In a nutshell, it's a game about shaping a solar system from the shadows. Check out TLF's IndieDB page and/or the Arcen forums for much more info. Thanks!
I am a huge fan of Brooklyn 99 and learning Unity, so I made a game inspired by Kwazy Cupcakes and it got published :/
Here is the link if you wish to play:
https://play.google.com/store/apps/details?id=com.iotabang.kwazycupcakes
> You state that like fact. Sources? > > I'm pretty sure I saw the first Flash Duel rulebook, and I'm pretty sure I recall him crediting Knizia. But it's been a long time.
I would like to apologize in that looking it up, I had it backwards. The first edition rules did credit Knizia. The credit was removed from the 2nd Edition rules. I knew that there was at least one printing where he was uncredited (which was a source of controversy when it happened).
> It's very similar; I wouldn't say it's plagiarised.
Oh come on. If you can look at those designs and tell me Puzzle Strike isn't a direct rip, you're delusional.
> Who? List names, please.
The biggest names being Christian Petersen and Reiner Knizia.
> Furthermore, if this is all you want to contribute to this thread... well, I think it's inappropriate thread hijacking.
I was replying to someone discussing David Sirlin as being "brilliant". I hardly think that's off-topic.
IF YOU TOO want to be almost unstoppable with the jelly great sword, then check out Magicite :p
Thank you! The original version was made for a game jam which you can play here, http://gamejolt.com/games/theropods/58684
Keep an eye out on our Twitter/Facebook for updates on the full version https://twitter.com/theropodsgame :)
itch.io is just one platorm. I released the game on itch and on gamejolt for now. In the next weeks the plan is to release it on Steam and Humble Store too. Soo, the wordpress page is a kinda main page, where you can find all of these.
Of course all of the store pages will be filled with screens, informations, etc.
The demo build is 6 months old now, half a year is quite a lot so we learned a lot and fixed some of the issues.
Perfect answer! I have pm'd you a steam key for the game. And here's a key for someone else:
https://www.humblebundle.com/s?gift=hMNc5Eh6KDczVrN_
To thwart any bots replace the _ with the letter that comes after C.
Yeah, I agree, the video doesn't show any game mechanics or any glimpse of actual gameplay. Disheartens me as an indie developer, as Im putting my heart and soul into my game "Critr" and I've only raised 25 dollars in a month, yet they put one half assed video up and they get 9k dollars in the blink of an eye.
One so far I will look through everyone elses suggestions: Project Zomboid!
Edit: Fixed link and don't let the graphics fool you it is a very detailed realistic zombie survival game. You make noise expect it to draw attention from survivors and zombies. Just one of the many crafting skills you can use in the game http://www.youtube.com/watch?v=CMryy7MtoVQ
Dungeon Crawl Stone Soup. Probably the most polished of the rogue-likes, a lot of breadth and depth and fairly well balanced. Great UI and tileset and an active development and player community.
Game maker is good. If you want point and click style adventure games, there's Adventure Maker and Adventure Game Studio. I haven't used either of them, but I've heard them recommended before.
I don't think it will be the same, his prevous games weren't a lot like doukutsu monogatari, of course, it's visually similar since he's the on doing the sprites. It actually looks a lot more like ikachan.
Due to the endless recommendations for this game, I've been considering playing it for the last few months. This post is the final straw. Tonight, I will (finally) download and play it!
Link time! http://www.cavestory.org/downloads_game.php
Throw all your monies here: http://www.lastknightthegame.com :) I usually post some info in the description on Imgur, like I did here. More info on the stylized 3d map here: http://www.indiedb.com/games/last-knight/news/sneak-peek1
Gamejolt.com is where I publish and look for games. Members of /r/gamedev would appreciate it if you would swing by for Feedback Friday.
Shameless plug for my own game
Hey man this looks and feels great!
I'd only suggest that you add slow-motion during aiming (when the player is holding on the screen) since that really is a pretty essential feature for physics platformers
Example: this old obscure game on the play store and here's a gif where the developer talks about it.
I developed the first version of the game in an afternoon for a coding test as part of the application process for my current job. As I was testing it I realised I liked playing it, so I thought: why not make an actual game out of it? So I did. I made some gameplay changes, went for retro graphics, added leaderboards, achievements and so on. Here it is four months later! What do you think?
If you are interested in trying it, here are the links:
iOS: https://itunes.apple.com/app/dot-fire/id1443006378
Android: https://play.google.com/store/apps/details?id=com.vergencelab.dotfire
Hey guys, I have released Order's Up on iOS almost an year ago, the game got featured by Apple and got almost 700k downloads.
Now I am finally releasing it on Android. Hope you could give it a try and let me know, what you think!
Download for Android here: https://play.google.com/store/apps/details?id=com.studiogenerative.p
Download for iOS here: https://itunes.apple.com/us/app/orders-up/id1151734656?mt=8
This is a puzzle game I saw on #screenshotsaturday on twitter a few weeks ago, released today. Its beautifully designed and fun to play. Its by u/ABlackBeetle . You have to clear the blocks on each level without getting stuck, as you progress different types of blocks are introduced. There's also a level editor and you can share levels with other players.
App Store: https://itunes.apple.com/us/app/vox-voyager/id1218454791?ls=1&mt=8
Play Store: https://play.google.com/store/apps/details?id=com.brandongomez.voxvoyager
If you can't find it for cheap or want to see what kind of stuff there is in the book there's a free mobile app that has the "Deck of Lenses" which basically is the book in a condensed form. It's been a while since I read the book but I still have the app on my phone.
https://play.google.com/store/apps/details?id=com.schellgames.deckoflenses
They actually haven't stolen anything as far as I can tell.
None of the actual art assets seem to be 'copied', rather the layout and concept, neither of which are copyright works.
You could say that some of those strings ("tap to retreat" etc.) are arguably copied, but that's a stretch. ><
I don't mean to say you 'deserved' it or anything, but the copycat has deliberately gone to the effort to 'legally' (yet unethically) copy your work. :P
I mean if you have a lot of money, you could possibly take them to court and plead in favour of the jury?
See: http://techcrunch.com/2012/08/03/electronic-arts-sues-zynga-says-the-ville-is-an-unmistakable-copy-of-the-sims/ for example.
If you're doing local multiplayer, I would check out Hard Lander. Best played on a big screen too. SUPER fun local multiplayer game. Lots of yelling and expletives will be had. It's hard, but tons of fun.
Another good local multiplayer game would be Risk of Rain. Lots of variety as you keep playing. Fun strategies emerge when playing with multiple people. Great local multiplayer game.
Could you please remove Spring RTS from the strategy section? It hasn't been a game in a long time, in fact it's since been developed into a proper RTS game engine. It doesn't include any base playable content anymore.
I would recommend adding one or more of it's most developed games instead, Like Evolution RTS on Steam or Zero-K soon to be on Steam
...Atari's ET?
It's crap. The concepts are ridiculous and the game mechanics are insanely limited. If you want Dungeon Tower Defense like Dungeons done well look no further than here.
That's right, because that makes more sense. Keeping Heroes satisfied by designing a dungeon? Fine, sounds stupid and not why anyone would want to be an evil dungeon lord, but okay. Being penalised when you use monsters and good design to kill the heroes instead of having to fucking micromanage your avatar over there to finish them is utter shit.
Not to mention the annoying as fuck character taken straight from overlord.
If I create minions, why do they have to be stuck by some stupid circle? Not to mention using up my gold to please the damn heroes. And where are the traps in this game? What the fuck is a dungeon without traps?
Spent a lot of time waiting for heroes to spawn. No fast forward? Yawn-a-rama.
Any of you guys using Magica Voxel. That is what I did this in. Such an amazing program and getting better all the time. Here is a link to use program. TOTALLY FREE!! https://ephtracy.github.io/
Enjoy! Hope you like my new style for my game. The characters really EMOTE! :)
Yes, we have a bunch of plans around how we can expand the overworld of the game. Kind of like The Legend of Zelda, there is a larger procedurally generated map you can explore, and we will create unique world expansions to make that overworld more interesting. Some of the worlds we have designed already, but just need extra funding in the Kickstarter to pursue, are Desert, Tundra, Hidden Jungle, and Swamp. I actually just created a poll for backers of the game that will let you vote on which world I pursue next, and it would be great to get Reddit's vote too: Expansion World Survey
I made the camera on the right go up the closer the player is to the next platform, would love to hear more feedback that could improve the depth perception of my game!
The game is called Leap: A Dragon's Adventure and you can pre-register for free on Google Play and App Store.
The game is called Rogue Blast Galaxia: Roguelite Survivor and it was inspired by some of my favourite space games such as FTL, Everspace and Freelancer.
The main twist of the game is that you can only turn to the right.
It is controlled through a one touch control scheme where holding on the screen turns the ship.
The game is made for Android and is free with no ads
If you are interested to try it out you can find it here: https://play.google.com/store/apps/details?id=com.lingonstudios.touchtoturn
I'm happy to answer any questions or to hear your feedback
Why would anyone pay you to probably fail at making a shitty generic tower defense game when millions of them already exist, including Tower Defense King, the game where you stole that screenshot from.
The world would be a better place if every crowd funding platform was shut down and every scam artist and gullible backer were marched straight to the fucking gas chambers.
Like other people said, your biggest hurdle is you're gonna need a lot of people, and you are not going to get them for free. So you need a lot of money. It's possible if you make a hit game you can reinvest the money into your bigger projects. But you're going to have to dream a lot smaller first. I have the same problem, I want to make big beautiful games, but right now, I'm starting out tiny.
Before I go screaming to MS asking them what they're thinking, how is this actually bad for indie devs?
What I mean by that is: What are the inaccuracies in this article? Are they actually making you unable to buy products via anything but the Windows Store? If they aren't, what's the big stink about?
OK, found an article that may help shed some light on the subject: http://gizmodo.com/5937590/youre-being-lied-to-windows-8-isnt-bad-for-gaming
Hi! My name's Gary and I've been developing Super Daryl Deluxe for about two years now with my friend and fellow student, Dan. We just started up our Kickstarter and would love it if you guys checked it out and spread the word!
Here's a link to the page: https://www.kickstarter.com/projects/1449706720/super-daryl-deluxe
Here's the trailer: https://www.youtube.com/watch?v=pCseplNAXFE
If you have any questions, feel free to ask. We're happy to answer anything
[Shameless plug]
I have a couple of games that might be suitable. If you like puzzle games, maybe check out These Robotic Hearts of Mine or Traal
Title: Höme Improvisåtion : Global Game Jam 2015
Submitted by: The Stork Burnt Down Games
Description:
Höme Improvisåtion (Home Improvisation) Play now on Kongregate: http://www.kongregate.com/games/StorkBurntDown/h-me-improvis-tion Or Download the game for free at: http://thestorkburntdown.itch.io/home-improv A game for the Global Game Jam 2015 by team The Stork Burnt Down
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Rockpapershotgun doesn't use numbers. They have stated the reason for this is that a 7 is average and numbers don't equate to a game's quality.
http://www.metacritic.com/publication/eurogamer
Eurogamer, average score: 66
EDGE, average score: 64
Giant Bomb, average score: 70
Polygon, average score 69
Yup, sounds like their average review is a 67.5
Who is using the full scale? Not the sites you list.
This might help with you trouble keeping up with the conversation. We are easily over 10. I know what you're thinking... OOOOOOh no! Double digits.
Ground Assault is the sequel to my naval strategy series "Battle Fleet". BFGA departs from the series by focusing on tank based land battles, but keeps the same unique mechanics as the naval games.
The game is turn-based, allowing you to fight battles across WW2 Europe, giving you full control of each tank's movement and firing. You don't just click on an enemy to fire, you have to actually aim and calculate the distance to the enemy to hit them. Armor and shell types are important as well as aim.
The game is out on Steam at https://store.steampowered.com/app/400350/Battle_Fleet_Ground_Assault/
Let me know if you have any questions! -JJ Developer of BFGA
Why not both?
I think you'd get more sales from steam so I'd recommend posting there, but if you go for Itch (or both) check out this collection of cool game pages so you can take inspiration from them and design a nice page for your game: https://itch.io/c/1536/cool-game-pages
Also, if you can do the slightest bit of web development, maybe go for a commercially free HTML template instead of spending a ton on a WIX or SquareSpace if you can't afford them (and also buy a domain and host on firebase perhaps), or maybe save some of your expenses for after your launch if you can't afford them quite yet- not all marketing has to cost you (like emailing press/streamers for example) so you can save the ads for after you get some initial revenue.
[x-post from r/steampunk]
I'm Kickstarting my game 39 Days to Mars. It's about two 19th century explorers who have been chosen to pilot a steampowered spaceship, the HMS Fearful, on its maiden voyage to Mars. It's a co-op coffee-break steampunk adventure game - there's a few puzzles, some resource balancing, a dash of story, and lots of tea.
There a bit of footage in the pitch trailer, and I'd love to hear your thoughts on the atmosphere, the game, or anything else you want to chat about. And of course I enjoy talking about the game if you have any questions.
To the Nintendo Switch and itch.io, definitely.
To Android most likely not. Here's why (from an indie game developer's perspective). I ported one of my other games over (it was incredibly successful on iOS... like really successful). On Android:
- There was a 95% piracy rate on Android.
- The Editorial Team for Google insisted that I make it free and put ads in it. They don't put indies and their philosophies before their own self interests. They want to sell ads, and will pressure devs to do just that. They just... don't care.
- Device fragmentation is just too much for a single dev to handle. With a combination of OS versions (both from Google and malware based offshoots from network vendors), low end devices, and device form factors, I'm left with over 15,000 different combinations. It's nearly impossible to test all of them, which leads to 1 star reviews because the game wont run on someone's potato.
- On top of this, taking down shoddy clones with clear copyright violations was an arduous task (again with no help from Google's legal departments with regards to arbitration).
- On top of all this... the revenue split between iOS and Android is eight to one. It's unreal...
All these things combined just doesn't make it viable for a one man shop to handle unfortunately. It makes more sense for me to invest time on other platforms.