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Which is only avoided with a well-defined hierarchy of power and/or competencies that not everyone in the indie world is willing to assume. I’m starting to work with a writer on a sequel to Moons of Darsalon and I’m already fearing the fights we’re going to have haha!” I’m not the type to give up.”
Drag Her, a 2D hand-drawn fighting game featuring a roster of real-life drag artists, launched its Kickstarter campaign back in February 2022 with a modest and cheeky funding target of $69,000.
One of this year's breakout indie hits has been Dave The Diver. Developed by MINTROCKET, The game challenges players to collect fish to supply a sushi restaurant, which involves collecting resources, crafting new items, fighting giant underwater creatures, perform quests for people and managing a restaurant. It's certainly different.
For Indie Filmmaking, the magic of crafting a cinematic vision often clashes with the harsh reality of limited resources and tight timeline production. Making a successful Indie Film Schedule is an art form in itself. Fight for the moments that make your heart sing, the shots that capture your artistic vision.
This is the second part of the design/marketing/release process for our newest indie RPG, Geneforge 2 - Infestation. TL;DR: We’ve been making indie games for a living for 30 years. After all, while indie developers like to pretend we're a family, it's still a business. You are fighting them for press coverage.
It's a 2020-vintage roguelike, which means: A bunch of rooms with fights. Of course, any hit indie game in this decade gets heavily studied and mercilessly copied. ) There was so much indie game competition, and yet they felt they could make a game to beat all the others out for huge chunks of your limited time.
From the nuances of technological advancements to the ideological tug of war between indie creators and corporate giants, the discussion spanned a variety of pertinent topics within the gaming industry. The conversation also addressed the concerns of indie developers struggling to preserve their unique vision amid growing corporate influence.
From indie studios to AAA developers, 2.5D This makes it ideal for fighting games, Metroidvanias, and RPGs. This makes it perfect for indie developers and cross-platform releases. Metroidvanias & Indie Games: Innovation Without Complexity Dead Cells and Cuphead prove that 2.5D merges the best of both worlds.
Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid. The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. This way, the game never stays in one specific gear for too long.
Solo dev Graham Reid: “Being part of a like-minded community is really important” Young Dutch indie developer Lente is something of a free spirit. Every man and his dog has made an indie game but no one has painted a game yet. A point of interest in the indie game sea.” Having a solid, realistic plan is everything.”
The high visual polish and stellar production values adorn a solid but predictable gameplay loop: you fight through dungeons with random rooms / enemies, collect resources, and bring them back to your hub to build up your village and its inhabitants.
Captain Velvet Meteor: The Jump+ Dimensions is a game by Swiss indie game studio Momo-Pi. They won Best Game at the Google Indie Games Festival for their debut game Persephone. The tactical action adventure has much going for it. It looks great, bright and colorful and has gameplay that is both taxing and entertaining. Well, players!
You're fighting not only the privatization of public health but also reckless climate engineering! Three safehouse skulls + main quest macguffin = boss fight. that a bigger US AAA or a non-US indie would've failed to capture. But not really. The player never quite experiences these ideas in the game itself.
I have a lot of respect for solo indie developers, but I often struggle with the limitations and it is not what I want to be doing long-term. It’s used to both fight enemies and solve puzzles. Will you ever work in a team or is it only solo for you? Another unique point is the weapon. Playtest early.
2nd Law: "Outside of 1 or 2 monster hits a year, no indie game will ever be heard of by more than 1% of gamers." Nothing is more likely to bait me into getting in a useless online slapfight than an indie developer crapping on video game fans. We are humble toymakers, and that is a powerful archetype. It happens. There are 6 levels.)
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. It’s up to the three heroes Vishva, Ramli, and Guru-ji to gain the trust of the villagers and unite everyone in their fight against the demons that are aiming to seize their precious heirloom, the almighty Celestial Glue.
This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. Bot invaders often don't interrupt a boss fight. Limited regen (e.g.
I've been writing indie (aka shareware) games as the nearly sole source of my family's income for 30 years. During those decades, I've written a ton about the indie business, for money and on my blog. My most popular article , written wayyy back in 2013, was about the creation of the Indie Bubble. And indie games!
were covered under the same rules as "Fighting men." Every group had their own homespun tangle of ways to actually run a fight. And amusing utility items that you use like two times and then die in a fight with 4 orcs because Rope of Climbing sucks. Basic D&D was its own separate rules system and went up to level 3.
German indie developer Vivid Storm Interactive is a three person team that started when they launched a Kickstarter campaign for Ascent of Ashes in 2021. One with ruins of a collapsed civilization, where you have to fight through raiders and remnants of that civilization to claim your spoils.
The Kenyan indie developer cherishes that early morning spark. He’s not just an indie game developer; he’s a music producer and a 3D animator. As a child, he was delighted by action-packed animations like Kung Fu Panda and was drawn to stick-figure animations, particularly for their captivating fighting scenes.
Please join us on our own little walk down 2023 memory lane. See you in 2024! The post So long 2023! Thank you for the great game dev stories appeared first on PreMortem Games.
At the bottom, he’s going to fight an evil gumby with only a fire extinguisher.) You ever hear a gamer say how fighting in RPGs should be more REALISTIC? The problem with realistic combat is simple: If you get in a fight in Fringeworthy, you just die. (Also be sure to enjoy the art. The combat! We tried that.
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. So, almost two years ago I decided to fully embrace the indie path and became a solodev.” The indie community is amazingly helpful, but you will have to fight by yourself with every single element in your own game – and that takes time!
We never want the player to feel too powerful, playing more of an underdog role, thus our heroes fight back and repel the pirates with water based weaponry and equipment normally used for farming irrigation. Fortunately with so much water all around the player is never too far from a refill to keep the fight going.”
As part of the early organisational crew of Indie MEGABOOTH, I was running back and forth between the Vlambeer booth & my other responsibilities – which made me oddly anonymous as a developer to entire groups of people. The exercise is unforgiving, and that makes it powerful.
You can always make the numbers bigger, sure, but that's boring and leads to eternal fights. Looking at it, you can tell there's not going to be a lot of fighting. I know some contrarians will fight me here, but, if this is such a great idea, why do basically no modern games have traps like this? Here's the map to the dungeon.
A Few Final Comments When a computer RPG has a very complex terrain system with lots of elevations, it becomes tempting to have every fight be complex with a spread of enemies at all sorts of different heights. I found fights in BG3 where it became really hard to target the high-up enemies. Also, casting fireball is fun. Nicely done.
While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again. If I was going to do Insult Sword Fighting in a future game, I'd make it more free form allowing the player to be clever and construct their own sentences.
Hokra is a 2v2 sports game where the teams are fighting over control of a single ball. To my knowledge, it isn't yet common for games to be commissioned in the way that works of art were commissioned by patrons throughout history. Yet that's exactly how Hokra , by Ramiro Corbetta (with audio by Nathan Tompkins), came to be.
Toronto, Canada based indie dev Thousand Stars Studio prides itself on being a culturally diverse studio. Its up to the three heroes Vishva, Ramli, and Guru-ji to gain the trust of the villagers and unite everyone in their fight against the demons that are aiming to seize their precious heirloom, the almighty Celestial Glue.
Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid. The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. This way, the game never stays in one specific gear for too long.
The Oracle, forever, sucks in a fight, but it is 100% able to predict that it will suck in a fight. Subscribe now Our newest indie role-playing epic, Geneforge 2 - Infestation , is now out! Some of them were cool and even got promoted to the main game. Barbarian, for example.) Some of them were very half-baked. It’s good!
While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again. If I was going to do Insult Sword Fighting in a future game, I’d make it more free form allowing the player to be clever and construct their own sentences.
We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on.
Oscar Salandin , known as Peculiar Pixels, received a major validation for his debut game, BOTSU Ridiculous Robots , by being named the Overall Winner at the Develop Indie Showcase Awards 2024. Some had worked on AAA games I’d played, released indie games, or previously ran companies in games.
If you like weird, retro indie games or RPGs, it’s worth a look.) What Brings This To Mind, Part One I wrote a blog post about indie hit, Vampire Survivors, a very good and much loved game. is being able to summon hordes of disposable monsters to fight for you. Now it is time to decide who MUST love me.
I’ve done some indie filmmaking which I then thought was the most ridiculous amount of work any one person could ever do. I have a small group of indie dev contacts over discord, or in very rare cases I’ll post on public forums to get some insight or feedback, but that’s usually for technical issues.
Even as creatives in other entertainment industries continue to fight to make fair wages, a new front has opened in gaming as developers figure out what to do about Unity’s new fee structure. Starting in January 2024, Unity will introduce what it calls a ‘Runtime Fee’. But to smaller studios, the updated fee structure is a financial threat.
The final boss fight is a conversation, and the ultimate weapon is. Planescape Torment's final boss fight conversation works because the god stuff is a metaphor for the protagonist's personal arc -- the final boss isn't god! Still, overall this was a very impressive achievement for just 3 indie developers. philosophy and logic!!
That fight really stomped me." "Do So I went onto Twitch and YouTube and watched how Serious Gamerz did the hard fights. The fights were just too fast and chaotic for anything else, especially against the tough bosses. Then they went back to standard tactics and concentrating on the fight. Two problems with this.
Attendees from all corners of the continent -Nigeria to Ethiopia, Tanzania to Ghana, Benin to Rwanda, Sudan to South Africa, Senegal to Kenya, and even beyond, with the West Indies and France present- gathered to celebrate, connect, and learn from one another.
I was focused hard during this time on learning as much as I could about game design, focused on “efficiency” and elegance in design, which is what brought me to crunchy rulesets like those of designer Eurogames and the indie Rogue-likes-and-company world. Random Encounters that are Encounters (not just fights).
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