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The Indie Gamer #13

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A new F2P

Platform

Shooter!

Wield a blade with a mind of its own!

What’s the

Omnistructure?!




Table of Contents

Games

Bleak Faith: Forsaken………………………..………....

Mist Survival……………………………………………...

This Thing of Ours……………………………………….

Warlander………………………………………………...

Shing!..........................................................................

Project Zero Deaths……………………………………..

Journey of Life…………………………………………...

Chronicles of Galdurvale………………………………..

8

10

12

16

20

24

26

28

Interviews

This Thing of Ours - Jeff Smith…………………………

Shing! - Grzegorz Kurek………………………………...

14

22



Magazine Cover #13

Features Project Zero Deaths, Bleak Faith: Forsaken and a full image

from Warlander

A new F2P

Platform

Shooter!

Wield a blade with a mind of its

own!

What’s the

Omnistructure?!


ADVERTISE WITH US!

Have your next project front and center!

Opportunities to have a full ad page

inside!

If you are interested please send inquiries

to Jeffporter@indiegamermag.com

Want To See Your

Game In Here?

Writing Credits

Editor

Jeff Porter

Writers

Jeff Porter

Harry Gill

Want your game to be in our next issue?

Please reach out to as at

Jeffporter@indiegamermag.com

We can set up an interview or include

your game and progress.

We can’t get to every game every month

but we love hearing from developers

about their projects!

Cover

This month’s cover is from Warlander

All images used within are from Independent developers and belong to their creators.


A brutal open-world

survival-horror

Action-RPG.

What’s it all about?

leak Faith: Forsaken is a third-person open-world survival horror

action RPG, that’s a whole bunch of genres... set in a universe

you've never experienced before. Play as one of the Forsaken, the

last frontier of humanity against the growing horrors of the

Omnistructure. As you find yourself stranded in a faraway

outpost, you must adapt in order to survive. The world won't

wait for you though, you must venture into the unknown - your

faith will decide your fate. Mišo Vukčević and the developers of

Bleak Faith: Forsaken always planned to

release on PS4 and Xbox One the

moment they have the resources to.

Luckily, due to a successful

Kickstarter campaign, this will more

than likely be a feature they will

explore. Bleak Faith: Forsaken, while

obviously a computer game, has the

aesthetic and feel for an experience

that would be fantastic to explore

through your console and television.

8


RPG

Survival

Horror

MAIN FEATURES

Explore the open-world of the

mysterious Omnistructure. The

world of Bleak Faith: Forsaken is a

labyrinth and aims to make the

player feel the excitement we all

felt the first time we picked up a

controller. While most of the

Omnistructure is a vast

dangerous area, there are small

outposts spread throughout

where you can rest and stay,

however, nowhere is ever truly

safe!

Combat in Bleak Faith: Forsaken is

smooth and follows a tempo of

intense battles where nothing

will be given to you and every

victory feels earned. Approach

combat anyway you choose,

whether face to face in brutal

melee combat or from a safer

distance with ranged weapons.

Your combat will display your

playstyle, take combat head-on or

avoid it. This will be further

detailed through Bleak Faith:

Forsaken’s class system, which

will support the classic

archetypes while maintaining a

fluidity to your abilities.

The ecosystem of the world will

be home to factions and groups

of AI, who will compete against

each other, grow, expand, change

and adapt to the changing world.

They will try to outplay and

outgrow you to stay on top of the

food chain. This dynamic AI

system makes each playthrough

truly unique.

Craft, scavenge, hunt, and find

ways to excel. Pick a class,

upgrade stats, augment your

character, create equipment and

stay healthy. Resist the Puppet

Plague, and the many afflictions

present in the world which can

change the outcome of your

journey entirely.


Mist Survival

f you’re a fan of the survival genre, Mist Survival has

what you’re looking for! It’s in-depth, looks beautiful

and actually presents a challenge not a ton of other

titles in the genre do. Mist Survival may sound

harmless, and just like any other survival game,

however, it will present you with new and challenging

features, no in-game map and a brutal world! The world

now belongs to the infected, you must recruit and work

together with AI survivors to rebuild and reclaim the land.

FEATURES:

Single player PvE Sandbox

Dynamic fog weather and Day-Night cycle

Time Mechanics (passing time, sleeping, time is

accelerated when doing something that takes

time)

Crafting

Base Building

Generator and electrical appliance mechanics

Camp control

NPC Management

Ai (Bandit, Infected, Animals, Allies, Survivor)

Animal Husbandry

Character Survival Status Mechanics (Sickness,

wound)

Wound Status Mechanics

Equipment and clothing system

Camp and house defense

World explore (forest, village, military camp,

small town, hidden area)

Stealth and takedown mechanics

Driving

Small trap mechanics

10


Mist Survival


This Thing Of Ours

THIS THING OF OURS

“This Thing Of Ours is an upcoming

3rd person open world mafia game.

You play as Vincent, a low level

associate who's trying to make a

name for himself. You'll steal cars

and take them to chop shops, build

relationships, set-up illegal

rackets, and much more.”

-Skull Cracker Entertainment

12



THIS THING OF OURS

INTERVIEW with JEFF SMITH

Q.) What were your inspirations

behind "This Thing of Ours?"

A.) Our inspirations for This

Thing Of Ours or as we

abbreviate it TTOO, drew from

our passion for the mafia.

Growing up we've always had

this fascination about the mafia,

and anything relating to it, such

as books, movies, tv shows, and

games.

So, when we were first started

brainstorming ideas on what we

wanted to make, we decided to

go with something that we

knew would inspire us, and

motivate us.

Q.) What's been the biggest

hurdle in development and how

did you overcome it?

A.) For us, I honestly believe

that our biggest hurdle so far

has just been how ambitious

this game is for just a small 2

man team. When you look at

other games that have been

developed of a similar style to

TTOO, they've had millions of

dollars in funding, and 1,000

people teams. Unfortunately, we

don't have that but we make

due by making sacrifices in our

lives, and committing 100% to

develop this game.

Q.) What can you tell us about

our protagonist, Vincent?

A.) When Vinny was 5 years old,

his father went missing. It's

believed that his father was

killed, and his body was buried

somewhere. Which you will

discover more about that

through the course of the game.

So, while growing up without a

father Vinny, always knew he

wanted the best for his mother.

So, instead of getting

in-and-out of trouble, he turned

to the books and studied and

maintained a good education

for himself. He got a full

14


scholarship for college, and

everything was going really

good for him.

Vinny is a smart kid but he's

not street smart and throughout

the course of the game Vinny is

mentored by his Uncle who is a

captain in the Fionacci Crime

Family.

Q.) How will the

mission/progression system

work and how can players

utilize it?

A.) The way that you approach

missions in the game is

completely up to the player. If

they want to run in guns

blazing and get into massive

shootouts or if they're more of

the sneak their way around, and

silently take out their enemies

then they can do that too.

Upon completing missions

you'll gain cash, and/or respect

depending on your actions with

that particular mission. Respect

will open up more missions,

dialog choices in conversations,

it'll also affect how NPC's react

when they see Vinny as well.

Q.) What does it mean to you to

be an independent developer?

A.) I think for us at SCE, being

an independent game developer

allows us to have the freedom to

create the games that not only

we would want to play but our

consumers would as well. It's

something we enjoy, we got into

game development to create the

games that we want to create,

and that consumers would want

to play, and we feel like being

independent allows us to do

that.


Warlander

Wield A Sentient Sword Infused

With The Soul Of A Druid

By Jeff Porter

arlander is a

new

action-adventure

game where you

wield a sword

with a mind of

its own! A story

of the feud

between the Old Gods and the new

Techno Order, you take the role of

a man with druidic abilities and a

sentient lightsaber type weapon

infused with the soul of an ancient

druid. The sword has a dry sarcasm

about it and will help guide you

along your journey with soft insults

and pointing out the obvious. It

features a unique

combat system that allows the use of free-aiming

swordplay to chop off your enemy's limbs.

The combat in Warlander is fluid, precise and won’t

be given to you, every victory will feel earned. Use

your sword to attack weak points on your enemies

with light and quick strikes, heavy and powerful cuts

or throw your sword through multiple enemies at a

distance. Along with your powerful sword, you

16


Action-Adventure

Warlander

FEATURES

UNIQUE COMBAT SYSTEM featuring skill-based fights

with precise targeting and tactical approach.

SATISFYING SWORDPLAY giving you the feeling of

cutting through real flesh, with unique real-time mesh

slicing mechanics.

are also gifted with druidic abilities, like shooting

stakes through your enemies and pinning them to

walls, sending out a gripping vine from your arm or

forming a sturdy shield to defend yourself.

Upgrade your skills and abilities through

Warlander’s in-depth skill tree, using points and

trophies you’ve earned to build up your playstyle.

The world is colorful and tells a story in its beautiful

scenery and is interactive. Throw your enemies off

cliffs, chop down structures that topple over on your

enemies and more!

VERSATILE COMBAT POWERS based on ancient druidic

magic and long-forgotten secrets from the darkest parts of

the Forest.

SKILL TREE PROGRESSION is tied with the game world.

Hunt your enemies, cut them into offerings and sacrifice

them to upgrade your skills and powers.

GRIM AND INTENSE WORLD with an epic story based

on revenge, betrayal and a faint glimmer of hope.

INTERACTIVE ENVIRONMENT is a battlefield itself and

a weapon. Be observant, think on your feet and use the

surroundings to crush your enemies and progress through

the levels.


Celebrate 1 year with

this special shirt that

showcases every game

covered in the

magazine through the

first year!

$25


Now On Instagram!

TheIndieGamerMagazine


SLICE

and

DICE!

Grzegorz Kurek

Game Director at Mass Creation

Game Director with art and animation background and 10 years

of game development experience. An avid gamer since

Commodore 64 and Amiga days. Started his career in college,

working as a cartoonist for “PSXextreme”, one of Poland's

biggest gaming magazines. A member of Mass Creation studio

since its conception, he co-created most of its' game design and

art. Responsible for action-arcade games like “Run Like Hell!”,

“Draw Slasher” and “CorridorZ”, has experience in developing

for mobile, consoles and PC. Currently working hard with the

Mass Creation team on “Shing!”, making it the next big thing in

the beat-em-up genre.

“Experience the most

exciting and

immersive beat-em-up

combat system ever –

become a kickass ninja

and slice some demons

in style!”

-Shing! Steam Page

20


Fighting

4 player local and online co-op

Right analog stick controls your weapon giving you

instant access to extensive moveset

Master the multilayered combat, overcome clever

enemies and face epic bosses

Mix and match combos, switch characters on the fly

and turn enemy abilities against them


INTERVIEW with GRZEGORZ KUREK

Q.) What were your inspirations

behind Shing!?

A.) Grzegorz Kurek [Game

director, Mass Creation] We

are fans of old school arcade

beat’em ups so obviously

inspiration comes from games

like Final Fight, Alien vs

Predator or Streets of Rage to

name just a few. These games

are a bit too simple and

repetitive for nowadays

standards, so we drew a lot of

inspiration from the hero action

games like Devil May Cry and

Bayonetta. Shing! is a mix of

these two genres. We took the

best things out of both worlds

so the main idea is still to go

right and slay tons of goons but

now you have a huge arsenal of

combos and different skills to

do it and a very diverse set of

opponents to overcome. Also in

Shing! attacks are executed with

the right analog stick. The

characters mimic your stick

moves with their weapons so

mixing and matching combos

feels very natural and gives a lot

of satisfaction.

Q.) What's been the biggest

hurdle in development and how

did you overcome it?

A.) As we know the transition

from 2D sprites to 3D models

did not go too well for

side-scrolling beat’em up

games. The biggest challenge

was to keep the feel of a 2D

gameplay in a 3D environment.

Stuff like walking in-depth

without changing character

scale or being able to hit an

opponent when you feel that

you should even when you are

quite far from him. All these

small things that were obvious

on a flat plane are very tricky to

obtain on a fully 3D arena.

So we got rid of the camera

perspective, made the arena

huge in dept and did all kinds of

deformations in the

environment to achieve that 3D

feel to the surroundings. Next,

we made sure that the

characters feel like they are

actually there by applying few

animation tricks and made huge

hitboxes and snapping to the

enemy system to ensure that

you do not miss the target you

feel you should actually hit.

After a lot of iterations, tricks

and camera magic we hit the

spot with that “it looks 3D but

plays like 2D” feeling.

Q.) What does it mean to you to

be an independent developer?

A.) Lots of freedom and tons of

uncertainty. We as a team have

the freedom to create whatever

we feel like at the moment. On

the other hand, there is no huge

marketing machine and an

army of market researchers

behind you so every game

release is like a leap of faith. It

can be stressful at times. But for

me personally indie is a word

that describes more a type of a

game than a developer. We

work with publishers and

distributors nowadays so the

independence lays in the

freedom of creation, not in the

size of the team or the budget.

We often go upstream against

the metrics and monetization

trends with our games. That

what it means to be indie to me.

Q.) What can you tell us about

the storyline and the special

boss fights?

A.) Not much without spoilers!

The story focuses more on the

characters and their

relationships so we have a lot of

banters and jokes. It is a

fighting action game so players

do not care too much about a

complicated plot. For those who

do we have special rooms

scattered throughout the levels

that you can walk into if you

want to know more about the

world and the characters. We

22


profess a “show don’t tell” rule

so a lot of stories are told

through the environments.

As for the boss fights, we will

have them at the end of every

stage. Every boss fight is like a

small raid so some of your

efforts will go into figuring out

a way to defeat it. Our goal is to

introduce players to all kinds of

different enemy types that force

you to modify your tactics and

give opportunities to try out

new stuff. It is our way to keep

you engaged and entertained at

all times.

Q.) The player can switch

characters on the fly, can you

tell us a bit more about the

characters and that feature?

other hand, it is a story related

thing. Because all four

characters accompany the

players at all times we can have

a bit more complex story

without being worried about

who will you play with. Those

generic dialog boxes in beat’em

ups that fit every character in

the game are a thing of the past

and they should stay there. The

characters alone differ a bit in

terms of playstyle but not too

much. We do not want a player

in a 4 player party to end up

with a character that he or she

does not like. That is the main

reason to stick with only small

differences in speed, range, and

special attacks.

A.) The character switching

feature has few purposes in the

game. We do not have normal

lives so we treat characters like

four full health bars at your

disposal regardless of whether

you play solo or with friends.

That is also a way to keep that

co-op layer of the game when

you play alone and give you a

few tactical means in terms of

health and buffs management –

you can hide a character that

wields a power-up at the

moment and keeps it for later

when it is more needed. On the


Project Zero Deaths

Blow people up,

For free!

By jeff porter

roject Zero

Deaths is a

free to play,

physics-based,

online

platform

shooter with

dynamic maps and tons of game

modes. It’s graphics are

cartoony and fun and add the

zany battles that you participate

in. Choose between several

different one of a kind heroes

and upgrade their skills to lead

into war! Like Rookie or the

classic Doggo! Each has their

own special talents and you can

level up and upgrade them to fit

your own playstyle.

Choose between 5 different

game modes! The always classic

Team Deathmatch, or level up

to unlock the others, Harvest,

where you need to collect coins

Sonic style… Bombing run,

which is… well, that’s pretty

self-explanatory. Capture the

flag, another staple of the

online shooter community and

Payload, where you must

protect your payload all the way

back to base while fending off

opposing players. Battle

through 30 maps, each unique

to a game mode and blow up

bridges, or bounce grenades off

walls to obliterate your enemy!

Every mode is fun and the

matchmaking is pretty quick

too, making it easy to jump in

and play a round or two

whenever.

The leveling system is pretty

cool as well, where you not only

level up your characters but

weapons as well. Gain

experience to upgrade and

customize your weapon, from

plasma pistols to spears, to the

sweet, sweet sniper rifle, they

have it all!

Although Project Zero Deaths

does offer items and currency

for sale, it doesn’t really affect

your playing for free at all. You

are matched up with other

players your level and most of

the purchases are cosmetic. The

only thing that I will say about

Project Zero Deaths is

unlocking the specific weapons

or characters you want can be a

bit time consuming, as you get

these items through chests,

which are unlocked with keys

that you win after every match.

24


PvP

Platformer

These chests are completely

random so getting what you

want can be frustrating. They

do offer the ability to transfer

your points from a gun you’re

not using or another character

but a lot of these transactions

come at a 3:1 ratio, so you lose

out on a lot of points. Still

though, having the ability to

even do this is worth noting.

Project Zero Deaths is

constantly being updated, with

new content such as characters,

weapons, maps, and game

modes. This game will always

have something new waiting for

you!”


Journey of Life


Survival

Strategy

Journey of Life

gathering everything you see,

you will first need to go into the

crafting menu and figure out

what you need to craft a

primitive backpack. The item

stacking can be a bit frustrating

as well. You’re already limited

in space and most items only

stack to 4 or 5, and a lot only

allow 2 to a stack! Once you’ve

mastered the crafting and have

built a base with your

essentials, it’s time to start

stockpiling and building a dock.

Yes, a dock! You can build a

boat and must use it to travel

between the islands, you will

need to be prepared with

enough food and water for your

trip, however, otherwise you

may end up dying out in the sea.

Once you get the hang of it, it is

a deep and complex game that

is still only in early access. The

features and gameplay are

great, with many more great

features, like the farming

system, a power system with

windmills, advance building for

your base, a living aquatic

world, and single/multiplayer

options. Journey of Life is sure

to be added to your list and you

will be lost for hours. There are

dozens of planned features

ranging from an experience and

skill system to a tribe and social

structure.


Chronicles of Galdurvale

Wander around in a fantasy world, full

of adventurous action

By Harry Gill

28

he story of

Chronicles of

Galdurvale

takes place in

a fantasy

world where

a girl named

Amelia moves from one island

to another, where she has to

fight battles to move from level

to level, fighting with her

sword. She can conquer the

whole island of Galdurvale that

has so many adventures to be

explored. Every level demands a

different role to be played.

There are temples in the island

where mysterious things are to

be collected so you can unlock

the locked doors. There will be

everything from fire to ice to

hold you back from the next

level. However, with your

magical sword, all levels are

possible and you can conquer

the world of Galdurvale.

Amelia’s dragon helps her in

moving from difficult

mountains or sea to move

forward to another level on

another island. There you will


Action-Adventure

RPG

Features of Chronicles of

Galdurvale

· Each island has a different

adventure

· Every adventure of the

Galdurvale is full of mystery and

fun

· Treasures, animals, and

rideable dragons

find some treasure boxes

containing different items that

will make your adventure easier.

There are dangerous monsters

in the form of huge spiders or

snakes, use your strength to

defeat your foes. Every passing

level makes the adventure more

interesting and there will be

new mysteries to be solved. So,

let me take you to an adventure

full of action. Get ready to

conquer the adventures of

Galdurvale.




Back Cover

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