The Indie Gamer #13
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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