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Sharing the love of indie games through information, art, music, etc.
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Tuesday, 30 September 2014

rekcahdam:

tinycartridge:

Band Saga aims for Vita, 3DS ⊟

Whoaaaaa, this game looks neat. “Band Saga is a modern Action Roguelike where every level, enemy and item is generated by music. Furthermore, every melody and every sound is synthesized in real time as you play!”

It has a built-in FM sequencer that unlocks new sounds – the sounds of all the stuff you encounter in the game, like some kind of Yuzo Koshiro x Sound Shapes situation.

Stretch goals for the Kickstarter will allow a version of this cool looking game to come to Vita at $40,000, and 3DS at $100,000. And it’ll come to TGS next week, no matter what! If you’re in Tokyo, go check it out!

SUPPORT TINY CARTRIDGE Join Club Tiny!

Band Saga developer here! Thanks so much for the article!

hatchlinghero:

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i spent a while tonight fixing up drake form’s run animation! it’s back on-model and i’m really happy with it. i also added in a transition from standing/walking to running (and vice versa), so ground movement looks pretty smooth now. next task is jumping and falling! i got started on that tonight, but i’m outta steam, so! i’ll save the rest for tomorrow.

one lil conundrum i’m gonna have to deal with: i’d love to have a satisfying two-or-three frame squish delay before a jump, but i dunno! having a delay before a jump can be good for ~game feel~ if you’ve got a nice animation for it, but it can also feel limiting! i’ll hafta toy with it and see how it feels.

WELL, BYE!!!

Monday, 29 September 2014
Friday, 26 September 2014
insanityjamofficial:

Bam. A banner. And a logo.

From Insanity Jam’s Official Hub:

The Insanity Jam is a relaxed, experimental, game jam that occurs four times per year: January, April, July, and October. It was originally inspired by orteil42 (creator of Cookie Clicker)’s random game idea generator and was born on April 1, 2014 as “Insanity Jam 2014.”
This first jam cautiously announced that it was a one-off jam and would only happen again if there was enough interest. By the end of the Jam, there were 91 announced games and 34 submitted games, and we took that as a sign that the Insanity Jam should live on. We bought the domain, built a website, and it grew from there.

This Jam aims to be inclusive, welcoming game creators anywhere in the world of all skill levels, from newbies to professionals. Our goal with the Insanity Jam is to inspire people to think outside the box to create games that are truly bizarre and wonderful and to encourage game developers to stick to their ideas and see them through to the end. After all, isn’t that the true beauty of indie?

insanityjamofficial:

Bam. A banner. And a logo.

From Insanity Jam’s Official Hub:

The Insanity Jam is a relaxed, experimental, game jam that occurs four times per year: January, April, July, and October. It was originally inspired by orteil42 (creator of Cookie Clicker)’s random game idea generator and was born on April 1, 2014 as “Insanity Jam 2014.”

This first jam cautiously announced that it was a one-off jam and would only happen again if there was enough interest. By the end of the Jam, there were 91 announced games and 34 submitted games, and we took that as a sign that the Insanity Jam should live on. We bought the domain, built a website, and it grew from there.

This Jam aims to be inclusive, welcoming game creators anywhere in the world of all skill levels, from newbies to professionals. Our goal with the Insanity Jam is to inspire people to think outside the box to create games that are truly bizarre and wonderful and to encourage game developers to stick to their ideas and see them through to the end. After all, isn’t that the true beauty of indie?

 
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