Indie Fund Now Backing Due Process

 

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We’re pretty pumped to share that we’re supporting the development of Giant Enemy Crab’s Due Process, a multiplayer-only, team-vs-team FPS. Adding to our excitement is the fact that Due Process is the first game we’ve funded that was found by our team of scouts. Due Process is particularly interesting because maps are randomly generated, and teams spend half of every 4-minute round drawing out attack plans.

Giant Enemy Crab already has a background in multiplayer games, with members having worked on the IndieCade- and IGF-nominated Super Space ______ and Grand Theft Flying Object. Here, the team took a very simple concept and built depth by facilitating human interaction and teamwork, which we see as very fertile ground for play. It doesn’t hurt that the teaser trailer below oozes with attitude. While fresh out of college, they really presented the game like veterans:

We want to congratulate Giant Enemy Crab and will offer them our full support, as they work towards a 2015 release on PC and possibly other platforms. Due Process will make its public debut at PAX Prime on the 6th floor at booth 7003. Several of our other Indie Fund-ed games (Framed, Mushroom 11, and Nova-111) will be at PAX Prime, located in the PAX 10 showcase.

Future updates of Due Process will be available via the team’s Facebook and Twitter accounts.

Indie Fund Now Backing Nova-111

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We’re excited to announce our support of Funktronic Labs’ Nova-111, the Fund’s first project which began development in Japan. What caught our eyes initially was how Nova-111 smoothly blended the mechanics of real-time and turn-based games into one. Players will witness these mechanics evolve through innovative puzzles and strategic battles while searching for scientists who were lost in the cosmic REAL-TIME vortex.

After releasing free audiovisual experiences Kyoto for PC and Lotus for Leap Motion, Funktronic Labs dove into Nova-111 development in November 2013. The game has since been chosen for exhibition at Bit.Summit, Media Indie Exchange, and IndieCade @ E3.

We want to congratulate Eddie, Kalin, Michael, and Jack! They already impressed us with an extremely polished prototype, and we can’t wait to see how Nova-111 ultimately turns out when it releases for Windows, Mac, and Linux.

Can We Find More Games By Growing Our Team?

How many games are we not finding? That’s a question we’ve been asking ourselves for a while now. So far, we’ve been funding an average of about 4 games per year, predominantly through introductions, and people and games we randomly come across both in person and online. It’s not bad, but can we be of service to more developers? How many more? The major bottleneck has been, from the very start, our own limited ability to identify Promising Projects* to invest in, not a lack of money. If we spent more time and effort looking for developers and projects, that might help, but we all have full time gigs and operate Indie Fund in our spare time. We simply can’t make more time for it. Starting now, we will be trying something new. We are working with a small team of talented folks from different backgrounds to help us find more promising projects we can get involved with. So far this team includes John Polson (@JohnPolson), Kelly Wallick (@KellyWallick), and Simon Ferrari (@simonFerrari).

John comes from a media and games vetting background. After earning his indie stripes with Boston-based devpolsoneloper Dejobaan, he worked for Simon Carless of UBM Tech, finding games for Indie Royale, running IndieGames.com, assisting with GDC Vault, and testing and judging for IGF. In his spare time, he co-created and organized Media Indie Exchange and alternative controller exhibit alt.ctrl.GDC, both high-exposure efforts for indies doing something different. John will be in LA for E3 (June 10-13), and indies who have a game they’d like to show him can get in touch with him via twitter.

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Kelly is the founder of Indie MEGABOOTH, a showcase that brings indie games into the heart of conferences previously dominated by AAA budgets and works to create support networks for small development teams. She’s involved in local community building along with creating cross community networks and acts as an advocate for indie developers with platform holders, distributors, publishers and press. The MEGABOOTH’s current focus is on expanding community support efforts and addressing discoverability issues for indie games.

Ferrari

Simon is a researcher and instructor based out of the NYU Game Center. For four years he assisted Ian Bogost on the Journalism & Games project, writing about games that comment upon (and often parody) current events. These days, Simon mostly works to connect game festivals with the people who design, publicly perform, and live-stream competitive play.

So are we finding all the games we should be finding? Are we missing dozens of projects we could be supporting each year because we’re doing a less than perfect job with outreach, scouting, and research? We honestly don’t know, but we are going to find out. We’re really excited to be working with you, John, Kelly, and Simon! Welcome aboard.

— * A note on what we mean when we say “Promising Projects”: Our goal for Indie Fund is to help developers become, and then stay, independent. What we consider a Promising Project is one that (a) is doing something new/interesting/special/noteworthy/remarkable in our medium, AND (b) stands a good chance of making the developer enough money to self fund their next game.

Indie Fund Now Backing FRAMED

Indie Fund now backing Framed

We’re excited to announce our support of Framed, the first project from Melbourne’s Loveshack Entertainment. Set in a “noir comic book world”, Framed allows you to rearrange animated panels to change the outcome of a silent narrative.

Framed has already received tons of awards and recognition – including multiple nominations and awards at the Freeplay Independent Games Festival 2013 including “Best Game” and “Best Design”, winner of IGF China’s 2013 “Excellence in Design”, and official selection presented at Tokyo Game Show’s Sense of Wonder Night 2013.

Congratulations to Josh, Ollie, and Adrian, we’re all fascinated by what they’ve build so far, and can’t wait for them to share their work with the world in the first half of the upcoming year!