Indie Development

Indie Development

The beginning

When the first home console was released back in the 1970’s (long before my time), it didn’t have the flashiest graphics, the most polished textures, or the immersive sound effects we have access to now. In fact, it had none of that!

The awkward pixel blocks on the screen, the unclear instructions… games from that era often have a dated feel to them, and sometimes makes us wonder why it was even played.

But what those games did have, was the power to capture your imagination. The sprites on the screen were more than pixels, they were representations of what we thought. They had the power to bring out what were just blurs and blobs in our mind, and project them onto a screen.

The blobby aliens from Space Invaders? They were as vivid as the monsters from my nightmares.

The forests from Legend of Zelda? They were as immersive as actually stopping and smelling a flower.

Aliens from 1980~

Aliens from 1980


The current

Nowadays, we have much more computing power at our fingertips.

Instead of blocky sprites, our processors and graphics card compute massive 3D worlds, and paint them beautifully with polished, HD textures.

Instead of 16 bit classics, we have beautiful scores recorded in a studio, or heart-pounding electric music, carefully mapped out digitally.


1987 vs 2013


It’s a different era, and appeals to a much wider range of people. Video games are not just for imagination, but for actually living out what you want to do. Be a gangster, master assassin, or super soldier, there’s an experience for everyone.

Indie vs Studio

What does it mean for small independent developers, that games are getting bigger, beautiful, and all together more complicated?

In short: not much.

Let’s take a step back, and look at these huge creations that get pushed out yearly. These games, in general, require:

  1. An expansive code base to handle the 3D world.
  2. Extensive HD textures and fluid animations.
  3. High quality sound and music.
  4. Thousands of hours of programming power.

With these components and more, the game comes together to create an immersive, modern video gaming experience – one we’re all used to at this point.
In these games, the characters are beautifully detailed, the shadows and depth look breathtaking, and it all looks incredibly realistic. The immersion is there – and it doesn’t take much to experience it.

Now, we can take a look at the kind of games that aspiring developers and independent studios put out:

  1. An engine to run the game (maybe even a pre-built one?)
  2. Pixel art or lightweight textures and sprites (made with love)
  3. A few awesome sounds or tracks (used cleverly and to create atmosphere)
  4. Lots of hours of programming power (it still takes time and effort)



Being indie

Put yourselves in the shoes of someone who wants to make video games. How can one guy or a group of people even come close to competing with these studio titles?

The key is understanding the games. Take for example, any first person shooter. Sure, their usually entertaining, have great graphics, use modern graphical techniques, and incorporate things such as a storyline, online multiplayer, leaderboards…


modern fps

Ooof. Imaging designing, programming, and testing all of those things – as an independent group. That will take a lot of time, knowledge, and work – and even then, the studios will be able to churn out these kind of titles faster.

Now imagine a silly game where a bird flies between pipes. A clever platformer where you can stop time. A side-scroller with a silly storyline. These kind of games aren’t made by studios, because they can’t be milked to fill the investor’s pockets with money. So why do they exist?

Indie games

Indie games, in my view, are the games that forgo using the fanciest most modern asset around, ones that lack online multiplayer, ones that don’t have the achievements or other features to keep you playing. They focus on mood, atmosphere, and experience, compared to realism.

Indie games are the ones you play just for the sake of playing.

Indie games are the ones with unbound creativity.

Indie games are the ones that are made not because they have to be, but because someone WANTED to make it.

They capture the experience of more than 30 years ago, the moments where we used our imagination to cross the gap between the blotchy sprites, and true immersion.

Indie games can be anything, and it’s because of this that they exist. It’s an art form on its own, and can be used to portray emotions, tell stories, or just keep someone entertained for a while.

The point

Indie games capture a creativity and ingenuity that can’t be found in most large studio titles. They have imagination, heart, and often, they have passion that you can feel while playing them.
They are made by people who love games, and want you to love them to. That’s usually why it’s a hobby, compared to a day job.

And that’s why I make, and play indie games.






Just a bit of a disclaimer,
I have generalized indie games to quite an extent in this article, but I am fully aware of titles that can even compete with triple A studio titles with regards to the quality of the assets and atmosphere. I specifically wanted to refer to games that couldn’t possibly be made with one man, or a small group. I also wanted to paint indie games as games that capture creativity, like the old days.

The New Look!

Powered by the all-mighty fast and simple to use WordPress, we’re proud to say that the site is undergoing some changes! Out goes the gross old eye-sore of blue, purple, and in with the dark, sleek new look. What we have is some base framework in place, so that everything can be fine-polished at a later date.

Updates on upcoming projects will be made within the week! Stay tuned, and thanks for the support!

What Makes a Game Good?

So lately I’ve been playing through games, dutifully noting what I enjoyed, what was fun, what ideas were extra cool, any many other things that a casual player may miss in a game. Great video games are mostly made by passionate teams or individuals that come from a background of playing games as a kid. Almost like tradition, people who play awesome video games use it to draw inspiration from. They incorporate it in their lives, and it’s not just another memory that is forgotten.

No developer TRIES to make a shitty game, its usually the consequences of a few factors, such as a lack of direction when designing, weak mechanics, or not paying attention to details during development. So I came up with a few ideas, based on my own experiences developing a game as well as playing games, on what makes a game good.

I came up with three catagories:


A pretty generic word I apologize, but I use it to refer to what it’s like to actually PLAY the game. This includes mechanics, game progression, a story-line, and in general, how it plays. If a game has a strong core (by that I mean a solid idea that’s a viable idea for a game) on top of solid gameplay, it’s a sure winner. We can look at examples such as Minecraft. A solid idea, placing blocks to build whatever you desire, but also with that, it’s backed up by solid gameplay! The progression of gather resources, the mechanics of having a character and leveling up your gear and gathering inventory, it’s all quite entertaining.


A video game, my friends, is not just lines of code that makes the computer draw stuff to the screen, as well as regulating logic and input. It’s a work of art! And it’s how you put that art together that matters so much!

Appealing colors, awesome model choices, quirky little effects, the list goes on! While these aren’t TECHNICALLY necessities for a game, they often what is loved about a game so much! The cute little creeper head that kids wear as Halloween costumes, Solid Snake’s bandana that makes him look bad-ass as hell, your game should have elements that appeal to your players!

The difficulty with this catagory is that while you can do many technical things to make your game look great (alpha manipulation, color schemes, mood-setting art), I personally think it’s really hard to teach someone how to do aesthetics. While you can follow as many guides as you want and probably get a nice result, talent and creativity is the main component here.


Last but certainly not least! The most important of the three, yet somehow the least important! That doesn’t make sense, you say?

Polishing is what actually makes a game shine; when you complete a level, maybe your character says a funny catch phrase! When you perform a unique action, maybe something taunts the player! When you score points, all the visuals are clear, crisp, and concise. That my friends, is polish.

The reason I call it polish, is because you usually do it AFTER everything else is completed. You can’t polish and clean your car if it isn’t built yet! Similarly to waxing a floor and maybe cleaning your windows, the point is to not make something functional, but rather something ENJOYABLE. Quirky little things that show you’ve put effort into it, almost like a little part of yourself in the game, is one of the results of polishing.

Polishing shows you care about your game, and didn’t just dump it into the market with no thought. It shows that you carefully combed over your game and made it appealing, like adding a little shine.

Thanks for giving my thoughts a read through, you can follow us on all our social media through the contact info over here.

Perditus: Our Changelog!

We care about how our games perform, what they look like, and in general, how they perform compared to how we think they SHOULD perform.

Basically, we’re always making our game better. Here’s what we changed for version 4 (the first patch after release):

MAY 19TH, 2014

    -Google Play services will now never ask you to sign in unless you ask it!
    -Added new “Share” button!
    -Tweet your score, track, and difficulty, along with a link to the Google Play store page to challenge your friends!
    -Added cool background we had lying around but had not included
    -Gameplay GUI changes!
    -all for the better, including less space hogging from font.
    -GUI tweaks!
    -to help you figure out clearly what’s going on! (and to look nice).

The update will be live on the store today, and should have no change in download size!

Publish Day: Perditus – A Rhythm Game

The publish button was pressed and now our game is live on the Google Play Store!

Get it on Google Play

To review any of our stuff, send us an email and we’ll include it on our page!

The Release: Perditus – A Rhythm Game

May 16th is the date!

When we press the almighty publish button on Google’s developer console tomorrow, many things may happen.

  1. Nobody will see it.
  2. Somebody will see it but ignore it.
  3. A bunch of people will see it and play it.
  4. A ton of people will see it, play it, and like it.
  5. A ton of people will see it, play it, and dislike it.
  6. The list goes on!

A problem with many games today out for mobile devices is the lack of ingenuity and creativity! The marketplace is spammed with blatant knock-offs and effortless attempts at money making machines.

And so upon release, the one thing we CAN promise you, is a game that somebody carefully looked over and thought through, and a game where we put a little bit of ourselves into it. Perditus may just be another game on the app store that looks appealing and makes for a bit of fun for a few hours, but it was made by people who care.

So without further ado, this is what our game will contain upon release (hopefully):


    5 Fully playable tracks, all written by the developers!
    4 Different difficulties to match your skill level!
    20 Unique levels in total!
    4 Asthetic and appealing backgrounds to tap to!
    Google Play Highscores and Achievements!
    Competitive leaderboards for each seperate track/difficulty!
    A backend where we can add more free tracks!
    And the option to pay $1.49 to remove our already unobtrusive ads!


    Free downloadable packs
    Quick bug fixes
    Community support
    Multiplayer ft. leaderboards (possibly ;))

Interested? Stay tuned to the Google Play Store as well as our social media to know when we publish, as well as get hints on the ingenious projects to follow!


What Is: Perditus – A Rhythm Game?

Developing any sort of art form, whether it be a drawing, a piece of music, or any sort of artistic discipline, is a way of expressing yourself. By making a video game, a group of people put all those talents together, to create a product that other people can enjoy.

Perditus – A Rhythm Game is our first game, developed by us. Released on the Google Play Store on May 16th, it is completely free, with the option to pay a small price to remove ads.

Perditus, at it’s core, is a tapping game! During the gameplay, music is played, and you follow the visual queues on screen in order to tap out patterns that match the audio! A concept created many years ago, it generally never fails to be entertaining!

We did! To be more specific, the entire game was completed with the effort of 2 people: a programmer, and an artist. Every bit of content found in the game was put together by the team, including:

  1. All 5 Tracks
  2. All Backgrounds
  3. All Sprites
  4. All the programming

While today in the market there are already hundreds of THOUSANDS of games and apps, many of which are made by faceless developers who churn out apps in hopes of a few bucks. We made a game that we OURSELVES would enjoy, and I (the programmer) personally do open up my own game and give it a play through a few times a day. We look to one day make awesome games for everybody to enjoy, but we have to start somewhere! Give it a download on May 16th, and let us know what you think!

For more information on our game, check out our page on our website, and take a look at our gameplay trailer over here!

Hope to see you around!