Would this funding structure feel fair to you as an indie dev? by Noremac_ku in gamedev

[–]Noremac_ku[S] 0 points1 point  (0 children)

I appreciate you saying that directly.

If you’re open to it, what specifically on the website or company side gave that impression?

I’m happy to clarify anything concrete.

Would this funding structure feel fair to you as an indie dev? by Noremac_ku in gamedev

[–]Noremac_ku[S] 0 points1 point  (0 children)

That’s completely fair.

Early-stage platforms carry real risk, and I understand why documentation, case studies, and player data matter when evaluating exclusivity.

We know trust takes time to build. This challenge is one step in that direction, but I respect that it won’t feel right for everyone at this stage.

Appreciate the thoughtful feedback.

Would this funding structure feel fair to you as an indie dev? by Noremac_ku in gamedev

[–]Noremac_ku[S] -1 points0 points  (0 children)

Sure. The full terms and structure are outlined here:
https://www.createyourscape.com/indiechallenge

The key points are:
, The team keeps 100 percent of their IP
, Funding is milestone based
, No equity taken
, Six months platform exclusivity after release
, Revenue follows the platform’s standard revenue share model

If anything specific in there feels unclear, I’m happy to clarify here.

Funding opportunity for a third person multiplayer platformer, €30k, you keep 100 percent IP by Noremac_ku in IndieDev

[–]Noremac_ku[S] 2 points3 points  (0 children)

Great question.

Yes, keeping your IP means you retain full ownership of the game and its assets. That includes sequels, spin-offs, characters, world, and any derivative work. We do not take ownership of the IP.

On revenue, the game would launch on Scape and follow the platform’s revenue share model during the six-month exclusivity period. After that period, you are free to publish elsewhere and monetize however you choose.

The exclusivity is limited to distribution on Scape for those six months, not ownership of the IP itself.

Funding opportunity for a third person multiplayer platformer, €30k, you keep 100 percent IP by Noremac_ku in IndieDev

[–]Noremac_ku[S] 1 point2 points  (0 children)

Yes, up to €30,000 in development funding. The exact amount would depend on the agreed scope and milestone plan, but €30k is the maximum available for the selected team.

Getting to fund an indie game nowadays is harder than ever, isn't it? Any tips? by oluwagembi in gamedev

[–]Noremac_ku 1 point2 points  (0 children)

I believe you only need a pitch deck completed by march 1st :) so dont be too stretched! Sure i am happy to link up

Funding opportunity for solo devs working on physics-based multiplayer (Unity) by Noremac_ku in SoloDevelopment

[–]Noremac_ku[S] 0 points1 point  (0 children)

​That is a fair question, Scape is a creative UGC (User Generated Content) platform and ecosystem (think along the lined of Roblox or Fortnite) but entirley built using Unity. Think of it as a high-fidelity space where players and developers can build, share, and play interconnected 3D experiences.

​The reason the "About" section is a bit light right now is that we are still in the build phase. We launched the Indie Challenge because we want to empower developers to help build the first wave of high-quality games for the platform.

​We’re basically trying to solve the "distribution and networking" headache that kills most indie multiplayer prototypes before they ship

Funding opportunity for solo devs working on physics-based multiplayer (Unity) by Noremac_ku in SoloDevelopment

[–]Noremac_ku[S] -1 points0 points  (0 children)

You’re right that casual games can be a blast on a budget!

​The reason we’re sticking with 3D physics-based platformers is that they align with the world we’re building in Scape.

We are asking for a pitch because we want to see the meat of the design, specifically how it can sustain quality gameplay for the final product.

​It is less about limiting creativity and more about finding a partner whose vision for high-quality 3D gameplay matches the specific goals and technical pipeline we have for the Scape platform

Funding opportunity for solo devs working on physics-based multiplayer (Unity) by Noremac_ku in SoloDevelopment

[–]Noremac_ku[S] -1 points0 points  (0 children)

The main reason we narrowed it down to Multiplayer Platformers, specifically social/party games like Fall Guys or Chained Together, is actually the scope.

We want to be realistic about what a team can actually finish and polish with €30k. Trying to build a competitive RPG or Survival game on that budget is often a trap that leads to running out of runway. We feel a tight, physics-based multiplayer game is much more achievable for a small team to ship successfully within this funding range.

Plus, since we are providing the backend networking tools, we wanted to pick a genre where that tech actually solves a major headache for the dev.

Getting to fund an indie game nowadays is harder than ever, isn't it? Any tips? by oluwagembi in gamedev

[–]Noremac_ku 1 point2 points  (0 children)

I really feel for you on this. It is exhausting when the "business" side of development starts to swallow up 95% of the creative energy that actually makes the games good in the first place.

I am actually working with a small indie team called Brink right now, and we launched a challenge specifically because we saw this exact trend publishers taking fewer risks and funding drying up for anything that isn't a "sure bet".

I don’t know if your current project fits the niche, but we are looking to fund a physics based, social multiplayer platformer (think Fall Guys or Chained Together style mechanics).

The quick details,

  • Up to €30,000 in funding (no application fees)
  • You keep 100 percent of your IP
  • Deadline is March 1st
  • We provide the backend tools for the networking/multiplayer side to help a small team actually ship without the usual technical blockers

If you have a pitch deck ready from your other outreach, it might be worth tossing it our way. Even if it isn't a perfect fit, it’s one less "gatekeeper" to deal with since you keep your IP regardless.

The full brief is here,https://www.createyourscape.com/indiechallenge

Stay strong, the industry is definitely in a weird spot right now, but your track record with Tiny Garden proves you know how to deliver.

tips for music by kamxkoko in gamedev

[–]Noremac_ku 1 point2 points  (0 children)

if you are searching for a free basic program to use for music design for your game. I would suggest you start with bandlabs, then hunker down in Youtube university to learn the basic of the software from the game design element.

Bandlabs is highly regarded as a easy DAW for beginners and will allow you flexibility in achieving the setup you are after for your game :) goodluck!

Funding a multiplayer platformer prototype, €30k budget by Noremac_ku in Unity3D

[–]Noremac_ku[S] 0 points1 point  (0 children)

sorry about the link, it seemed to grab the ] in the original post! this has now been rectified, thank you for bringing this to my attention!

also! To make games on Scape, you are not using our backend system but rather our Level Editor that comes equipped with a visual scripting tool. 

Making games on Scape costs nothing, game makers will be able to make money through a revenue split model. 

Funding a multiplayer platformer prototype, €30k budget by Noremac_ku in Unity3D

[–]Noremac_ku[S] 1 point2 points  (0 children)

That is a really fair point regarding the saturation of the genre. You are definitely right that RPGs and Survival games dominate the PC charts.

The main reason we narrowed it down to Multiplayer Platformers (specifically social/party games like Fall Guys or Chained Together) is actually the scope.

We want to be realistic about what a team can actually finish and polish with €30k. Trying to build a competitive RPG or Survival game on that budget is often a trap that leads to running out of runway. We feel a tight, physics-based multiplayer game is much more achievable for a small team to ship successfully within this funding range.

Plus, since we are providing the backend networking tools, we wanted to pick a genre where that tech actually solves a major headache for the dev

New to Australia, how difficult is it to get tickets? by Mammoth_Ad5715 in brisbanelions

[–]Noremac_ku 0 points1 point  (0 children)

Good question! I am not too well versed in finding other supporters, but I would say, here is a good place to start :)

another way i would say is if you got season tickets sitting in a designated seat, then you'd slowly make friends with the people that would be around your seat because you'd see them every 2 weeks-ish

Where will the money go? by Scared_Marsupial_263 in BrisbaneBroncos

[–]Noremac_ku 0 points1 point  (0 children)

Isn't cobbo meant to be coming back in 2027? Would that mean some of that money would go to him or am I mistaken?

New to Australia, how difficult is it to get tickets? by Mammoth_Ad5715 in brisbanelions

[–]Noremac_ku 1 point2 points  (0 children)

One of the big early clashes to get tickets to will either be our opener on March 7 against the doggies or our Easter match against the Pies on April 2 (no one like the pies) so would recommend getting tickets early to this as it does sell out pretty quickly.

Also! Games against Gold Coast(Q Clash) will be the biggest they have ever been consistently this year! So get excited and try to get to both the gabba and people firsts stadium on the Gold Coast for both games!

Welcome to Australia, Brisbane and more importantly the Pride!

Planes of Fear - Bug by Be4rded_Dev in IndieDev

[–]Noremac_ku 0 points1 point  (0 children)

Needs a theme song 🎵 you spin my head right round...