Monster-tamer - IndieGames https://www.indie-games.eu/en All about Indie Games Tue, 29 Apr 2025 09:46:39 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Monster-tamer - IndieGames https://www.indie-games.eu/en 32 32 LumenTale: Memories of Trey udružio je snage s Team17 nakon uspješne Kickstarter kampanje https://www.indie-games.eu/en/lumentale-memories-of-trey-has-partnered-with-team17/ https://www.indie-games.eu/en/lumentale-memories-of-trey-has-partnered-with-team17/#respond Tue, 29 Apr 2025 09:46:38 +0000 https://www.indie-games.eu/?p=24219 You embark on a journey to collect over 140 unique creatures called Animon.

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Team17 and Beehive Studios have announced a partnership to bring LumenTale: Memories of Trey, an upcoming creature collector game, to life. Following a highly successful Kickstarter campaign, the game blends strategic 4v4 turn-based battles with a heartfelt story. LumenTale is set to launch on PC via Steam in Q3 2025, with a partnership trailer showcasing its world.

In LumenTale: Memories of Trey, you embark on an journey to collect over 140 unique creatures called Animon through battles, capturing, or trading. The game weaves rich emotional storytelling as you uncover the secrets behind the protagonist Trey’s lost memories. Its fusion of tactical combat and narrative depth aims to honor classic creature collector games while introducing new elements, creating an adventure that feels both nostalgic and innovative.

Paolo Lella, CEO and Lead Developer at Beehive Studios, expressed his thoughts about the collaboration: “LumenTale: Memories of Trey is an ambitious project that strives to deliver something fresh while simultaneously paying homage to the past. It is precisely for this reason that we are thrilled to partner with a publisher like Team17, whose decades of industry expertise and unparalleled knowledge will be instrumental in supporting our vision.”

Rob Elser, Senior Producer at Team17, praised Beehive Studios’ work: “Beehive’s vision is becoming beautifully realised in the story of Trey. It is a pleasure working alongside the team as they expand the world and work to deliver an enchanting game.”

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Pocketpair nastavlja se braniti od Nintendove tužbe, pozivaju se na brojne igre i modove kao dokaz https://www.indie-games.eu/en/pocketpair-defends-against-nintendos-lawsuit-cites-numerous-games-as-evidence/ https://www.indie-games.eu/en/pocketpair-defends-against-nintendos-lawsuit-cites-numerous-games-as-evidence/#respond Tue, 22 Apr 2025 19:01:41 +0000 https://www.indie-games.eu/?p=23969 Their argument is that Nintendo should not have obtained these patents in the first place because the mechanics in question were already in use.

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A legal battle is currently underway between Nintendo and Pocketpair, the developer of the popular game Palworld, with the latest insights into Pocketpair’s defense strategy reported by GamesFray, a platform specializing in legal issues within the gaming industry. Details presented before the Tokyo District Court reveal Pocketpair’s approach to challenging Nintendo’s patent infringement allegations, which could have far-reaching implications for the gaming industry.

Pocketpair argues that the patents cited by Nintendo are not original, as similar mechanics have already been used in numerous other games and technologies — a concept legally known as “prior art.” Their claim is that Nintendo should never have been granted those patents because the referenced mechanics were already in use. As evidence, Pocketpair presents an extensive list of games, including their own title Craftopia (2021), ARK: Survival Evolved (2017), Rune Factory 5, and even Nintendo’s own The Legend of Zelda. Additionally, mods such as Pixelmon for Minecraft and Nukamon for Fallout 4 are also included in their defense.

Other cited titles include Pokémon Legends: Arceus, Pokémon Sword and Shield, Final Fantasy XIV, Tomb Raider, Far Cry 5, Pikmin 3 Deluxe, Titanfall 2, Octopath Traveler, Monster Hunter 4G/Ultimate, and many others. Pocketpair emphasizes that games like Rune Factory 5, Titanfall 2, and Pikmin 3 Deluxe showcase mechanics involving item throwing or character release, while Pocket Souls, Octopath Traveler, and Final Fantasy XIV demonstrate targeting and capture chance systems. The Unity game engine is also cited as part of their evidence.

According to Pocketpair, the combination of these elements from various games proves that Nintendo’s patents are neither unique nor innovative, a key legal requirement for patent validity under Japanese law. This strategy sheds new light on the issue of patents in the gaming industry and could spark debates about how much protection common gameplay mechanics can legitimately receive. The Tokyo court has yet to issue a ruling, but Pocketpair’s thorough defense signals that they are ready to fight.

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Sean Young on Monsterpatch: Unique monster-collecting game with RPG and farming elements https://www.indie-games.eu/en/monsterpatch-sean-young-qa-interview/ https://www.indie-games.eu/en/monsterpatch-sean-young-qa-interview/#respond Mon, 31 Mar 2025 15:49:31 +0000 https://www.indie-games.eu/?p=23100 Sean Young, a 10-year gaming veteran, reveals Monsterpatch, his new monster-collecting RPG with farming elements.

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Sean Young has been in the gaming industry for over 10 years. He founded his indie game studio SmashGames in 2012 and has since dedicated his time to launching six titles on Steam. His first big successful game was Magicite, a multiplayer survival rougelike game. Most of his projects have been successfully funded through multiple Kickstarter campaigns. Most recently, he launched a new title on the platform called Monsterpatch.

Monsterpatch is an RPG farming and creature-collecting simulation with a touch of magic woven in. Incredibly, it was funded in just 16 minutes, far surpassing its modest $15,000 goal. Now, the number of backers is growing exponentially, with the campaign currently sitting at $140,000 and breaking records. We spoke with Sean to learn more about the game, what to expect from it, and his advice for other developers.

If you’d like to support the game on Kickstarter, you can do so via this link. Unfortunately, there’s no Steam page yet, but it’s in the works.

Can you tell us what inspired Monsterpatch and how it builds on or differs from your previous projects like Magicite and Littlewood?

Originally Monsterpatch was going to be a humorous roguelike that made fun of Pokémon. In order to find more things to make fun of, I bought an old copy of Pokémon Silver and Pokémon Emerald to play. As I was playing, I absolutely fell in love with these two games. So much so that I decided to change my entire game’s direction and aesthetic. I had to try an honest attempt at a monster-collecting RPG with my own unique spin on it. So Monsterpatch is very much a monster-collecting RPG at its core, which is very different from my previous projects.

You’ve described the game as a monster-collecting RPG with retro charm. What unique features are you planning to include to make it stand out in the crowded monster-collecting genre?

I’m taking all the best features of Littlewood, improving them even further, and integrating them into a monster-collecting RPG. I believe the monster-collecting genre is a perfect match with the cozy/farming genre. I’m super excited about my unique town-building system, which I really believe will elevate Monsterpatch in the sea of monster-collecting games.

The game clearly draws inspiration from classic Pokémon titles, with its dual Skyfarer and Aurora versions. Could you explain the key differences between them? Is there any benefit to owning both?

When you create a save file in Monsterpatch, you can choose which version of the game you’d like to play. You can also have multiple save files. So players will be able to play both Skyfarer version and Aurora version after purchasing a single copy of Monsterpatch. Each version will have a unique story with different antagonists, along with version-exclusive MoNs and items.

The creatures in the game are called MoNs, where did the idea for the name come from? Approximately how many creatures will be available to collect? Will there be rare “legendary”-tier MoNs with special catching methods?

I just really liked the simplicity of “MoNs”. Since the Kickstarter has been so successful, I’m doubling the amount of MoNs in the game from 108 to 216. Yes, there are a few legendary MoNs that can be battled and caught in the game.

The house sorting system for MoNs feels reminiscent of magical school tropes. Was this inspired by franchises like Harry Potter? What gameplay purposes does the magic system serve beyond creature classification?

While I was working on Monsterpatch, my wife was rewatching the Harry Potter movies in the background. This definitely had a huge influence on a lot of my design decisions. It’s how I decided that instead of “types”, my game would have magical Houses. Instead of “trainers”, my game will feature wizards that catch MoNs by using a spell with their wand. This led me to developing the Spellbook system, which allows the player to unlock a variety of ways to interact with the world.

Your team-based battle system allowing multiple MoNs simultaneously seems innovative. Was this always part of your core vision for combat?

Yes! I’ve played many RPGs over the years and I much prefer combat systems that have multiple party members. Having 4 MoNs in battle at once opens up a lot of exciting possibilities with multi-target moves, position-based moves, and unique MoN synergies.

With over 2,000 backers and surpassed funding goals, has this level of support matched your expectations? How has your existing fanbase contributed to this momentum?

Currently, we’re only on day 6 of the Kickstarter campaign, and yes, the overwhelming amount of support so far has definitely exceeded my expectations. I’d say it was largely due to the community I’ve built across all socials. Kickstarter does a great job too at notifying backers of your past projects.

At just $20 for base support, the campaign seems very accessible. With popular rewards like Design-a-MoN selling quickly, what additional stretch goals are you considering as funding continues to grow?

I’ve got a lot of fun and exciting Stretch Goals planned. These range from unique game mechanics to more familiar ones that can be found in popular monster-collecting games. There might even be a console port in there somewhere!

Looking back at Magicite, your first big PC game, what was the most defining moment for you as a developer, and how did its success shape your future projects?

I think it was when Magicite got featured on the front page of Steam while simultaneously getting covered by Markiplier, a popular Youtuber. That really catapulted Magicite into a level of success that my previous mobile games never achieved. This allowed me to go all in with game development.

You’ve worked on a variety of genres, from the multiplayer survival of Magicite to the cozy town-building of Littlewood and even art for Kindergarten. How do you decide which ideas to pursue next?

It always comes from me wanting to play a certain type of game. I was really into Terraria, Minecraft, and roguelikes when I created Magicite and Roguelands. A few years later I was fascinated by Animal Crossing, so I had to try making a cozy peaceful RPG, which became Littlewood. Kindergarten is a crazy, wacky game and I don’t know why we made that one. But it sure was popular.  

You’ve been in the indie gaming scene for over a decade now. How do you think the industry has changed since you launched Magicite in 2014, especially for solo developers?

Steam wasn’t so crowded back then. As long as you got greenlit, it was super easy to get noticed without too much competition. Nowadays there are dozens of games being launched every day on Steam. But not just the quantity, the quality of indie games has certainly gone up, so I’d say the competition is very stiff now. If you’re a solo developer you better pick your genre carefully and start building a social media following as soon as possible.

Crowdfunding has been a big part of your career. Do you think Kickstarter is still a viable path for indie devs today, or are there new challenges that make it tougher than it was back then?

Kickstarter is great! I think it is very viable for indie devs today, as long as you run a campaign of your own BEFORE the Kickstarter campaign. Marketing is the least fun part of being an indie developer, but it’s so important. Get in the twitter/instagram/reddit trenches and build a following for your game, THEN consider launching a Kickstarter to help you get across that finish line.

As someone who’s worn every hat in game development, what advice would you give to new indie devs trying to break into the industry in 2025?

Start small. Release bad games. Be comfortable with failing. Anyone can start a project, but 99% of those that do will never click that launch button. Give yourself strict deadlines, and stick with them. Build your unique brand as an indie game developer. Authenticity goes a long way.

How do you balance the pressures of solo development with your personal life, especially with a new project like Monsterpatch on the horizon?

I’ve always struggled to maintain a healthy work-life balance. I’m trying my best to be diligent with only working during work hours, and to not work when it’s time for friends and family. Seeing the insane support for Monsterpatch is making this quite difficult, though. Despite the crushing pressure to deliver a fun game, I find comfort knowing that I have the best job in the world. I wouldn’t want to be anywhere else.

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Službeno je potvrđen Digimon Story: Time Stranger, izlazi kasnije ove godine za PC i konzole https://www.indie-games.eu/en/digimon-story-time-stranger-coming-to-pc-and-consoles-in-2025/ https://www.indie-games.eu/en/digimon-story-time-stranger-coming-to-pc-and-consoles-in-2025/#respond Thu, 13 Feb 2025 19:08:33 +0000 https://www.indie-games.eu/?p=21022 In Digimon Story: Time Stranger, turn-based tactical battles, journeys through parallel dimensions and worlds await you.

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Just as the first leaks suggested last night that a new Digimon game was in development, we now have official confirmation during the latest PlayStation State of Play event – Digimon Story: Time Stranger is coming to PC via Steam, Xbox Series X/S, and PlayStation 5 consoles.

It is an RPG monster-taming genre game, developed by Media.Vision studio. This studio has previously worked on earlier Digimon titles. The aim of the new game is to provide an epic adventure that explores the connection between humans and Digimon, as players attempt to uncover the mysteries of a world on the brink of collapse.

In Digimon Story: Time Stranger, tactical turn-based battles awaits you, along with journeys through parallel dimensions and worlds, a high level of customization for both characters and Digimons, and a rich narrative story filled with numerous challenges. Each Digimon will have unique skills and evolutionary paths, and the player's connection with their Digimon will play a crucial role during battles.

The first official trailer revealed stunning visuals of various worlds and Digimons, as well as an impressive musical score. What exactly can you expect? Check it out below.

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Akcijsko-avanturistička igra s pripitomljavanjem stvorenja Creatures of Ava izlazi u kolovozu https://www.indie-games.eu/en/action-adventure-creatures-of-ava-launches-in-august/ Fri, 21 Jun 2024 12:32:04 +0000 https://www.indie-games.eu/?p=12446 Creatures of Ava invites you to a vibrant world full of wild creatures.

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Get ready to embark on a journey as Creatures of Ava, the highly anticipated creature-taming action-adventure game, is set to launch on August 7 for Xbox Series X/S and PC. Available through Steam, Epic Games Store, Microsoft Store, GOG, and Xbox Game Pass, this game promises to offer an experience for players of all ages.

Creatures of Ava invites you into a vibrant world teeming with wild beings. These creatures, once peaceful and full of life, are now afflicted by an unknown infection, causing them to behave aggressively. Your mission is to save these majestic beings and restore balance to the planet. Using indigenous Flute melodies, you can then tame and heal these beings, emphasizing the creature-saver nature of the game.

Step into the shoes of Vic, a 22-year-old nature adventurer, and join her on an immersive expedition alongside Tabitha, composed researcher. Together, they confront “the withering,” the recurring infection threatening Ava’s inhabitants. The game’s narrative, co-created by renowned writer Rhianna Pratchett, weaves a tale of wonder, mystery, and discovery, leading to the revelation of the planet’s captivating secrets.

In Creatures of Ava, gameplay centers around exploration, rather than traditional combat. The game encourages you to immerse yourself in the various ecosystems of Ava, from the colorful Nari jungle to the mysterious Mâruba swamp. Each environment is specially designed, creating an interconnected world that invites curiosity and discovery.

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RPG temeljen na kockicama Dicefolk dolazi na Nintendo Switch u lipnju https://www.indie-games.eu/en/dice-based-rpg-dicefolk-coming-to-nintendo-switch-in-june/ Tue, 21 May 2024 14:11:31 +0000 https://www.indie-games.eu/?p=11467 Dicefolk made its debut on Steam in February of this year, where it received praise from both critics and the gaming community.

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Publisher Good Shepherd Entertainment, along with developers LEAP Game Studios and Tiny Ghoul, have officially announced that Dicefolk, a tactical roguelike focused on dice combat and monster capture mechanics, is coming to Nintendo Switch on June 20th. From today until June 19th, anyone who chooses to pre-order Dicefolk at Nintendo eShop will receive a 20% discount on the original price of 14.99 euros.

Dicefolk was originally published on Steam in February of this year, where it received praise from critics and the community. Currently the game has a very positive rating of 88%, and hitting over 1260 concurrent players, which is an extremely high number for such a simple single player game.

Fights mostly take place in a 3-on-3 format, although enemies can sometimes have less. What sets Dicefolk apart from similar titles is your complete control over every move, including the enemy's. Which means you have to carefully study the situation in front of you and plan every move in advance. This includes rotation, and each round of combat is controlled by rolling three dices, each yielding a different type of attack.

You can read our review of this title here .

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