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A member registered Feb 21, 2024 · View creator page →

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You can contact me on discord for more info.

jedylan#1930

jedylan#1930

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Hi!

I’m looking for a paid programmer/dev to help me bring a long-standing game concept to life. 

The Game (short version)

This is a minimalist 3D tactical space game in a similar style to Bad North and Captain Forever in concept.

  • 45° god’s-eye tactical camera (RTS-style)

  • Real-time combat with pause / slow motion

  • Weapons auto-aim; gameplay is about positioning, target priority, and systems management

  • Modular ships built around a core using socket-based attachments

  • Procedurally generated systems and AI enemies

  • Clean, readable, slightly cartoony visual style (not realistic space sim)

The core loop is: Galaxy map → System combat → Hangar (ship upgrades) → repeat

Runs are short and replayable. Everything unlocks quickly; depth comes from emergent systems, not grind or content bloat.

What I’m Looking For

I’m looking for one indie programmer (Godot preferred, Unity also fine) to help build a prototype / demo that proves the core ideas:

  • Tactical combat feels good with one ship

  • The camera + scale model works and stays readable

  • Modular ships don’t become a technical nightmare

  • Pause / time scaling supports thoughtful play

This is paid work, with a clearly defined scope and no expectation of unpaid labor.

What I’m Contributing

I’m not asking someone else to “make the game for me.”

I will handle:

  • All 3D and 2D art (ships, modules, environments)

  • Visual direction & style

  • Game design & systems design

  • UI look & presentation

  • Iteration, balancing, content

  • Project direction and scope control

This is a project I’ve thought about for years, and I’m intentionally keeping the scope realistic so it can actually be finished.

Scope of the Initial Work

For the first phase, I’m aiming for:

  • One tactical system map (combat sandbox)

  • One player ship with modular attachments

  • One or two AI enemy ships

  • 45° camera with zoom and time controls

  • Basic target priority & AI behavior

No multiplayer. No polish expectations.
The goal is proof, not perfection.

Payment & Collaboration

  • Paid contract work (fixed scope preferred)

  • Budget is limited for now, but realistic for a prototype

  • If the collaboration goes well, I’m open to discussing:

    • follow-up paid work to complete the game

    • or a longer-term collaboration with shared profits

Thanks for reading — and thanks for helping keep indie projects realistic and finishable.