You can contact me on discord for more info.
jedylan#1930
Hi!
I’m looking for a paid programmer/dev to help me bring a long-standing game concept to life.
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.
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.
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.
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.
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.