Wednesday, February 27, 2019

Episode 1 - First Assault; Humble Beginnings






















The story of Indie Assault, isn't anything that won't be said and done...
Indie Assault could be credited for creating the Indie Fighting Crossover explosion that had began in 2015. The same year as another Indie Crossover we're going to discuss in the future...

However before we go into the game it's best to acknowledge the development team behind the very game. That team being Imaginatioin Vent. 

The company/team was founded by Jared Gingerich in 2013.  With his casting call for people to join his development team and from what is known. The compromises of 11-50 people at maximum.  While Jared himself is an interesting individual, he is known for dragging his team into situations where they acknowledge that isn't in their field of interest or a benefit to the team. Not to mention a lack of communication:


The teams very first project goes all the way back to the game they planned to kickstart known as "Bionic Fighters" that needed backing via-kickstarter.... They unfortunately did not meet their goal. As the game bionic fighters was in reality the stepping stone to making Indie Assault. The link to the kickstarter is here. I do recall them being on the Unity Forum mentioning the games ideal perspective and performance although the only actual screencaptures or gameplay we've seen has been akin to this..

While that had failed, their next big project would be Indie Assault and the development of Indie Assault has been scattered from point A to B. While reps were being introduced. There has been quite an extreme lack of ease. As while Indie Assault was being developed, the idea of the crossover and the people going for it began to mount with expectations. The biggest characters being Spade, Crow, and Titus.  

Spade from Freedom Planet and Crow from Nefarious. Titus however coming from their failed to launch kickstarter game.  The games production was questionable when you begin to notice that the head of the development team was more concerned with going to cons and meeting with cosplayers and while this did promote the game to a degree. It was not a massive success.  The update process and following for the game was also quite selective. As there would be new reps but each rep would rise and fall constantly. 

Either being well known to not being recognized at all.

In 2015, they had released what was at the time the demo and the only piece of the game to be officially released. It was an entry on a site or two...

Upon it's 2015 release it was struck with a series of issues, being virtually a complicated mess to play. Let alone having a lack of an executable option. Which is a warning sign coming from the side of the development team absolutely.  You could even say they relied on another crossover series to help them identify such problems of course...
Impressive to state the least of course... 

That isn't to say it was bad, all devs would reasonably go to another more experienced dev for aid in terms of programming and running complications but after 2015. There was a drastic shift in the Indie Assault development and it was highly noticable in the Facebook account of Indie Assault. Where they did less developing and more con seeing. 

In a sense, complicating the community itself isolating them from what they wanted to see from the game and not what the devs were doing. It only made the expectations of the game all the more real and hard to stomach.  It's not to say they had bad intent, more so they had to shift focus. They were more or less focusing on their podcasts and "meeting the developer" content. Although not only that but it seems they needed certain members to fill vital roles in this period of game development.  

As of October 2015, is when you could consider the death of any news regarding Indie Assault on the main focus of the development team. As it was souly dominated by the team doing other content while under the belief they were developing a crossover title. There were smaller portions of the games revival from time to time in the end of 2015. Throughout the Summer of 2016 is when the title of Indie Assault came into the main attention once more. It had lasted quite longer then expected but they were developing ahead. 

It is worthy to note they did attempt an E-Sports event with the title itself.  With the introduction of their project Thunder Clap. It was clear that Indie Assault was on the back burner and as of 2016. It was officially cancelled.  While it isn't stated on both their facebook or twitter... It can be found in their Youtube comment section.

It's noted on one of the meet the member videos. 

Which means all the content post-2016. Has been a re-launch of the game brand. Meaning that they had purposely abandoned their community and kept them believing that the game was still being developed. While not as recent, even in 2017 was anyone aware. For those curious, no... This game can no longer be purchased over the Steam store.

While Indie Assault was quite the interesting experiment and I say "experiment" for a rather justified reason.

Indie Assault when looked and reading over everything about the team and ideals going forward with it. Didn't grasp the idea of failure with their kickstarter. Having their Bionic title be the prototype to Indie Assault. As they were going off the success of Indie Assault and moved forward... 

They didn't inform their community about the change, they had people who were rallying behind them. Who had the best of hopes for them to create content to further develop the game to a better expectation. While this story can be considered a cautionary tale of a development team who had the height of their development cycle upon release. Then would immediately transform that release into a change of style without the full co-operation of their community or even their complete acknowledgement of this course of action. Has paid a painful role...

Indie Assault looking back to then and now, was nothing of high significance. It was overall not to harmful... While the creation of IA still exists. It is considered rather a shell of it's former self, it has new content and more promising screen shots compared to the past...  Yet, keep in mind that was in April 2018( On their twitter it was 2017 )... It's more than justified to believe it has failed once again. Not to mention they have stated some quite questionable comments to unfortunately blocked accounts...

             



Keep in mind, with such a grasp on their community and content. It's not hard to imagine they no longer have a website. Nor the same man power as before. Yet, even when we focus back on their facebook they had made these sentiments:

While looking for certain videos of Indie Assault from the main channel is hard to come by now, as if it were purged. They humorously made a comment regarding the reality that Indie Assault had appeared on Gametrailers.  Although looking through the channel. It seems no connection was made...

It's embarrassing to look back at 2015 and see the likes of Indie Assault as one of the many who would change the standard. If there is two effects, two highly specific portions, and lessons that will be repeated throughout this series of Indie Crossovers... Is that the following is a trend with the failures..

  1. Incompetent developers.
  2. Community ignorance/abuse.


Although, for what's to come... This is merely the beginning! The content regarding Imagination Vent and Indie Assault is nothing compared to other devs to come. Those who are corrupt inside out, the nice being emotionally abused, two opposing dev groups over one crossover stabbing one man in the back only for him to be the victor, and lastly a single developer who wanted to be left alone and got what they asked for in return of that lonliness...

For now, here is a little hint for the next indie crossover history blog.

Image result for Kirby in Space