Indie Games 2014 [March] Now Voting - Post 651!

Dude. i can officially retire having never even fully released my first game. To see ***positive*** feedback from GAF peeps talking about my game has been unreal. I've been lurking here for a while now before I finally decided to register for an account, and it is a bloody honour to now be approved and able to contribute to this amazing community.

I've been working on Cosmochoria pretty much daily since last November, the rate I've been able to work on it has slowed down immensely because my savings dried up and I'm trying to bang out some contract work to keep the bills paid. That being said, I'm very happy with the core of Cosmochoria at this point and because I *knew* the funds would be drying up before I could finish the game, I took a LOT of time (i was working 12-16 hour days on it for almost 3 months straight!) to make sure the real stripped down basis of the game was actually FUN. To hear you guys have enjoyed what's there so far is such a delight and tells me that I'm on the right track.

As for future development there is a lot of stuff in the plans:

- Tonnes more enemies & enemy types.
- Bosses out the wahzoo
- Various Weapon types, all upgradeable.
- Additional tower types to give greater strategy elements to the game.
- Unlockable (No IAP! __UNLOCKABLE__!) Costumes and other aesthatic upgrades for the tiny naked guy.
- PIeces of an unassembled 'superweapon' scattered throughout the galaxy, collectible in each game and able to be assembled for an 'end game' boss fight.
- Additional play modes (endless, multiplayer, challenge mode)
- Trophies and Ranking based on continued statistics, # of kills, # of seeds planted, etc)
- Steam achievements, once it's greenlit --- creeping up there, currently at 55%.
- Multiplayer Support (looking at both local and online -- co-op vs. battle mode)

Again, I'm really proud of what's been done so far.. the fact that I've tested it for what is probably hundreds of hours by now, and I still have some fun and get a kick out of adding new little things to the game is a good sign. Ive been trying to really make the current build rock solid on all fronts with a little taste of all the possible upgrades (weapons, tower types, etc) then it's just a matter of using that rock-solid core and building in all the new stuff on a modular basis and it will be thousands of times more fun, right!!

Anyways.. i didnt mean to go off on my very first post on here. Really excited to be finally on here posting with you guys, and an incredibly huge thank you to More_Badass and Toma for putting some shine on Cosmochoria this month. Infinite thanks to the homies who tried it out and left their comments too. Means a shit-tonne to me.. i promise... im blow away.

<3
mantrakid
 
Hey, welcome to GAF! Always nice to see a new poster in the threads, and especially great to have a developer here.

Oh, and if you weren't aware, there's a thread dedicated to indie developers here
http://neogaf.com/forum/showthread.php?t=491431
GAF has some amazing indie talent. The developers behind Dust, Assault Android Cactus, Ghost Song, and more all post in that thread
 
<3 mantrakid

aww, great first post, man! Be assured that IndieGAF is gonna keep a steady eye on Cosmochoria. In fact, feel free to post about any updates in here, and like M_B said, the devs will be happy to have you amongst their midst over in the dev thread, I'm sure. :)
 
I played Clockfeller and I mostly agree with Daydreaming opinions, the concept is good but the execution is flawed, but it's an alpha so hopefully it may get better as the developer polish the game and. I didn't mind the character designs and the art, as daydreaming said is charming. The giant clock idea is creative but the dialogues need some work, I didn't laugh a single time and I'm really easy to be made to laugh.

=========================================================
2014 year of the GOAT

ESCAPE GOAT 2 MARCH 24TH.

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<3
mantrakid

Welcome!
 
I don't usually feel compelled to write up my thoughts on a game but I just finished Master Reboot and feel like sharing my frustration with this game. I've had my eye on it since it was released but because of Double Fine's Amnesia Fortnight Mnemonic prototype reminding me of it I thought I'd play through it to get myself even more hyped up for that prototype.

Pros:

Interesting story.
Creepy atmosphere.

Cons:

Graphically, the games looks unfinished most of the time. Sometimes it looks like its the style they were going for but there are a lot of objects and environment pieces that just look like the developers never completed.

Cheap, trial-and-error deaths throughout the game that feel out of place and add nothing other than a way to extend the length of the game.

Extremely easy and boring puzzles. There's one particular section towards the end of the game, at a train station, that was so dull I was falling asleep. It's bad enough that you have to do it once but you have to do it four times to progress.

Attempts at being scary go no further than jump scares.

Annoying checkpoint system. A lot of times when the player dies you have to watch a slow scene play out that you previously saw or go through a section that you previously already went through.

Bugs, glitches. I encountered a lot of graphical glitches and even got stuck in various parts of an environment.


What's most frustrating is that I think the story and world are interesting but dragged down by all of the "gamey" stuff. I think it should have been a exploration adventure game like Gone Home. It definitely needed more time in development because so much feels unfinished or not thought out long enough.

I might have to try this. Not to join the hate parade, but because I want to play a game similar to Mnemonic. Will that prototype release after the fortnight if you buy it?
 
Update about the games from March 2013 thread:

Dungeon Hears - released for PC, Mac, Linux, iOS and Android
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Radio the Universe - Developer releases updates on Kickstarter page for the backers.

Stardew Valley - Still being developed but the dev doesn't post too much updates.

Spate - Set to release this month.

Train Fever Set to release on Q3 2014 and the developers post updates on a monthly base.

I didn't find much about "Memories of Broken Dimension" in their site the last update is from August 2013, so if anyone has any news regarding the state of the game feel free to make the post.
 
Lift - Posted about Lift before, and even though it's still in early development, it's very much worth playing. It still feels more like a concept than a full-fledged game, but that concept is fun, requires some skill and practice to master, and has a nice amount of content due to various planes to fly. You can also create one yourself.

Thanks for bringing Lift up again. You are correct, it is still very much more concept than game, but I'm hoping the next build will introduce some more actual game elements, along with a better sandbox to play in.

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Float: I'm not really the guy to seek out physics-heavy flight games, but this is really fun(ny). I'm sure you could build some crazy stuff in this. Right now, it's just a promising and very limited sandbox, though.

Haha, float. I can't tell if that was intentional or not. I could post the same screenshot you did with that creation. I couldn't get it to do anything. Based on the notes in game the creator said it was supposed to be controllable, but it just sat there for me. And yeah you are correct, there are some really crazy things being built. Given that the game is so early in development, I find it very promising that people are playing it as much as they are and building this crazy stuff. I guess I just need to figure out how to rein it in as far as gameplay is concerned.
 
I didn't find much about "Memories of Broken Dimension" in their site the last update is from August 2013, so if anyone has any news regarding the state of the game feel free to make the post.

Hm, yeah, haven't found anything more recent, either. Since the prototype was pretty substantial, and with the consumer version of the Oculus kinda still a far ways off, I wonder if this is just on hold for the moment.

Actually, going back, I downloaded some stuff I missed like Melodisle and Off. Also considering getting Dungeon Hearts. Maybe these retrospectives are a bad idea. :P

Haha, float. I can't tell if that was intentional or not. I could post the same screenshot you did with that creation. I couldn't get it to do anything. Based on the notes in game the creator said it was supposed to be controllable, but it just sat there for me. And yeah you are correct, there are some really crazy things being built. Given that the game is so early in development, I find it very promising that people are playing it as much as they are and building this crazy stuff. I guess I just need to figure out how to reign it in as far as gameplay is concerned.

lmao, totally unintentional, haha. How did I come up with that title? Good catch. :D

But yeah, I took the screenshot and that caption immediately sprang to mind. There's also this crazy rocket, another instant favourite. This game is like Kerbel for jokesters.

D3xhQTu.png
 
Hm, yeah, haven't found anything more recent, either. Since the prototype was pretty substantial, and with the consumer version of the Oculus kinda still a far ways off, I wonder if this is just on hold for the moment.

Actually, going back, I downloaded some stuff I missed like Melodisle and Off. Also considering getting Dungeon Hearts. Maybe these retrospectives are a bad idea. :P

Thanks for looking.

Going back to these threads is a great way to find stuff you missed for lack of time or money. I "discovered" Risk of Rain this way, it was in one of the early threads and I did like what I saw but for some reason I never got around to playing the demo until late 2013 when the game was mentioned again, then I was pre-ordering it and waiting for the release.
 
Thanks for looking.

Going back to these threads is a great way to find stuff you missed for lack of time or money. I "discovered" Risk of Rain this way, it was in one of the early threads and I did like what I saw but for some reason I never got around to playing the demo until late 2013 when the game was mentioned again, then I was pre-ordering it and waiting for the release.
Yeah, that's how I discovered Broforce. So many gems that I missed in those early threads
 
Thanks for looking.

Going back to these threads is a great way to find stuff you missed for lack of time or money. I "discovered" Risk of Rain this way, it was in one of the early threads and I did like what I saw but for some reason I never got around to playing the demo until late 2013 when the game was mentioned again, then I was pre-ordering it and waiting for the release.

I hit the dev up on Twitter (might as well use my new account for indiegaf purposes!), let's see if he gets back to me.
 
Train Song - Free (PC/Mac/Browser)
TrainrSong%202014-03-04%2016-48-54-79.gif

http://www.dreamfeel.net/blog/2014/3/4/train-song.html

Simply described as "A 7 minute train journey.", Train Song is a narrative focused game about riding a train that you can't quite recall getting onto. Closest in genre to Interactive Fiction, the game kind of just has to be played. The short play-time means that, should you choose to talk to passengers, you only get to meet a handful, but it's enjoyable enough to go through several times to meet everyone.
 
Lots of sweet looking games in this thread... subbed so I don't lose track. I'm especially excited about this one:

O0qM0Sf.gif



Anyone know when Samurai Gunn and Mercenary Kings come out on PS4?
Saw this on the TIGSource forums, looks great. I'm just afraid that it's gonna to catch a lot of shit and not be judged on its own merits because of the visual similarities to Hotline Miami. Hopefully the devs'll do enough to differentiate it and nullify the inevitable comparisons.
 
Lots of sweet looking games in this thread... subbed so I don't lose track. I'm especially excited about this one:

O0qM0Sf.gif



Anyone know when Samurai Gunn and Mercenary Kings come out on PS4?


edit -- and Crawl too, looks awesome!

and http://steamcommunity.com/sharedfiles/filedetails/?id=233558826 -- and Dark Dive, holy crap! reminds me of mega man, hope there's more color in the final game
Have you seen the new Hong Kong Massacre GIF?
http://neogaf.com/forum/showpost.php?p=103378115&postcount=174

Also Dark Drive is currently on IndieGoGo. And unfortunately it's not getting the support it needs to succeed
 
Saw this on the TIGSource forums, looks great. I'm just afraid that it's gonna to catch a lot of shit and not be judged on its own merits because of the visual similarities to Hotline Miami. Hopefully the devs'll do enough to differentiate it and nullify the inevitable comparisons.


I've played 5mins of hotline miami, I still don't get why it's praised so much.. it is fun, but I'm guessing it gets a lot better, along with the story

Have you seen the new Hong Kong Massacre GIF?
http://www.neogaf.com/showpost.php?p=103378115

Also Dark Drive is currently on IndieGoGo. And unfortunately it's not getting the support it needs to succeed

Your link doesn't work.

And that's a shame... that game was looking mighty fine. Would have gladly paid for a game like that.
 
I've played 5mins of hotline miami, I still don't get why it's praised so much.. it is fun, but I'm guessing it gets a lot better, along with the story



Your link doesn't work.

And that's a shame... that game was looking mighty fine. Would have gladly paid for a game like that.
Fixed it. And here's the Dark Drive link, if you're interested: http://www.indiegogo.com/projects/dark-drive

I loved Hotline Miami for the gameplay and its weird yet intriguing story. Posted this last summer
Hotline Miami is badass. Cathartic. Insane.

It's like if David Lynch was inspired by Drive to make a game. And I loved Drive.

With its Super Meat Boy-style of lightning fast gameplay and instant restarts, every death is not frustrating but a learning process, a way to hone your skills. A lot has been made of the violence, which is both gratuitous and meaningful, but the blood splatter and gore is just a cathartic veneer over the game's perfectly tuned mechanics.

The controls are simple but it all combines into slick bursts of violence. Knock an a guy down with a door slam, stun the armed enemy with a thrown pipe, punch a third to death, bash the other two's heads on the floor, pick up a shotgun and spin around in time to splatter the three other enemies entering the room....

But for every moment like that, you will die. Your reflexes won't be fast enough, you'll overlook an enemy and be blown in half. One hit kills, but like in Super Meat Boy, each death is a learning experience, another opportunity to improve your skills. Levels where you died dozens of times will eventually be cleared in a single smooth combo of door slams. thrown weapons, booming gunshots, and spraying blood and gore.

The story is subtle, but surprisingly deep, touching upon the nature of violence and the role of the player in the onscreen carnage. Outside of maybe Spec Ops The Line, it's one of the few games that make the player question in-game actions and emotions towards what they do onscreen.

I especially like that there is a sense of progression. You don't upgrade your character or earn new skills, but actually progress as a player. You get better scores and more points not because you unlocked the best moves but because you actually play the game better.

Hotline Miami is more than just a murder simulator, it's a game that challenges the player to learn from their mistakes and actually get better
 
I'm surprised these games weren't mentioned yet in any of the threads, considering they're from the developer of Starseed Pilgrim

Probability 0 - $7, Free demo (PC, Mac)
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http://www.probability0.com/

An amalgam of skill-building features, quick deaths & restarts, a steep challenge curve, and fast-paced combat & platforming.
Probability 0 is an infinite descent into the abyss. It is a procedurally generated fighting game that will never stop fighting back.
The pit is teeming with creatures of the deep; some, you will never live to see. Your abilities will come and go as you live and die, yet your mastery will never leave you.
You will experience triumph, growth, and death.
But mostly death.

Fishbane - $10 (part of Probability 0 bundle), free browser version (PC, Browser)
fishbane.PNG

http://www.probability0.com/

Throw your harpoon. Ride it past trouble. Use it to solve puzzles. (Released previously as an online game: this version contains bonus worlds!)

Pirattitude - $10 (part of Probability 0 bundle) (PC)
pj4Ho.png

http://www.probability0.com/

A chaotic, competitive 4-player survival game with tons of things to customize. Hide in barrels -- or crush your cowardly friends. Don't get exploded!

Bundle description
Probability 0 will challenge your wits and reflexes. Starseed Pilgrim will envelop your senses. Pirattitude will bring joy in the form of your friends, exploding. Fishbane will puzzle you for hours and hours. These four games are four extremely different takes on the platformer 'genre', each one an inspired experiment turned polished game.
Can also contact developer if you want to buy the games separately

---

Daily Espada - $4.99+ (PC, Mac, Linux)
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http://pidroh.itch.io/daily-espada

Daily Espada is a boss battle-oriented action game inspired by Brazilian mythology. Play as a family man, explore a mysterious building while you defeat monsters in a twisted TV show, where every victory brings more luxury to your family. Not everything is as it seems, though

Beautiful Prison - Free (Browser)
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http://acheronstudio.com/project/beautifulprisonggj14/

A mixture of Journey and Zelda, this atmospheric experience is a short and moody trek through an abstract and surreal environment. This game was made in 48 hours during the global game jam 2014.

Stoorm - 2014 (PC, Mac)
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http://www.indiedb.com/games/stoorm

Stoorm is a skill arcade game. Although the reflex is your main asset to overcome all levels, you will sometimes need to take back your breath, and a minimal analyze of the map, to escape without dying too often. The purpose of the game is to move your cube through the rooms to finally leave the complex or... you 'll see.
 
I cannot understand why this is offline MP only.

I simply cant.

I imagine it's a combination of inexpedience/ limited experience/ cost factor with netcode & the rebirth of couch local play. Kind of a trend as of late .. one I'm sadly dreading as I don't have an active partner in crime. So when people do show up I usually bombard them with games. This can be quite overwhelming for them so we end up playing the same shit :/
 
Okay, played the Probability 0 demo and some of the Fishbane browser version

Probability 0 is cool; the screen is constantly scrolling, so there's an urgency beyond simply descending as far as you can and leveling up. Start with simple skills - jumping, a punch, a downward shuriken throw - and slowly expand your skills after each level. Abilities range from a greater attack distance to new moves such as a horizontal throw. The visuals are simple yet work. It feels kind of like Freedom Fall, pixel roguelike version. Give the demo a try if you're interesred

Fishbane will feel familiar to anyone who played Javel-ein. But while Javel-ein is focused on combat, Fishbane is all about the puzzles. Your harpoon is your main tool; it can be a weapon, a ledge, a way to cross gaps or activate switches. You can only have one at a time (you don't have to retrieve it, but only one can be active); so figuring out where and when to use the harpoon is key to the game's puzzles. The platforming and puzzles feel solid
 
I imagine it's a combination of inexpedience/ limited experience/ cost factor with netcode & the rebirth of couch local play. Kind of a trend as of late .. one I'm sadly dreading as I don't have an active partner in crime. So when people do show up I usually bombard them with games. This can be quite overwhelming for them so we end up playing the same shit :/

Sure, but they end up publishing it on PS4 and no one thought getting help to have MP working properly might result in more sales?

I love games offering local MP, but not offering online MP at all in such a very MP focused game is just perplexing.
 
I cannot understand why this is offline MP only.

I simply cant.

Destructoid review

Patrick Hancock said:
Do I wish TowerFall: Ascension had a perfectly working online multiplayer? Yes, absolutely. But I’m also happy that it doesn’t have a barely functional online multiplayer. I have a lot of faith in Matt Thorson, largely due to his incredible track record of videogames, and I trust his decision here. If you enjoy beating your own times and perfecting that one jump where you have to angle and shoot twice before you hit the ground, the singleplayer is well worth the price of entry.
 
I'm still in it for the single player. Really need to get that adapter that lets you use wireless 360 gamepads on the PC, though (for multiplayer purposes, I mean).
 
Year Walk is endless wallpaper material. Shame there's a UI on screen at all times, but it's very non-intrusive and easy to remove if you're looking for snapshots. Don't want to spoil anything so here's the first thing you see in the game after the intro. Beautiful art direction.


Guessing that you can't remove the borders in-game which, again, is a shame, but I get why they're there. Edit: Yeah, just rechecked. No way to do it, sadly.

Edit2: Here's one where I removed them manually:

 
impressions if anyone has tried it?
Infested Planet? Yeah, posted some impressions in the February thread
On other note, finally sinking some time into Infested Planet (seriously, it was my first Steam game ever) and I'm really enjoying it. The game has been finely tuned and expanded since my first time with last summer. Quite challenging, you're always deciding what's the best use of your limited building points as well as what's the best sacrifice, What's more useful, a turret or a shotgun trooper? Should you recycle a marine to place a minefield at a chokepoint? The randomized mutators always find a way to throw a wrench into your plans and it's quite visually awesome to see your small squad facing and overcoming literally hundreds and hundreds of enemies.

And the large numbers do make a difference. You have to be watching your flanks, controlling chokepoints, because it's so easy for poorly planned defenses to get overwhelmed and overrun.
 
According to TIGSource forums Frog Sord is dead, and thus Frogatto remains the only retro pixel frog in town. Albeit without a s(w)ord.
 
Any progress incentive? Loot? Upgrades? New skills upon level ups?

Or more a highscore thing? I am a bit wary of MP only games.

Yes, Yes, Yes and Yes.

There's 'in game' progress (across your game session) and then permanent upgrades as well.
 
According to TIGSource forums Frog Sord is dead, and thus Frogatto remains the only retro pixel frog in town. Albeit without a s(w)ord.

Reading the thread over there, starting with post #644, it seems like the programmer lost interest in the project, or maybe some shady funding business took place (though that part is purely speculation, as far as I can tell).

:(

So long Frog Sord

Gone, but not forgotten.

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Some galactic divine entity forced me to buy a new laptop.

I'll try Outer Wilds again, if I cant get it to work there either, I give up.
 
According to TIGSource forums Frog Sord is dead, and thus Frogatto remains the only retro pixel frog in town. Albeit without a s(w)ord.

Sad news, obviously it's important that the dev does what is best for them, but I secretly hope that they can resurrect the project someday.
 
Short impression for:

iZBOT - From the description I was expecting a game more in the lines of Super Meat Boy, and so far it doesn't feel like it. There difficult levels but not in the same vein as SMB.
 
Stupid NDAs during Beta, so no name for the game, but if you guys just saw me playing a game on Steam, just know that its likely among the best and most interesting to come out this year and you should look forward to it.
 
Stupid NDAs during Beta, so no name for the game, but if you guys just saw me playing a game on Steam, just know that its likely among the best and most interesting to come out this year and you should look forward to it.

Curiosity piqued! I just sent a friend request your way on Steam, Toma - hope that's okay (thought we were Steam buddies already, but seemingly not).
 
Dig or Die - late 2014 (PC)
water-flowing.jpg

http://www.indiedb.com/games/dig-or-die

Dig or Die is a sandbox action/strategy game. Explore, fight, craft, and build your defenses!
Experience water cycle simulation with rain, infiltration, runoff, underground rivers, and nd physics for the buildings, so they collapse if they are not supported well enough, or if the monsters destroy them. Build a base with solid walls and powerful turrets, to defend yourself against massive attacks each night.

Project Temporality - $11.99 (PC)
PT_Screen03_1080.jpg

http://www.desura.com/games/project-temporality

Project Temporality is a third person puzzle/action game where you control time, making the fourth dimension as available to you as the other three. By creating multiple timelines you can cooperate with yourself to solve puzzles that would have been impossible alone.

Qvadriga - $19.99, Free demo (PC)
char3s.jpg

http://www.slitherine.co.uk/games/Qvadriga_pc

Qvadriga is a tactical game of chariot racing in ancient Roman circuses, where you take control of a four horse chariot team. Choose your preferred upgrade combinations and prove your skills at the arena. Select the most cunning actions which your team could perform against the best drivers of the old world: shake reins, whip horses, choose lanes, hold tight while negotiating curves, avoid incoming attacks, block enemies path, lacerate and whip them until achieving victory

Icarus - Free 7DRTS version, in development (????)
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http://forums.tigsource.com/index.php?topic=35290.0

The game is set in the far future where our star, having exhausted all of it's hydrogen reserves, begins to turn into a red giant and engulf the inner planets. Your aim is to evacuate as many people to the safer outer planets and ultimately to a new star system.
I aim to expand the game past the point where humanity escapes from the dying sun and the challenges they face in trying to find a new home. The basic concept will attempt to stray away from the standard RTS tropes of war, conquest and diplomacy and try to focus more on survival, growth and exploration.
7DRTS version here
 
Icarus
Spent some time with the original alpha version and I really enjoyed it. The game has a nice minimal style that still delievers a sense of dread and tension as the ever-expanding sun slowly engulfs planets and the population counter drops. This version doesn't have all the features that the developer is currently working on (probes, ship crafting, tech trees, colonization) but what's there is promising and very much playable and enjoyable. You need to manage your resources, mining moons and asteroids for materials, while evacuating planets and building defenses that can only keep the sun's radiation at bay for so long.

NeonXSZ
I played about an hour and this game is great. Smooth controls, a lot of options and customization, cool Tron-esque visuals, but what I enjoy the most is the cockpit. Every screen has a function and it's fully interactive. You can rotate the digital map in the corner screen and change the secondary camera screen from front to rear view. Locking on to a target display their information on another screen. You can choose and change your weapons by selecting the icons on the center console. It's just cool and immersive

I'm really enjoying the depth of weaponry and customization. There are so many options and gear to add on to your ship, although I feel the hangar interface needs to be cleaner, less cluttered. Also getting used to the movement, which, like some said, I felt was kind of loose at first, but now I feel like I have better control and am able to maneuver better.

On one hand, I love exploration in games and just setting out without an objective. On the other, I feel like this game could use some more direction, at least in the beginning. The upcoming Arenas sound like they'll add some more structure, which should be great
 
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