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

I bit the bullet regarding Glitchspace, impressions (and maybe video) coming soon.

Edit: arghgh, stupid top of the page post.

Um, hello dear thread reader.
...
In a slightly more informative matter, the Cubesis dev is working on the UI issues I mentioned before after I brought them up with him. I am testing the new features a bit, but he already added a working "Tab" to change to next unit feature to cut down mouse clicks and is currently working on a waypoint feature that seems to make decent progress.

Nice when developers take the constructive feedback and build on it :)
 
Just wanted to give you guys a heads up that I've made some important bug fixes to Cosmochoria.. There was an issue with one of the portals not teleporting you properly.. It should now do so without issue. Also was an issue with the bosses not spawning correctly. That has been fixed, and the game has been 'compressed' a bit for presentation sake, where the bosses come out a lot quicker than they were in the previous build... this is for my upcoming attempt at getting some more let's plays and stuff going on to help promote the upcoming kickstarter. More bosses = funner lets plays i think. :) Also -- the ice dragon should be able to FREEZE you now. :)

Also im not passing this out to the universe at this point, because I want to keep people coming to the cosmochoria.com site to play the game, but for you guys & girls I'd like to fill you in on the downloadable build(s) available for Mac, PC and Linux. If you download it, it should keep your scores, collectibles and upgrades between plays and versions (barring any major changes to those systems)...

It's a lot more fun to play fullscreen, so grab the game from:

http://www.cosmochoria.com/presskit#download :)

Some rudimentary (XBOX / HID) gamepad support is also in the latest build... It's not complete, but it's there to play with once you're in game. menus and stuff aren't setup to handle it yet tho so keep a mouse handy.

Huge love you guys&girls, thanks for the great feedback so far. Looking forward to making this game rock your socks off. Any feedback or feature ideas you'd like to see are always welcome either to me at nate@3030.ca or to our new forum @ http://www.3030.ca/community -- or even just in this thread or private message to me! :)

<3 mantrakid

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Thanks for the downloadable build

Any idea when you'll be launching your Kickstarter? I'll add Cosmochoria to the Upcoming list in the Kickstarter thread
 
Absolutely, dude! Kickstarter is launching first week of April -- gearing up for it all this month. :D I'll keep you posted as it comes closer.
 
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OP video impressions, Glitchspace (Make sure to use the 720p video quality, as the lower quality looks horrible):
http://youtu.be/htcoRx6T128

Another game with fat thumbs up, see gameplay and more impressions in the video above. The basic gameplay revolves around 3D platforming and the player affecting certain blocks by programming its elements. Works surprisingly well, especially because the systems are already rather deep so that they actually manage to offer some interesting puzzle configurations, even if most of the demo definitely has a rather introductory feel to it so far. One thing I am a bit concerned about is whether the developers will mostly focus on single instance hazards or offer more complex and equally rewarding puzzle setups, but only time will tell. In any case, absolutely fantastic concept and I end up liking it way more than I initially thought I would.

Fun fact: I broke the game in the video by glitching out :P

Kinda neat how many really good games showed up this month, very cool. Anyway, since its buried on the last side, if you are interested, I also recorded some impressions on Cosmic DJ yesterday, same youtube account.

Also:
1. Card City Nights
2. Cubesis
3. Glitchspace
4. Black Ice
5. Cosmochoria
6. Banished
7. Blue Saga
8. Action Painting Pro
9. Clockefeller
10. Bosses Forever
11. Astrovoid
12. Cubrick
13. Cloudbase Prime
 
Does Glitchspace have any hazards or is it just pure puzzle solving with the visual programming mechanic?

Well, the hazard is an endless pit in which you fall down because of incorrectly programming a platform, but there are no enemies or similar things, because that style of gameplay doesnt lend itself very well to being pressured. I could see some "hazards" like laser beams that you need to shut off by programming or something, but its more about eventually solving intricate puzzle designs than actual platforming and is more in line with the thinking games like SpaceChem would require (I am liking games with similar concepts like SpaceChem, surprise!)

You definitely need to have a knack for actual programming, but you should get the idea of it in the video I posted.
 
Cosmochoria Update

The desktop version is awesome, thanks so much! I didn't even know about the upgrade system, that's a great idea. I'll let you know if I come across any abnormalities, though I highly doubt that will ever happen seeing as the game is already very polished and a lot of fun to play. Shoutout to you and the other composers for the lovely soundtrack. :D


@Toma: Thanks for the video impressions. Glitchspace seems cool for what it is. Liked the music in Cosmic DJ, but man, the VA was terrible. Not that it matters much, but still. :P "Bad viiibes, man."
 
@Toma: Thanks for the video impressions. Glitchspace seems cool for what it is. Liked the music in Cosmic DJ, but man, the VA was terrible. Not that it matters much, but still. :P "Bad viiibes, man."
Both games are catering to a very specific audience, so I wouldnt be surprised if the reception is mixed on those, especially because Cosmic DJ isnt really much of a game and might not even rank all that high for me either, even though I am still enjoying this sound toy a lot.

Anyway, Glitchspace is solid (except the...glitches) and I am looking forward for more content. :)
 
OP impressions, Goofball Goals:

Not really much of a game. Its wacky just for the sake of being wacky, and while I dont mind wackiness, there simply isnt much more here, and whats there is not enjoyable enough to make it enjoyable as a whole. The premise is that you have soccer teams playing against each other,but there is no progress or tactics whatsoever, just watching players stumble all over the place and randomly kicking a ball into a goal. No leagues, no tournaments, no challenges, just random matches vs the AI. Additionally, the presentation is not interesting enough either to just have fun for a while watching these wacky players tripping over each other. Its cute to watch for 5 minutes, but quickly lost any sort of interest for it.
It has some redeeming qualities by allowing different setups for playercount, field/ball size etc, but its just not fun to me.

OP impressions, Grabbles:

Physics based sling platformer. You latch onto a certain surface and hurl yourself towards the end of the level while overcoming certain obstacles and difficult passages. While the game "works" and they managed to create decently interesting level challenges, it just falls flat for me as well. I dont like the art direction, the momentum is way too floaty and I dont like the actual design of the challenges, which seems to revolve gradually more around using a certain position to gain enough momentum to overcome gaps and if you fail, you might end up back at the beginning. That seems pointlessly punishing, but people might like it as a risk/reward kinda thing. I am sure there are people who like it, but unfortunately I dont.

Also:
1. Card City Nights
2. Cubesis
3. Glitchspace
4. Black Ice
5. Cosmochoria
6. Banished
7. Blue Saga
8. Action Painting Pro
9. Clockefeller
10. Bosses Forever
11. Astrovoid
12. Grabbles
13. Cubrick
14. Goofball Goals
15. Cloudbase Prime
 
Hey, Toma, that game that will remain nameless that you're probably playing and is releasing on Early Access tomorrow, has it improved since your last impressions?

At least I think that's the game you were talking about
 
Hey, Toma, that game that will remain nameless that you're probably playing and is releasing on Early Access tomorrow, has it improved since your last impressions?

At least I think that's the game you were talking about
Frozen Endzone? I've been playing that game non-stop since the beta started.
 
So worth getting then?


So you weren't talking about Frozen Endzone? Well, then I'm not sure what game you were talking about
I don't know if it holds up in high level play (because I'm mid tier at best) but I've been having fun. I was initially worried about depth but the skill gap between the most dedicated and the beginners is already massive and they've been adding tweaks and features the whole time. It's a less stressful game for me than Frozen Synapse because there are generally less ways to completely hose yourself.
 
I don't know if it holds up in high level play (because I'm mid tier at best) but I've been having fun. I was initially worried about depth but the skill gap between the most dedicated and the beginners is already massive and they've been adding tweaks and features the whole time. It's a less stressful game for me than Frozen Synapse because there are generally less ways to completely hose yourself.

What are some examples for current high level tactics?
 
More detailed impressions would be great :)
What did you like about it? What was unique?

Impressions for - Lifeless Planet - Beta

From the moment you wake up from your crash site, you start to uncover little bits of pieces of what happened to your crew. Along the way you'll find logs, recordings, and other clues that slowly shapes up what happened to your crew and the mystery you'll find along the way. How is it possible that the Soviets were already here and what happened to them? One of the most immersive and atmospheric games I've played in awhile. As soon as you think you know what's coming or what happened, the game throws a curve ball at you and you're left thinking WTF. You can't help to move forward to see what happened to this place, what happened to your crew, why this, why that. The early access beta gives you only 6 levels. At the end of the last level, I was left with sort of a cliff hanger. I can't wait till I continue my journey when the full game comes out. This game reminds me of a good sci-fi book where you can't put it down and keep reading to see what happens next.
 
What are some examples for current high level tactics?
Hmm... The difference is more apparent through mastery of the mechanics than a general tactic or strategy. There are people that can run for TDs against me at will because they know exactly how the blocking system works (currently, you can bait defenders). I've seen people predict my offense to the point where they looked clairvoyant, or throw through holes in my defense I wasn't even aware of. And I'm at the point where I can stomp all over new players. I'm actually kind of worried for the noobies.
 
Hmm... The difference is more apparent through mastery of the mechanics than a general tactic or strategy. There are people that can run for TDs against me at will because they know exactly how the blocking system works (currently, you can bait defenders). I've seen people predict my offense to the point where they looked clairvoyant, or throw through holes in my defense I wasn't even aware of. And I'm at the point where I can stomp all over new players. I'm actually kind of worried for the noobies.

That sounds interesting because I still think the gameplay seemed way too random back then. But I am trying to get in again atm, if you are still up for a game, I'll challenge you.
 
Impressions for - Lifeless Planet - Beta


From the moment you wake up from your crash site, you start to uncover little bits of pieces of what happened to your crew. Along the way you'll find logs, recordings, and other clues that slowly shapes up what happened to your crew and the mystery you'll find along the way. How is it possible that the Soviets were already here and what happened to them? One of the most immersive and atmospheric games I've played in awhile. As soon as you think you know what's coming or what happened, the game throws a curve ball at you and you're left thinking WTF. You can't help to move forward to see what happened to this place, what happened to your crew, why this, why that. The early access beta gives you only 6 levels. At the end of the last level, I was left with sort of a cliff hanger. I can't wait till I continue my journey when the full game comes out. This game reminds me of a good sci-fi book where you can't put it down and keep reading to see what happens next.

So its more of an interactive story, rather than a game? You are basically mostly exploring? Dont get me wrong, it still sounds very intriguing, just trying to get my expectations straight.
 
That sounds interesting because I still think the gameplay seemed way too random back then. But I am trying to get in again atm, if you are still up for a game, I'll challenge you.
Yeah, Frozen Endzone's systems are opaque but not random. The people that mastered all the fiddly bits underneath the hood are scary.

I'm always down for a round of FE.
 
Yeah, Frozen Endzone's systems are opaque but not random. The people that mastered all the fiddly bits underneath the hood are scary.

I'm always down for a round of FE.

I just reinstalled the Beta installer on my new PC, installed the updates and crash directly on the Mode7 screen. Someone doesnt want me to play this game. I posted it as a bug report over there.
 
OP impressions, Guild of Dungeoneering:

This is better than the last 2 games, especially because it still has a lot of readily apparent potential. Unfortunately, it has its fair share of issues in its current state as well.

The idea is as simple as it sounds appealing, you are playing a roguelike simulator in which you get a randomized set of cards each round, from which you can create the dungeon elements (rooms, enemies, loot) and add them to the current dungeon layout. You arent directly controlling your character, but are instead guiding him with tempting loot and enemies. There are 2 currencies to play cards, offering some tactical decisions as well, "hope" and "dread". You get 1 dread every round, with which you can summon enemies and "hope" once you defeated those enemies, which allows you to summon treasures for your hero to take.

So far, so good. Its currently an alpha demo, so I dont want to be too harsh, but I see some fundamental design flaws with this and I felt like writing a wall of text as constructive criticism that the dev is never going to read :P
1. Deck customization.
Card based games require you to be able to adjust your deck to avoid completely random bullshit options. I dont see it mentioned anywhere that you will be able to do that and they currently seem to focus more on making it a highscore game (how far can you go and how much treasures can you collect before you die), instead of allowing the player to build the card deck and therefore also allow for adding other cards, because as it stands, you play the game for 10 minutes, then you get almost only crap cards that dont do anything other than raising your score. This is incredibly anticlimactic in a game with a roguelike foundation. They might be able to adjust that deck automatically based on the player level/equipment, which might work well for this kind of game, though.
2. Balancing.
They are going to have a huge issue balancing the game, as it allows you to simply not use cards you get. You can throw away cards, use them, or keep them and there is a basic risk/reward thing going on here (defeat higher level enemy, get more hope, play better equipment/treasure card), but you can way too easily cheat it. Just throw all cards away except the level 0 monsters, which you can defeat by not taking any damage at all and you can theoretically make endless progress. They might be able to balance that by automatically adjusting card chance percentages based on the player level (Level 1 - 40% chance for level 0 enemy, level 2 - 30% chance for level 0 enemy, etc), but I havent seen yet what they plan on doing regarding this.
3. Dangers
Its not fun exploring the dungeon because you are building it yourself.That might sound stupid, but the biggest draw for these kind of games is their unpredictability and while the "idea" of building a dungeon for your character to scavenger in is neat, it simply doesnt work for me on a fundamental level. They might need to add random elements (which would also counter act complaint #2) to the game, which in turn pushes them away from the player dungeoneering a bit. But still, I cant see this game working at all without random elements, say every card has a 10% chance of spawning without the player being able to influence it. That way the player will actually be forced to use some strategic dungeoneering to steer the character towards or away from a danger. Additionally, the rooms actually need to be "different", offering different strategic problems, not just look different. Poison, lava, boss rooms (every monster you put in there gets upgraded), etc.
4. Not enough strategic information.
You have a character sheet, which shows your own stats, but there is no info on the monsters, making it hard to judge whether you should even approach an enemy. Easy to remedy by adding stats to the monster cards though.
5. Character AI
It is currently just walking towards the nearest enemy/item I think, which seems... weird as you can basically steer the character to an almost 100% accurate degree, yet still only play him passively. The idea of "simulating" the dungeon for an AI to traverse and all its potential merits and potential is completely out of the window if they dont think of an improvement for that.
6. Items
Currently no other items other than equipment, but I am sure they'll add a rudimentary inventory and items like potions eventually. The current alpha demo seems rather barebones without them though as you can never regain health and usually end up dying after 10-15 minutes if you take on stronger enemies or just stay alive forever if you dont.

Potential: Yes, Chance of fulfilling potential: depends on the ambition of the dev, but considering it needs a LOT of additions -> low. They are asking 10$ for the preorder which is 50% of the targeted 20$ price point and they are FAR off from that atm.

Also:
1. Card City Nights
2. Cubesis
3. Glitchspace
4. Black Ice
5. Cosmochoria
6. Banished
7. Blue Saga
8. Action Painting Pro
9. Clockefeller
10. Bosses Forever
11. Astrovoid
12. Guild of Dungeoneering
13. Grabbles
14. Cubrick
15. Goofball Goals
16. Cloudbase Prime
 
So its more of an interactive story, rather than a game? You are basically mostly exploring? Dont get me wrong, it still sounds very intriguing, just trying to get my expectations straight.

Sort of. You control your character and use left mouse button to interact with things. You also can jump and double jump with a small jetpack so there are puzzles you'll need to solve such as getting to a recording log up on the roof of a house, or finding a way to power up a room, etc. The puzzles are pretty easy and are there not to hinder you but make it more interactive. You'll get an idea by watching the video at the steam store site.
 
So there might be some hope for Frog Sord. And also the behind the scenes stuff is slowly coming to light

"Sarge" - one of the devs
Sarge said:
I can't talk about anything for legal reasons, but suffice to say that you don't really know anything about what was going with development outside of art production.
Ive been trying to get people together so we could have a 'classier' way to inform everyone that the game is DOA, but that hasn't happened so screw it.

Frog Sord is dead and we're not entirely sure what that means right now.

"piss dungeon" a contract artist on the project, not the most informed source of info
piss dungeon said:
well right, obviously whatever i say is going to be coming from someone who doesnt have the perspective of someone who was actually on the team
but from what i heard, and was told, and had explained to me, because i did talk about more than just art with the people i was turning work into
there was a person who was keeping things from really moving to a point where the rest of the team was satisfied. i can stop talking about it if it's making things difficult for you but i felt like someone should at least like

explain even a little bit, even if it was from an outside perspective

Sarge said:
It certainly is an outside perspective.
I don't want to be shitty about it. You shouldn't either.
Somebody should be talking about it. It should be us. However the situation is extremely complicated and none of us are at a point where we're comfortable talking about it.

Dylan is a good guy and I'l vouch for him to anyone who is interested in working with him.

My question
If you still have the art assets, could you...idk, start a Kickstarter or crowdfunding campaign to save the game? Considering all the positive support here, and from various sites, and impressions of the alpha, I'm certain you'd get support and funding
Sarge said:
We're still trying to work all of that out, which is why we haven't publicly talked about it yet. We're unsure what the options are due to how complicated the situation is.
 
dang this looks / sounds great!!! Looking forward to trying it out.

It could be fun, yeah, unfortunately it isnt at the moment, at least it isnt for me. They basically failed at making that alpha decently fun (especially compared to the alpha state Cosmochoria is in atm for example), and while Cosmochoria can be expanded by adding individual features upon its core concept, Guild of Dungeoneering needs a LOT of reworking to be where it wants to be at a suggested price point of $20 on release.

On the plus side, you can see everything the game has to offer currently in a rather quick play session.
 
It could be fun, yeah, unfortunately it isnt at the moment, at least it isnt for me. They basically failed at making that alpha decently fun (especially compared to the alpha state Cosmochoria is in atm for example), and while Cosmochoria can be expanded by adding individual features upon its core concept, Guild of Dungeoneering needs a LOT of reworking to be where it wants to be at a suggested price point of $20 on release.

On the plus side, you can see everything the game has to offer currently in a rather quick play session.

Agreed. And good job with those impressions, you definitely spent more time thinking about it than me. 2 and 5 were my main criticisms, but your third point is more than valid and may as well be the crux of the matter.

Also, you must have played with sound off. Indies always have either the best or the worst sound design (or both at the same time, but no middle ground). This one falls into the latter category, needless to say. :P
 
OP impressions, Box Out!

An action platformer that lets you use certain abilities that also affect the overall player characteristics. If there is a wall of flammablecrates, then you change to the fire skills, which turns you into a ball of fire. You then proceed burning down these crates, only to fall into the water behind those crates and die horribly because you didnt know that in fireball form, you cant swim. This mechanics is opening up a wide variety of skill challenges in which you need to switch between skills to overcome challenges and then choose the right skill to actually reach safety and it works surprisingly well.

In the beginning its not too challenging because they slowly introduce the player to every element, but as soon as you are required to balance 2 abilities and switch back to normal in a single jump, you'll need some serious finger dexterity. Fun and challenging, the only downside is that it plays a bit too similar to other action platformers, so its not the most inventive game in the world, but if you like those kind of challenges, this game wont disappoint you. Biggest downside is that some level elements repeat rather often, but usually in connection with MORE dangers, like you know you can burn down crates, and afterwards you get crates with water behind them, or crates with water behind them that has spikes, etc. Definitely worth the $1 bundle price considering it has plenty of different worlds and levels that can be replayed for completion and highscores, good controls and a good amount of challenge:
http://bundlebandits.com/


Heroes of Steel:

This game is actually decent, which I didnt expect considering its basically a mobile game (You can play the first episode for free on iOS/Android), but it does feel a bit simple, considering its a $10 PC strategy RPG release. Its certainly challenging, but I am generally not a big fan of static level ups like in most mobile RPGs in which you arent actually developing characters and they are levelling up/choosing stats automatically. Compared to the strategic depth of a game like Ultimate Space Commando, Heroes of Steel falls flat in regard to tactical depth/choices, environmental hazards, equipment choice etc, but I need to admit that USC was kinda hardcore in what it offered. Heroes of Steel is still interesting to play on a more simplified level, that will gradually unlock some more skills for tactical usage in fights or in the environments, like picking locks for example. I also need to praise the game for its use of side content, because it has a lot of extra areas that you dont need to visit, but can if you want more loot. Those areas also felt rewarding to clear. However, I started playing it on my mobile phone and I am not sure how far I'll keep playing, since I am usually at home and if I am at home, I'll always go for the games that are similar but offer more depth. But still, its a decent game, might give it some more time when I am out and about.

HOMEunculus

Interesting idea that I dont want to spoil here because its the only reason to play the game. Slightly creepy and other than the main idea, its very short (took me 3 minutes), and has some severe issues regarding inconsistent or ugly level design, meaning the actual "challenge" this game wants to provide doesnt feel very thoroughly thought out or even rewarding to solve. Not to mention the horrible textures.

Still, cute idea, but not much more.

izbot

Another 2D Action platformer, this one is more classic in its approach on basic platforming and hard level design instead of providing the challenges through which skill is to be used. However the difficulty curve does seem to ramp up a bit too fast, especially considering the movement takes some getting used to because of some slight floaty landing controls and a low double jump. Didnt click with me as much as Box Out did today for example.

Also:
>----------< Highly Recommended >----------<
1. Card City Nights
2. Cubesis
3. Glitchspace
4. Black Ice
5. Cosmochoria
>----------< Recommended >----------<
6. Banished
7. Box Out!
8. Heroes of Steel
9. Blue Saga
10. Action Painting Pro
>----------< Decent-ish >----------<
11. Izbot
12. Clockefeller
13. Bosses Forever
14. Astrovoid
>----------< Bleh >----------<
15. Guild of Dungeoneering
16. Grabbles
17. HOMEunculus
18. Cubrick
19. Goofball Goals
20. Cloudbase Prime
 
Agreed. And good job with those impressions, you definitely spent more time thinking about it than me. 2 and 5 were my main criticisms, but your third point is more than valid and may as well be the crux of the matter.

Also, you must have played with sound off. Indies always have either the best or the worst sound design (or both at the same time, but no middle ground). This one falls into the latter category, needless to say. :P

Actually, I had the sound on, but I tend to just ignore bad sound design in my comments if I have the choice of turning off the sound and not losing much quality playing the game :p
 
Hi, I posted this earlier on the iOS forums...

My game Amber Halls will be released this Thursday (March 13).

It is a very small, very colorful and also very hard roguelike.

Oh, and my website is: www.axaxaxas.com :-)

9b0768b9-2e47-4a8b-855b-7d4680f9731e_zpse1f94fff.png
 
Hey Panda, the dev came back to me regarding 'Memories of a Broken Dimension':

NurPGTb.png


this makes me a 'games journalist' right
 
He mentioned being on the homestretch sometime around the holidays, was going to retreat to himself with a notebook to plan out the final area of the game. Hopefully won't be too much longer once he gets back to working on it.
 
It could be fun, yeah, unfortunately it isnt at the moment, at least it isnt for me. They basically failed at making that alpha decently fun (especially compared to the alpha state Cosmochoria is in atm for example), and while Cosmochoria can be expanded by adding individual features upon its core concept, Guild of Dungeoneering needs a LOT of reworking to be where it wants to be at a suggested price point of $20 on release.

On the plus side, you can see everything the game has to offer currently in a rather quick play session.

You know i must have been high when i red your writeup cuz it sounded fun, or maybe i was drunk on the art style. i see where you're coming from now though. The art is nice though... i like the style.
 
Loving the look of Prisonscape. http://www.neogaf.com/forum/showthread.php?t=671253

It's not out for a while though, are there any other good indie RPGs like this out just now? Don't need to be set in a prison or use the same graphics style.

The characters sort of make me think of Shut up and Jam gaiden :p

If you want some good normal RPGs, I'd recommend taking a look at the RPGmaker games/scene if you havent yet. This is sort of "frowned" upon by some people because they all look similar and use the same framework, but they made some really nice games.

If you rather meant real life RPGs, then those are very rare unfortunately.
 
The characters sort of make me think of Shut up and Jam gaiden :p


If you want some good normal RPGs, I'd recommend taking a look at the RPGmaker games/scene if you havent yet. This is sort of "frowned" upon by some people because they all look similar and use the same framework, but they made some really nice games.

If you rather meant real life RPGs, then those are very rare unfortunately.
Always Sometimes Monster is releasing this spring
http://www.devolverdigital.com/games/view/always-sometimes-monsters
Set out on a journey through the modern human experience as you overcome the heartbreak and hardships of lost love by making choices that will affect your life and the lives of those around you.
Sounds like it could scratch that real-life RPG itch
 
Having trouble saying what I mean here, Prisonscape kind of seems to me like a Bethesda RPG with different graphics, obviously a smaller setting as well.

- Craft makeshift weapons out of the stuff lying around the prison
- Deal and/or use drugs
- Join a gang and start riots
- Gain (and lose) reputation by doing jobs for other inmates/guards
- Solve problems by using your intelligence and/or your muscles
- Study and train inside the prison to become proficient in many of the skills in Prisonscape, including fighting, reading and writing and pickpocketing
- Lose all your stuff in shakedowns or gain benefits and hindrances from various random events in the game
- Snitch to the guards about other inmates to get some nice bonuses such as cigarettes and phone tokens (but don’t get caught!)

So what I was meaning is there are there any great indie RPGs that might play like Fallout or Skyrim, whatever type of graphics they use I don't really care about. I will take a look at the ones you guys mentioned.
 
Having trouble saying what I mean here, Prisonscape kind of seems to me like a Bethesda RPG with different graphics, obviously a smaller setting as well.



So what I was meaning is there are there any great indie RPGs that might play like Fallout or Skyrim, whatever type of graphics they use I don't really care about. I will take a look at the ones you guys mentioned.
Well, Underrail is in the vein of the old school Fallouts
http://www.underrail.com/

I don't know good it is, but Exoplanet is a 3d person space western RPG
http://alersteam.com/blog/en/
 
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