Indie Games [February] Now Voting - Post 808!

http://www.youtube.com/watch?v=TySLd5UnZQc

From TIGForums


I was honest and told the guy in the thread that making such bold claims would probably do more harm than good in the long run and to make his own identity rather than piggyback off these games

On the other hand, the game looks kind of impressive. But I'm skeptical, some of it seems more like conceptual footage than actual gameplay. Anyone agree?

The voice over was awkward but the concept looks nice. However, this type of voxel game has been promised multiple time by many people, hope this one will make it to beta.
 
http://www.youtube.com/watch?v=TySLd5UnZQc

From TIGForums


I was honest and told the guy in the thread that making such bold claims would probably do more harm than good in the long run and to make his own identity rather than piggyback off these games

On the other hand, the game looks kind of impressive. But I'm skeptical, some of it seems more like conceptual footage than actual gameplay. Anyone agree?

Interesting, but yeah, making a video is not that hard, making the parts of the video actual gameplay and FUN to play however? Whole different story. On my radar now though.

The voice over was awkward but the concept looks nice. However, this type of voxel game has been promised multiple time by many people, hope this one will make it to beta.

Yeah, what he said.
 
Anyone able to install the Hypen demo?

Edit: worked now, installer took ages.

And cool thing, Hyphen is basically this:
kurukuruin-1.jpg


But I think I'd prefer playing it on a handheld. Still a blast from the past to actually play a game like this again.
 
Anyone able to install the Hypen demo?

Edit: worked now, installer took ages.

And cool thing, Hyphen is basically this:
kurukuruin-1.jpg


But I think I'd prefer playing it on a handheld. Still a blast from the past to actually play a game like this again.
Compared to the other "rotating line through tight places" games I've played, I think Hyphen has more of an arcade-y vibe, due to the more varied hazard (bullet patterns, spiked crushers, lasers, saw blades, etc.). And the music is great
 
2 games that fans of the genres should check out this month:

Inexistence is an action platformer with good controls, decent level design and the hook of being a hybrid RPG in which you need to buy skills and upgrade your stats. Definitely enjoyed my time with it.

Lyne is a puzzle game that requires you to connect shapes in the right order. More enticing than it sounds, I bought it for my phone, and I will definitely continue playing that game. Very interesting puzzle game.

Definitely both good.

Compared to the other "rotating line through tight places" games I've played, I think Hyphen has more of an arcade-y vibe, due to the more varied hazard (bullet patterns, spiked crushers, lasers, saw blades, etc.). And the music is great

I am a bit worried about them going too crazy with random elements. There was a level in which enemies shoot in all directions over the whole map, that seemed a bit.. overkill instead of adding challenge.
 
Hyphen really highlights what a difference presentation will make. While the core gameplay is identical, Kururin is infinitely more charming, polished and enjoyable imo. Also, the music in Hyphen almost..

Compared to the other "rotating line through tight places" games I've played, I think Hyphen has more of an arcade-y vibe, due to the more varied hazard (bullet patterns, spiked crushers, lasers, saw blades, etc.). And the music is great

..makes my ears bleed, is what I wanted to write. :P
 
Hyphen really highlights what a difference presentation will make. While the core gameplay is identical, Kururin is infinitely more charming, polished and enjoyable imo. Also, the music in Hyphen almost..



..makes my ears bleed, is what I wanted to write. :P
Yeah, while the core gameplay seems solid, I am leaning more towards your opinion. I was actually hoping I could change the graphics more significantly and get rid of the glow at least.
 
That is an apt description, I must say. Love both Parodius and WW so I absolutely did enjoy this. Great idea to combine those two, love the random items. Had even more fun just picking one without looking at the description. Is this the first game that does this? I can't think of another one. Great soundtrack, as well.

One small thing I noticed is enemies sometimes spawning off-screen but you can still see a small part of their sprite (happened maybe two times in three games with the shark enemies, right at the beginning of the game iirc). Not a big deal, of course, just letting you know.

So yeah, looking forward to the XBLIG version (if that is still happening)! Hope you guys make it into the next Greenlight batch, I did my part.

And if you run out of ideas, Shütshimi 2: Shüt härder is totally possible. Add more characters, more items, and there's a LOT of room to expand on the shooting sections, maybe aim for 3DS/Vita. I'm sure you guys have had enough fish for now, though. :P Congrats on making it this far, anyway. Love it when devs post here.

Thanks so much for playing the demo and the Greenlight vote. I think we addressed the enemy placement situation in the full version of the game. I don't think we ever updated the demo, come to think of it. I'll double check though.

The XBLIG version is absolutely still happening. I'll be sure to let everyone know when it releases one way or another.

There are talks of a Shutshimi sequel, but I think the direction of the game will change a little. We have absolutely bounced ideas off each other for it.
 
Anyone posted about Heroine's Quest v1.1 update?

Should fix a lot of stuff, but no list of fixes. A dev posted it should fix one of the Rogue's possible endings.
 
Another shoutout for Lyne, which I played a bit more today:


As I said before, its a game about connecting symbols, but the challenge is to fill certain spots that need to be "used" multiple times in each level and I really like how it makes me "think". Its not unsolvably challenging (yet), but still requires some thought about the correct path. Its a rather small game, but a very, very polished one, especially with the controls, that basically kill any tedium by allowing you to quickly retrace your steps and try another path. This sounds like a small thing, but it encourages tinkering which usually makes me play a dozen levels before putting the game down again.

There is also a surprising amount of content, on top of the standard levels to teach you the ropes, every day it adds a new set of daily challenges to be solved.

Its not a revelation or anything, but people liking puzzle games should check it out, it probably will stay on my mobile phone (pc version is available as well) for quite a while.
 
Exoplanet: First Contact - $15 alpha (PC, Mac)
exo_combat1.png

http://alersteam.com/blog/en/

Explore the dangerous planet and its darkest secrets! Find legendary treasures of mysterious race of so called "Dark Wanderers"! You will become a part of epic events and fascinating stories! Be prepared to take hard choices and be ready to face consequences! It's up to you to be a hero or a villain!
 
I purchased the Broforce beta a few days ago, and am enjoying it immensely. The campaign is kinda short, I think I finished it in about 2-3 hours, but it gives a good taste of what the final game will be like.
I hope I can try the local multiplayer mode in a few days - it should to reach towerfall/samurai gunn levels of funness, perhaps not because of its clean mechanics but because of the general mayhem and chaos it will create. At least that's what I imagine...
 
And more thoughts/reflection on Heroes of a Broken Land.

I just finished the third dungeon, and while the game manages to offer incentives to continue playing it and wanting to improve your equipment.. the random dungeons are really not as well thought out as they probably should be. There are a few issues with the progress and player motivation in that regard, that I just want to mention, in case the dev is still reading the thread from time to time:

1. Other than the art style, the dungeons dont differentiate themselve enough to allow for an interesting challenge.

Its always: Look on the floor for a trap, look at the walls for a hidden trigger, find all switches, open all doors, kill all monsters. While it sounds like this is the basic formula for most other games in the genre.. it is really not. You are missing setpieces that make these dungeons stand out. I remember a floor in paper sorcerer that had me opening a set of 8 doors in a single hall, and each door would present a greater challenge than the one before and it was up to me to see how much I want to risk.

If its completely random generated, moments like these are hard to emulate, but there are 2 quick and dirty solutions I can come up with:

- have your random generation create "setpieces", meaning rooms or halls with puzzles/tasks/challenges that you created before by hand and that you can spawn with a 1/40 (or whatever) chance in a dungeon. If possible, make these setpieces somewhat dynamic (for example slightly different puzzle setups for a specific puzzle idea) so that they arent identical all the time.

- dungeon parameters that require the player to rethink their strategy. "no healing allowed", "melee does x% less damage", "monster strength 30% higher", "poisonous air" or whatever.

2. The player progress in the dungeon is highly anticlimactic.

Dungeons should get harder the deeper you get in, but it seems like they actually get easier once you decimated 50% of the dungeon population. You might have adjusted that in later dungeons, but it would really help if there are elite monsters of the current versions (like elite-rats) or something that could spawn deeper in the dungeon. Or Bosses, mid-bosses or even almost unbeatable foes that require retreat. Or even better, all of the above and slowly raising their strength/number over the course of the game.

3. Tedium

If it takes a few minutes to fully traverse a dungeon, its not exactly fun if I arrive at a closed door at G, need to look for the switch at C, only to walk all the way back to G.

--------------------------------------

I guess the reason I am thinking so much about it, is because I actually like the concept and basic execution, but its definitely something that still has a lot of potential left unfulfilled.

I'm still around, thanks for checking out the game.

There will be a patch around the end of Feb that adds a bunch of new content with new monsters and more bosses (yes there are bosses, but they're encountered very late in the game, that will change). The end-dungeon tedium of retracing your footsteps will be addressed by allowing you to click on your map to move to explored areas of the dungeon. Also fast travel between allied towns.

You're right in that dungeons are entirely random, and the can suffer from seeming "too" random, and will likely always lack the hand crafted puzzles linear games give you. Set pieces are one way of addressing this, but they have the problem of repeating too often. Dungeon modifiers (local or global) are on my list of things to add, but won't make it into the next patch. I do also plan on adding more "things" to dungeons (like hidden switches), but that takes time.

I would like to add that the dungeons do differ in more than graphics, their layouts can be quite different (crypts & dungeons are very similar, but labyrinths will be quite different).
 
I'm still around, thanks for checking out the game.

There will be a patch around the end of Feb that adds a bunch of new content with new monsters and more bosses (yes there are bosses, but they're encountered very late in the game, that will change). The end-dungeon tedium of retracing your footsteps will be addressed by allowing you to click on your map to move to explored areas of the dungeon. Also fast travel between allied towns.

You're right in that dungeons are entirely random, and the can suffer from seeming "too" random, and will likely always lack the hand crafted puzzles linear games give you. Set pieces are one way of addressing this, but they have the problem of repeating too often. Dungeon modifiers (local or global) are on my list of things to add, but won't make it into the next patch. I do also plan on adding more "things" to dungeons (like hidden switches), but that takes time.

I would like to add that the dungeons do differ in more than graphics, their layouts can be quite different (crypts & dungeons are very similar, but labyrinths will be quite different).

Thanks for your reply, I hope you didnt take it as too overly negative feedback and I am glad to hear you are still working on it because I DO like the concept and basic execution :) I wasnt sure whether its now the released version and "finished" or whether you still planned on refining it. What you just mentioned would alleviate quite a few of my mentioned issues, and the dungeon modifiers are highly anticipated.

Its just really difficult justifying $15 for the current state of the game with so many other great dungeon crawlers out there, but I'll be glad to check out a new version and post new updated thoughts. Let us know in this thread when you released a new patch (+ changelog please) :)
 
Standpoint now has a public demo/prologue
http://www.indiedb.com/games/standpoint

Can't remember if I ever made a post for the game so
Standpoint - Free demo (PC, Mac, Linux)
Corridor_rotation.png

http://standpointgame.com/

Manipulate the world’s gravity to explore as the Narrator accompanies you through the environment. Standpoint is a puzzle-platformer, where the game-play of VVVVVV meets Portal. Traverse a world where the ceiling can become the floor, and a treacherous climb can suddenly become a simple corridor…
 
Untitled - ????


The Adventure (working title) - ????


Endeavor - PC, Mac, Linux

Endeavor looks good but I'm not a big fan of voxels visual, except for that kickstarter game being developed by the guys behind GGPO and Everquest Next.

I haven't seen this mentioned here. Banished is coming out February 18th. It's a city builder game that looks awesome. Here is the website for it:
http://www.shiningrocksoftware.com/

Thank you for the reminder, later I'll write the formated post for it.
 
Thank you for the reminder, later I'll write the formated post for it.

Thanks for making the post. We talked about it a year ago or something with some alpha screenshot footage, but yeah, curious how it turned out.
 
Do you need me to make up an official post for Jazzpunk for this thread? Or have you made one already

If its not in this thread yet, there isnt one.

(There isnt one yet)

Edit: Thanks :)
 
Jazzpunk - $15 (PC, Mac, Linux)
indie-game-indie-statik-jazzpunk-necrophone.jpg

http://jazzpunk.net/

Jazzpunk is a first-person spy comedy adventure set in a pseudo futuristic and fantastical Cold War-era society. The developers cite The Naked Gun and Airplane as inspiration for their sense of humor. The missions are quick and simple to complete but the numerous sidequests and optional gameplay are what really put meat on Jazzpunk's bones.
 
Environmental Station Alpha - 2014
1dqiktt.gif

http://forums.tigsource.com/index.php?topic=24101.0

The station was used to preserve unique species and natural environments. It was abandoned several decades ago. The main engine began to malfunction due to unknown reasons, and was shut down. However, we have been receiving signal from the station as of late. Investigating the station will be dangerous but necessary. To avoid casualties, we've sent our most durable explorer robot for the mission...

Just saw this on TIG, it looks very promising. It's a sci-fi metroidvania, with a wonderful pixel style

Trailer
 
You guys ever have the issue where you just can't decide what to play? I'm staring at my library and nothing's really appealing to me
 
Banished - $20.00 (PC)
ss_6ecfbff5f1054613bf76eee6d7f094fe348e0173.1920x1080.jpg

Steam

In this city-building strategy game, you control a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland.
 
You guys ever have the issue where you just can't decide what to play? I'm staring at my library and nothing's really appealing to me

I agree with Twinduct.

Partial solution: Going through the Indie thread list of the current month alphabetically.
 
I agree with Twinduct.

Partial solution: Going through the Indie thread list of the current month alphabetically.
I think the biggest influence is just how many promising indie games there are. When I was mainly into consoles, I'd anticipate a game here or there, maybe one or two every few months.
Here, every week, there's something cool and exciting coming out and half the time, I'm looking ahead at what's coming rather than focusing on the games I have.

But I think I'll do that and check out the free games and demos
 
2 games that fans of the genres should check out this month:

Inexistence is an action platformer with good controls, decent level design and the hook of being a hybrid RPG in which you need to buy skills and upgrade your stats. Definitely enjoyed my time with it.

The controls and combat felt a bit stiff. I had an issue with getting the right height to hit the Mario-like blocks but then I decided to jump first and then attack late and had no problem again. Maybe this was a sign of how early the development is, but I could easily cheese the bosses.

lol at Microsoft Office Clippy being the archers...
icz1rMkUbvSdS.gif

Look at all that cheesing
ibui0buYdjV0V5.gif


I didn't have a problem with save points/heal stations, they were spaced out enough for a challenge.

I did really like the water level, that brought an interesting level of challenge where you had to feather the jumps and avoid the spikes/electric beams/fishes.
ibbwxs3datLTA0.gif


I liked the bat's sine wave movements so you had to time and space the attacks right. I completely avoided the "tigger" enemy, too many hits and a boring dude to fight.

ibdpKGm0ZJ89gn.gif


It's not quite up there with Chasm or Valdis Story, but I do see the potential.
 
Can someone explain to me the different between purchasing the game on dev's site and through Steam? I understood that Steam take X% cut off every sales through its storefront. Does Steam key generation is totally free or something?
 
I agree with Twinduct.

Partial solution: Going through the Indie thread list of the current month alphabetically.

Tried it last month. Downloading took too long and I gave in and started watchig 'The Shield' Hopefully by season 7 I'll be back lol

I think the biggest influence is just how many promising indie games there are. When I was mainly into consoles, I'd anticipate a game here or there, maybe one or two every few months.
Here, every week, there's something cool and exciting coming out and half the time, I'm looking ahead at what's coming rather than focusing on the games I have.

But I think I'll do that and check out the free games and demos

Think that's part of it. That plus that I'm sitting on a backlog that would make a dung beetle proud.

Think I'm just going to stop buying games. I get grabbed up by hype and end up giving in so no more games ... after Distance & Banished .... and what ever else comes along.
 
The controls and combat felt a bit stiff. I had an issue with getting the right height to hit the Mario-like blocks but then I decided to jump first and then attack late and had no problem again. Maybe this was a sign of how early the development is, but I could easily cheese the bosses.

lol at Microsoft Office Clippy being the archers...
icz1rMkUbvSdS.gif

Look at all that cheesing
ibui0buYdjV0V5.gif


I didn't have a problem with save points/heal stations, they were spaced out enough for a challenge.

I did really like the water level, that brought an interesting level of challenge where you had to feather the jumps and avoid the spikes/electric beams/fishes.
ibbwxs3datLTA0.gif


I liked the bat's sine wave movements so you had to time and space the attacks right. I completely avoided the "tigger" enemy, too many hits and a boring dude to fight.

ibdpKGm0ZJ89gn.gif


It's not quite up there with Chasm or Valdis Story, but I do see the potential.

You are definitely right. I probably was a bit lenient with the game retrospectively, but I still enjoyed the movements and the RPG tie in. I dont know why exactly, but the style seems really pleasant to me.

And cool cheesing gifs!
 
Can someone explain to me the different between purchasing the game on dev's site and through Steam? I understood that Steam take X% cut off every sales through its storefront. Does Steam key generation is totally free or something?

Yes the devs don't need to pay any fee to generate the keys. Steam, and likely mostly of digital stores, take 30% of the price payed.
 
You are definitely right. I probably was a bit lenient with the game retrospectively, but I still enjoyed the movements and the RPG tie in. I dont know why exactly, but the style seems really pleasant to me.

And cool cheesing gifs!

Glad you liked them :) Now I'm off to Jazzpunk land.
 
I played Zero, it's a simple game but different from what says in the OP it's not an endless bullet hell there is an end boss. As I already said the game is simple, you control a Zero aircraft and must survive the waves of enemies and as the standard in these games you have a small hitbox the O, the only clue you have to when the wave is finishing is in the sound, as you destroy enemies the taiko sound playing starts to get faster until it stops and the next enemy wave start.

The game is short, and I ended finishing it with 101 deaths.
 
I played Zero, it's a simple game but different from what says in the OP it's not an endless bullet hell there is an end boss. As I already said the game is simple, you control a Zero aircraft and must survive the waves of enemies and as the standard in these games you have a small hitbox the O, the only clue you have to when the wave is finishing is in the sound, as you destroy enemies the taiko sound playing starts to get faster until it stops and the next enemy wave start.

The game is short, and I ended finishing it with 101 deaths.

So did you like it?
 
So did you like it?

Yes, there are some problems like when you respawn the airship should get some invincibility frames because if you isn't paying attention you may be hit by another projectile immediately after you're back. In the end it's a short game, and a small download so I recommend for those who like the genre to give it a shot.
 
Top Bottom