Indie Games [February] Now Voting - Post 808!

I don't remember if this game was already mentioned, the concept seems very interesting.

Nowhere

Still in early alpha stage, NOWHERE aims to be a holistic first person experience set within a mystic cosmos, focusing on emergent player-driven storytelling, strong social AI and high replayability through the use of procedural content, combining gameplay elements of exploration, survival, strategy, communication and adventure.

Our story arc aims to explore human topics such as family, science, religion, politics, culture and history as well as shed light on existential themes such as fate, choice and free will, seen through the unfamiliar lens of individuals in a post humanist, post singularian alien society.

NOWHERE was born out of the desire to make sense of the human condition through the pursuit of new experiences. We believe that games can relate wisdom; we are convinced that playing games can lead to new perspectives and better life decisions in a fun way. With NOWHERE we aim to contribute to this line of thought.
 
I don't remember if this game was already mentioned, the concept seems very interesting.

Nowhere

This sounds cool (and yay, germans), but they basically avoided showing any sort of concept of what the GAME might look/play like, which is ... weird, as figuring out how to make these concepts into a playable game will easily be the hardest part, and makes it seem not much more than a thoughtbubble.
 
This sounds cool (and yay, germans), but they basically avoided showing any sort of concept of what the GAME might look/play like, which is ... weird, as figuring out how to make these concepts into a playable game will easily be the hardest part, and makes it seem not much more than a thoughtbubble.

That made me a little concerned but still sounds so interesting.
 
Stupid question (or not) that just struck me, why are roguelikes such an underrepresented genre on handhelds/consoles?

I would be totally in for Dungeons of Dredmor on a handheld right now.
 
Stupid question (or not) that just struck me, why are roguelikes such an underrepresented genre on handhelds/consoles?

I would be totally in for Dungeons of Dredmor on a handheld right now.

Well, finding a good alternative to mouse + numpad controls is crucial in the transition. It can be done with certain games (e.g. Terraria), but most of that stuff would just be too much of a hassle.

That said, some of those games could totally work on a WiiU with the UI stuff on the gamepad.

Speaking of WiiU, future is looking bright on the indie front, even if only half those games get to see the light of day.

Edit: Fixed the link!
 
Stupid question (or not) that just struck me, why are roguelikes such an underrepresented genre on handhelds/consoles?

I would be totally in for Dungeons of Dredmor on a handheld right now.
Not on mobile. Games like Cavern, Brogue, and all manners of action and turn-based roguelikes are on IOS
 
From one of the devs behind Path of Shadows

r0gu3 - ????
GeAXGNV.gif

http://forums.tigsource.com/index.php?topic=38694.0

A classical roguelike inside a glitched simulation.
kmHYTO5.gif
 
I just finished Oniken tonight. I'll have piece up on IndieGames tomorrow, but man was that a good time. The last level was a bit of a grind to get through -- it takes the whole NES-hard quite literally -- but it was a really, really good time.
 
From one of the devs behind Path of Shadows

r0gu3 - ????

kmHYTO5.gif

Hi there! That would be me :D

As I said in the TIGSource thread, I'm trying to experiment with different game mechanics and visuals. At the moment I'm still struggling to find a combat system that I like.

Stupid question (or not) that just struck me, why are roguelikes such an underrepresented genre on handhelds/consoles?

I would be totally in for Dungeons of Dredmor on a handheld right now.

Speaking about that.. I implemented touch controls to r0gu3, but the stupid screen shaders don't work well in Android, so I'll keep trying.

WUSxHAE.png


Oh, another thing, later today I'm launching an official Greenlight for Path of Shadows and I'm announcing the Kickstarter (March 2014!).
 
^Hey there! Even to the ears of someone like me who has no experience with ASCII roguelikes, your new project sounds interesting!

Best of luck with that, and also with your Path of Shadows-related endeavours today. IndieGAF sure as hell enjoyed it.
 
The game is about 3.5 hours long give or take depending on how often you die.

Worth the 10 bucks in your opinion? I am on the fence, I really like the style, but I've spent enough this month already on Indies :p
 
I asked the Ultimate Space Commando dev about the upcoming progress, and very much like what she said:

Thank you! I'm really glad you liked the game.

Here are a few articles on future plans and such:

http://wargamer.com/article/3518/interview-ultimate-space-commando
http://steamcommunity.com/workshop/filedetails/discussion/177153955/54073288
8751266041/

http://www.indiedb.com/games/ultimate-space-commando-usc/news/usc-beta-1-and
-the-future


These should also reveal that there IS a progressive element in the game
already, but of course you are right to say that it misses the Campaign mode
greatly, and that's exactly I'm working on right now!

Update schedule:
-- till end of February: 0.9.0.3 is almost ready, it enhances DTB mode very
much and fixes a lot of obvious/not too obvious bugs. Will be out in a week,
if everything goes well.
-- March: final updates and patches to general gameplay functions and
known/reported bugs.
-- April: Campaign alpha/beta content for volunteers; general patches as
necessary
-- May: USC should be complete! --> full Campaign, a few scenarios.
-- Later: extra scenarios, patches as needed.
-- There are plans for an expansion, but we'll see.
 
And we still need impressions for the following games over in the IndieGAF voting thread:
http://www.neogaf.com/forum/showthread.php?t=734961&page=3

Knock Knock
Don't Starve
Kentucky Route Zero
Proteus
Guacamelee

I'd be fine with somewhat generic advertising blurbs since we apparently cant find anyone to write something about these games. I can do KRZ and Proteus, but someone please fill in the other three today, so I can finally put up the thread.
 
I'm finalizing a new demo for Malebolgia. Anyone interested send me a PM please and I can hook you up by tomorrow. For those who played the previous one: This demo has new controls, some story and a boss fight.
 
Worth the 10 bucks in your opinion? I am on the fence, I really like the style, but I've spent enough this month already on Indies :p
It was a fun charming platformer. Actually as a platformer, I didn't find it that difficult. The challenge came from the cumulative layering of new mechanics, that added to the puzzles and overall gameplay. The highlights were just exploring this weird whimsical world and the wonderful visual style.
 
And we still need impressions for the following games over in the IndieGAF voting thread:
http://www.neogaf.com/forum/showthread.php?t=734961&page=3

Knock Knock
Don't Starve
Kentucky Route Zero
Proteus
Guacamelee

I'd be fine with somewhat generic advertising blurbs since we apparently cant find anyone to write something about these games. I can do KRZ and Proteus, but someone please fill in the other three today, so I can finally put up the thread.
I can do Don't Starve. I hadn't played as much of the game as I'd like, but I can probably write a nice blurb for it.
 
And we still need impressions for the following games over in the IndieGAF voting thread:
http://www.neogaf.com/forum/showthread.php?t=734961&page=3

Knock Knock
Don't Starve
Kentucky Route Zero
Proteus
Guacamelee

I'd be fine with somewhat generic advertising blurbs since we apparently cant find anyone to write something about these games. I can do KRZ and Proteus, but someone please fill in the other three today, so I can finally put up the thread.

I can handle Guacemelee. Although sadly that's it, none of the others I know enough about to write for.
 
Missed this but the Darkest Dungeon devs posted the first official gameplay image during Screenshot Saturday.

Darkest Dungeon - 2014 (PC, Mac, Linux)
1601065_606960009372477_247401455_n.jpg

http://www.darkestdungeon.com/

Darkest Dungeon is a hard-core RPG about the stresses of dungeon crawling. You will lead a band of four heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable foes, but famine, disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?
 
Missed this but the Darkest Dungeon devs posted the first official gameplay image during Screenshot Saturday.

Darkest Dungeon - 2014 (PC, Mac, Linux)

Looks and sounds right up my alley. It's kind of something I wanted to make myself, but I'm glad to see more competent folks to do it! Gorgeous art style by the way.
 
Oh, another thing, later today I'm launching an official Greenlight for Path of Shadows and I'm announcing the Kickstarter (March 2014!).
I just tried the prototype, and even if my session ended with me teleporting myself out of the level, I'm very much looking forward to it.
 
Aaaaand here we go.

Path of Shadows Kickstarter announced for MARCH 2014.

Official Steam Greenlight page now live:

HERE

Thanks a lot guys for the support here at NeoGAF, this will be an interesting year :)
If you want any info of the game or its development in the future I'll be happy to answer.
 
And we still need impressions for the following games over in the IndieGAF voting thread:
http://www.neogaf.com/forum/showthread.php?t=734961&page=3

Knock Knock
Don't Starve
Kentucky Route Zero
Proteus
Guacamelee

I'd be fine with somewhat generic advertising blurbs since we apparently cant find anyone to write something about these games. I can do KRZ and Proteus, but someone please fill in the other three today, so I can finally put up the thread.

I'll knock out Guacamelee for you in a short bit.
 
I'll knock out Guacamelee for you in a short bit.

I did say that I would do that, but I'm having a bit of a mental block at the moment so if you know you can write up something good then go for it.

On a random note, I've been listening to some epic space opera audio books during my regular mad runs around the neighborhood and that has put me in the mood for some sci-fi space indie games. If anyone has any good space indie games of 2013/14 recommendations then I would love to hear them.
 
Guacamelee - $14.99 (Windows, PS3, Vita)
guacamelee.jpg

http://guacamelee.com/

If you're a Metroidvania and you don't have a little Mexican in you, but you would like some, then Guacamelee is the game for you. Explore the world of the living and the realm of the undead as an agave farmer/luchador on a quest to rescue the love of his life and the world itself from eternal damnation. Combat makes great use of wrestling maneuvers and feels smooth, the referential humor is well done and the journey is of an acceptable length with plenty of secrets peppered throughout the world.

Defining moment: Guacamelee's defining moment is not really a moment at all. It's the fact that it's a Metroidvania that isn't set on an oppressive alien world of in the bowels of Castle Dracula. The game takes its setting, revels in the culture surrounding it, and makes an absolute celebration of itself. The melee-based hand-to-hand wrestling combat is also a breath of fresh air, as firing beams and swinging whips is something we've all done too many times to count in games like this.
 
Definitely getting my vote.

Quick question: Will there be any way to turn off blood/gore in the game's option?

Not a request, just want to know if its possible without mods.

Never thought about it.. -.- But somebody mentioned that maybe we could turn the blood into "black ink" or something like that instead of just turning blood off.

Anyway, we'll do one of those.
 
So I'm about thirty minutes into [Game name REDACTED] and it's as atmospheric and otherworldly as you might have hoped. The environments are expansive, monolithic, not in terms being open to exploration but in terms of sheer scale. You feel small, lost and utterly alone in this world. It's a world that feels alien and weird, not in the twisty Escher-esque sense that Antichamber had, but like you just don't belong in this place. Even though it isn't a horror game, there's a distinct feeling of tension and apprehension of the unknown, and the unsettling sound effects add to this. It's been a linear journey so far, but I don't mind that. It's a world I want to venture further into and discover more about.
 
So I'm about thirty minutes into [Game name REDACTED] and it's as atmospheric and otherworldly as you might have hoped. The environments are expansive, monolithic, not in terms being open to exploration but in terms of sheer scale. You feel small, lost and utterly alone in this world. It's a world that feels alien and weird, not in the twisty Escher-esque sense that Antichamber had, but like you just don't belong in this place. Even though it isn't a horror game, there's a distinct feeling of tension and apprehension of the unknown, and the unsettling sound effects add to this. It's been a linear journey so far, but I don't mind that. It's a world I want to venture further into and discover more about.

First person game?
 
Never thought about it.. -.- But somebody mentioned that maybe we could turn the blood into "black ink" or something like that instead of just turning blood off.

Anyway, we'll do one of those.

So what you're saying is that the sword would turn what it comes in contact with into shadows?

The hiding/consumed bodies by the shadows thing shown in the trailer was pretty neat, do bodies stay on the ground by default and alert guards if not disposed of or is it not a feature in the game? If not would that mean that killing guards could make them vanish into vapor like shadows?

Its not really a dealbreaker tbh and the alternatives you've presented sound pretty interesting.
 
How to Survive going for $3.74 on Steam. Any impressions? Worth a few bucks?
I thought so. It was like the "B-move" equivalent of a game, if that makes any sense. Probably won't blow you away, but fun and enjoyable

Here are my impressions:
I know, I know, yet another zombie game. However, How To Survive stands out thanks to its mix of satisfying zombie action and RPG elements.

After choosing one of three characters, you find yourself on the corpse littered shores of a remote archipelago. The world of How To Survive is set across four islands, each larger than the last. The islands aren't massive but they're diverse, from the woods of the first one to fellow survivor (and your guide) Kovac's compound and the swampy marshes and jungles of the other two. You'll unlock each island as you progress through the story, as well earn weapons and tools to unlock new areas. For example the machete can chop away path-blocking bushes and you'll learn how to ignite campfires. The atmosphere is wonderful: daylight fades, night descends on the landscape, campfires flicker, the tide rolls in and out, birds fly off and when you approach, deer and tapir roam the underbrush.

Fire and illumination is important, because when night falls, creatures besides zombies roam the islands, and your precious torches, campfires, and flashlight can keep them at bay. The zombies themselves are varied as well, from simple shamblers to helmet-wearing armored undead. Thankfully your character is more than able to hold his own, thanks to a large assortment of melee weapons, projectiles, equipable armor (visible on your character), stat boosting items, and skills that allow you to craft distractions or incidenary arrows. Combat isn't the most complex mechanic but it's certainly fun. Blades lop off heads and limbs, heavy weapons explode heads, guns blow zombies apart, and melee finishers on staggered enemies are always satisfying. A crafting system allows you to swap out weapon parts to add attributes like rapid fire or make special weapons like a bone boomerang.

And that's not all! You need to watch your hunger, thirst, and exhaustion; hunting deer, fishing, filling water bottles, and sleeping in designated safehouses will keep you at peak levels. I did feel that too many missions just fell into fetch quest territory and bosses were more frustrating than anything else. The survival elements seem tacked on, just more meters to worry about rather than an deep organic feature. There's also a huge amount of ammo lying around; it was rare that I didn't have 500 rounds or more for my weapons.

Besides a single player campaign (which features co-operative play as well), there's a challenge mode to test you zombie killing skills as well as an iron man difficulty that severely limits your supplies and health. How To Survive doesn't reinvent the genre and nothing really blew me away, but its mix of satisfying zombie killing and RPG elements create a fun solid experience that's worth playing.
 
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