Indie Games [June] Now Voting - Post 666

Sentinel thread up:
DKTNZgp.jpg
http://www.neogaf.com/forum/showthread.php?t=596791

Demo link and game information in the thread over there. Reposted for the new page because its lonely over there.
 
smalldemobannerk7usm.png

Hi guys, we just uploaded our first demo and we would love to hear opinions and feedback about it :)
Hope you like it.

Looks really promising. Seems like there could be lots of interesting ways to use cartoon rules for puzzle solving.
Splash screen was up for a while but it otherwise ran without issue on a MBP.

Also, I love happy endings.
 
Looks really promising. Seems like there could be lots of interesting ways to use cartoon rules for puzzle solving.
Splash screen was up for a while but it otherwise ran without issue on a MBP.

Also, I love happy endings.

Amazing demo. Initially got stuck on a splash screen, but after pressing 'esc' I was able to play the game, and got more excited to play the full game. I hope you guys don't need to rob a bank to finish the game xD.

Thanks guys! :D
About the splash screen, seems that the game starts loading on the last one (the game pad controls one), and depending of the computer it loads faster. Macs have most problem with it (longest to load), becuase of some type of ram issues, and are more apparent if they have programs on the background while playing the game. We hope to optimize that in the future.

And Im glad both of you are having fun with the endings, we didnt know if they were going to work or be funny lol My favourite is the third option. The bad one, lets hope we dont get thrown into jail, maybe we need a better plan to rob the bank lol

BTW what is your opinion about the difficulty of the demo?, we've been testing with some people here and they get stuck sometimes, and the medium time to beat it is something like 15-20 minutes, but its important to see how gamers are finding it. We dont want anything too straightforward, but neither impossible, a happy meddium would be best, with the puzzles getting more challenging at the end of the game (we also need to add the zelda type puzzles at in some of the future demos).
Also, problems with jokes and how is written?, english is our second language so that type of feedback also helps us a lot.
 
Thanks guys! :D
About the splash screen, seems that the game starts loading on the last one (the game pad controls one), and depending of the computer it loads faster. Macs have most problem with it (longest to load), becuase of some type of ram issues, and are more apparent if they have programs on the background while playing the game. We hope to optimize that in the future.

And Im glad both of you are having fun with the endings, we didnt know if they were going to work or be funny lol My favourite is the third option. The bad one, lets hope we dont get thrown into jail, maybe we need a better plan to rob the bank lol

BTW what is your opinion about the difficulty of the demo?, we've been testing with some people here and they get stuck sometimes, and the medium time to beat it is something like 15-20 minutes, but its important to see how gamers are finding it. We dont want anything too straightforward, but neither impossible, a happy meddium would be best, with the puzzles getting more challenging at the end of the game (we also need to add the zelda type puzzles at in some of the future demos).
Also, problems with jokes and how is written?, english is our second language so that type of feedback also helps us a lot.

Can't say I found the demo to be difficult, wasn't straightforward but nothing too difficult. I think I spent 30 minutes (because I have that need to interact with everything in an adventure game). About the jokes, English neither is my first language but appears the jokes appear to be right.
 
Can't say I found the demo to be difficult, wasn't straightforward but nothing too difficult. I think I spent 30 minutes (because I have that need to interact with everything in an adventure game). About the jokes, English neither is my first language but appears the jokes appear to be right.

Thanks Panda, its really apreciated.
 
Hi everyone, since someone mentioned Futuridium a couple of pages ago, I wanted to let you know that Futuridium EP is finished, is out, and it's FREE to download! :)

Here is our main thread on NeoGAF: http://www.neogaf.com/forum/showthread.php?t=509770


It's our first release and we... are thrilled.
As promised, the game is FREE, you can download the PC Windows version on the official website:

http://www.futuridium.com

Or clicking here:



Mac OSX version will follow soon on the Mac App Store, then Linux and an iOS edition in a couple of weeks.

New official trailer:



And a quick recap on the game features:
- 13 levels
- 11 original music tracks, for a 45 minutes original soundtrack. You can skip them in games like a jukebox.
- A new energy based gameplay mechanic
- 4 different gameplay speed, unlockable finishing the game. The game can get crazy fast...
- 4 different graphic skins
- a total graphic makeover, with revised colours, new models, more particles and special effects
- online leaderboards (with full GameCenter and achievement support on Mac OSX)
- totally revised difficulty curve, the game is still super hard but more enjoyable
- a credit system: destroy cubes to get in game credits to continue and other goodies
- some cool easter eggs...

The game is HARD and while the keyboard is supported it's a lot better played with a joypad: the Xbox 360 is natively supported with all the buttons correctly mapped, but the game supports any controller with Windows drivers. The Dual Shock 3 is also supported.

Hope you enjoy the game!
Thanks for all the support,

The MixedBag indie team
 
Hi everyone, since someone mentioned Futuridium a couple of pages ago, I wanted to let you know that Futuridium EP is finished, is out, and it's FREE to download! :)

Here is our main thread on NeoGAF: http://www.neogaf.com/forum/showthread.php?t=509770


It's our first release and we... are thrilled.
As promised, the game is FREE, you can download the PC Windows version on the official website:

http://www.futuridium.com

Or clicking here:



Mac OSX version will follow soon on the Mac App Store, then Linux and an iOS edition in a couple of weeks.

New official trailer:



And a quick recap on the game features:
- 13 levels
- 11 original music tracks, for a 45 minutes original soundtrack. You can skip them in games like a jukebox.
- A new energy based gameplay mechanic
- 4 different gameplay speed, unlockable finishing the game. The game can get crazy fast...
- 4 different graphic skins
- a total graphic makeover, with revised colours, new models, more particles and special effects
- online leaderboards (with full GameCenter and achievement support on Mac OSX)
- totally revised difficulty curve, the game is still super hard but more enjoyable
- a credit system: destroy cubes to get in game credits to continue and other goodies
- some cool easter eggs...

The game is HARD and while the keyboard is supported it's a lot better played with a joypad: the Xbox 360 is natively supported with all the buttons correctly mapped, but the game supports any controller with Windows drivers. The Dual Shock 3 is also supported.

Hope you enjoy the game!
Thanks for all the support,

The MixedBag indie team

I am SO checking this game out later.
 
BTW what is your opinion about the difficulty of the demo?

Also, problems with jokes and how is written?

I didn't keep track of the time although I found that I was able to progress without any issues, the solutions were logic based and although inexperienced in the genre I didn't find them too difficult. I stumbled across the solution to one with a single click which was neat.

The jokes were surprisingly funny, I laughed out loud a few times and while I don't normally like homages/nods/winks/references to pop culture or other games, it worked really well here.

The game seems to run well and the controller support is great, didn't have any technical issues or notice anything in error. If I was forced to raise an issue it would be that I generally dislike film grain effects, I find it distracting no matter how slight it may be. If it is a layer that can be optionally disabled in the final build that would be great.

I really enjoyed the demo, the humour and uniqueness is great. It has a quirky style that makes the puzzles fun in a new way. Thank you for sharing it with us, looking forward to its release so I can continue the story.
 
Jørdan;65187191 said:
I didn't keep track of the time although I found that I was able to progress without any issues, the solutions were logic based and although inexperienced in the genre I didn't find them too difficult. I stumbled across the solution to one with a single click which was neat.

The jokes were surprisingly funny, I laughed out loud a few times and while I don't normally like homages/nods/winks/references to pop culture or other games, it worked really well here.

The game seems to run well and the controller support is great, didn't have any technical issues or notice anything in error. If I was forced to raise an issue it would be that I generally dislike film grain effects, I find it distracting no matter how slight it may be. If it is a layer that can be optionally disabled in the final build that would be great.

I really enjoyed the demo, the humour and uniqueness is great. It has a quirky style that makes the puzzles fun in a new way. Thank you for sharing it with us, looking forward to its release so I can continue the story.

You can disabled on the demo pressing 'p'
 
Jørdan;65187191 said:
I didn't keep track of the time although I found that I was able to progress without any issues, the solutions were logic based and although inexperienced in the genre I didn't find them too difficult. I stumbled across the solution to one with a single click which was neat.

The jokes were surprisingly funny, I laughed out loud a few times and while I don't normally like homages/nods/winks/references to pop culture or other games, it worked really well here.

The game seems to run well and the controller support is great, didn't have any technical issues or notice anything in error. If I was forced to raise an issue it would be that I generally dislike film grain effects, I find it distracting no matter how slight it may be. If it is a layer that can be optionally disabled in the final build that would be great.

I really enjoyed the demo, the humour and uniqueness is great. It has a quirky style that makes the puzzles fun in a new way. Thank you for sharing it with us, looking forward to its release so I can continue the story.

Wow, thanks a bunch Jørdan, just showed this feedback to our team and they have a big grin in their face. This feedback gives us a lot of strength to continue. The writers are also very happy they could make you laugh as they thought they were not giving their best for some of the dialogs of the demo (we were working against the clock so we could have the demo before it was too late for the indiegogo campaign, so they were really stressed sometimes).
ANd yeah, as Panda said, you can already switch off the grain effect filter if you want with P. We are also going to retouch it in the future so the cycle is longer and it doesn't feel to repetitive.
 
I managed to hit an a game breaking bug 2 times in 3 minutes in Futuridium, which annoys me quite a bit. Other than that the soundtrack is cool and the gameplay frantically fun. Will check it out more when they fix that issue.
 

First of all, the music, sounds and animations are crazily endearing. You got something special on your hands if the final game can live up to this charm gameplay wise. The style is really, really unique and awesome. A total joy to see and I also love that the font and the decision to have living objects and speaking animals fits very well, making it seem a bit magical. Same with how you played with the fact that its a TOON world, you really should draw from that often (like with the amboss thing). I figured the amboss/helium things are probably a feature that might reappear more often, but even smaller, non-gameplay consequential touches that show these are toons would be awesome and could lead to some hilarious scenes(Finding a rubber and erasing an arm accidentally before redrawing it, as an example). It makes the style of this game standout even more, and there are probably plenty of random neat ideas you could include as hidden goodies/jokes if you dont need touse them as gameplay mechanics.
The ambient sound is a great touch too (louder noises from the water/fire when you are standing close to it and hearing it respectively on your left or right ear when standing on one side) Super unexpected but awesome touch, so props to whoever fought for including that in the game. Minor blemish, the fire sound needs some rework to sound more "cozy" and less like random static.
While I wasnt laughing out loud, the jokes are endearing and I smiled a few times, for example with the "coin, let me acquaint you with my pocket. I am sure you'll get along" sentence. The puzzle design was also surprisingly clever and unintrusive
I liked how the game didnt point you to using the stick as a match and you need to figure it out yourself that you can light it instead of literally searching for matchsticks

Some negatives:
1. The grain filter looks horrible, not sure why, but you might want to rework the way it looks. I am not opposed to grain filters in general, but this needs some work.
2. A button to not only speed up, but "finish" dialog to the end of a box would be neat, since I personally prefer having the dialog up before me when reading instead of it moving while I read.
3. Some minor language issues : e.g. "I dont think they'll miss much their friend"
4. The short demo has already 2 3-piece fetch quests, you should avoid making them more prominent since these really feels like filler usually.

All in all, you really could have a hit on your hands with this. Best of luck to you guys!

Edit:
Oh and I made an avatar for one of the lovely reactions:
D4CeP6I.png

If anyone wants to use it, feel free.
 
I managed to hit an annoying game breaking bug 2 times in 3 minutes in Futuridium, which annoys me quite a bit. Other than that the soundtrack is cool and the gameplay frantically fun. Will check it out more when they fix that issue.

Damn, we got it fixed yesterday, it happens only to someone. Just investigating this out, it'll be fixed really soon... :(
 
First of all, the music, sounds and animations are crazily endearing. You got something special on your hands if the final game can live up to this charm gameplay wise. The style is really, really unique and awesome. A total joy to see and I also love that the font and the decision to have living objects and speaking animals fits very well, making it seem a bit magical. Same with how you played with the fact that its a TOON world, you really should draw from that often (like with the amboss thing). I figured the amboss/helium things are probably a feature that might reappear more often, but even smaller, non-gameplay consequential touches that show these are toons would be awesome and could lead to some hilarious scenes(Finding a rubber and erasing an arm accidentally before redrawing it, as an example). It makes the style of this game standout even more, and there are probably plenty of random neat ideas you could include as hidden goodies/jokes if you dont need touse them as gameplay mechanics.
The ambient sound is a great touch too (louder noises from the water/fire when you are standing close to it and hearing it respectively on your left or right ear when standing on one side) Super unexpected but awesome touch, so props to whoever fought for including that in the game. Minor blemish, the fire sound needs some rework to sound more "cozy" and less like random static.
While I wasnt laughing out loud, the jokes are endearing and I smiled a few times, for example with the "coin, let me acquaint you with my pocket. I am sure you'll get along" sentence. The puzzle design was also surprisingly clever and unintrusive
I liked how the game didnt point you to using the stick as a match and you need to figure it out yourself that you can light it instead of literally searching for matchsticks

Some negatives:
1. The grain filter looks horrible, not sure why, but you might want to rework the way it looks. I am not opposed to grain filters in general, but this needs some work.
2. A button to not only speed up, but "finish" dialog to the end of a box would be neat, since I personally prefer having the dialog up before me when reading instead of it moving while I read.
3. Some minor language issues : e.g. "I dont think they'll miss much their friend"
4. The short demo has already 2 3-piece fetch quests, you should avoid making them more prominent since these really feels like filler usually.

All in all, you really could have a hit on your hands with this. Best of luck to you guys!

Edit:
Oh and I made an avatar for one of the lovely reactions:
D4CeP6I.png

If anyone wants to use it, feel free.

Toma, I really glad you liked it :D Also thanks a bunch for the feedback, all the negatives you've seen are clearly problems with the game, and we will try to work around them in the future demos. We wanted to add the automatic whole dialogs on the demo but didnt have much time to implement it, as we are going to rework the whole dialogs using a unity program so we can customize them as we want, as all the text right now is hand written on the code. About the language, we really need an American that could work with us with the final scripts to give it better flow.
And about the fetch quest you are totally right, as the final game is an hybrid between typical point and click puzzles (with a better inventory were you can mix and match) and the environmental puzzles like in zelda (you will use thinks like the anvil like zelda objects instead of acting like keys, as they are in this demo), we hope having a good mix of this makes it not repetitive.
And its a good idea the thing of putting no gameplay toon elements, that would be good with some objects were we are only finding a funny use and would get repetitive if used as an object. We already were thinking about a pencil with eraser object so its funny that you mention it also.
Again thanks a lot for giving us such a great feedback, hope we can get this train going so all of you can play the final game :)

BTW the avatar thing made the whole team laugh, that expression is a copy on one of the real expressions one of our writers (she is such a troll lol) and we added it because every time she makes its pretty funny.
 
Toma, I really glad you liked it :D Also thanks a bunch for the feedback, all the negatives you've seen are clearly problems with the game, and we will try to work around them in the future demos. We wanted to add the automatic whole dialogs on the demo but didnt have much time to implement it, as we are going to rework the whole dialogs using a unity program so we can customize them as we want, as all the text right now is hand written on the code. About the language, we really need an American that could work with us with the final scripts to give it better flow.
And about the fetch quest you are totally right, as the final game is an hybrid between typical point and click puzzles (with a better inventory were you can mix and match) and the environmental puzzles like in zelda (you will use thinks like the anvil like zelda objects instead of acting like keys, as they are in this demo), we hope having a good mix of this makes it not repetitive.
And its a good idea the thing of putting no gameplay toon elements, that would be good with some objects were we are only finding a funny use and would get repetitive if used as an object. We already were thinking about a pencil with eraser object so its funny that you mention it also.
Again thanks a lot for giving us such a great feedback, hope we can get this train going so all of you can play the final game :)

BTW the avatar thing made the whole team laugh, that expression is a copy on one of the real expressions one of our writers (she is such a troll lol) and we added it because every time she makes its pretty funny.

Nice to hear :) Your game demo obviously doesnt seem representative of what you have planned for the full version, and even the demo is already quite promising. Looking forward to following your progress now.

(And again, props to whoever got the ambient sound design in, I love it)

Edit: Also, things like the avatar story make me wish for more games with unlockable audio commentaries. How difficult would it be, realistically, to include something like that in a game? Generally? Not saying you need to do it, but I am curious why we dont see more of those.
 
Nice to hear :) Your game demo obviously doesnt seem representative of what you have planned for the full version, and even the demo is already quite promising. Looking forward to following your progress now.

(And again, props to whoever got the ambient sound design in, I love it)

Edit: Also, things like the avatar story make me wish for more games with unlockable audio commentaries. How difficult would it be, realistically, to include something like that in a game? Generally? Not saying you need to do it, but I am curious why we dont see more of those.

The sounds and music are done by two amazing guys at Hankins Studio, that are trying to recreate all the sounds like in the old movies and shorts using normal objects. Our programmer Ivan added those sounds in the game with the unity tools, and he says it was a really easy process to get ambient sounds right.

About the commentary we thought of doing something like that, but after all the bad feedback we got of our english voices of the indiegogo trailer lol we decided to scrap that, and maybe do only text post motems about the game.
 
I've been so behind on Indie games this month :(.

After Little Inferno, I started Anodyne. About 45 minutes in so far and it hasn't really clicked for me, I was hoping for more zelda esque puzzles, but it's mostly been emptyish exploration so far. I'll give it some more time before I give up. I love the setting and pixel art though.

SpacePirate Ridley, I'll DL your game this weekend, that looks fantastic!
 
You can disabled on the demo pressing 'p'
Thanks, with your reply I remembered there was an option displayed at startup to disable post-processing with the 'P' key and I forgot to see what that did when I was playing.

The writers are also very happy they could make you laugh as they thought they were not giving their best for some of the dialogs of the demo (we were working against the clock so we could have the demo before it was too late for the indiegogo campaign, so they were really stressed sometimes).
They did a terrific job given the circumstances, the writing, environment and characters all work great together to provide a funny and engaging demo.

You can already switch off the grain effect filter if you want with P. We are also going to retouch it in the future so the cycle is longer and it doesn't feel to repetitive.

I apologize, as I mentioned in my reply to PandaPedinte I did see an option but forgot to try it out. Thanks for including that ability even in the demo, I appreciate it.
 
Is anyone else playing Soundodger? It's made by Michael "Bean" Molinari who made the excellent BasketBelle last year. It's a free Flash game on Adult Swim right now and I think I read that there was going to be a standalone version at some point but maybe I'm imaging that. Anyway, it's a rhythm shmup where bullets fly out to the music and you have to dodge them. There's also a mechanic that slows everything down to help with maneuvering around but using it lowers your score. It features some fantastic music and includes a song by Disasterpiece.

Check it out here:

http://games.adultswim.com/soundodger-puzzle-online-game.html

Bean's official site:

http://www.onemrbean.com/
 
Aaaah, new forum layout.

Aaaah.
 
Gah.
It wouldn't let me preorder Rogue Legacy yesterday because my "internet bank account" had been drained dry by the latest few games and finally Chronicles of Mystara. Transferred some money to it but it didn't appear immediately (even though they're both in the same bank!).

Today, it seems that preorders were taken down altogether, and when it hits retail on the 27th its price is a bit above my budget.

Ah well, I guess I'll wait for a sale. :/
 
Jørdan;65388986 said:
Thanks, with your reply I remembered there was an option displayed at startup to disable post-processing with the 'P' key and I forgot to see what that did when I was playing.


They did a terrific job given the circumstances, the writing, environment and characters all work great together to provide a funny and engaging demo.



I apologize, as I mentioned in my reply to PandaPedinte I did see an option but forgot to try it out. Thanks for including that ability even in the demo, I appreciate it.

Dont worry much about the P thing Jørdan, its not really that prominent so you can easily forget it exists.
And thanks again for the script opinion, will pass your excitement to the writers becuase im sure they will love it to hear it ;)
 
Is anyone else playing Soundodger? It's made by Michael "Bean" Molinari who made the excellent BasketBelle last year. It's a free Flash game on Adult Swim right now and I think I read that there was going to be a standalone version at some point but maybe I'm imaging that. Anyway, it's a rhythm shmup where bullets fly out to the music and you have to dodge them. There's also a mechanic that slows everything down to help with maneuvering around but using it lowers your score. It features some fantastic music and includes a song by Disasterpiece.

Check it out here:

http://games.adultswim.com/soundodger-puzzle-online-game.html

Bean's official site:

http://www.onemrbean.com/

Thanks I need to get on this as I loved BasketBelle, But That Was Yesterday, and other games he's done before.
 
Little update on Futuridium EP: the nasty bug that Toma highlighted is now fully fixed, and the Mac OSX version of the game is also available for download:

http://www.futuridium.com





The Mac App Store version, also free, will come out later and will have full GameCenter integration with Achievement. ;)
 
Haha, Soundodger is a lot of fun! I'm no good at bullet hell stuff, but the excellent music and cool patterns with each track were a delight! Where can I buy that soundtrack?!

Properly made my right eye twitch! I know I've had enough sleep so can't be that lol.
 
As promised, here is the first trailer of Malebolgia:

It's a rough trailer, quality isn't that great, sound effects are all off freesound.org, the in-game assets aren't finalized and the footage is a bit wonky at times.

But damn if I don't feel a little bit proud for finally reaching this point.
 
As promised, here is the first trailer of Malebolgia:


It's a rough trailer, quality isn't that great, sound effects are all off freesound.org, the in-game assets aren't finalized and the footage is a bit wonky at times.

But damn if I don't feel a little bit proud for finally reaching this point.

Holy crap, the art style and lighting looks stunningly gorgeous in motion :-o Very nice, simple and clean look, although the animations probably still need some work. Really interesting enemy teaser at the end too. Keep us updated!
 
Has anyone here played Skyward Collapse? It looks interesting.

->

Just played it for about 1 hour. I think its biggest problem currently to me was that.. it didnt seem much... fun? It has depth, all right, but even though the basics are there, I dont really feel like actually diving into the mechanics.

A short description of the game:
You are god, and your task is to make sure to balance the world of man. You have several warring factions and you need to build buildings each turn for each civilization (which have different strengths and weaknesses) and YOUR task is to make sure that the balance between all the nations is upheld so they wont destroy each other.

One problem in this game is the non-existing progress. Reus, while being rather highscore focussed (instead of level focussed) too, accomplished that by giving the player different goals to strive for, which then unlock new modes and ingame abilities. Skyward Collapse has just one mode with different difficulty settings that are purely focussed on the highscore you'll achieve. Another issue is also that the game always starts with the same map (an issue that Reus has too but there you can at least decide how many villages you want to play with), which makes you always start with the same start setup.

However, I am not saying that this game isnt deep. The actual workings and how to achieve the balance is plenty deep. You need to balance ressource creation, ressource usage, military power, random enemy spawns, mythical creatures, powerful items etc, which makes it rather tasking. The problem is that there is no reason for me to play and the game itself feels pretty slow. The game would probably have benefitted a LOT from a campaign that would pit you against certain circumstances which you need to overcome. It is also really hard to judge what effect your actions will have in the end. Adding that ontop of an unfriendly interface that doesnt make it easy to keep an overview over the state of your cities leads to the game feeling a bit cumbersome.

The endgame could be amazing with tons of other added stuff like the mythical creatures, other random spawns, more created towns etc. but the beginning of the game doesnt make me curious about it or make me want to get there (as opposed to Reus btw), so I am not feeling too good about it. If they ever add a one button press feature to show the names of all the buildings you built so far, I might give it another chance.
 
<Imp>Little Inferno; 4; Really fun game where you burn things to have more fun burning more things. The little details like the animations or the sounds for the objetcs when they begin to burn are the best part of the game. However, I found the end a little bit tedious.</Imp>
.
 
Thanks! I´ll see whether I can finally work on it today and update the database.

I've been working on updating, as I have time, my impressions through this program.

I lost most all my reviews for some reason, but the scores remained. Here is a re-output since I finally made it through them all (for now). I think I figured out the pattern. I didn't hit save after inputting each review...

-EDIT1-
<Imp>Cypher; 1; I was looking forward to a revitalization of Infocom type games with a twist, but the misspellings and hardly functioning parser means one is better served looking elsewhere.µµµDepression Quest; 3; Shows how limiting depression can be while engaging the "player" to move toward empathy. More a statement than game, but enlightening indeed.µµµGorogoa; 4; Beautiful exploration that I can't wait to see fully fleshed out.µµµPapers, please!; 4; Fantastic. Can't wait to see how it fully evolves upon release. Will probably revisit at a 5 upon release.µµµThe Sea Will Claim Everything; 4; Niy.µµµDoor Kickers; 3; Still in Alpha, but shaping up to be an enjoyable tactics game. Will revise as the game continues to receive polish.µµµDriftmoon; 4; Enjoyable top down game that's a bit more exploration than ARPG but it has a good story and is easy/fun for all ages.µµµUnepic; 4; Wonderful platformer in the "Metroidvania" style with optional purchases for those who don't want to invest in the game proper. Getting multiplayer support from Steam.µµµFrozen Synapse; 4; Tactics game that plays out in team vs team with asynchronous turns playing out at the same time. Can lead toward some hilarious results as you watch everything fall apart.µµµFTL: Faster Than Light; 5; Masterpiece of game development mixing randomised events with hard strategy and multiple playstyles. µµµSpaceChem; 5; Niy.µµµThe Path; 4; Niy.µµµCandy Box; 4; Nice game that expands as you go. Don't want to say too much to avoid spoilers, but enjoy the mechanics and watch the world unfoldµµµGunpoint; 4; Excellent game made by a game lover for gamers. Not too much, but includes the framework to allow others to help create levels and increase longevity.µµµSave the Date; 4; Good Meta Game. Worth ones time and makes one think.</Imp>

On another note - MALEBOLGIA looks great, wonderfully atmospheric and the sense of dread and fear is palpatable. Crazy Hotel Alpha is next on my to-play list.

-EDIT2- Crazy Hotel was quite enjoyable and beautiful. I have the indiegogo bookmarked and should be able to kick some funds in early next month as I've FAR exceeded by gaming budget thus far this month. Needs some work in the UI department, but that's to be expected being an Alpha. A few jokes brought a smile to my face, even if the english wasn't polished yet, but I look forward to seeing the game with more choices and inventory. Best of luck!
 
Alright. GameReviewAnalysis:

Good news: I finally got my programming stuff and folders set up again after countless windows reinstalls so that I'll probably work on it today.

Bad news: Because currently it doesnt work. Well, technically the data is correctly shown in the tool, but since the GAF layout changed, it doesnt read it out correctly anymore so it might take me a bit to update the databases.
 
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