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Indie Games 2014 [April] Now Voting - Post 542!

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I can't even start a game in Gang Beasts, I've got version 0.0.2. I know controllers or keyboards don't work right now, so how has it worked for you? Am I missing something really obvious?
Hmmm...keyboard controls definitely work and I've been able to play. Not sure what could be the issue.
 
re: Gang Beasts - I haven't yet played it myself (only watched GB play it on their Friday show a couple of times), but if they only added, like, 10 more interesting maps, they game would be already worth it for couch Versus, imo.
 
Nah, feel free to link it. If something is becoming too annoying, I can always ask the person in question to stop.

Thanks, Toma. Here's the link to my Cosmochoria video. I'm planning to do some more games soon (Sky Rogue is on my list near the top) and I've got a few more impressions I wanted to write up for the thread, which I'll get to when I have a minute here. :)

I do have a question for the thread: do you guys know of any games that are similar to the old Escape Velocity series from Ambrosia Software? To give a brief summary, it's a space-themed role-playing and trading simulation game, kind of in the same vein as an Elite but with less of a focus on combat at its core.
 
Remember how I mentioned Four Sided Fantasy earlier in the thread? Well I just played The Fourth Wall, the original freeware prototype and I'm sold. I didn't think that a mechanic as simple as screen wrap could be used in so many cool interesting ways. I definitely recommend checking it out

The Fourth Wall - Free (PC)
the_fourth_wall_promo04.jpg

http://thefourthwallgame.com/

Screen wrap puzzle platformer developed by DigiPen students
 
So I was playing Volgarr the Viking today, reached the second world and I have no desire to continue anymore. It seems the devs think that having to replay an entire level every time you die to the boss is somehow rewarding and good gameplay... Even worse, every world is divided into two levels and, while there is a checkpoint on the beginning of each level, your progress is only saved in the beginning of each world, so if you quit is back to the first level of the world again, no matter how far you got. It's really a shame, because I like how the game plays, however I cannot stand the repetition.

Something like Super Meat Boy or VVVVVV I can tolerate, as the levels are short and the characters move fast, something essential. I can even tolerate Rogue likes as at least the levels are different each time. I even beat Dark Souls and have no problem with it, as even when I was repeating sections I felt I was making progress. On Volgarr, on the other hand, the character moves slowly, the levels are quite long and don't change at all and I don't think I'm making progress at all after repeating and entire and dying to the boss again. At least the game was cheap, so I don't feel so bad having wasted money on it. And, if someday the devs see the light of reason and decide to implement a checkpoint point before each boss and save the game at the beginning of each level (not world) I might come back and finish it.

Other games I played recently were Knytt Underground, Escape Goat 2 and the Banner Saga. I liked all of them, but I think Escape Goat 2 was the best one. It is basically a refinement of the first game, both in level design and art. The new art style suits the game very well and even makes it more interesting to play, in my opinion. Don't get me wrong, gameplay is king, but a nice art style helps to catch my attention and makes long play sessions (1h+) more enjoyable. Knytt Underground was a surprise: a non-linear puzzle platformer with a huge map. But what a terrible ending...
 
So I was playing Volgarr the Viking today, reached the second world and I have no desire to continue anymore. It seems the devs think that having to replay an entire level every time you die to the boss is somehow rewarding and good gameplay... Even worse, every world is divided into two levels and, while there is a checkpoint on the beginning of each level, your progress is only saved in the beginning of each world, so if you quit is back to the first level of the world again, no matter how far you got. It's really a shame, because I like how the game plays, however I cannot stand the repetition.

It's a very bold design decision that I can respect, personally. Obviously they know how a lot of players feel about having to start the level over, and made a conscious decision not to change it. I didn't have that much of a problem with it, especially since you can start at the beginning of a world and the levels aren't that long. Beating a level is also that much more rewarding that way. Not every game has to do it like that, but I'm glad this one sticks to it.
 
It's a very bold design decision that I can respect, personally. Obviously they know how a lot of players feel about having to start the level over, and made a conscious decision not to change it. I didn't have that much of a problem with it, especially since you can start at the beginning of a world and the levels aren't that long. Beating a level is also that much more rewarding that way. Not every game has to do it like that, but I'm glad this one sticks to it.

The problem is I don't always have time/patience for long play sessions and I have a lot of other great games to play. It might be rewarding after you beat a level, but the repetion does nothing for me. The levels (at least in the first two worlds) are 3-4min long, that's too long to repeat. I might understand a level this long in the end of the game, but the entire game like that is just too much. Besides, what's the point of not providing a "easy mode" for people like me who liked the other aspects of the game but would like to skip all the unnecessary repetition?
 
The problem is I don't always have time/patience for long play sessions and I have a lot of other great games to play. It might be rewarding after you beat a level, but the repetion does nothing for me. The levels (at least in the first two worlds) are 3-4min long, that's too long to repeat. I might understand a level this long in the end of the game, but the entire game like that is just too much. Besides, what's the point of not providing a "easy mode" for people like me who liked the other aspects of the game but would like to skip all the unnecessary repetition?

Your points are certainly valid, and I can't say much else other than it's a different design philosophy. Not the most inclusive one, but I think it has its place.
 
The problem is I don't always have time/patience for long play sessions and I have a lot of other great games to play. It might be rewarding after you beat a level, but the repetion does nothing for me. The levels (at least in the first two worlds) are 3-4min long, that's too long to repeat. I might understand a level this long in the end of the game, but the entire game like that is just too much. Besides, what's the point of not providing a "easy mode" for people like me who liked the other aspects of the game but would like to skip all the unnecessary repetition?

I can see your point, but I actually like that some games offer challenges that most games dont do anymore. An easy mode would cheapen the challenge of beating the game, since many people would just do it on easy instead, even if the devs would reach a wider audience with it. Sort of similar to other games offering a cheap item/option and having no drawback of using that item/option.

I guess its simply not a game for you, but I mean thats fine. Not all games are for me either :p
 
betrayer was a disappointment for me. at first, i was beginning to think all the reviews were crazy. it started out great but the gameplay and the annoying puzzle mechanics just ruined it.
 
friend of mine released his latest game today:

Furry 2 - PWYW/Free during first week (PC)
iMdx4Wz.png

http://dustingunn.itch.io/furry-2-remake

Furry 2 is retro platformer with 20 levels over 4 worlds with 4 huge bosses.

It won't knock your socks off or anything, but it's a solid game. If you like heavily retro-styled action platformers you'd dig it. Some of his older games are Mayhem Triple and Sombreros (which is a remake of the game from the infamous Action 52). Both of those are really good (and free) and worth a play if you haven't played them already.
 
betrayer was a disappointment for me. at first, i was beginning to think all the reviews were crazy. it started out great but the gameplay and the annoying puzzle mechanics just ruined it.

What exactly about the gameplay and puzzle mechanics ruined it?
 
What exactly about the gameplay and puzzle mechanics ruined it?

without giving too much away, there are things you need to find on the map in order to progress and piece a lot of the mystery of what happened. however, it doesn't do a good job on implementing these puzzles which at the end becomes very frustrating and tedious. also the combat is unpredictable. sometimes the enemy will see you from very far and start attacking you with one shot kills. then other times you can sneak up on them easily. not to mention the reload of your gun takes forever. it's a shame because the atmosphere of this game is amazing. making the sound and wind effect into a the gameplay was geniusly done.
 
Remember how I mentioned Four Sided Fantasy earlier in the thread? Well I just played The Fourth Wall, the original freeware prototype and I'm sold. I didn't think that a mechanic as simple as screen wrap could be used in so many cool interesting ways. I definitely recommend checking it out

The Fourth Wall - Free (PC)

I've got to sort out a issue with The Fourth Wall. I get a "controller detected, exiting in 5 seconds" message. (I normally use a Dualshock4.)

So i tried Perspective instead. After a few level my mind was blown with some of the concepts.
 
Luftrausers
In Luftrausers, there is no such thing as downtime. You assemble your plane in the Hangar and then launch into unfriendly skies. It only takes a few seconds for the screen to become pure mayhem as battleships and fighters fill the sepia-hued air with bullets and aces swoop in behind you, and that's before the hulking projectile-spewing blimps appear. But even in the midst of the most hectic gauntlet, you are always in the control and that's the brilliance of Luftrausers.

It's one thing to weave between some bullets and return fire. It's another to swoop into a dive, deftly plummet through a hail storm of bullets, take out a battleship, and pull up so close that the water's surface is flared up by your thrusters. Or to maneuver your enemies into a tight cluster, cut your thrusters, and shoot the planes pursuing you while your momentum carries you in the other direction. Your plane is insanely maneuverable, able to turn on a dime, reach top speed in a moment. Realism isn't a factor here; it's pure arcade handling and it makes every close call, every elegant evasive maneuver feel so satisfying. Equally impressive is how diverse your plane combinations control and feel. Each part is useful in some fashion and each combination is wholly unique, with its own shape, name, and music. Completing missions unlocks new parts and other rewards, such as different color schemes and the hard-as-nails absolutely unforgiving SMFT mode. Normal mode at its most chaotic is child's play compared to what awaits in SMFT.

Luftrausers isn't the most complex game, but it's easily the most addictive and satisfying I've played since One Finger Death Punch, a simple experience that's laser focused on delivering stylish finely-tuned gameplay.

Meltdown
I had enjoyed Meltdown on IOS, but I think it played best on PC. Meltdown is best described as an arcade arena shooter, as you're dropped into randomly generated areas and must fight waves of dangerous machines. A few things separate Meltdown from your usual arena action game. One, rather than fighting large hordes of enemies, you only face a few at a time, with each requiring different tactics. Some are close-up brawlers, some are armored, some pepper you with bullets from afar. And two, there's a cover system, giving the game a slower more tactical pace. Skill trees, weapon upgrades, different melee weapons allow you to customize your loadout. In some ways, its mobile origin is evident, but I don't think that diminishes the game overall.
---
1. Luftrausers
2. Escape Goat 2
3. Javel-ein
4. Catcher
5. David.
6. Goat Simulator
7. Friction
8. Meltdown
9. Gang Beasts
 
Luftrausers

No doubt the best thing Vlambeer has put out so far. It's so well designed, I feel like writing an essay on it (if someone gifted me a vacation and took care of all my duties, that is). Adding it to my list, and I'll do a writeup some other time (for the voting, at the latest).

Code:
[B]Excellent[/b]

Luftrausers

[B]Decent:[/B]

Broken Robot Love


Raccoon Sord now?

Raccoon Swwoord. There, free of charge.
 
OP impressions, Corridors of Uncertainty:

This game is surprisingly neat, even if its not fully there yet. The sound effects and weapon feel remind me a lot of Crimsonland, but more in a roguelike random environment. The weapon diversity and also level layout isnt there yet to be a fully engaging game, and I also dont think that highscore only will work in the games favor, but blowing up stuff to make holes in the wall and actually fighting to be able to survive against an onslaught of enemies feels pretty good already. Its not a good game yet, but if there is more content, I'd love to revisit this.

David.

Badass seemed to like this game and I can sort of see why, but I dislike it quite a bit unfortunately. The basic premise is that your cube needs to defeat a variety of monsters in several levels with the ability to "sling" projectiles towards your enemies to defeat them. Cute biblical references aside, I cant get much out of this. The bosses do have a variety to them, but the whole thing just feels so... sluggish. The sling controls, the endless slowmotion jumping.. It doesnt help either that its clearly a game made with touch devices in mind. Its not even a bad game per se and also has a nice artstyle, but something in my head is just fighting against the way this game is working. Not bad and if the idea of slinging stuff at enemies sounds appealing to you, you probably end up liking it, but unfortunately I cant.

Fingerbones:

Short atmospheric Horror Game (finished it in about 30 minutes). Despite having rather simple graphics, the gameplay and atmosphere worked for me probably in major parts due to the very effective fog filter and the subtle sound design. There is a bit of backtracking here and there, but the game kept me engaged for the 30 minutes with its small puzzles, exploration and story. I was a bit confused at first what to do, but I'd say its definitely worth a look. Its also really nice to see that Horror Indie Games are past jump scares and slender copies at this point.

>----------< Highly Recommended >----------<
1. Broken Robot Love
>----------< Recommended >----------<
2. Capsule
3. Fingerbones
4. Catcher
>----------< Decent-ish >----------<
5. Corridors of Uncertainty
6. David
7. Aerobat
>----------< Bleh >----------<
8. Beautiful Prison
 
OP impressions, Corridors of Uncertainty:

This game is surprisingly neat, even if its not fully there yet. The sound effects and weapon feel remind me a lot of Crimsonland, but more in a roguelike random environment. The weapon diversity and also level layout isnt there yet to be a fully engaging game, and I also dont think that highscore only will work in the games favor, but blowing up stuff to make holes in the wall and actually fighting to be able to survive against an onslaught of enemies feels pretty good already. Its not a good game yet, but if there is more content, I'd love to revisit this.
It sounds cool but man, I really dislike games that are score based. Hopefully it gets fleshed out more and turns into something great.

Also, I haven't followed the thread much the last month or so but in case no one has said it yet, don't buy Shadowrun Online right now, even if you are a big Shadowrun fan. I backed the Kickstarter 2 years ago in a Shadowrun-induced fever and the version they just released on Steam early access is way late and has a LONG ways to go to be a decent game. I doubt it releases this year like they have said or if it does it will be a mess.
 
Screenshot Saturday, right? I suppose I'll relay some of Strife's latest tweets, since he tweeted one of them with the #ScreenshotSaturday hash:

BkQvkPECMAAb4mm.png:orig

BkemILICMAADu3q.png:orig


Also, Raccoon Sord or whatever it's called now looks great.
 
Also, I haven't followed the thread much the last month or so but in case no one has said it yet, don't buy Shadowrun Online right now, even if you are a big Shadowrun fan. I backed the Kickstarter 2 years ago in a Shadowrun-induced fever and the version they just released on Steam early access is way late and has a LONG ways to go to be a decent game. I doubt it releases this year like they have said or if it does it will be a mess.

Thanks for the impressions, I was considering getting into Shadowrun Online but uncertainty about the quality of the current build held me off and your input helped cement that choice. I'll wait till it is a more substantial build for sure.
 

Krautscape

This game is surprisingly good. The driving takes some getting used to as it is a bit on the loose side, but once it clicks, it's fun. The twist of this game is that the player leading the pack is building the track. The track changes direction depending on the lane you take while driving through designated gates, e.g. if you're driving on the outer lanes, then the track will take a sharp turn to the left/right, if you're driving in the middle, the track will continue going straight. Depending on the random symbols that you hit while driving, ramps, walls and other obstacles will appear.

My online experience was a bit weird. The game mode 'Snake' requires you to be the first to drive through 50 gates. After an early, but small lead, I kept driving off the track. Here's the thing about that. By pressing the spacebar, you can activate your wings and glide through the air. Half of the times it isn't useful since you can't get anywhere because you're lacking the height. Just let go and drop to respawn then. The rest of the times, though, you're gliding back onto the track which is very satisfying indeed. There's also boosters in mid-air that you can hit, although you'd probably need a ramp to get that high.

So, here's why my experience was weird. After having problems for a while with staying on track, I eventually took over first place again (being 8:27 or so behind), and then basically dominated the rest of the race, winning (50:34:8 or so (a third player spawned in during the race btw)). I think the way it's supposed to be is that pursuers get bonuses like ramps to jump off from to catch up to first place. Problem is, it didn't really happen for me or the others, though. I don't know if that was due to the track (if there are even different tracks) we were on or what. Guess I'll find out by playing more of it. One time, I spawned in the air, also, which is probably not supposed to happen.

But yeah, the foundation is solid, for sure. The artstyle is well done, and the game is eerily atmospheric which I didn't really expect. Gonna play more of it some other time.

Code:
[B]Excellent:[/B]

Luftrausers

[B](Very) Promising:[/B]

Krautscape

[B]Decent:[/B]

Broken Robot Love
 
OX - ????
oxBootcampgif3.gif

http://mafiavoodoo.tumblr.com/

In OX, the player embodies a young shaman willing to enter the etheral world to save it from an entity named OX, who tries to possess it. To make her way through the mysterious city and defeat OX, she will have to use her magical ability : teleportation.

Indie Action: Clash of Indie Game Heroes - PC
v8M7ymR.png

http://forums.tigsource.com/index.php?topic=25354.0

Indie Action is a Action Platformer staring characters from indie games (Iji, Trilby, Dishwasher, etc.)

Upside-Down Dimensions - ????
U-D_Dimensions_Teaser_14.jpg

http://www.hydra-interactive.com/

Upside-Down Dimensions is a colourful game set in a wonderful world of papercrafted and origami creatures existing somewhere in the Japanese medieval age. A fantastic world that sees black clouds in its horizon...

Tiny Wizard - PC
GamePlay1.gif

http://forums.tigsource.com/index.php?topic=39875.0

A small, fast paced, procedural death labyrinth with combat focus.
Features mayhem, procedural zelda-style dungeon layouts, fun spells, nasty foes and perma death.

Previously Mentioned

21 Bytes

Gang Beasts

Olympia Rising
 
without giving too much away, there are things you need to find on the map in order to progress and piece a lot of the mystery of what happened. however, it doesn't do a good job on implementing these puzzles which at the end becomes very frustrating and tedious. also the combat is unpredictable. sometimes the enemy will see you from very far and start attacking you with one shot kills. then other times you can sneak up on them easily. not to mention the reload of your gun takes forever. it's a shame because the atmosphere of this game is amazing. making the sound and wind effect into a the gameplay was geniusly done.

Ummm, there are no puzzles in Betrayer. I will say that the game relies on the Listen mechanic a little too much, mashing on the 'x' key over and over again got a little tedious towards the end. Enemies will only spot you if you're running around the map or shooting your musket or pistol. Also, the bows have a much faster rate of fire than the muskets and pistols.
 
Shard - ????
pfaK633.jpg

http://shard-game.com/

An abstract odyssey that fractures classical platforming.

Young Wolf & Gun - ????
My1BXzB.png

https://twitter.com/Digital_Lava

An arcade action game, focused on exploration and fast paced, overwhelming combat.
A young man wakes up in a mystical tundra, hearing his dog’s bark in the distance he sets off on a journey to find his pet, meeting bizarre, morbid, and mystical characters and happenings all along the way.

Lost Gateways - PC
hnfdgda.png

http://www.lostgateways.com/

Lost Gateways is an Isometric open world exploration RPG, combining elements from a variety of games such as minecraft, zelda, you name it. Along with the survival element of needing to eat and drink. Right now Crafting, Harvesting, and many other features are fully functioning in game.

The Breakout - 2015 (PC, Mac, Linux)
637x358.resizedimage

http://www.pixeltripstudios.com/

The Breakout is a nail-biting point-and-click adventure that pays homage to the captivating storytelling and characterization of the classic Point n Click games of the 1990s combined with the tense filmmaking style of classic movies like The Great Escape.

Previously Mentioned

Witchmarsh
 
All I can say is 'yup' to that train station level in Gang Beasts. They're in an enviable position right now. So many good map ideas left to be realised, they probably don't know where to begin.

Also, like I mentioned in the freeware thread, Indie Smash Bros. is a cool idea.
 
Noir Syndrome - $6.99 (PC, Mac, Linux)
gif3.gif

http://glassknuckle.com/NoirSyndrome/

Noir Syndrome is a procedurally generated Detective Murder-Mystery with a new story every time! Featuring slick pixel art animations and a jazzy soundtrack, the player is thrown right in to a highly stylized vision of film noir. Visit locations, interrogate suspects, search for clues, and eventually solve the case before the killer escapes - or you wind up dead yourself.
 
Dark Deception - Free browser demo (PC, Mac, Linux)
darkbig.gif

http://www.indiedb.com/games/dark-deception

Dark Deception is an intense new arcade horror game. It combines first person perspective with elaborate monster-filled mazes, an exciting story, and fast-paced gameplay! Think Pac-Man meets Tales from the Crypt.

Quantum Rush - Open beta (PC)
quantbig3.gif

http://www.quantum-rush.net/?lang=en

Quantum Rush is an action packed futuristic online racing game. This special genre has been neglected for too long, now it's time for Quantum Rush!

Rise & Shine - ????
directlink_Bkeg_HxCUAAX2pq.png%3Alarge.png

http://forums.tigsource.com/index.php?topic=38135.0

"Limbo with guns"
The game is called RISE & SHINE, and tells the story of Rise, a little kid who finds himself into the task of saving the world of classic videogames from the merciless invasion of the bald space marines with the only help of Shine, the legendary pistol.

Super Mutant Alien Assault - PC, Mac, Linux, Ouya
dYz5vTv.png

http://www.mutantalienassault.com/

In this hectic 2D arcade game you are the last defense. The weapon vending machine will equip you with a random weapon from the ships vast armory. Its up to you to use its full potential and deal bone crunching damage to aliens of all shapes and sizes. Out of ammo? Time to grab a different weapon. Or better yet, grenades from the grenade machine. With random weapons, and semi-random levels, skill is your only chance at survival.
Original flash version

Infinitesimals - ????
TD2.gif

http://forums.tigsource.com/index.php?topic=38175.0

Infinitesimals is a cinematic platformer where you take control of two aliens inside their mechanical spider like vehicle called an Ajoxian Gyro. They find themselves on a HUGE planet full of lumbering bipedal creatures but that's the least of your worries because there is another alien faction down there too!

Previously Mentioned

Regret

Life Goes On
 
Umbragram
This is a really cool puzzle game. The simple concept is that you're presented with two silhouettes and need to build a single shape that matches both. It's a great spatial challenge done in a nice minimalist style. Figuring out how to construct the correct shape will definitely test your spatial/perspective skills. And it's made by a Gaffer, so that's nice too

Landslide McQueen
Nice visual style, but that's about the only positive I can think of. This game is just too shallow and slow at the moment, and get boring quick. I'll certainly check it out later, because there's a lot of room for expansion and improvements, but right now, not much to see here
---
1. Luftrausers
2. Escape Goat 2
3. Javel-ein
4. Catcher
5. Umbragram
6. David.
7. Goat Simulator
8. Friction
9. Gang Beasts
10. Meltdown
11. Landslide McQueen
 
Mighty Tactical Shooter - Free demo (PC, Mac)
BiOkQ3UIUAA7w41.png:large

http://sockthuggery.com/game/mighty-tactical-shooter

A ship severely damaged and broken on the surface of a strange and hostile planet. Laying in the fallen wreckage of the orbital facility that built it. A stolen pilot and limited means of repair. It&#8217;s time to get fixed, get flying, get shooting, and get even. Make your way through multiple levels across four distinct themed chapters. Face challenges that wouldn&#8217;t be possible in any other type of shooter. Adopt new skills and tactics as the ship repairs, enemies diversify and the plot unfolds.
Rezzed demo now available to the public, more challenging and...uh, tactical than I expected. Kickstarter this month
 
^Screenshot reminds me of Bangai-O which I'm utterly terrible at. I'll try the demo later.
Cool thing here is, that you can be absolutely terrible at bullet hell shmups and still be awesome at this game. This isn't twitchy or about reflexes and reaction at all. It's weird at first, because I'm so used to the twitchy evasive bullet hell gameplay, but the micromanaging and planning blends really well with the shmup gamelay.

Edit: here's a nice comment from the Greenlight page, describes the appeal pretty well
One of my friends playing looked completely screwed. He was paused at the far edge of the screen with missiles and projectiles coming in on all sides, and judging from their predicted paths, it seemed like he wouldn't be able to get away from any of them in time. However, by dropping a couple of carefully-placed gravity wells and waves he was able to manipulate their trajectories and part the tide just enough to create a pocket, which he could then barely squeeze the ship through to survive.

That's what really sold me on it- being able to take each merciless SHMUP screen as a tactical puzzle which you need to pick the weapons and tools to solve. If you've exhausted your supply of weapons and tools, then you either have to quickload or get through by flying smart and not being hit until they recover.
 
If anyone was interested in Mighty Tactical Shooter, the Rezzed demo is available to the public. Here's the download link: bit.ly/MTS_DEMO
More challenging and...uh, tactical than I expected.

Kickstarter this month

Could you do a reformat it as a proper post for the demo? :)
 
I pretty sure the game's been featured before, that's why I didn't do a regular post. I'll change it in a minute

Oh that sounded like it was the first demo. I cant quite remember playing a demo of it actually, but maybe you are right.
 
This is the first demo, but I think it's been featured before as just a regular Upcoming game

Yeah, we do feature games once as upcoming, a second time with the first playable version (demo/alpha) and a third time as full release, so thats fine.

I was just curious because I was actually looking very much forward to it :p

What did you think other than it being challenging and... tactical? Liked it?
 
Yeah, we do feature games once as upcoming, a second time with the first playable version (demo/alpha) and a third time as full release, so thats fine.

I was just curious because I was actually looking very much forward to it :p

What did you think other than it being challenging and... tactical? Liked it?
Yes. Has a nice humorous side with the AI banter, varied enemies, a stylish retro aesthetic, even some more physics-based obstacles and traps to evade. A wealth of strategies and a learning curve; very satisfying to drop a gravity well, adjust your trajectory, and weave between an onslaught of bullets while you manuever enemies into their own projectiles. I was curious how a tactical shmup would actually play, or if it would even be enjoyable, but the demo absolutely proved it works and works well. I definitely be supporting it on KS
 
Yes. Has a nice humorous side with the AI banter, varied enemies, a stylish retro aesthetic, even some more physics-based obstacles and traps to evade. A wealth of strategies and a learning curve; very satisfying to drop a gravity well, adjust your trajectory, and weave between an onslaught of bullets while you manuever enemies into their own projectiles. I was curious how a tactical shmup would actually play, or if it would even be enjoyable, but the demo absolutely proved it works and works well. I definitely be supporting it on KS

Very nice :) Looking forward to play it later.
 
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