• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

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

iO5c9AYxpHCGs.gif

Almost, its blending away a bit too late so you see the old stuff coming and the Indie Games stuff isnt blending in but just popping up. Still neat though :p

Speaking of gifs (I apologize for any modem user perusing this thread, but this thread isnt safe for modem users anyway), here are the Principia puzzle level gifs:


And as a bonus:
iblodqbBFb2Mm7.gif


(Full impressions on the last page)
 
Almost, its blending away a bit too late so you see the old stuff coming and the Indie Games stuff isnt blending in but just popping up. Still neat though :p
I need to learn how to properly make gifs and not just using Gifcam. xD

Speaking of gifs (I apologize for any Chrome user perusing this thread, but this thread isnt safe for modem users anyway), here are the Principia puzzle level gifs:
ftfy
 

Chrome is STILL having issues with big images/gifs?

Edit: I just looked at the Factorio forums. Need to go to bed quickly or my Factorio urge overcomes me and I am awake until 6.
 
Magicmaker
I wasn't expecting much, but I must say, Magicmaker is pretty fun. The visuals are charming, the dialogue can be funny. The game is set up in a Metroidvania esque style, as you travel from the central academy hub through portals to large enemy-filled areas.

But what makes Magicmaker so fun is its core concept: making magic. The player is equipped with a wand, spell, and robes and each can be customized in myriad ways, such as the colors and hues of each attack, but the best part is how varied and diverse the magic is. You collect various elements on your quests, and then at certain academy stations, can stack abilities. So with fire, feather, and rock, you can craft a fireblast that knocks enemies and burrows through walls. Or with slime, and electricity, you'll fire an arcing attack that causes a damaging area of effect on surfaces. What's more impressive is that each element as two uses, one when equipped for your wand or spell and one when equipped for your robe. So electricity cause a shield when you walk. Slime lets you walk on walls. Metal creates a turret ally. Katana gives you a short range dash.

The numerous abilities and the myriad ways you can stack and combine them really gives MagicMaker an addictive quality, since you want to go and find new items to mix and match. Replaying areas on harder difficulties means more enemies but also let you find higher ranked items, which give you more more powerful effects.

Retrobooster
What stood out the most, from the moment I started playing Retrobooster, was the visuals. Now in terms of textures and other details, Retrobooster isn't exactly photorealistic, but once the bullets start flying and enemies start exploding, the game is an absolute visual treat. The particle effects, the subtle lighting playing across walls and ceilings, the realistic smoke of your thrusters against surfaces, it turns the relatively simple gameplay of evasion, maneuvering, and shooting into an intense frenzy of light and color and particles that's a joy to watch in motion. However, Retrobooster is more than a visually stylish experience; it's a challenging action game that requires skill to survive. Learning how to control your thrusters, momentum, and inertia takes practice, but once you get past the learning curve, you'll be able to weave through the dangerous traps and thread between projectiles with ease. The level design shines here, from the deadly crushers and moving gears to the claustrophobic caves and tight mazes of metal and stone to precisely move through, all while evading bullets and firing your own.

1. Glitchspace
2. Cosmochoria
3. Nothing To Hide
4. Magicmaker
5. Grabbles
---
6. . Xaxi
7. Retrobooster
8. Box Out
9. NeonXSZ
10. Lift
---
12. Bosses Forever 2.Bro
13. Tesseract
14. KiloBite
15. Mirage
---
16. Maverick Bird
17. Action Painting Pro
18. cubrick
19. HOMEunculus
20. Black Ice
21. Walk
 
Chrome is STILL having issues with big images/gifs?

Edit: I just looked at the Factorio forums. Need to go to bed quickly or my Factorio urge overcomes me and I am awake until 6.

At least for me Chrome still have issues with gifs, but part of the problem must be because of my poor laptop.
 
Magicmaker

I wasn't expecting much, but I must say, Magicmaker is pretty fun. The visuals are charming, the dialogue can be funny. The game is set up in a Metroidvania esque style, as you travel from the central academy hub through portals to large enemy-filled areas.

How far did you play? Does the level design get better? Can you post some screens of later levels? The basic and rather uninspired platforming really put me off after I played around with the magic system for a while.
 
How far did you play? Does the level design get better? Can you post some screens of later levels? The basic and rather uninspired platforming really put me off after I played around with the magic system for a while.
I played for about an hour and a half, didn't get too far, but personally I felt while the jumping was kind of floaty, it didn't really feel like an issue, because the combat and crafting new magic was so much fun IMO. It's not the best platformer, but I think the other aspects more than make up for that area.

I'll post more impressions once I've played some more, see if the platforming becomes more of an issue. Honestly, it doesn't feel bother me at the moment

---
I believe there were some positive impressions of Inexistence in past threads. The game's on Kickstarter
https://www.kickstarter.com/projects/714585684/inexistence-a-brand-new-retro-rpg-platformer
Edit: 10 days left, not going to make it

---
As a big fan of the Prototype games, I've been following We Shall Wake for a while. I thought it had been cancelled, but nope, still in development and a new demo will be coming next month
 
Running with Rifles - top down tactical shooter

Another random find on youtube. Don't know anything other than the video.

This seems like great replacement for FPS. I love the camera view and potential for great fun as a multiplayer or single. The camera changes everything. I love seeing so much of the map. Aesthetically it's like the an SNES RPG crossed with FPS competition. Intriguing.

I want more attempts at this kind of shooter. Enough FPS.

https://www.youtube.com/watch?v=tCp5Z2qDm9g

Just popping in to say this game is really great!
 
Holy smokes!

I'm super happy to see you guys found out about my game, Rebirth, and that there's some folks anticipating it!

The media out there atm is pretty stale, a problem I plan to fix fairly soon. I've been building the tech to power the game over the last year (as you can probably see in the couple of dev diaries I posted up) and now the systems are all coming together (FINALLY) so I can finally make a proper game with them. There's always more systems to add (I want to make Rebirth a big complex game with lots of depth/replay value, because those are the games I love) but we're finally getting the core stuff done and started cranking out some content.

I'm bringing some video demos of the new features I've kept hushed for a while to GDC, so if anyone is in the SF area, gamer or gamedev alike, and wants to see them, let me know!

I'll probably be releasing a new trailer that's more representative of the current game soon. We're hoping to do a Kickstarter campaign later this year so we can pay for licensing/art costs. I know KS is sort of old news now, but I never really felt comfortable starting a KS campaign before having a good a mount of the game built. It just seems shady to throw some concept art out there and expect people to throw cash at you.
 
Even RPS loves One Finger Death Punch
http://www.rockpapershotgun.com/2014/03/17/wot-i-think-one-finger-death-punch
One Finger Death Punch takes the most basic idea for a computer game – hero fights hundreds of enemies for no particular reason – and brings it into being with a control scheme almost as basic. Then, brilliantly, it stretches that scheme as far as it will go, never deviating from its chosen system but feeling out every possible limit in which it is contained.

That is one method by which many of the greatest games are defined. The designers finds the edge of what is possible within a framework, whether technological or creative, and gropes within it, lighting every angle and crevice. One Finger Death Punch isn’t quite among ‘the greatest games’ but it is a beautiful piece of design and a far more challenging and creative exploration of minimal input than Canabalt or the many other infinite runners of the world. It’s a game that may have been built, from the ground-up, to demonstrate the folly of button mashing. Your left fist is timing, your right is precision. They are deadly.
 
One Finger Death Punch is like that Deux Ex picture that turns up every so often. Whenever someone mentions it I go and play it for like 40 minutes.
 
I've seen One Finger Death Punch pop up on a lot of channels lately. Guess I'll have to give it a go. Although it looks more at home on mobile than on the tv.
 
Trying to decide which will be the better game to get: Fract or Ether One. Both look great, and have interesting intriguing worlds to explore.

---
Luftrausers - $9.99 (PC, Mac, Linux)
Luftrausers-Animated-1.gif

http://www.luftrausers.com/

The skies will be set aflame and the seas will overflow with wreckage in Vlambeer's stylish arcade shooter LUFTRAUSERS! Select from over 125 combinations of weapons, bodies, and propulsion systems and take to the skies to battle enemy fighter planes, battleships, submarines, and rival aces for glory, honor, and high scores.

Luftrausers isn't a dogfighting game. Yes, you're in a plane and you're shooting down planes (and boats and blimps), but what it really is frenetic aerial bullet hell chaos. But what makes Luftrausers so good, besides the action and stylized graphics, are the controls. Your plane is insanely maneuverable, able to turn on a dime, reach top speed in a moment. That level of control makes a difference.

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 projectile-spewing battleship, and pull up so close that the water's surface is flared up by your thrusters.

It's one thing to shoot down some planes. It's another 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. (And it helps that just activating your thrusters is so satisfying, thanks to the awesome fwhoosh sound effect)

It's fast, it's hard as hell, it's addictive. The music is great. The visuals are simple, yet suit the game perfectly, displaying all the information you need to know without cluttering the onscreen spectacle. Each new part you unlock feels different, a new tool to master, Luftrausers isn't the most complex game, but it's certainly one of the most addictive and satisfying I've played in a while. I'd say it's up there with One Finger Death Punch, in terms of a simple experience that's laser focused on delivering finely tuned fun gameplay. It's the kind of game where I'm instantly restarting upon defeat, to improve my skills, complete missions, unlock new parts.
 
Bit lttp on this, just wanted to say that Lyne earned its spot in the Feb list. Played the first set of puzzles the other day and it's a solid puzzle experience, very pleasant on the eyes and ears.

It's fast, it's hard as hell, it's addictive. The music is great. The visuals are simple, yet suit the game perfectly, displaying all the information you need to know without cluttering the onscreen spectacle.

This is like the definition of Vlambeer right here. Print it in a dictionary.
 
Oh man! Looks awesomely hectic. Also like that the level drops after a bit for more destructibility. Will try it out on the weekend.
 
Yo dudes, just a heads up I've been working my nuts off to get everything up and ready in time for our April 1st Kickstarter launch. Going to be awesome with rewards ranging everywhere from digital copies of the game & soundtrack to plush dolls of "Cosmo" our cosmonaut hero. Once the kickstarter is live, I'll launch a thread especially for Cosmochoria and pass a link.

I had a question though - I'm at a block regards to the main video to use for the kickstarter project. I have a 'personal' video in the works with me talking about the game, showing lots of gameplay footage, behind the scenes art, etc but I am wondering if maybe I should just go with more of a straight gameplay type trailer? What do you look for when you see a kickstarter project.. Does 'meeting the developer' help influence your decision to back a project? I really see success come from both sides of the coin, so I think as long as it's well done, it's all I can do, but... maybe I should keep my ugly mug out of the video? What do you girls & guys think?
 
Yo dudes, just a heads up I've been working my nuts off to get everything up and ready in time for our April 1st Kickstarter launch. Going to be awesome with rewards ranging everywhere from digital copies of the game & soundtrack to plush dolls of "Cosmo" our cosmonaut hero. Once the kickstarter is live, I'll launch a thread especially for Cosmochoria and pass a link.

I had a question though - I'm at a block regards to the main video to use for the kickstarter project. I have a 'personal' video in the works with me talking about the game, showing lots of gameplay footage, behind the scenes art, etc but I am wondering if maybe I should just go with more of a straight gameplay type trailer? What do you look for when you see a kickstarter project.. Does 'meeting the developer' help influence your decision to back a project? I really see success come from both sides of the coin, so I think as long as it's well done, it's all I can do, but... maybe I should keep my ugly mug out of the video? What do you girls & guys think?
Hmmm

I guess there's an advantage of giving your campaign a name and face for backers to identify with, but personally I like straight up gameplay. I think it demonstrates a greater sense of confidence in a project. Like a sense of "I don't need to explain myself or what makes this unique" because the gameplay does just that.

idk, anyone else feel like that?

Not that you shouldn't have a video of you talking about the project, introducing yourself. I think The Hero Trap found a good balance: show off the game in the KS video, gameplay only, then a seperate video later in the page where the developers talk about the game, their ambitions, etc.
 
Yo dudes, just a heads up I've been working my nuts off to get everything up and ready in time for our April 1st Kickstarter launch. Going to be awesome with rewards ranging everywhere from digital copies of the game & soundtrack to plush dolls of "Cosmo" our cosmonaut hero. Once the kickstarter is live, I'll launch a thread especially for Cosmochoria and pass a link.

I had a question though - I'm at a block regards to the main video to use for the kickstarter project. I have a 'personal' video in the works with me talking about the game, showing lots of gameplay footage, behind the scenes art, etc but I am wondering if maybe I should just go with more of a straight gameplay type trailer? What do you look for when you see a kickstarter project.. Does 'meeting the developer' help influence your decision to back a project? I really see success come from both sides of the coin, so I think as long as it's well done, it's all I can do, but... maybe I should keep my ugly mug out of the video? What do you girls & guys think?

Be careful with the thread. Usually people are a bit wary of people self-promoting in such a thread if you even made it yourself. Make sure it doesnt soun too pr-ey.
 
Yeah, M_B took the words out of my mouth. I don't mind the dev talking about the game in the video, not at all, but the first thing I want to see is gameplay. I get kind of annoyed, actually, when I have to skip around in the video to find actual footage from the game.

Edit: Also, like Toma implied, someone else should do the thread.
 
Be careful with the thread. Usually people are a bit wary of people self-promoting in such a thread if you even made it yourself. Make sure it doesn't soun too pr-ey.
I'm maintaining the KS thread. I could make a thread for the game. Although my game threads probably seem a bit too pr-ey anyway
 
Working a thread for Cloudbuilt, title suggestions? I'm thinking

Cloudbuilt | Cyborg Sonic with rocket boosters

Which sounds kind of lame IMO, but I'm not coming up with anything else catchy
 
Working a thread for Cloudbuilt, title suggestions? I'm thinking

Cloudbuilt | Cyborg Sonic with rocket boosters

Which sounds kind of lame IMO, but I'm not coming up with anything else catchy

I was going to suggest something with Mirror's Edge in the title ("Cloudbuilt | The ME sequel you always knew you wanted"), but yeah, I dunno. People might be dismissive of that comparison. Edit: I like Panda's suggestion.
---
Tabletop Simulator looks brilliant btw. The devs show great understanding of Simulator® brand quality.
 
What do you need to present a game for Greenlight? A written description, picture, video, working demo, money?

Dark Octave, yeah all of the above.. actually you don't need a working demo at all, but it helps to get votes. Try to have 3-4 screenshots. Money is about $100 and it goes to charity.
 
Yeah, M_B took the words out of my mouth. I don't mind the dev talking about the game in the video, not at all, but the first thing I want to see is gameplay. I get kind of annoyed, actually, when I have to skip around in the video to find actual footage from the game.

Edit: Also, like Toma implied, someone else should do the thread.

Amazing feedback, pals, thanks. I will be sure to put a focus on the gameplay even if there is a voiceover... So here's a question: does this (rough) voiceover sound lame, or does it intrigue you? imagine this was accompanied by tonnes of game footage, concept sketches, etc, etc.

Click here to listen to my rough voiceover.

Im just not sure if its a mistake to be this personal about the project.
 
Amazing feedback, pals, thanks. I will be sure to put a focus on the gameplay even if there is a voiceover... So here's a question: does this (rough) voiceover sound lame, or does it intrigue you? imagine this was accompanied by tonnes of game footage, concept sketches, etc, etc.

Click here to listen to my rough voiceover.

Im just not sure if its a mistake to be this personal about the project.

Just listened. I think it sounds really professional, actually. You strike a good balance between information + personal feelings. You sensibly put a pause in to let the gameplay "breathe" a bit. Intro sounds lovely, as well.

Two things about the script: 1. Maybe replace one "quirky" (probably the one in "quirky space adventure") with something else, "jaunty" or "curious", for example. 2. Towards the end you say "I've worked nonstop", then "load it up, see how much work" and in the next sentence "working together, you and i". If you could phrase two out of those three a little differently, without the word "work", it would sound way better imho. :)
 
Top Bottom