Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Monday, 3 November 2014

Beeswing - PC

Last year, I wrote about Jack King-Spooner's beautiful looking adventure Beeswing. It's a game set in rural Scotland with a stong focus on story-driven narrative and was created thanks to a successful Kickstarter campaign.

It's not out yet, but Jack assures us it's almost complete. He's ironing out a few minor bugs and finishing the score for the game, which is already sounding rather lovely.

To whet our appettites, he's just released a trailer for the game which lifted the Monday morning blues earlier today. It's looking like it will be something special and I'm very much looking forward to playing through the adventure and finding out more about the town and its residents.

Sunday, 17 November 2013

Olav and the Lute

Olav and the Lute is a magical point and click adventure which has been heavily influenced by early Nineties game, Loom. While it only takes around 25 minutes or so to complete, its delightful mechanics, sombre setting and chunky art style make this a perfect game to play while enjoying a coffee.

Olav awakens in a deep underground cave and soon finds a fine magical lute and a broken loom. Using his newly acquired wooden instrument, Olav sets out on a quest to reactivate the loom - a task he hopes will return him to the surface.

By learning and playing music patterns, Olav can manipulate the environment and objects within it. For example, freezing a fast flowing river allows Olav to cross, while healing a giant of a terrible hangover allows the hooded protagonist to gain access to a new part of the world.

Experimenting with the four-note melodies sometimes has nothing more than a cosmetic effect, but it's fun to mess around with the environment and see what happens when a tune is played.

Olav and the Lute was created by Shelly Alon, Quirin Nebas and Daniel and Johann von Appen and is free to either download or play in your browser HERE

Monday, 21 October 2013

Beeswing

Over the course of the last year or so, I've backed many diverse projects on Kickstarter - from the OUYA console and board game Dungeon Roll, to animated graphic novel Niko and the Sword of Light and delicious puzzle game Monsters Ate My Birthday Cake. But last weekend I stumbled across a game which has completely captured my imagination thanks to its setting, subject matter, delightful handcrafted visuals and music.
    Beeswing by Jack King-Spooner takes its inspiration from games such as The Legend of Zelda: Link's Awakening, Illusion of Gaia, Earthbound, To The Moon and the Secret of Mana series, but it's immediately clear this will be a game that will tread its own path.
    Jack has drawn from his experiences of growing up in Beeswing - a small village in rural Scotland and a place where all the residents have a tale to tell. He will blend true stories will fiction to create a rich experience with interweaving tales focusing on childhood, community and growing older. Refreshingly, Beeswing will have no combat or puzzles and will instead concentrate on characters and setting - something the aforementioned To The Moon managed so successfully.
    The visuals are already looking rather special, with Jack blending various styles such as watercolour, graphite sketches and clay animation to frame the game's narrative structure. Not only that, but he is also recording the game's musical score which is already sounding superb.
    The game has headed to Kickstarter to enable Jack to finish the project and he also plans to make a physical copy of the game to backers who pledge £35 or more. In fact, the Kickstarter rewards are incredibly generous, with a mere £5 netting you early access to the game, the game upon release and a selection of musical tracks. Throw £10 Jack's way and he'll give you all that plus five other games from various up-and-coming developers.
    The Kickstarter pitch is extremely humble and Jack is looking for a very modest £2250 to complete the project. As I write, he is fast approaching that total after just a few days on Kickstarter so it's looking good so far.
    In my opinion, we need more of this type of game, one which encourages creativity, careful thought and respect for the world around you - and the fact it has no combat is a real plus point in my book. It should be quite a journey and it's one I'm really looking forward to taking.
    Check out Jack's Kickstarter page HERE and pledge some cash if you like what you see.

Sunday, 20 October 2013

Toren is back and more beautiful than ever

Back in September 2011, I posted about Toren, a visually beautiful adventure game by Brazilian developer Swordtales.

Not much information was available about the game, but a new video has surfaced ahead of the 2014 Independent Games Festival which shows off much more of what we can expect from this stunning looking title.

As I initially wrote, the game is based inside an ancient tower, where a young girl is kept prisoner and the themes running through the game are based around discovery and growing up.

Ico comparisons are inevitable, with Toren's setting echoing a similar theme to Team Ico's classic, and hopefully we'll learn more about the game in the months to come. You can watch the trailer HERE

 Toren is currently in development for PC, Mac and Linux.

Tuesday, 20 August 2013

Unholy Heights - PC

Satan, Beelzebub, Old Nick - the Devil has many different names but no matter what people have chosen to call him across the millennia, he is usually portrayed in exactly the same way, with cloven hooves, forked tail and horns and is usually wreathed in dancing flames. However, I think it's safe to say that he's never been portrayed as a mustachioed, middle-age landlord with a receding hairline before. Yet, that is exactly what Old Nick looks like in Unholy Heights, a neat little game available via Playism.
    Yes, the economic downturn that has forced nations to their knees and brought misery to millions has even reached the fiery depths of Hell. Bankers, I'm sure you'll agree, have a lot to answer for.
    Forced to leave the warmth of home behind to become financially secure again, the Devil has packed his belongings, crossed the Acheron and built an apartment block slap bang in the middle of fertile countryside. But he isn't looking for students to rip off or an average Joe to reside in his block. Instead, he's looking to cram monsters of all shapes and sizes into his otherworldly development - Unholy Heights.
    Not only do these demons and mythical creatures pay rent, they also rally to the Devil's call and will fight brave adventurers who would love nothing more than to steal the Devil's wealth.
    Monsters wander to the apartments, take a look at the noticeboard and either decide they want to stay, or toddle off to find somewhere better to rest their weary heads. If they are interested in staying, a simple click sends them into one of the available rooms.
    A rag-tag collection of misfits, demons and mythological creatures come and go, each with their own fighting style and having a decent mix is always advisable because it doesn't take long for the fighting to begin.


Once an intruder is spotted, the player has to knock on doors and rouse his demonic army. However, sometimes, this motley crew are out and about doing their own thing, leaving the player short-handed and with limited options. Once engaged in battle, it's wise to keep a close eye on things, because if your tenants die, they are gone forever. Luckily, a simple click sends them scurrying back, while another creature takes its place. Defeat the forces of good, and you'll be rewarded with cash.
    Missions are also available on the block's noticeboard. These are colour coded and completing them unlocks items, new monsters and bundles of cash, which can be spent upgrading rooms, buying items for your tenants, or increasing the size of Unholy Heights.
    Your residents aren't shy and ask for improvements in their rooms, which obviously comes at a cost - but keeping the little blighters happy is certainly worth the extra effort. Of course, you can evict them if you like, or even crank up the rent if they are being particularly bothersome.
    It gets deeper, too, with some monster breeds disliking others and there's even a romantic angle to proceedings, with couples getting together and having baby monsters. The benefit of this is that rather than just one demon residing in a room, you can have multiple bodies - a larger fighting force - and increase the rent as a result. However, more demons means more demands and keeping  everyone in Unholy Heights happy is somewhat akin to spinning plates but it is an essential component of this cracking little game.
    All of the single screen action is wrapped up in a quite splendid soundtrack, which strums and whistles away beautifully in the background and gives things a light-hearted feel, even though battles are anything but.
    There is plenty of depth here - although not everything is crystal clear - and it's one of those titles which effortlessly sucks away hours of your time and quick 10 minute sessions regularly turn into hours of futzing around with your merry band of raucous creatures.
   The game is cheap - less than a cup of coffee - and you really do get a lot for your money. There's also a demo should you wish to try before you buy. Visit: the Playism website for more information on this accessible and entertaining little game.

Thursday, 15 August 2013

Rymdkapsel - iOS/Android/PlayStation Mobile


Over the last week or so, I've been spending chunks of my time playing a few strategy titles. I'm slowly working my way through the wonderful and complex world of Europa Universalis IV, but late at night, when I'm looking for something to chill out with, my attention has been fully focused on Rymdkapsel by Martin Jonasson on iOS.
    Presented in a beautiful minimalist style with a hypnotic, droning soundtrack by Niklas Strom, your task is to construct a sprawling space station and in doing so, uncover the secrets of mysterious monoliths which lie scattered across the vast expanses of space.
    Starting out with just a duo of intrepid explorers, you have to build reactors, become self-sufficient by creating food supplies, extract minerals from gas clouds, fortify the station with weapons and create living quarters for your fledgling, spacefarers to thrive.
    The twist is that at certain times, your Tetris-style complex comes under attack from snaking enemies and, as the game progresses, these attacks become more frequent and deadly. Balancing construction with exploration and defence is the central mechanic and it's beautifully executed.
    It all works flawlessly thanks to a refined control system, which simply requires the player to swipe and tap to command the pixel like crew. Games last upwards of an hour and it's a real test of nerve as you try and keep all the plates spinning as the alien enemy swoops in with deadly intent.
    One of the most absorbing games I've played this year and a title I'll keep coming back to in the weeks and months to come.

Saturday, 20 April 2013

The Dungeoning - PC/Mac

Over the last few weeks, I've been delighted to see Nick from Physmo release more screens from their forthcoming game titled The Dungeoning.

Physmo have a growing reputation for releasing quality games, with Mos Speedrun, GhostRacer and Seaglass already under their belt. The Dungeoning is looking splendid so far but when Nick told me this was a Roguelike platformer, I almost cried tears of pure ASCII joy.

The Dungeoning is currently deep in development for PC and Mac, and Physmo have announced the game will feature a variety of weapons, projectile-based magic, levelling up and - most importantly - permadeath.

No release date has been announced yet but The Dungeoning is definitely one to keep your eye on. In the meantime, gaze at this small selection of screens from the current build and head over to the official Physmo site for more information.



Friday, 19 April 2013

The Bridge - PC


There is something quite endearing - and familiar - about The Bridge's lead character. Resplendent in blazer, diamond-emblazoned jumper, well-knotted tie and round spectacles, he is an intriguing fellow - and the mystery behind him and the gravity-defying world he inhabits is just as mesmirising.

The Bridge is a puzzler, which likes to futz with gravity, mess with your sense of perspective and takes great delight in being responsible for melting your brain with its collection of gravity-shifting conundrums.

Clearly taking its visual cue from the head-scratching drawings by Dutch artist MC Escher, The Bridge is a thoroughly absorbing title and one which fuses simple controls with visually complex levels.

The player is able to walk the protagonist left and right and can rotate the screen both clockwise and anti-clockwise, with the ultimate goal of reaching a door which then whisks our smartly-presented gentleman into another, more complicated warped world.

Of course, that sounds simple but The Bridge is anything but. Snaffling keys unlocks these doors, but the act of collecting them is a lot tougher than you might initially imagine. They have a tendency to slip into the ether through gaps in the levels as you gingerly rotate the world, dangle tantalisingly just out of reach and perch precariously on ledges.


Even when you manage to collect these monochrome treasures, you still have to navigate your way to the exit - no easy task, especially when giant grinning stone marbles are intent on erasing you from existence and quirky vortexes like to swallow everything and anything that gets too close. Thankfully, The Bridge lets the player rewind time so they are free to finely tune their tactics and this nifty Prince of Persia-like mechanic keeps the game ticking along nicely.

But even though some of the puzzles are maddening - especially when polarity is introduced - the sublime monochrome pencil sketch visuals and gentle music keep the player engaged and seeing what fresh mental torture awaits keeps the player moving doggedly on.

The Bridge, then, is a rather fine game and like any good puzzler there's a wonderful sense of accomplishment when you finally figure out a level. Polished, brilliantly presented and delightfully devilishly, a stroll across this bridge into another world is a trip you should definitely take.


This review initially appeared on the Gert Lush Gaming website. Thanks to Jim for allowing me to post the review here.

Monday, 21 January 2013

Kentucky Route Zero: Act I

I could ramble on at great length about the first act of Kentucky Route Zero. But instead, I'll merely mention the strange characters, the slick art style, the unsettling atmosphere and the joy of driving around its spindly, monochrome map learning more about this eerie twilight-bathed land and its inhabitants. Why won't I go into more detail? Simply, Kentucky Route Zero is a game full of charms best discovered first-hand.

Act one of this fine point and click adventure is available here and although short, it is well worth the asking price. I can't wait to see where developer Cardboard Computer (Jake Elliott and Tamas Kemenczy) plan on taking Conway and his old, rattling truck in the months to come.

Wednesday, 16 January 2013

Freedom Planet


Years of being mercilessly battered by critics have left Sonic the Hedgehog - that once proud, hi-top wearing flash of blue, sprawled face down on the canvas. Sure, he manages to occasionally drag his limp, bruised body over to the ropes and raise his bloodied face to give us a soupcon of fun - usually in something other than a platform game - but the old codger just hasn't been himself since the Nineties.

It's a shame, because on the Megadrive, the spiky hog was light years ahead of the competition, starring in several wonderful and perilous platform capers. Sonic's star might have faded since then, but rather than sit around and wait for some Cocoon-like rebirth, the team at GalaxyTrail Games have come up with something quite exciting - a frothy platformer which doffs its cap to Sega's old mascot, before zooming away on a madcap dash to the finish line.

Freedom Planet is the name and judging by the excellent demo, the dev team could be on to something of a winner. The game bears a striking resemblance to Sonic's old adventures, but GalaxyTrail have added a fresh injection of fun to the old formula by adding a dose of inspiration from Megaman and Gunstar Heroes.

Multi-tiered levels, unlockable characters with their own unique moves, infuriatingly catchy tunes and breathless platform action should ensure healthy sales and with a modest Kickstarter target already surpassed, this could be big.

Visit Freedom Planet's Kickstarter page to download the demo and see the game in action for yourself.

Tuesday, 15 January 2013

Chasm


When Shiren the Wanderer and Koppa took me on a journey to the Lair of the Golden Condor back in 2008, little did I know the lasting effect it would have. Since then, I've become a complete Roguelike nerd, geeking out at the mere mention of permadeath, procedurally generated dungeons and gold-plated +5 katanas. So, when I found out about Chasm - a Roguelike/platformer in early development from Discord Games - I couldn't help but sit up and take notice.

Taking its inspiration from classic Roguelikes and games such as Diablo and Castlevania, Chasm has its heart in the right place, while the crisp, pixelated visuals have already set my heart aflutter.

The plan is to release the game on Windows, Mac and Linux, with the possibility of a XBLIG release to follow. It's not going to be out in the wild anytime soon, but I plan on keeping my peepers on Chasm as it goes through development.

Visit the official Chasm site to check out the latest news about the game and you can show the game a little love over on Steam Greenlight.

Monday, 14 January 2013

Knytt Underground


Nicklas Nygren’s games are always worth playing but perhaps his most accomplished work has been his fabulous Knytt series. Back in 2008, I urged Sony to bring Knytt Stories to PSN and finally, unbelievably, a new Knytt game has popped up on PS3, Vita and PC – and it’s wonderful.

Knytt Underground is split into three chapters, with the first two introducing the player to the various play mechanics, while the third chapter throws everything together to create yet another spellbinding adventure.

Nicklas – or Nifflas as he's better known - has taken elements from his previous Knytt games and fused them with another of his celebrated works, Within A Deep Forest, to create a brilliant and superbly thought out game where exploration takes centre stage.

What makes Nifflas’ games so memorable is the wonderful environmental sound effects, which blend with the simple visuals to create a sublime atmosphere. Knytt Underground continues this theme with a host of aural delights. From gentle acoustic guitars playing over rustling leaves in the wind, to minimalist electronica, it's all here and it sounds quite incredible through headphones.

If you want to check the game out, you can download a demo (Windows, OS x and Linux) from the Nifflas’ Games website, or grab the digital download from the PlayStation Network.

Thursday, 10 January 2013

Extinct


This four-level Ludum Dare entry is a perfect coffee break game and features a few neat ideas. The aim is to try and stop a band of prehistoric tribesmen from crossing a map to claim a tasty haunch of meat. The loincloth-wearing humans follow a pre-determined path towards their lunch but by placing objects such as mammoths, ice flows and god statues along their path, you can kill them before they reach their goal.

There's a nice layer of strategy thrown into the mix as each of the items at your disposal has pros and cons. For example, placing a volcano in their path might seem as if it will lead to a fiery death for the hunters - and it often does - but in some cases they'll claim fire from the lava which they can then use to scare away the ferocious beasts you've dropped in their path.

Extinct is a smart little game, even though it's all over in a few minutes. You can play it in your web browser here.

Monday, 7 January 2013

Delver


I do love a good Roguelike and the latest to sink its claws into me and drag me off to a grisly death is Chad Cuddigan's Delver – a game which is currently in development for Windows, Mac, Linux and Android devices. Unlike the vast majority of Roguelikes - which are usually viewed from a top-down perspective - Delver is viewed in the first-person, which makes the simple task of rounding a corner a nerve-shredding experience.

The visuals in this spelunking excursion are excellent, with some nifty lighting effects used as you scuttle down corridors, while there are some cool weapons to snaffle, especially the wands which have a devastating effect on the subterranean denizens.

Chad has some big ideas for Delver and although he's constantly beavering away on making it even better, what is here already is really quite special.

For more, head on over to the official website where you can check its development, follow Chad on Twitter and vote the game up on Steam Greenlight.

Saturday, 5 January 2013

Radio the Universe


I’ve been on something of a crowd funding crusade of late, throwing my hard-earned cash around as if it were Monopoly money. That said, it has been an incredibly exciting few months, with some fabulous looking projects on the way, including Sui Generis, Maia, Richard & Alice, Ouya and the cheeky little scamp that is Spud’s Quest.

As if all this wasn’t enough, I’ve was tuned into Radio the Universe just before Christmas – a dark and brooding title which, according to developer 6e6e6e, takes its inspiration from games such as Zelda, Dark Souls, Castlevania: Symphony of the Night and Hotline Miami.

The mere mention of Dark Souls is enough for me to part with my cash instantly, but a quick glance at Radio the Universe’s screens actually brought to mind the overlooked and quirky DS RPG Contact – albeit with a darker edge.

The game hit its Kickstarter target of $12,000 within hours and has now reached all of its stretch goals, which promise to expand the game world, add secondary weapon systems and double the amount of cut scenes.

Head on over to Radio the Universe's Kickstarter page to find out more and see the game in action.



Monday, 26 November 2012

Richard & Alice - update


Back in July, I had the pleasure of playing a small section of Richard & Alice - the forthcoming point and click adventure by Lewis Denby and Ashton Raze. Even though the small slice of action was still in Alpha, there was more than enough included to whet my appetite and make me eager to delve deeper into the intriguing story.

Now the guys are looking for a helping hand and hope to raise a bit of cash to help push Richard & Alice over the finish line. They are using Indiegogo rather than Kickstarter and thanks to the site's flexible funding, even if they don't make the target, they'll still get the cash that's been pledged.

For my thoughts on the Alpha build, click here and to visit Richard & Alice's Indiegogo page, click here. Even if you can't afford to pledge any money to the project, you can vote it up over on Steam Greenlight.

Good luck, guys. Looking forward to seeing the finished product in all its glory.

Tuesday, 20 November 2012

Pioneers


Pioneers is another game of survival, but Eigen Lenk's work in progress is slightly different from other such titles and is showing a great deal of promise.

It's a turn-based exploration game which initially tasks the player with building a ship, garnering a worthy crew, loading the hold with essential supplies, before taking to the high seas in search of fame and fortune.

Quests are dished out from your homeland's cheery citizens but even a simple quest to gather spice from a nearby island is a perilous undertaking. Bears and other wild creatures roam the forested lands and if that wasn't enough to contend with, you need to forage for food, chop trees, set up camp, make sure your band of hardy adventurers don't starve, and interact with local tribes.

Visually, Pioneers is rather smart and uses only four colours - although these change depending on the seasons. It's also packed with character: smoke rises from chimneys, ships bob merrily on the waves, rain pelts down on the explorers as they snuffle about, while a delightful musical score plinks and plonks away in the background.

If you want to try out the latest build, you can find it here, on Eigen's website.

Have fun!



Friday, 16 November 2012

Under the Ocean

Back in 2010, I wrote a little piece about Paul Greasley's brilliant survival game Under the Garden. Since its release, the survival genre has really taken off and now Paul is back with a new game - Under the Ocean, which builds on many of his previous game's features.

Paul has been joined on this project by Michael Reitzenstein, Chris Geehan and Philippe Martins and although still in Alpha, Under the Ocean is already looking polished and plays extremely well.

The game has moved away from the rugged mountain terrain of Under the Garden and takes place on an island, complete with tropical storms and a cave network. By using and combining items washed up on the beach and scavenging the island, your shipwrecked character attempts to survive for as long as he can. That means making a spear to harpoon fish, finding flint and dry leaves to make a warming campfire, sawing planks to create wooden structures and filling buckets with fresh rainwater to keep thirst at bay.

Visuals in this early build are wonderful, with fluid animation and spectacular lighting and weather effects already in place, while Chris Geehan's gentle music is reminiscent of bands such as Hammock and fits the game perfectly.

On top of the main game, there's a sandbox construction mode, where you can futz about and build a whole heap of stuff, including a house, complete with fireplace and windows.

To access the Alpha, two packages are available. For $7, you can download the Pretty Cool Silver Bear Edition, or the Super Golden Bear Edition for $25, which comes - as you would expect - with a raft of added extras.

I've really enjoyed the few hours I've spent with Under the Ocean and I can't wait to see what the team add in future updates. For more details, visit the official website here.






Tuesday, 13 November 2012

This week's indie round-up

Flug GB
Flug GB is a super cool retro style platformer which reminds me of Sonic the Hedgehog and Amiga classic Super Frog. Only one level is available to play at the moment, but gameplay is exactly what you would expect, with blocks to smash, gems to collect, platforms to negotiate and lots of enemies to stomp. With its neat 8-bit soundtrack and sound effects and GameBoy-style visuals, Flug the Slug's adventure if definitely worth keeping an eye on.


Anodyne
Another game influenced by the GameBoy is Anodyne - specifically Link's adventures on Nintendo's much-loved hand-held. It's beautifully presented and gameplay will be instantly familiar to those who have spent time with classic Zelda games of the 8 and 16-bit eras, with the lead character, Young, stepping on switches, collecting keys from battered old chests and defeating enemies to open gates and doorways.
Special mention goes to the soundtrack, which flits between eerie and unsettling, to beautiful and uplifting and gives the game a rather wonderful atmosphere.
Anodyne is due to be released before the turn of the year on Windows, Mac and Linux and it is also eligible for Steam's Greenlight, so pop on over and give this the thumbs up.


Ghost Racer
Due for release any day now is this latest game from Physmo. It's a far cry from their brilliant platformer Mos Speedrun - another game you should vote up on Greenlight - but early indications reveal it has the same 'one more go' factor. It's obviously a racer, but while a casual glance at the screenshot might indicate a frantic arcade racer in the style of Super Sprint, the cars in Ghost Racer have a much more weighty feel, ensuring essential use of the brake to get the best times. While Mos Speedrun featured multiple ghosts of your previous attempts to beat the level - here, ghosts of people's best laps from around the world are shown snaking their way across the tarmac. Trying to keep up and even better these ghost times is utterly addictive and when you add your Game Center friends to the list, the challenge becomes an obsession. I was given early access by the Physmo team and trying to match their times has given me hours of fun already.

Friday, 2 November 2012

Foam - PC


Over the last few days, I've ploughed around five frustrating hours into Assassin's Creed III. I'm not sure why I bothered. At this stage, it just feels like a re-skinned version of what has gone before and although my Twitter chums tell me it takes anywhere between 6-10 hours for things to open up, I'm really not sure I have the time, patience or inclination to bother going any further.

The antithesis to Ubisoft's big budget trudge is Foam - a quirky little indie game by Stwelin, which has more fun wrapped up in its first 30 minutes than those five wasted hours with Assassin's Creed III.

While Ubisoft's blockbuster has revealed worryingly familiar tasks such as leaping from the top of high places into tiny bales of hay, Foam's colourful world has seen me turn into a one-eyed spiky purple mushroom, interact with strange looking characters, crawl through a tree's interior and receive a telling off for not being able to swim.

It's initially unclear what your objectives are but it only takes a couple of minutes to discover the game is all about exploration and experimenting with objects and items squirreled away in Foam's eerie isometric world.

Objects stumbled upon change the lead character into a range of new guises, which allows the player to explore previously inaccessible areas of the world. It's this gameplay quirk which makes playing Foam so interesting - despite some rather fiddly controls.

I'll say no more for fear of spoilers, but it really is a magical and thoroughly absorbing little game and it's also free, so why not give it a try? Download it here