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Post by Gendo Ikari on Feb 18, 2014 17:52:04 GMT -5
There's a new Humble Bundle that should be bought only because it has The Swapper in it, but it includes also Guacamelee, Dust: An Elysian Tail and Giana Sisters Twisted Dreams. And if you beat the current average of $4.20, you get Antichamber too. Get it now!
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Post by derboo on Feb 18, 2014 17:56:16 GMT -5
Nah, I'm gonna wait till they reveal the additional games, cause I already have Antichamber and didn't like Monaco. Also, since a new page just has begun, may I submit a request? Would it be possible for everyone to post videos as hyperlinks instead of embeds. I would like to keep following this thread, but when there's too many embeds on a page, it just kills my browser, and I miss out on a lot of recommendations.
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Post by Gendo Ikari on Feb 26, 2014 12:39:24 GMT -5
The additional games turned out to be Fez, Beatbuddy: Tale of the Guardians and Starseed Pilgrims.
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Post by vetus on Feb 28, 2014 7:26:11 GMT -5
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Post by sogetsu on Mar 20, 2014 8:41:08 GMT -5
I don't know if this series have been mentioned here before, but have you heard about Submachine? It's a series flash point and click games made by Mateusz Skutnik. So far, there have been released nine main games as well as a few spin-offs over seven years. The games are very atmospheric and could be compared to the Myst series. You can play them at kongregate www.kongregate.com/search?utf8=%E2%9C%93&q=submachine
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Post by vetus on Apr 5, 2014 21:23:19 GMT -5
A Kickstarter project I like a la Wonder Boy in Moster World.
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Post by Narushima on Apr 24, 2014 16:12:21 GMT -5
Also, since a new page just has begun, may I submit a request? Would it be possible for everyone to post videos as hyperlinks instead of embeds. I would like to keep following this thread, but when there's too many embeds on a page, it just kills my browser, and I miss out on a lot of recommendations. What browser are you using?
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Post by sogetsu on May 4, 2014 17:48:37 GMT -5
www.nekogames.jp/g.html?gid=PRM2Heiankyo Parameters is the sequel to Parameters, which was covered at 500-Word Indies. This time an element of economy is introduced, as the main goal is to expand the city of Heyankyo as well as defend it form aliens. It's a lot more dynamic than Parameters, since defeated aliens can respawn in real time and destroy some of your buildings if you don't react quickly enough.
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Post by dskzero on May 13, 2014 9:30:14 GMT -5
Moon Valentine
This is a really odd Platformer but the music and ambient are really good. Also please someone explain to me what happened.
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Post by Garamoth on May 13, 2014 13:19:27 GMT -5
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Post by sogetsu on May 15, 2014 7:50:45 GMT -5
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Post by Feynman on May 15, 2014 8:12:55 GMT -5
I've been playing and enjoying the game since it's alpha freeware days. It is, in fact, utterly brilliant. Very cool combination of puzzle game with a small dash of roguelike RPG elements, and the full commercial version is a huuuuuuuge upgrade over the original alpha release.
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Post by Garamoth on May 15, 2014 8:31:58 GMT -5
Well said, good show!
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Post by Gendo Ikari on May 20, 2014 11:47:54 GMT -5
Depths of Fear: Knossos uses the Labyrinth myth as the setting for a mix of action, roguelike and survival, with obvious licenses: before confronting the Minotaur, Theseus has to slay eight other mythical creatures and unlock a sword that can kill him. Each lair is made up of three levels and a boss arena, where the player has first to collect an amulet to make the resident monster vulnerable. The levels are procedurally generated, and will be different even if you retry the same floor of the lair. It's possibile to retreat from a lair, so to spend the accumulated gold to buy weapons from Daedalus - they become part of a permanent cache you can use at the beginning of every level. Books give Knowledge points to spend at statues of deities to get temporary powers. The great concept is bogged down by too many problems. While some can be forgiven by nature of the game being made by a lone programmer, like the extremely dated environments and lame enemies (but the lighting is indeed nice), I cannot be lenient towards the generation algorhytm which results in level designs ranging mostly between lame and broken; often you can just finish them by running until you find the key, then running to the exit. At first it's frustrating but you once you buy a sword or axe, it gets much easier. Controls are imprecise, music is out of place, combat is lame and devoid of any impact or weight, and the bosses have imprecise hitboxes. You may never actually kill them, because the lava that starts flowing as you get an amulet will probably do it first (lame!). There's also a sizable amount of graphical and programming glitches - once, I even died by falling outside the level; another time, I killed a boss (in other floors, they respawn elsewhere soon after) but I hit him again during his death animation, and he attacked me again while the lighting engulfing him remained there. It's not without charm (in fact, I've read very contrasting reviews about it) and it gets better as it goes on, but I just didn't find it fun enough. Trailer
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Post by Gendo Ikari on May 21, 2014 11:24:46 GMT -5
Ascendant - Divinity or Death is a platformer/brawler with... roguelike elements and procedural generation. Again. The player takes the role of a demigod and tackles levels based on the seasons, beating enemies, gaining Influence (the game's currency), finding weapons and Breaths, one-use divine powers, before confronting several different bosses. Death is definitive, accompanied by a detailed statistics screen, and once dead one can only start over, although unlocked items may be found during a following playthrough. An interesting element are the Blessings you receive upon beating a boss: you can apply them on weapons, body parts or spells with very different results, and their effects must be experimented the first time you get them, before appearing in your database of discoveries; the combinations you can end up with are many. In combat, you can easily stun enemies and throw them, a technique that's even essential with some bosses, along with parries to repel long-range attacks; you have your own, a spell that recharges quite quickly. The art direction is not very original - I found it to be a mix between Wind Waker and Guacamelee - but still pleasant, using cel-shaded 3D, vibrant colors and a different theme for each season. Contrarily to what it may seem from my description so far, there's really not much to it. Combat, while fun, gets repetitive quickly, and enemies are sometimes so stupid they kill themselves on spikes. Controls cannot be remapped. While I never stumbled in broken situations, the procedural generation results in level designs that are functional at best, and luck is still a big factor: if an early level gives you little Influence and objects, death will be much more lilely. I hate to repeat words I said just one post earlier, but after several plays I found Ascendant "not fun enough". A good framework is there but needs more variety and refinement. It'll probably be much more fun if played in co-op, although it can be done only locally.
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