Kickstarter for Darkest Dungeon is live
And here's the thread
Olympia Rising really does need some attention... I love its jump-chaining premise. Its art style being adorable doesn't hurt either!Use some thread synergies and put a small disclaimer at the bottom: "Another KS that currently deserves and needs some attention: Olympia rising thread"
Bought Lyne thanks to this post. Just finished Set A. Great puzzle design. Love the aesthetics as well. Thanks for the rec.Considering I am still playing the daily puzzles of Lyne (love it) to unlock the different skins:
Are there any other games that let you unlock plenty of skins? I loved that in Lumines as well, I should try a few more games that reward you with unlockable skins.
This is the most recently unlocked, and my favourite, skin of Lyne:
New Heart & Slash trailer
Bought Lyne thanks to this post. Just finished Set A. Great puzzle design. Love the aesthetics as well. Thanks for the rec.
I'd really love more high quality games like this for my mobile phone. Unfortunately most end up feeling rather cheap or derivative, but I really, really like the puzzle design and the amount of content/incentive it provides. It hits the right balance between accessibility, rewards and tough challenges once every few puzzles.
Among all the games this month, this was probably my biggest surprise because I didnt expect to like it this much (compared to the vampire game and USC which I already thought I would like).
Have you played the Simogo games? What are your favorite mobile games =D
I'd really love more high quality games like this for my mobile phone. Unfortunately most end up feeling rather cheap or derivative, but I really, really like the puzzle design and the amount of content/incentive it provides. It hits the right balance between accessibility, rewards and tough challenges once every few puzzles.
Among all the games this month, this was probably my biggest surprise because I didnt expect to like it this much (compared to the vampire game and USC which I already thought I would like).
This. Definitely check out Year Walk and Device 6Have you played the Simogo games? What are your favorite mobile games =D
Hm, I believe the Simogo games are iOS only. I can recommend Super Hexagon and Super Stickman Golf. Those are also on android and very good. I hear good things about Badland as well but have yet to try it.I am very new to mobile gaming (Android) as I didnt have a smartphone until 2-3 months ago. The only games I genuinely like are Hoplite and Lyne so far.
Pixel Dungeon also seems decent, but I am not feeling it yet.
Badland was one of my IOS 2013 GOTYs. I'd recommend it, but some might think it's too simpleHm, I believe the Simogo games are iOS only. I can recommend Super Hexagon and Super Stickman Golf. Those are also on android and very good. I hear good things about Badland as well but have yet to try it.
This game took the simplest control scheme possible and molded a varied challenging experience that combines physics puzzles, obstacle evasion, and inventive power ups. The atmospheric art style is icing on the cake. Furthermore, in a time where IAP-heavy and freemium games are so commonplace, Badland's fantastic post release support makes this game the model all premium game should follow.
At least $1
More than $5.99
- Cubicity
- Interstellar Marines
- Rush Bros.
- Sang-Froid
- Interstellar Marines: Spearhead Edition
- Pixeljunk Shooter
- Beast Boxing Turbo
- Finding Teddy
Really awesome IndieGala bundle
http://www.indiegala.com/
So what you're saying is that the sword would turn what it comes in contact with into shadows?
The hiding/consumed bodies by the shadows thing shown in the trailer was pretty neat, do bodies stay on the ground by default and alert guards if not disposed of or is it not a feature in the game? If not would that mean that killing guards could make them vanish into vapor like shadows?
Its not really a dealbreaker tbh and the alternatives you've presented sound pretty interesting.
When you kill somebody in the shadows -> the body disappears.
If you kill somebody outside the shadows -> the body remains and guards will be alerted unless you "absorb" it creating shadows under it.
The blood turning into 'shadow power' would only be an aesthetic change.
Can you tell me more about Cubicity?The bundle would be worth it had it only Cubicity.
Can you tell me more about Cubicity?
Cubicity: the controls are awkward, but the game mechanics are smartly used (magnetism, gravity, portals, etc.)
This game for Xbox Live Indie Games / PC and then mobile looks nice:
http://www.youtube.com/watch?v=qsmDD8xa1sE#t=41
Or... what do you think?
The Kickstarter's at 51% in less than a day. There's no way it won't succeed.The visuals are very attractive and seeing that map brings back memories of exploration in Symphony of the Night. Love exploring and expanding maps. Very interesting possibilities here. Hope it succeeds.
The Kickstarter's at 51% in less than a day. There's no way it won't succeed.
Hi y'all!
(This message is also publicly available on our website at http://cardboardcomputer.com/2014/02/10/act-iii-progress-update/)
We get a fair number of emails asking about the status of Act III, which is totally understandable. We know it's a bit unusual for a game company not to announce release dates in advance, or generally to keep such a low profile between releases, and of course since many of y'all have paid in advance for all five acts of the game it's not surprising that you'd want more clarity from us or reassurance that the game is still under development. We have pretty clear reasons for working the way that we do, but it seems like a good time to start being a bit more publicly transparent.
So here's an update about what's going on with Kentucky Route Zero development right now:
We get asked sometimes if the project is abandoned. No! Acts III, IV and V are still coming out. We've never stopped working on Kentucky Route Zero, and there's no risk of us abandoning it. Making this game is what we do.
We publicly announced release dates for Act I and II, and in both cases those dates slipped, which is not at all unusual in videogames or other creative projects. But, all the same, it was pretty demoralizing to miss deadlines, and the barrage of negative attention that followed made it only more difficult to focus on work. More importantly, we've learned that our process is quite exploratory, experimental, and unpredictable anyway.
It's crucial for our work that we reserve the right to throw things away, rework things as necessary, and allow the project to grow organically. Regularly, scenes that we imagined would be very simple and
small-scale bloom into something much more complex as we work on them. In short, it's difficult (or impossible) to really know what you're working on until you're really working on it, and it's important to us that we err on the side of respecting the game rather than the timeline.
One piece that grew larger in scale than we expected it to is the interlude between acts II and III, "The Entertainment." But even though it demanded a lot more of our time and attention that we anticipated, we're very happy with how it came out. "The Entertainment" is at least as important a component of the Kentucky Route Zero project as any other, which should become more clear when Act III comes out ...
Without getting into any spoilery detail, Act III is *significantly* more involved than the first two acts. We knew this coming into it, based on our narrative outline of the game. There are also components of it that grew in scale beyond our expectation, but we feel they're worth the time and effort.
It may be unusual, but this is how we work; this is how a game like Kentucky Route Zero gets made. We're proud of the game and excited to share the rest of it with you, and we hope it's worthy of your patience and support.
That's where we're at! Always happy to hear from you, at cardboardcomputer@gmail.com
(Also, here's a high-res teaser image for Act III: )
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More soon,
Jake+Tamas+Ben
I'll be the one to say it: We can pat ourselves on the back here. It's a great list of games. Big thanks to Toma for all his work, and thanks to everyone for contributing.
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Feel free to post your approval in the Best of thread, it will need some bumping anyway.
But thanks, yeah, its a great list. I really hope we get some people in there that arent us.![]()
There is a demo too.
Really awesome IndieGala bundle
http://www.indiegala.com/
Not sure about controller supportSang-froid looks pretty good, has anyone played it? Can you use a controller for action bits.
I don't mind using mouse for games but not the keyboard.
Zombies. Robots. Aliens. Those enemies just sometimes seem too common nowadays. Leave the apocalypses and wastelands behind and face the cold dark Canadian wilderness and its lupine foes instead in Sang Froid.
Behind the stylized look is a tense game that mixes tower defense elements, strategic combat, and the scariest wolves since The Grey Each chapter is another night, as you defend your isolated home from the packs of demonic wolves and werewolves. You alone, in the dark, cold wilderness with only your rifle and axe and various traps to protect you. Each night consists of two phases. The planning phase is a top down map in which you can see what enemies are coming each wave, their path, and their strengths and weaknesses, and set traps accordingly. The action phase is where the fun begins You must balance your stamina and watch the fear level of the wolves surrounding you. Your rifle fires one shot at a time, takes like precious seconds to reload, and you're stationary while aiming. Traps must be triggered at the right time and enemies must be lured into range. All these factors combined make each night a very intense, very difficult challenge It is heart pounding to be reloading your rifle as the pack circles around you, eyes glinting in the torch light, as one prepares to attack and you don't know if you have enough time to get the shot ready...
Enemies range from simple four legged wolves to bipedal werewolves, wendigos, and more. As the nights pass, the map opens up with more areas to protect, there are shops to purchase new weapons and items or have your weapons blessed (which grant them a damage boost), and skills and upgrades to purchase.
Two negatives to note: the voice acting is pretty bad. Luckily, story isn't very important and cutscenes can be skipped. And the initial load when you start the game is very long, at least a minute. At first I thought the game was frozen. All other in-game loading is fast, but that long initial load can get annoying.
You're always desperately outnumbered and even with smart planning, each night is a challenging fight for survival. If you enjoy a challenge and games where victory is never assured, where success is a matter of planning and strategy, Sang Froid is well worth your time.
Lift has progressed nicely since I last posted about it here
Now has a much improved playable build. Still a WIP, but the abstract environment is cool and you can build your own plane
Lift - Free Alpha (Browser, PC, Linux)
Hello NeoGAF! First post here. I am the lone developer for this game above, Lift.
I've been lurking these indie game threads on here ever since More_Badass first posted some screenshots of Lift back in December I think. If you are at all interested, head over to the tigsource forum thread for more details and lots of gifs, including a bunch of user generated content. It is still too early to tell what this will turn into, but it has signs of life.
I don't have much else to contribute at this point, other than to say these threads are awesome and pretty much how I stay up to date on indie games. Nothing beats good personal, civilized discussions.
My review off The Floor is Jelly is up, since I don't know the rules of self advertising here well enough I'll just post the scores.
Presentation - 8.5
Gameplay - 7.5
Value - 6.0
Overall - 7.7
My review off The Floor is Jelly is up, since I don't know the rules of self advertising here well enough I'll just post the scores.
Welcome.
If you can post parts of your review here and link to the rest of the article, just take part in the discussions to not look you only come to the threads to advertise your site.
Hello NeoGAF! First post here. I am the lone developer for this game above, Lift.
My review off The Floor is Jelly is up, since I don't know the rules of self advertising here well enough I'll just post the scores.
Presentation - 8.5
Gameplay - 7.5
Value - 6.0
Overall - 7.7
Here are my impressions:
Life is full of questions that are hard to answer, including what truly killed the dinosaurs? Is there life on Mars? And where is Waldo? But there was one question that no one could answer: What would it be like if the floor was made of jelly? Until now, that is. Thanks to the newly-released indie game The Floor is Jelly (TFiJ), created by Ian Snyder, this long-asked question can finally be answered: Trippy yet intriguing.
The controls, like the story, are bare-bones. Your arrow keys move Jellykid from side to side, whilst the space button is used to jump and the down key to activate in-game switches/elevators. With such simple controls the drawing point of the game is of course the jelly filled world that you traverse. For unknown reasons the world is made up of a gelatin substance. When Jellykid first jumps off the ground, a depression appears, but after a few moments the land will spring back up and continue this jelly-like cycle until it loses its momentum. Making use of these physics to create upwards momentum is critical in TFiJ. Along with that, Jellykid is able to cling onto the walls and jump off of them, in similar fashion to the gameplay in Super Meat Boy. Both using the floor to gain height and jumping from wall to wall feels smooth, and when things do go wrong its often due to the characteristically unexpected movement of the jelly.
Aside from the odd concept, the thing that most stands out about The Floor is Jelly is the visual style. It makes use of a colorful palate of pinks and oranges throughout. The foreground consists of simple, solid colors that make up the jelly blocks, while colorful flora grow atop the blocks in certain levels. There's also wildlife - fish, birds and frogs - that interact with the land, and are a contrasting black color. What really makes the visuals stand out is the combination of this simple foreground with beautiful backgrounds. These backgrounds vary from a solid color, to a sun setting which causes the background to turn into an autumnal orange. Almost all of the levels showcase backgrounds that fit perfectly with the levels theme, whether it be night or winter.
There is much to complement The Floor is Jelly for, from its odd premise to its striking visual style, but one thing that is hard to complement is its runtime. It lasts a mere 3-4 hours, and while there are secrets to find there is not much incentive to replay the game. It's an interesting and trippy ride to say the least, but for $10 its a hard sell.
The Floor is Jelly is an odd platformer with relaxing, gelatinous physics. While it doesn't bother with narrative elements, it's a charming experience nonetheless. This is a bouncy world that 2D platformer and Super Meat Boy fans will appreciate for its quirkiness alone.
So I bought the Indie Gala bundle and most of the game keys don't work, including Sang Froid the one I really wanted. Is this a common thing with them?
As in the keys have already been used or error related?