Little Devil Inside | Neostream | twitter | kickstarter
“Little devil inside is a story about 5126 Kickstarter backers who wants to survive in a surreal world.“. No: Little Devil Inside is the story of an incredibly polished game which raised $234,315.39 in thirty days. And you shouldn’t be surprised; the first trailer showed a huge variety of scenarios, each one with its unique mechanics and gameplay. Every scene is beautifully crafted and you can clearly see how much work Neostream has been putting to script every aspect to perfection. Little Devil Inside should be the manifesto of what Unity5 can actually do, when used at its full potential.
For months and months I had believed that the little cute 3D bearded man Bill Lower had on his profile, was his very own lowpoly self portrait. It took me several London Indies to realise it was actually one of the characters from his game, BEFORE. Despite such an embarrassing start, BEFORE has all what’s needed to become a very successful game. Part of this is surely due to the No Man’s Sky paradox: showing an extremely vague gameplay is the perfect way to let people project their expectations on it. BEFORE, in fact, has shared very little about what you can do in the game, and how you can actually do it. Every now and them I poke Bill to check the progress, but I didn’t have the chance to play the game myself yet. It seems, however, BEFORE will soon add a clever gameplay to its already beautiful mixtures of low poly graphics and postprocessing effects,
Besiege | Spiderling Games | steam
When an indie game has more 10.000 reviews on Steam, 97% of them Overwhelmingly Positive, you should drop everything and buy it. The success of Besiege comes from two important factors. The first one is its graphics; it’s a game which doesn’t try to hide the fact that is a game. Only the essential objects stand out, while the rest is made out of very pleasant grey boxes. Something which often makes Unity3D games looks bad is that they are constantly reusing the same, free standard assets it is shipped with. Besiege, instead, has cleverly re-done most of the effects and it often uses volumetric shaders rather then flat particles. Explosions, for instance, look incredibly cool. The second aspect which made Besiege so successful its the gameplay. Controlling a machine is incredibly challenging and part of this is due to the unpredictability of Unity3D’s physics engine. But similarly to what Surgeon Simulator did, Besiege success is based on the WTF effect. Everything explodes, everything breaks, everything goes on fire. An, unexpectedly, it’s incredibly fun to watch.