I can safely say that the undoing of many indies has been compromising on their games in order to make them more commercially appealing. Attempting to standardise games has created a wave of products which cannot compete with the bigger titles, and lack of innovation. Cloning Flappy Bird and Crossy Road can only take you so far. Luckily enough, there are few indies which are not afraid of pushing the boundaries of what a game should be and should look like.
MYRIAD is the abstract game for antonomasia. The first time I’ve seen it, I’ve been completely captured by the total randomness of its gameplay. Then, after carefully looking someone playing for few minutes, a pattern emerged. The world of MYRIAD is full of rules; you just have to discover them. Is not hard to understand the basics of the game, but mastering it requires more then just good reflexes. Most of the pleasure from playing MYRIAD derives from the constant discovery of a new rule or trick; “Oh, I didn’t know I could do that too!” should be the subtitle of the game. In MYRIAD I really can make the world and destroy the world. The only thing I still can’t do, is pronouncing the name of it’s developer…
It is common for indie games to be announced where they are at a very early stage. Sea of Solitude, instead, appeared out of nowhere showing some extremely polished content. From Kill Screen Daily to Rock Paper Shotgun, all the major indie gaming websites covered Sea of Solitude. What makes this incredible is that the game has achieved this level of popularity just with a bunch of screenshots and few GIFs. From its initial announcement, no other content has been released, but the hype is still high. Despite all my attempts, I didn’t manage to meet the developer, Cornelia, during GDC. But that’s understandable knowing how many meeting she was attending. It’s a shame I didn’t manage to play an early build, but I’m sure the final game won’t disappoint me.
Few weeks ago I posted on Twitter few rather bizarre screenshots. A composition of all the submissions for #ScreenshotSaturday, loosely ordered by colour. In this series of posts I’ll briefly explain how I did that using Python.
There are games you know are destined to be a massive success. And Routine surely is one of them. Developed by a very small team, this survival game is set in an abandoned facility on the Moon. Which turns out to be not so abandoned after all. I’ve been a big fan of retro technology since… well, since it wasn’t retro at all. So you can imagine why I love Routine: floppy disks and CTR monitors are everywhere. I never had the chance to play Routine, but the closest game I can compare it to is Alien Isolation. Themes such as (guess what!) isolation, constant fear of being chased and inability to escape seems to be common in both. Replace xenomorphs with humanoid robots, sprinkle that good ol’ indie vibe and you here you have it: my most anticipated space game.
A couple of years ago I met Eliott and Matthew at London Indies. They were going around the pub showing a brief demo of their mysterious game. It took me five seconds to realise how much potential was there. A Light In Chorus is one of the most beautiful games I’ve seen so far. What makes it unique is its engine: everything is rendered out of particle clouds. Even if the gameplay has been changing a lot in these months, its aesthetics keeps improving from build to build. I had the chance to play it and I can ensure you that the video compression doesn’t do justice to this beautiful game.