2.5D - IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 11:45:56 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png 2.5D - IndieGames https://www.indie-games.eu/en 32 32 Josip Vincetić otkrio je što nas sve očekuje u Dark Queen of Samobor, avanturi nadahnutoj hrvatskom mitologijom https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/ https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/#respond Mon, 16 Jun 2025 13:53:49 +0000 https://www.indie-games.eu/?p=26359 Dark Queen of Samobor draws inspiration from rich Croatian mythology and literature, and is being developed by a studio from Osijek.

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Last week, we spoke with Josip Vincetić, a developer from Osijek, via Discord. Alongside his brother Mato, he is developing Dark Queen of Samobor, also known as Crna kraljica, a linear side-scrolling adventure inspired by Croatian mythology and literary works.

We delved deeper into the game’s world, exploring its sources of inspiration, from Croatian mythology to literary works. We discussed the key role of the Croatian Audiovisual Centre (HAVC) in its development, learned what to expect from the game itself, heard about their experiences at Croatian gaming events, and found out which platforms will host this unique creation.

You can find Dark Queen of Samobor on Steam. The Vincetić brothers are also very active on Discord, with the game’s release date set for 2026, while a playtest is expected early next year.

Can you introduce us to the studio’s name, who makes up the team, and how the idea for Black Queen came about?

We chose the name Downtown Game Studio to promote Osijek, specifically Donji Grad, where we’re from. It doesn’t quite make sense since "downtown" usually means a city’s business center, and we live in the suburbs, but it’s Donji Grad, so Downtown it is.

We founded the studio in 2019, and Crna kraljica (Black Queen) isn’t our first game, at least not for consoles and PC. Before that, we spent three years developing hypercasual mobile games. I started the studio with my brother and another programmer, who later left us. That’s when our current programmer, Aleksandar Baranji, joined. Interestingly, while we were working on mobile games, Aleksandar was independently developing his own projects. We met, teamed up, and together released around 30 mobile games.

We always wanted to create a more serious game and hoped to hit it big with at least one mobile title to fund that dream. Though we didn’t achieve that financial breakthrough, collaborating with major mobile game publishers over those years gave us invaluable experience and knowledge.

The idea for Crna kraljica dates back to 2021, when we first submitted it to a HAVC public call. We weren’t accepted then, so we shelved the project and continued with mobile games. The turning point came in 2023 when we resubmitted it to a HAVC call, which was accepted this time, granting us initial funds for pre-production. This encouraged us to fully commit—we ended contracts with mobile publishers and focused entirely on Crna kraljica.

Besides our core trio, we have an incredibly talented concept artist from Zagreb, Fran Domljan, still a student currently interning with us. We hope this grows into a long-term partnership after his internship ends.

How Did You Come Up with the Story?

Inspired by the dark atmosphere of the last-gen console game Inside, we decided to create a similar side-scrolling experience. The opportunity arose with a HAVC contest, prompting us to develop a Croatian fantasy story. Growing up with dark fantasy films like Conan and Disney’s Sleeping Beauty, crafting a story in that vein felt natural. Our initial idea was to focus on characters from Ivana Brlić Mažuranić’s works and build a fantasy world around them. However, after consulting with Daniel Rafaelić, a renowned Croatian film scholar and historian, we were advised to explore less familiar themes. This led us to Šenoa’s “Zmijska kraljica” (The Serpent Queen), a poem about Barbara Celjska, the ruler of Medvedgrad known as the Black Queen.

When Daniel recommended Šenoa’s poem about the Serpent Queen, everything clicked. We realized we could build our own story on those foundations. Šenoa’s epic tells of a crusader who, returning from a campaign, encounters the Black Queen, the ruler of his homeland. A tragic love story unfolds between him, the queen, and his new love, a young girl. Our story diverges significantly from Šenoa’s, but it retains key elements: the queen, the crusader, and the young girl.

Šenoa’s tale served as a springboard for our own vision. However, we didn’t want to limit ourselves to Šenoa alone. Characters, locations, and events are rooted in Croatian mythology and culture, though we don’t strictly adhere to geographical truths. For example, the mountainous part of the game might resemble Velebit, but the characters there draw inspiration from other sources. Our goal is to create a dark fantasy world grounded in Croatian roots, blending elements from various literary works, including some characters from Ivana Brlić Mažuranić’s stories—we haven’t fully abandoned her influence.

Recently, you introduced the character and enemy Grabar, where do you draw inspiration for its look, and how do you come up with ideas for character designs?

We discovered Grabar while researching modern literature on Croatian folk tales and mythologies. Though such literature is scarce here, we strive to find and study available sources. For example, Vida Balog’s Hrvatska bajoslovlja explores ancient beliefs before the arrival of Christianity. In certain parts of Croatia, these beliefs still linger, with older generations passing down stories of ancient beings, as some regions only later fell under Christian influence.

It was through these local testimonies that we learned about Grabara and their nature. Our vision of Grabara is closer to what locals call Vodenjaci. So, we didn’t strictly adhere to historical accuracy but drew inspiration instead. Our Grabara align more with the description of Vodenjaci from those tales, though we also include Vodenjaci in the game, also inspired by these stories.

We work hard to gather as many references from Croatian culture as possible. Daniel has been a great help, providing insights about the Black Queen and the historical context of her life. While we don’t strictly follow historical facts, we aim to weave as many elements from real Croatian medieval history into the game.

How Did the Collaboration with Sandra Lončarić, the Voice of the Black Queen, Begin?

Finding a voice for our Black Queen for the trailer turned out to be surprisingly easy, thanks to Daniel. We had a script ready for the trailer and knew we needed a voice, but we weren’t sure about the scope of collaboration for the whole game, nor how much it would cost or how much text would be involved.

Daniel asked who was providing the voice, and we admitted we didn’t know yet. He then suggested Sandra Lončarić, which seemed unreal to us at the time. The very next day, I spoke with Sandra over the phone and arranged a meeting. She loved the idea. We proposed she not only voice the trailer but also lend her voice to the Black Queen throughout the game, and she agreed.

I think Sandra recognized the potential in our game, and local patriotism likely helped since both she and we are from Osijek. She was immediately thrilled about the project, and we’re honored to work with her. The Black Queen is the main anti-hero in the game, driving the plot and serving as the primary antagonist. The player’s goal is to reach her and confront her, making her an incredibly important character.

What Can We Expect in the Game?

We’ve put special focus on “cinematic” moments, unforgettable scenes, and an engaging story. It’s a linear experience lasting 3-4 hours, meaning you can finish it in one slightly longer play session.

The game is divided into several chapters, each offering a unique atmosphere and a boss fight at the end. Each boss is inspired by characters from Croatian literature or legends. Defeating a boss unlocks a new ability that mirrors the defeated foe’s power. For example, there’s the Plague Witch, inspired by Šenoa’s “Kuginja kuća.” After beating her, she controls time, the player gains the ability to slow down time.

This is one of the first special abilities you’ll unlock, and you’ll need to use it in later chapters to solve puzzles and progress. We place a big emphasis on camera direction. Perspective shifts won’t be random; you can’t freely change the view. Instead, the camera is carefully directed from start to finish, with changes used to highlight elements in the environment or create dramatic effects.

One of our key mechanics is axe-throwing, clearly inspired by God of War. The axe is used in both combat and puzzles. Alongside it, players will gain other special abilities, whose exact designs we’re still developing. Each will be unique and useful when combined with combat and puzzles. You’ll be able to choose which abilities to use in fights. There won’t be heavy RPG elements like skill trees or extensive character development, as the focus is on the linear story. Think of our game as Inside, but instead of a boy, you play as a knight armed with an axe and magic.

You mentioned Neva as an inspiration, will there be seasonal changes?

Our game will use a similar principle of environmental shifts, but instead of seasonal changes, we’ll focus on the time of day. The idea is for the player to journey through an entire day, starting in the morning and ending in the deepest night. This will bring significant environmental changes, as you’ll pass through different biomes, like mountainous and forested areas. In swampy regions, for example, Grabar, monsters lurking beneath the water’s surface, will wait for the right moment to ambush an unwary player.

What other enemies can we expect to encounter during gameplay?

Besides Grabara, we can mention the Red Crows (Order of the Crow), as we’ve named them, ninja-like warriors shown in the trailer. They are one of the Black Queen’s units, tasked with patrolling and guarding a section of the forest the player traverses. Known for using various traps and devices, they avoid direct confrontation, aiming to slow the enemy with obstacles. Of course, they’re also highly skilled in combat. All enemies will have different variants. For instance, within the Red Crows, we have light, heavy, melee, and ranged versions. Additionally, each new biome will introduce new enemy types. While the Red Crows inhabit the forest, the mountainous areas will feature entirely new creatures and beings.

To What Extent Has HAVC Supported This Project?

I often emphasize that without the Croatian Audiovisual Centre (HAVC), our game wouldn’t exist. While the financial support we received from HAVC was crucial for pre-production, its true value lies in something much deeper. Game development is an incredibly expensive process, so the recognition and backing from an institution with such experience and expertise were key. It gave us the real push to start this project. Of course, without the financial help, we couldn’t have begun, but the collaboration with HAVC offers so much more, including promotion and support. We’re truly grateful for everything they do for us.

I’d absolutely recommend that anyone with a development idea give it a try and not let bureaucracy or paperwork scare them off. The application process is actually simpler than it seems. I can confirm that Benjamin Noah Marićak from HAVC is incredibly approachable and ready to assist with everything needed during the application. This kind of support is incredibly valuable for the entire gaming community. The more quality projects we submit to HAVC, the more funding will flow back into the industry.

So, submitting an idea can’t hurt, and you might gain financial support, media exposure, mentorship, and key assistance for developing your own game. Therefore, I strongly encourage everyone to apply.

Are You Considering Launching a Kickstarter Campaign and Looking for a Publisher?

We’re currently preparing for a Kickstarter campaign set to start in early September, mainly to secure funding for further game development. At the same time, we’re actively seeking publishers and are in talks with several. If we secure funding through a publisher, the Kickstarter might not be necessary, but we’re not counting on that.

As a studio, you’ve attended the biggest gaming events in Croatia, what have been some of your experiences?

Participating in festivals like InfoGamer in Zagreb, the region’s largest indie game event, and Reboot Develop Blue in Dubrovnik, one of the world’s biggest gatherings, has proven invaluable for getting feedback on our game. At every conference and festival we attended, we brought a game prototype on a laptop, letting visitors try it out and share their impressions. Getting feedback this early in development is crucial.

For example, we’d arrive in Zagreb with one version, gather feedback, implement it, and then bring an improved version for another round of testing. Through this process, we found numerous bugs and received great suggestions that we added to the game. This is the primary benefit of such events, alongside the added exposure and visibility.

We were also featured on the Best Indie Game channel back in January. We weren’t sure how they found us, but they ranked us 25th on their top 25 list of new side-scrolling games. It was perfect since we were at the start of the video, and on the same day it was released, we gained 500-600 new wishlists from that single video. Recently, we applied again to his showcase, where he personally selects games he likes, and we made the cut. I can confirm firsthand that showcasing on bigger channels is worth it, as it definitely boosts visibility.

Where Will Dark Queen Be Playable? Can We Expect a Demo Version on Steam?

We’re primarily developing the game for PC, but our goal is to release it on all consoles—PlayStation, Xbox, and Switch. Whether we succeed will depend on our financial situation and potential partnerships with publishers who can support us. We think our game would fit perfectly on Switch 2, especially now that it’s out.

We plan to release a demo on Steam next year, closer to the game’s launch. We want to maintain good momentum between the demo and the full release, so it will likely be available during Steam Next Fest, about a year from now.

However, players will get to try the game earlier. This year, we’re planning a closed alpha test with part of the community, followed by a more open beta in the second or third month of next year. Only then, next summer, will the official demo hit Steam.

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The Rangers In The South – Jeftin i solidan ARPG https://www.indie-games.eu/en/the-rangers-in-the-south-solid-arpg-review/ https://www.indie-games.eu/en/the-rangers-in-the-south-solid-arpg-review/#respond Fri, 10 Jan 2025 11:43:23 +0000 https://www.indie-games.eu/?p=19814 This 2.5D pixel ARPG combines rogue-like elements, loot progression and permadeath mechanics.

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  • DEVELOPER: DPA Studios
  • PUBLISHER: DPA Studios
  • PLATFORMS: PC
  • GENRE: ARPG / Rougelite
  • RELEASE DATE: January 9, 2024
  • STARTING PRICE: 3,99€
  • REVIEWED VERSION: PC
  • The Rangers In The South is a game that evokes mixed feelings. Developed by a single developer, this 2.5D pixel-art ARPG blends rogue-like elements, loot-driven progression, and permanent death mechanics into a charming yet challenging experience. At a budget-friendly price of 3.99€, it offers a surprising amount of content and creativity, making it worth a try. However, despite its ambitions, the game struggles to stand out due to its repetitive gameplay and lack of innovative mechanics. Even so, it’s entertaining enough to capture your interest for a few hours.

    Solid basic gameplay loop, which later falls apart the more you play

    The core gameplay loop is decent. The world is made up of five linear biomes with increasing difficulty, featuring dungeons, mobs, treasure chests, and magic stones that provide limited meta progression. The combination of Diablo-style loot mechanics and Rogue Legacy-inspired permadeath adds a sense of urgency and reward. Character building is alright, which revolves around a wide variety of weapons (both physical and magical), skill synergies, and random upgrades that make each playthrough different.

    Unfortunately, combat is the game’s weakest aspect. It relies heavily on repetitive attack spamming, with no hold-to-attack option, making the gameplay feel physically taxing and monotonous. When your character dies, all equipped items are lost, though stashed items and gradual world progress are retained for future runs. Sadly, the generational mechanics lack depth, as there’s little variation between characters beyond minor gear differences.

    Each weapon in the game features unique animations and special attacks, adding variety to combat. However, the controls can feel clunky at times. For example, weapons like the spear often struggle with accuracy, making it tricky to land hits consistently. Same goes with arrows, often getting stuck in the ground. Dodging is a reliable strategy, but it can feel repetitive without deeper mechanics. The inclusion of random skills on level-ups introduces a fun layer of unpredictability, though it can also be frustrating when the skills offered don’t complement your desired build.

    Not enough rewarding grind, but there are nice graphics

    You start with basic equipment scavenged from your ruined base and gradually grow stronger by farming mobs, crafting green-tier gear, and optimizing your build. Unfortunately, dungeons—designed to be a core, replayable feature, suffer from repetitive tilesets and uninspired layouts. Boss encounters fare no better; they’re often just scaled-up versions of regular enemies with simple attack patterns. The grind for high-tier loot, such as gold-tier weapons, can also feel tedious, adding to the monotony.

    For narrative-focused players, the lack of a clear storyline might be a drawback. However, the open-ended exploration offers freedom for those who prefer crafting their own adventure. Visually, the game shines with stunning pixel-art graphics reminiscent of Octopath Traveler’s 2.5D style. The vibrant, detailed environments bring each biome to life, from lush forests to snowy peaks, with distinct aesthetics for every region. Skill animations are particularly satisfying, adding flair to combat.

    While the art style stands out, the audio design is less impressive. The soundtrack is pleasant, but the lack of ambient sounds, like chirping birds, rustling leaves, or crackling campfires, detracts from the immersion. Additionally, the day-night transitions feel visually abrupt and would benefit from smoother, more natural pacing.

    Ending thoughts

    The Rangers in the South struggles to fully leverage the strengths of its roguelike ARPG premise. Its repetitive combat, uninspired dungeons, and lack of meaningful progression make it feel like a chore after a while. That said, this is the kind of game that will find its audience, those who enjoy its style and mechanics. The first three hours are especially satisfying, and a progression system in that time span feels rewarding. However, once you’ve completed the core objectives and explored the biomes, the game begins to lose its appeal.

    For fans of roguelike ARPGs, The Rangers in the South may offer brief enjoyment, but its grind-heavy gameplay and lack of innovation will likely leave many players feeling underwhelmed. The main issue lies in how the progression becomes tedious over time, with little replayable content beyond experimenting with new skills to keep things interesting. Despite its flaws, this is still a solid title. At such an affordable price, you’re unlikely to feel shortchanged if you give it a try.

    Pros Cons
    Permadeath system. Repetitive and uninspiring combat.
    Basic gameplay loop. Poorly designed dungeons.
    Affordable Pricing. Lots of grinding.
    Beautiful graphics. Cluncky combat.
    Content
    70%
    Gameplay
    60%
    Graphics
    80%
    Final score

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    Demo verzija za arapsku avanturu Nightscape dostupna je na Steamu https://www.indie-games.eu/en/nightscape-debut-demo-now-available/ https://www.indie-games.eu/en/nightscape-debut-demo-now-available/#respond Tue, 26 Nov 2024 22:36:22 +0000 https://www.indie-games.eu/?p=18182 In Nightscape, you play as Layla, a young girl who loves stargazing.

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    Mezan Studios has released the first-ever demo for their upcoming atmospheric 2.5D adventure, Nightscape. Inspired by Arabian astronomy and culture, the game is currently in development for PC, PlayStation, and Xbox. You can now experience a taste of Nightscape on Steam, where the demo offers a glimpse into the richly detailed world and unique mechanics.

    In Nightscape, you play as Layla, a young girl who loves to watch the stars. She is on a mission to return fallen stars to the sky and find her missing father. The game takes place in an ancient Arabian land and tells a story full of wonder and self-discovery. Layla faces environmental puzzles and fights magical creatures, using special powers based on constellations and her bow.

    You can control the elements with star abilities, like calling the wind or bringing rain, to solve problems and change the environment. Layla is helped by her magical friend, Goat Kid, who joins her in battles and exploring, making the game more interesting. Together, they need to fix the chaos caused by a strange event called the Starfall.

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    Spiral Up Games otkrio je novu akcijsku igru prikrivanja Bandit Knight https://www.indie-games.eu/en/bandit-knight-to-held-its-first-playtest/ https://www.indie-games.eu/en/bandit-knight-to-held-its-first-playtest/#respond Fri, 25 Oct 2024 10:13:57 +0000 https://www.indie-games.eu/?p=16610 In Bandit Knight, players take on the role of a master thief on a mission to steal treasure from corrupt and greedy enemies.

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    Spiral Up Games has unveiled the first official trailer for Bandit Knight, an exciting stealth-focused action game developed by Game Float. The game features strategic pickpocketing and clever tactics, all set within a beautifully designed 2.5D pixel world.

    Aldric Chang, CEO of Spiral Up Games, shared his thoughts about the project: “Bandit Knight brings together the best of stealth-based action and strategic looting, all wrapped in a vibrant pixel art style. Its fast-paced gameplay and the challenge of mastering thievery while navigating tricky missions creates an experience we believe players will love. We’re excited to invite everyone to try Bandit Knight during the upcoming playtest and can’t wait to hear their feedback.”

    In Bandit Knight, players take on the role of a master thief on a mission to steal treasures from corrupt and greedy foes. Using stealth and strategy, you must navigate perilous environments, avoid detection, and collect legendary loot. With customizable tools and powerful relics, you can adapt their playstyle — either moving silently in the shadows or causing chaos to distract enemies. The treasures collected unlock upgrades that enhance abilities and prepare players for even greater challenges ahead.

    The first public playtest will launch on October 25, 2024 on Steam.

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    Hotela Barcelona odgođen je za početak 2025. godine https://www.indie-games.eu/en/hotel-barcelona-release-delayed-to-early-2025/ https://www.indie-games.eu/en/hotel-barcelona-release-delayed-to-early-2025/#respond Fri, 11 Oct 2024 15:56:48 +0000 https://www.indie-games.eu/?p=16337 Hotel Barcelona parodies classic slasher films and follows Justine, a federal marshal with a serial killer living inside her.

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    The release of Hotel Barcelona, a 2.5D action game by White Owls and led by Hidetaka Suehiro (Swery) and Goichi Suda (Suda51), has been delayed to early 2025. The game, which was originally expected to launch this year, is now undergoing bug checks and final polishing, according to Swery.

    Hotel Barcelona parodies classic slasher films and follows Justine, a federal marshal with a serial killer living inside her. Players will fight through seven stages, each inspired by different horror sub-genres. The game will release on Xbox Series X/S, PlayStation 5, and PC (Steam).

    Demo igre prikazan je na BitSummit festivalu, a sadržavao je jedinstvenu mehaniku u kojoj prethodni prolazi igrača pojavljuju kao duhovi, pomažući im tijekom borbe. Obožavatelji će morati malo duže čekati na potpuno iskustvo, ali Swery je uvjerio da tim radi na tome da igru učini još boljom.

    A demo of the game was showcased at the BitSummit festival, featuring a unique mechanic where players’ previous playthroughs appear as ghosts, helping them during combat. Fans will have to wait a little longer for the full experience, but Swery assured that the team is working to make the game even better.

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    Indie studio Headbang Club otkrio je taktičku RPG igru DeathTower https://www.indie-games.eu/en/headbang-club-unveils-tactical-rpg-deathtower/ https://www.indie-games.eu/en/headbang-club-unveils-tactical-rpg-deathtower/#respond Wed, 02 Oct 2024 14:39:07 +0000 https://www.indie-games.eu/?p=15988 DeathTower takes place in a 2.5D isometric world, where players take on the role of Ikarus.

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    Indie developer Headbang Club has revealed their newest project, DeathTower, a tactical roguelite RPG coming soon to Steam, Nintendo Switch, and PlayStation 5. For eager players, a PC demo is already available for download on Steam.

    DeathTower takes place in a 2.5D isometric world, where players step into the shoes of Ikarus, a character caught in the dangerous mysteries of a massive tower called Megaryon. This ancient structure, built thousands of years ago, holds many secrets. Ikarus, joined by a mysterious companion named Phi — a small µbot created by the tower’s automated systems — must navigate through the tower, facing biological parasites, skilled soldiers, and decaying machines as they seek to uncover the truth.

    The game blends elements from roguelikes, immersive sims, and classic JRPGs. Players will have the freedom to choose between combat-focused gameplay or a more stealthy approach as they climb the tower’s floors. Using a mix of powerful weapons, grenades, and clever use of the environment, they can either take down enemies or sneak past them unnoticed. The tower is divided into four unique biomes, each with various floors that bring different challenges.

    A key feature of DeathTower is its skill system. Players can develop their character by unlocking ten different classes, each offering 75 skills. Whether focusing on one class or mixing skills from several, there are endless possibilities for tailoring gameplay to individual playstyles. While death in the game means starting over, the skills earned in previous runs are retained, allowing players to grow stronger with each attempt.

    DeathTower is also preparing for a Kickstarter campaign, allowing fans to support its development.

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    Otkrivena je nova roguelike igra o hodajućoj tvrđavi Castle Come za PC i konzole https://www.indie-games.eu/en/new-roguelike-game-castle-come-revealed-for-pc-and-consoles/ Mon, 01 Jul 2024 13:35:55 +0000 https://www.indie-games.eu/?p=12751 The game is set in a world surrounded by mighty walls, with a mysterious door offering the only way out.

    The post A new roguelike game about a walking fortress, Castle Come, has been revealed for PC and consoles first appeared on IndieGames.

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    Lauflauf has announced their latest game, Castle Come, a unique walking fortress roguelike which will be available for PC (Steam) and console. In Castle Come, players explore a mysterious land filled with bandits, seeking new parts to upgrade their fortress. As players defeat enemy fortresses, they recruit crew members to man their growing arsenal of weapons, transforming their agile fort into a deadly, hulking monster machine.

    Castle Come features combat that switches to a Tekken-inspired 2.5D fighting view, where you can use sidesteps, dodges, and rams. A stylish time-slowing feature activates whenever you line up a shot from the arsenal, which includes machine guns, mine launchers, chicken pens, and giant boulders. You can also control every weapon or let their crew fire at will, managing active reloads, cooldowns, and movement to achieve maximum efficiency on the battlefield.

    The game is set in a world enclosed by mighty walls, with a mysterious gate offering the only way out. This gate is shrouded in legend, said to have been crossed by a holy one. In each zone, the sentient gates allow only the mightiest mecha-castles through. You progress through these gates to explore and gather resources, discover forges, villages, and tribes, and ultimately uncover the mystery of who built the gates and why they are trapped behind them.

    Castle Come’s roguelike structure ensures that the wreck of a player’s old fortress from a previous failed run can be discovered as an overgrown ruin with parts to salvage. Likewise, houses protected in previous runs might have grown into flourishing villages and the impact of past actions is always felt in the future, even in failure. Each run reveals new weapons and modifiers, changing how you construct your unstoppable fortress.

    Sam Vonäsch, game’s producer and designer, expressed excitement about the announcement: “Our tiny two-person team is really excited to unveil Castle Come to the world with our first trailer. We’re looking forward to sharing more about the game’s mechanics, our unique narrative approach, and the release date in the future.”

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    Venture to the Vile https://www.indie-games.eu/en/venture-to-the-vile-review/ Fri, 21 Jun 2024 15:22:53 +0000 https://www.indie-games.eu/?p=12454 Our creepy story takes place in Rainybrook, a mysterious village where everyone wears animal masks.

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  • DEVELOPER: Studio Cut to Bits
  • PUBLISHER: Aniplex Inc.
  • PLATFORMS: PC
  • GENRE: Metroidvania / Platformer
  • RELEASE DATE: May 22, 2024
  • STARTING PRICE: 24,50 €
  • REVIEWED VERSION: PC
  • Venture to the Vile offers a fresh take on the Metroidvania genre. While it incorporates familiar mechanics like unlocking new skills, upgrading weapons, and fighting bosses, it stands out with its beautiful dark world and engaging storyline woven throughout the game. The fantastic art style, music, and varied levels enhance the experience, so it’s not just pure copy-paste. However, three issues prevent it from being perfect and slow down the gameplay.

    Our eerie story unfolds in Rainybrook, a mysterious village where everyone wears animal masks. The game begins with our main character waking up on his special mask day. He receives a new mask symbolizing his growth, looking like an adolescent deer with tiny horns. Afterward, your mother informs you that your friend Ella, the girl in the goat mask, is looking for you. You venture into the village to find her. Together, you’ve been setting traps to catch rats for Dr. Crow, who seems to be conducting experiments and urges villagers to use clean energy like batteries or apples.

    The story then skips ahead to when the protagonists are older teens. They’re still checking traps, but something has been breaking them and leaving strange fur behind. As night falls and growling sounds grow louder, you rush home. Ella crosses a rickety bridge safely, but it collapses when you try, sending you into a dark, oddly lit underground area. It’s your mission now to find her and save the collapsing world.

    Pros

    Firstly, let’s discuss what sets this game apart from others. As previously mentioned, the game boasts incredible visuals and an atmosphere that draws heavily from Victorian England. It’s fascinating how the developers have managed to combine a dark, eerie ambiance with a beautifully crafted world that seamlessly integrates with an intriguing storyline. The game map consists of 5-6 distinct areas, all interconnected by a main sewer system, each featuring unique biomes with notable landmarks. Additionally, navigating through these areas is easy, and the game encourages exploration by allowing movement across different layers, inviting you to discover more and more.

    Secondly, unlike other Metroidvanias where characters are either abruptly introduced or only appear after specific tasks, The Venture to the Vile offers a world that feels truly alive. It is populated with eccentric characters that you can interact with, learn more about, and complete side quests for. The game is massive, brimming with content, including numerous optional activities like collectibles and secret bosses. Your progress is marked by the bosses you defeat and the weapons you upgrade. The upgrade system is particularly enjoyable because it involves using body parts from monsters, making each upgrade feel rewarding and never like a waste of resources.

    Thirdly, the movement mechanics are good but not the best. The platforming elements are well-designed, providing a balance of challenge and satisfaction. The game also includes a variety of puzzles, ranging from simple button presses to navigating complex paths. As you progress, the difficulty increases, which keeps the gameplay engaging and ensures continuous improvement. Personally, I never found it too challenging to the point of frustration. Instead, the game encourages you to utilize all the tools and abilities at your disposal to advance.

    The combat in the game can be hit or miss. Overall, it is one of the game’s strengths since you can also use different skills to fight and its quite welcoming for newer players to this genre. Additionally, the boss fights are particularly diverse, each requiring you to learn its patterns and test your reflexes. For instance, there’s a side boss on the way to the mines that resembles a half-cricket, half-monster. This boss is challenging due to its fast movements, but the more you fight it, the sooner you realize how to defeat it. However, a significant downside of the boss fights is their multiple stages, often lasting through two or more phases, which can make them feel too long. Additionally, the lack of a visible health bar for the bosses adds to the frustration, leaving you wondering, “When will I finally beat it?”

    Weaknesses

    The game would be significantly improved with the addition of a map or fast travel/teleportation options. Currently, there is no map and no icons indicating where to go, leading to a lot of wandering around, much more than in most Metroidvanias. The only indication of your location is your character icon in a particular region or place, but that’s it. The biggest frustration comes from having to travel back and forth without knowing exactly where to go. Additionally, there are often many enemies along the way, forcing you to either fight them constantly or attempt to dodge and avoid them. When you rest at a tent, all enemies respawn, leading to even more fighting and dodging. While fighting enemies is useful for earning in-game currency and upgrade materials, the sheer number of them makes the constant stopping and dodging more frustrating than enjoyable.

    The animation aspect of the game could use some improvement, as movement can sometimes feel clunky. This is particularly noticeable when you are close to enemies; it can feel like you are taking damage even without making contact. This issue also affects platforming elements, where wall jumping can be frustrating. The fighting animations lack proper sharpness, and the hitboxes are imprecise. The controls’ responsiveness is not optimal, which only add to these problems. I had issues with my controller, while the PC controls were faster, but the game still takes some time to properly register movements.

    Venture to the Ville features secrets tied to weather and time mechanics, although you cannot change these conditions yourself. Initially, this might seem beneficial, but as you progress, the drawbacks become apparent. For example, some plants only grow in the dark, offering more in-game currency, while others bloom during the day. However, at night, enemies become stronger and take on different forms, which can be very frustrating. The regular monsters you fight during the day become three times stronger at night. Additionally, enemies lack health indicators—not necessarily bars showing exact health, but even a visual cue would help. After about six hits, you start to anticipate when will they die, but clearer indicators would improve the experience.

    Certain side quests can be somewhat confusing to solve. After a while, I gave up on them and mainly focused on the main quests. The hints provided are often insufficient, making it difficult to understand what exactly needs to be done. While I appreciate the game showing the percentage of completion and the number of horseshoes collected, I wish it offered more rewarding incentives for completing side quests.

    Another frustrating aspect is how slowly your character heals, leaving you vulnerable to enemy attacks during the process. Additionally, controlling the direction of your backstep or dodge move is challenging. Despite its name, the backstep often sends you straight into enemies instead of away from them. The game could benefit from better optimization. I experienced frame-rate drops, particularly in biomes with rain which seemed to cause issues.

    Final thoughts - is it worth it?

    Throughout the entire experience, I wondered whether this game would be suitable for newcomers or more experienced players in this genre. There are numerous accessibility settings that provide more health and allow the difficulty to be scaled for a more relaxed experience. However, the game becomes increasingly challenging as you progress, which may not be enjoyable for everyone due to the occasional difficult jumps and obstacles.

    Overall, the game has a lot to offer. It’s good, not bad, but not perfect either. With many Metroidvanias on the market, Venture to the Vile stands out with its unique elements. However, the gameplay can be quite frustrating, which affects the overall experience. Despite this, for €24.50, I believe the game is absolutely worth it.

    Content
    90%
    Gameplay
    60%
    Graphics
    80%
    Final score

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    Paris Belle Epoque je side-scrolling avanturistička igra otkrivena tijekom AG French Directa https://www.indie-games.eu/en/paris-belle-epoque-is-a-side-scrolling-adventure-game/ Fri, 07 Jun 2024 12:41:42 +0000 https://www.indie-games.eu/?p=11868 Set in Paris during the Belle Epoque, the period after World War I, you take on the role of Anne, a young scientist turned whistleblower.

    The post Paris Belle Epoque is a side-scrolling adventure game revealed during the AG French Direct first appeared on IndieGames.

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    Paris Belle Epoque is an exciting side-scrolling adventure game developed and published by Monochrome Paris. Set in Paris during the Belle Epoque, time after the World War I, you take on the role of Anna, a young scientist turned whistleblower.

    Anna has discovered a secret and deadly formula by accident. Fleeing with this dangerous knowledge, she becomes the most wanted person in Paris. With the entire police force after her, Anna must navigate the city in secrecy, avoiding citizens who might turn her in. Accompanied by her former lab rat, Spunky, Anna must learn to live in hiding and conquer her fears.

    Key Features

    • In this adventure, you’ll need to observe your surroundings and use stealth to avoid capture. You must use non-playable characters (NPCs) and environmental elements to hide from threats.
    • The game features puzzles that require cooperation between Anna and Spunky. In split-screen mode, you will solve puzzles and neutralize opponents, utilizing the unique abilities of both characters.
    • Whenever Anna encounters police or fails a stealth challenge, you’ll engage in thrilling chases inspired by cartoons and slapstick humor. Use your skills to outmaneuver the police in these fun and frantic runs.
    • Immerse yourself in a beautifully crafted 2.5D world with detailed art, evolving gameplay mechanics, and vibrant cartoon animations. The game is complemented by catchy music from the 60s, adding to the magical experience.

    Paris Belle Epoque doesn't have a specific release date yet, but it will be available for PC via Steam with full controller support.

    The post Paris Belle Epoque is a side-scrolling adventure game revealed during the AG French Direct first appeared on IndieGames.

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    Avanturistički RPG Beyond Galaxyland najavljen je za PC i konzole https://www.indie-games.eu/en/adventure-rpg-beyond-galaxyland-announced-for-pc-and-consoles/ Sun, 05 May 2024 12:57:48 +0000 https://www.indie-games.eu/?p=11108 Charged with a great task, Doug must save the Earth from the clutches of The End, a mysterious and all-powerful entity.

    The post Adventure RPG Beyond Galaxyland has been announced for PC and consoles first appeared on IndieGames.

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    United Label Games and Sam Enright have unveiled Beyond Galaxyland, a 2.5D adventure RPG slated for release on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Nintendo Switch, and PC via Steam and the Epic Games Store with no specific release date.

    In Beyond Galaxyland, you assume the role of Doug, a high-schooler who finds himself unexpectedly transported to Galaxyland, a vibrant and diverse solar system reminiscent of a cosmic zoo. Charged with a big task, Doug must embark on an quest to save Earth from the clutches of The End, a mysterious and all-powerful entity threatening the very fabric of existence.

    Drawing inspiration from classic sci-fi movies, Beyond Galaxyland promises a blend of retro adventure and futuristic escapades. As players traverse the landscapes of various planets, they will encounter a colorful cast of characters, formidable enemies, and countless surprises lurking around every corner.

    Accompanied by his trusty pet guinea pig, Boom Boom, and a sentient robot named MartyBot, Doug must navigate jungles, bustling cities, and high-stakes cybernetic casinos. Along the way, you will engage in strategic turn-based combat against a wide array of galactic foes, utilizing each character’s unique abilities to gain the upper hand.

    Additionally, its innovative capture mechanic stands out, allowing you to capture and later release creatures you encounter during the journey. More than 25 epic boss battles await you, such as colossal space dragons and bionic behemoths. Beyond Galaxyland also boasts a rich crafting system, allowing the creation of new armor and consumables.

    The post Adventure RPG Beyond Galaxyland has been announced for PC and consoles first appeared on IndieGames.

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