Japan - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 26 Jun 2025 13:30:32 +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 Japan - IndieGames https://www.indie-games.eu/en 32 32 Japanese-Swedish marketing agency Neon Noroshi embarks on their own publisher journey with Yotsuba Interactive https://www.indie-games.eu/en/neon-noroshi-launches-yotsuba-interactive-as-a-new-publisher/ https://www.indie-games.eu/en/neon-noroshi-launches-yotsuba-interactive-as-a-new-publisher/#respond Thu, 26 Jun 2025 13:30:31 +0000 https://www.indie-games.eu/?p=26699 Yotsuba Interactive’s first title is indie game I Write Games Not Tragedies which is slated for release in late 2025.

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Japanese-Swedish indie game marketing agency, Neon Noroshi is excited to launch Yotsuba Interactive, a brand new publishing arm. Founded by Neon Noroshi’s CEO, Tomoko Miya, the publisher will exhibit its first title I Write Games Not Tragdies at BitSummit the 13th Summer of Yokai in Kyoto next month from July 18 to 20.

The inspiration for the name “yotsuba”, which means four-leaf clover in Japanese, comes from a desire to convey the excitement and joy of a child finding a four-leaf clover for the first time. In a time where players are faced with an overwhelming amount of games to play, Yotsuba Interactive aims to support games that feel hyper-personalised, as though the game was created specifically for you.

Yotsuba Interactive’s first title is indie game I Write Games Not Tragedies which is slated for release in late 2025. The game is developed by Studio Wife and Cornmandog, two female developers now living in the United Kingdom and Hong Kong after studying together in London. The game’s exploration of emo and goth subcultures is one that resonated strongly with the Yotsuba team, which led to the formation of this partnership.

I Write Games Not Tragedies explores three eras of life and lessons through the eyes of protagonist Ash. Players will both adore and cringe over him during his “baby bat” years in the late 2000s, resonate with his anxieties and battles with alcoholism in the 2010s then join him on his quest for the meaning of life as an elder emo in the 2020s. Relish in his humor, encounters with romance and discomfort through a visual novel meets rhythm game experience. True to the punkitude, players will not only be tasked with hitting lyrics to the beat at the right points but screaming out their frustrations in order to obtain a high score!

The name of the game itself is an homage to the 2005 song I Write Sins Not Tragedies by American pop rock band, Panic! At The Disco.

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[KOMENTAR] Dragi Konami, vrijeme je da vratite Yu-Gi-Oh! Tag Force serijal https://www.indie-games.eu/en/dear-konami-its-time-to-bring-back-the-yu-gi-oh-tag-force-series/ https://www.indie-games.eu/en/dear-konami-its-time-to-bring-back-the-yu-gi-oh-tag-force-series/#respond Mon, 23 Jun 2025 13:28:58 +0000 https://www.indie-games.eu/?p=26519 These are some of the most unique yet immersive games ever produced by Konami.

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I think now is the best time Konami brought back the Yu-Gi-Oh! Tag Force series. Recently, a huge wave of nostalgia hit me, so I fired up my PlayStation 2 and revisited the original Yu-Gi-Oh! Tag Force GX from 2006. Honestly, these are some of the most unique yet amazing games ever produced by Konami.

They’re essentially dating sims where, alongside collecting cards through RPG mechanics and earning money, you follow the anime’s original story and battle opponents across different worlds. It was a brilliant way to leverage everything players love while introducing them to the main characters and game rules.

Seven Great Games, But Where’s the Eighth?

After delivering seven mostly excellent games, Konami, for unknown reasons, shifted to producing lackluster titles. This decade, we got Yu-Gi-Oh! Master Duel, Yu-Gi-Oh! Cross Duel (which shut down quickly), Yu-Gi-Oh! Early Days Collection (bringing back some old games), and Yu-Gi-Oh! RUSH DUEL: Saikyo Battle Royale Let’s Go Go Rush for Nintendo Switch.

Despite the anime still running and introducing new ideas and worlds, we haven’t had a truly great Yu-Gi-Oh! game in nearly five years. It’s unclear why Konami stopped making quality games and focused solely on mobile titles. Beyond poor marketing and underdeveloped English versions, games weren’t always released for PC or consoles beyond Nintendo and PlayStation. Even then, priorities kept shifting, often catering exclusively to the Japanese market. It’s baffling how someone can hold a goldmine like this and fail to capitalize on it.

Maybe Yu-Gi-Oh! wasn’t as popular a decade ago, but today’s landscape is different. A quality release with a touch of nostalgia would sell well, given the franchise’s massive following. When will we see another Yu-Gi-Oh! GX: Tag Force 3 or Yu-Gi-Oh! 5D’s: Tag Force 5? Why not bundle individual collections for sale? Why not port to all consoles and PC, or release remasters or remakes, which are common today? So many questions, yet no answers.

It’s Time for a Modern Yu-Gi-Oh! Game

The main draw of the Yu-Gi-Oh! Tag Force games lies in their “Tag Force” mechanic, where you duel as a team rather than solo. While solo battles were possible, the heart of the game was partnering with characters like Jaden Yuki or Yusei Fudo for joint battles. Even if not everyone follows the latest anime, this is a perfect chance for Konami to reintroduce these characters. The games emphasized deck synergy, smart strategy, and featured impressive graphics for their time.

What made Tag Force stand out was its ability to bring the Yu-Gi-Oh! world to life. Beyond mastering complex dueling strategies, you could live as a duelist—attending classes, following the story, competing in tournaments, and feeling the thrill of opening booster packs to perfect your deck. These games deepened your understanding of Yu-Gi-Oh! card rules.

Imagine exploring an open-world Duel Academy or New Domino City on Nintendo Switch 2 or PlayStation 5, with stunning visuals and fully voiced cutscenes. Picture online co-op tag battles and cross-generational tournaments — endless possibilities. With modern gaming embracing cozy RPGs, simulation elements, and card-based tactics, now is the ideal time to revive the Tag Force series in a fresh, modern form.

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[PREVIEW] NINJA GAIDEN: Ragebound is The Game Kitchen’s landmark title https://www.indie-games.eu/en/ninja-gaiden-ragebound-is-the-game-kitchens-landmark-title-preview/ https://www.indie-games.eu/en/ninja-gaiden-ragebound-is-the-game-kitchens-landmark-title-preview/#respond Tue, 10 Jun 2025 12:22:09 +0000 https://www.indie-games.eu/?p=26188 The free demo for NINJA GAIDEN: Ragebound is available now on Steam.

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Ah yes, NINJA GAIDEN: Ragebound. This highly anticipated title is a collaboration between The Game Kitchen, renowned for the Blasphemous series, and Dotemu, specialists in modern revivals of beloved retro games. Given into their capable hands by the long-standing IP holder Koei Tecmo, The Game Kitchen can now do what they do best: craft a challenging side-scrolling platformer that will appeal to both newcomers and veterans of the series. The Steam Next Fest demo offers an excellent glimpse of what’s to come, and it’s something you absolutely don’t want to miss.

Ragebound will be welcoming and accessible to all types of players

The game kicks off with a straightforward tutorial, teaching you essential moves: wall climbing, dodging, attacking, and utilizing special abilities to dispatch tougher foes or environmental obstacles. After the tutorial, you step into the shoes of Kenji Mozu, a young Hayabusa clan ninja tasked with defending his village in Ryu Hayabusa’s absence. This narrative unfolds as you progress, eventually leading to an encounter with Kumori, a skilled kunoichi of the Black Spider Clan, who also becomes a playable character.

The demo excels at showcasing the game’s intense, yet fair difficulty, even showing the unlockable harder mode, and it teases the diverse bosses and enemies that await in each level. The fast-paced gameplay here is no joke; your primary goal isn’t to eliminate every enemy, but to reach the end, offering a significant nostalgic experience for fans.

Kenji specializes in close-quarters melee combat, while Kumori excels at ranged attacks and can briefly shift into the spiritual realm for unique platforming challenges. The game skillfully blends both combat styles. Each enemy can power up two special, high-damage abilities, marked by a specific color, indicating which attack you need to use to defeat them and unlock that ability for yourself.

Interestingly, once you meet Kumori, you gain the ability to traverse the demon world. Here, you’ll solve puzzles, clear platforming challenges, and find ways to free Ryu and open paths for him. Another excellent addition is the Ninja Fusion mechanic. This allows you to combine character abilities for attacks that can clear multiple enemies, though its use is limited to prevent overuse.

Great chance to try it out before the game launches this summer

Precise platforming is a core component, with sections demanding quick reflexes and careful timing as you’re being jumped by multiple enemies, especially during Kumori’s timed sequences that reset upon failure. The game’s vertical level design adds significant depth, featuring hidden areas packed with collectibles. Overall, this was a truly fun experience; it’s not overly punishing, at least initially, and I’m highly anticipating the hidden shop feature that wasn’t available in demo.

Let’s not overlook the demo’s great visuals, which expertly blend retro pixel art with modern detail. Environments like haunted temples and fiery battlegrounds are richly designed, featuring smooth animations and grotesque enemy designs clearly inspired by The Game Kitchen’s Blasphemous. The music is equally impressive, led by Blasphemous composer Sergio de Prado, and brilliantly complemented by contributions from original NES NINJA GAIDEN composers Keiji Yamagishi, Ryuichi Niita, and Kaori Nakabai.

NINJA GAIDEN: Ragebound will release on July 31, 2025, and it will launch across PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. This demo is in fact part of a larger franchise resurgence, with NINJA GAIDEN 4 also set to arrive in October 2025, which is being developed by PlatinumGames.

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Towa and the Guardians of the Sacred Tree novi je roguelike inspiriran istočnjačkom mistkom https://www.indie-games.eu/en/towa-and-the-guardians-of-the-sacred-tree-is-a-new-roguelike-inspired-by-eastern-mysticism/ https://www.indie-games.eu/en/towa-and-the-guardians-of-the-sacred-tree-is-a-new-roguelike-inspired-by-eastern-mysticism/#respond Mon, 09 Jun 2025 09:06:12 +0000 https://www.indie-games.eu/?p=26125 The game’s aesthetic is stunning, rooted in classical Japanese art with hand-drawn characters.

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At Summer Game Fest 2025, Bandai Namco unveiled Towa and the Guardians of the Sacred Tree, a new roguelike title from Brownies Inc. Compared to Hades but infused with the charm of Eastern mysticism, this game promises a unique blend of fast-paced action, striking visuals, and an unusual cast of characters. It is set to launch on September 19, 2025, for PlayStation 5, Xbox Series X/S, Nintendo Switch, and PC via Steam.

The reveal trailer, showcased during Summer Game Fest, offered a glimpse into the game’s world, though much of the story remains a mystery. You play as Towa, a young priestess leading a group of eight unique guardians in a battle against Magatsu, an evil force threatening the peaceful village of Shinju. The game features a top-down perspective with dynamic action combat, and what sets Towa apart is its cooperative twist: you can control two guardians simultaneously, each with distinct abilities and weapons.

The game’s aesthetic is stunning, rooted in classical Japanese art with hand-drawn characters and beautiful backgrounds reminiscent of traditional ink paintings. The world combines serene beauty with lurking danger, complemented by a soundtrack from composer Hitoshi Sakimoto (Final Fantasy XII, Final Fantasy Tactics).

Among the colorful cast of guardians are a giant Shiba Inu and a talking koi fish. As you explore dangerous lands and dungeons, you’ll build connections with the village inhabitants, uncovering their stories and customs across different timelines, which further develops the village and deepens the narrative.

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Horor igra Deadcam dobila je datum izlaska, a stiže nam od developera poznatog po hitu Don’t Scream https://www.indie-games.eu/en/horror-survival-game-deadcam-gets-release-date/ https://www.indie-games.eu/en/horror-survival-game-deadcam-gets-release-date/#respond Thu, 05 Jun 2025 21:33:14 +0000 https://www.indie-games.eu/?p=26020 DEADCAM immerses you in a series of eerie "recordings", each a standalone story with unique settings, and gameplay mechanics.

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Solo developer Joure Visser, creator of the 2023 hit Don’t Scream, returns with a new project, DEADCAM. This ‘90s-inspired survival horror game launches in Steam Early Access on June 23, 2025 with a demo available during Steam Next Fest this June. Drawing inspiration from classic J-horror and American slasher film aesthetics, this “found-footage” adventure promises a series of terrifying encounters.

DEADCAM immerses you in a series of eerie “recordings,” each a standalone story with unique settings, narratives, and gameplay mechanics. The Early Access release will start with the first of five planned tapes: a J-horror-inspired story set in an abandoned high school. Lasting about an hour, it blends survival horror with psychological thriller elements. Four additional tapes will be released during the Early Access period.

The first tape equips you with three weapons: a katana, a pistol, and a shotgun. Firearms require precise aiming but slow your movement, while melee weapons offer speed. Resource management is a strategic element, with limited medkits demanding careful planning to survive. Each tape offers three endings, but only one is the “good” ending.

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[PREVIEW] NODE: The Last Favor of the Antarii – Spoj zagonetki i platformiranja https://www.indie-games.eu/en/node-the-last-favor-of-the-antarii-preview/ https://www.indie-games.eu/en/node-the-last-favor-of-the-antarii-preview/#respond Thu, 05 Jun 2025 16:45:16 +0000 https://www.indie-games.eu/?p=26009 This game introduces a unique timeline-based command system, where you plan actions.

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The Cerebral Puzzle Showcase brought us many games that might not always catch every player’s attention. But what happens when you combine this genre with platforming elements, where you don’t directly control the main character but instead issue commands? That’s where NODE: The Last Favor of the Antarii comes in. The demo version, still available to play, offers a lengthy experience and immerses you in a world of fictional Soviet Russia.

Set in the decaying ruins of Toska, a fictional Soviet nuclear complex in Siberia in 2034, you control NODE, an autonomous AI robot tasked with preventing a catastrophic reactor meltdown. The game introduces a unique timeline-based command system, where you sequence actions (e.g., moving, jumping, interacting) to solve puzzles.

Game that will challenge your brainpower

The gameplay is highly detailed and demands precision. You can choose how many seconds or tenths of a second your character moves, then command it to jump over obstacles and continue, all to reach the next checkpoint. However, the path to stopping the nuclear reactor won’t be easy: it’s filled with traps, crumbling walls, holes, and stairs.

The gameplay revolves around a unique command system where you don’t control NODE in real-time. Instead, you sequence actions like moving forward, jumping, pausing, interacting, or turning on a timeline and press “play” to execute them. You can precisely set the second or tenth of a second for each action, ensuring your character reaches the next checkpoint.

But the journey to halt the nuclear reactor is challenging, packed with traps, decaying walls, gaps, and stairs. If NODE fails to reach the goal, you rewind, adjust the timeline, and try again, creating a trial-and-error loop. The game requires careful planning, as actions must sync with environmental elements like moving platforms or timed switches.

Puzzle games can always surprise with their creativity

NODE: The Last Favor of the Antarii offers more than just pure gameplay, it’s accompanied by a story. You can interact with your creators, choose narrative dialogues to learn more about the world, or simply execute given commands. However, it’s all quite linear, so you don’t have much choice in certain matters, and it’s unclear whether your decisions impact the story’s progression. The game’s world is also rather dark and highly atmospheric, enhanced by stunning, beautifully detailed graphics.

Unfortunately, this game has a significant flaw: you can’t view the entire map while setting commands on the timeline. Instead, you must first make the robot move, explore, and scout the area, then go back to adjust and plan its movements. This isn’t ideal as it wastes a lot of time. While you can speed up the movement to mitigate this, the game also features many repetitive puzzles. Though this is somewhat acceptable once you realize the entire structure has its own logic, it can still be distracting.

The demo version effectively showcases the game’s core features; everything is well-executed, and I recommend giving it a try. It was engaging to dodge lasers and mathematically calculate the exact time needed for specific actions. However, the game feels unforgiving with your time, expect plenty of repetition and frustrating moments. Despite this, it’s an impressive title that puzzle enthusiasts will likely love.

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[PREVIEW] Danchi Days – Cute slice-of-life adventure game https://www.indie-games.eu/en/danchi-days-cute-cozy-adventure-preview/ https://www.indie-games.eu/en/danchi-days-cute-cozy-adventure-preview/#respond Mon, 02 Jun 2025 15:37:44 +0000 https://www.indie-games.eu/?p=25830 Its charming visuals will likely draw you in, but the real question is, will it hold your attention?

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Danchi Days is a cozy slice-of-life game described as a “Summer Neighborvania Adventure”, in which you play as Hoshino, a 12-year-old girl who moves into a Japanese danchi (housing complex). Her goal is to revive its dormant summer festival by inviting 100 residents. Inspired by GBA-era games like Hamtaro and EarthBound, it combines pixel-art exploration, mini-games, and a Y2K-inspired internet system. Danchi Days delves into themes of community, nostalgia, and aging, including a touching narrative about dementia.

If you’re not a fan of slow-paced games, Danchi Days might test your patience. However, it’s a smaller, less overwhelming experience. It remains simple, focusing on exploration, interactions, and meeting many people in one city. Perhaps the biggest highlight is the Sensing ability and the NeighborNet (a retro internet system) to help you meet residents’ and uncover their problems. Its charming visuals will likely draw you in, but the real question is, will it hold your attention?

The demo provides plenty of content to explore and try out

The demo was surprisingly well-crafted, guiding you through the game with a tutorial and a full day where you meet the first 10 neighbors. Puzzles aren’t too difficult; they usually involve information you gather from interactions or searching the in-game internet. For example, you might learn how to create a puddle or use a “muddle ball” to stop wasps. The game presents solutions subtly, so you’ll rarely get stuck, as the answer is always within reach.

Danchi Days features two key mechanics for Hoshino’s exploration. The “looking” mechanic allows her to observe everyday details, objects, and living things like puddles, buildings, items, and people. On the other hand, the “sensing” ability lets you interact with designated objects to collect five stars, which then starts a mini-game. These mini-games are crucial for progression. There are many to discover, for example, one involves collecting water droplets by shaking baskets. You’ll need to manage your stamina and reach 100% focus to complete the game successfully.

The story in Danchi Days is a mix of linear and non-linear. You get to choose which residents to invite first, but the game’s hint system will occasionally guide you toward what’s important for the main story. While the demo didn’t offer a full map, progression will likely involve unlocking new zones or festival features. The computer mechanics were easy to use as well; you can check mail, search keywords, and store various items in your inventory. Most things you find on your journey can be used later, and every mechanic is connected with one another.

Packed with potential – a hidden gem?

Danchi Days is enjoyable, and I didn’t encounter major issues playing it. However, it’s not ideal for faster readers. If you try to skip dialogue, it instantly moves to the next line, meaning you can’t load an entire text box with one click; you have to wait for it to finish. The world does feel a bit empty, despite the game indicating the city is “dying”. I wished for more interactive objects beyond those focused solely on the story.

My favorite part is how unique each resident is, with distinct personalities and problems you can help them solve. For example, you can explore residents’ pasts to understand their stories, like with old grandpa Pete, who is a friend of your grandma. I also loved the occasional pixelated picture snippets that act as charming cut-scenes, like Hoshino with her grandma and her friend Rio. Additionally, everything in the game has its own voice, which truly adds to the overall experience.

It truly feels like you’re playing a GBA game, with its distinct square play area and background color. I’m excited to see its full potential. It’s cute, fun, and could easily become a hidden gem many players usually miss. Cozy gamers especially will find a lot to love in this title.

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Yasha: Legends of the Demon Blade – Solid Japanese-styled rougelite game https://www.indie-games.eu/en/yasha-legends-of-the-demon-blade-review/ https://www.indie-games.eu/en/yasha-legends-of-the-demon-blade-review/#respond Sat, 31 May 2025 20:09:57 +0000 https://www.indie-games.eu/?p=25739 Roguelite newcomers might appreciate its accessibility, but veterans may find it shallow.

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  • DEVELOPER: 7QUARK
  • PUBLISHER: 7QUARK
  • PLATFORMS: PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S
  • GENRE: Rougelite
  • RELEASE DATE: May 14, 2025
  • STARTING PRICE: 13,79€
  • REVIEWED VERSION: PC
  • While Yasha: Legends of the Demon Blade isn’t a bad game, it’s definitely not for hardcore fans of the roguelite genre. Despite having three distinct characters with unique stories and abilities, it suffers from excessive repetition. You’ll encounter the same bosses, enemies, and skills, run after run. Even with random skill acquisition and saved progression, the lack of varied levels means nothing ever feels new. Once you’ve learned the boss patterns, the game quickly becomes boring. The only real difference between runs is your starting weapon and its upgrades.

    Set in a mythical Edo-period Japan, this action roguelite RPG plunges you into a fight against yokai and the Nine-Tailed Fox to restore balance between humans and demons. It blends Hades-inspired roguelite mechanics with a stunning ukiyo-e art style, offering fast-paced combat, character-driven stories, and weapon customization across three campaigns. Previously overpriced, the recent price drop makes this game well worth diving into.

    Combat flows smoothly, though level design can feel repetitive

    The game’s core loop starts with you picking a hero: Shigure, a katana-wielding samurai; Sara, a speedy dual-dagger wielder; or Taketora, who uses both a bow and his fists. Each stage throws you into enemy-packed arenas, broken up by rest areas for upgrades, and capped off with a boss (a Kraken, a giant Crab, or even your own demon-tured Master). Runs either end in victory or death, but death doesn’t mean the game is over.

    Combat is top-down, a dynamic mix of combos, dodges, and parries. You’ll use light and heavy attacks, unleash a special move after a successful parry, and use unique character abilities. As you play, you’ll grab Soul Orbs for temporary boosts like extra damage or speed, and collect materials for permanent upgrades like crafting new weapons or boosting your stats. In rest areas, you can grab ramen for buffs, buy items from vendors, or take on risky challenges.

    Weapon customization is another strong point, allowing two unique weapons per run, for example, one might grant critical attacks while another unleashes exploding or homing petals. However, this system is poorly designed. You’ll rarely use a second weapon because stages are too short: just two before a boss fight, preventing you from properly utilizing both. While one weapon might excel against specific bosses, and dual-wielding becomes more viable in the lengthy late-game campaigns, there’s little reason to switch otherwise. It basically tricks you into thinking its useful.

    “Weapon customization is another strong point, allowing two unique weapons per run.”

    Yasha steps into the roguelite scene with a new vibe

    While initial impressions are positive, but as mentioned, the fixed stage design quickly leads to repetition. Bosses, despite being visually distinct and well-designed, quickly become predictable once you learn their patterns. Although various buffs offer an edge, I often felt my damage output was insufficient against the ridiculously high HP pools of some bosses. Though hidden stages and yokai festivals offer rare items, they don’t alleviate the repetitive “rinse-and-repeat” structure, which feels oddly implemented.

    Each campaign demands multiple runs to advance chapters, with permadeath resetting run-specific upgrades. While you’ll unlock weapons, abilities, and stat boosts at the hub, meta-progression is a slow grind due to sluggish Soul Power gains. The high cost of upgrades feels disproportionate, especially considering the length of each campaign. This early grind is a major deterrent, often leading to frustrating deaths even against weaker bosses. However, the game does improve once you acquire some upgrades.

    It’s not all bad, though. The game offers plenty of build diversity, numerous weapons to try, and characters to play, rewarding your investment. However, as mentioned, if you’re a roguelite veteran, this game likely won’t stack up to others in the genre. I can’t help but compare it to Realm of Ink, which draws heavily from Hades and offers incredible replayability with insane builds and varied buffs/debuffs. Yasha feels like a baby in comparison.

    “Each campaign demands multiple runs to advance chapters.”

    Perfect for players who love a bit of grinding and diverse playstyles

    That said, Yasha does have interesting ideas for buffs, such as the yin and yang system – one offering pure positives, the other a mix of boons and drawbacks to maintain balance. There are also abilities and weapon skills designed to synergize. So, don’t misunderstand; Yasha is still a decent roguelite game with solid combat.

    With an art style that fuses ink outlines and watercolor, the game evokes traditional Japanese paintings. Environments are also detailed, from lush forests to haunting yokai designs. Characters faces are expressive too, with cutscenes feature great anime-inspired portraits, while weapon effects like flaming spheres and drills enhance the visual appeal. Unfortunately, the vibrant hub village lacks depth, featuring unmoving NPCs and repetitive dialogue.

    In the end, Yasha: Legends of the Demon Blade is a visually stunning action roguelite, boasting great ukiyo-e art, fluid combat, and unique character stories. However, repetitive level design, grindy progression, and clunky mechanics make the experience repetitive. Roguelite newcomers might appreciate its accessibility, but veterans may find it shallow. It’s a fair choice for fans of Japanese mythology and fast-paced combat, though casual players should consider waiting for updates or a sale.

    “Yasha is still a decent roguelite game with solid combat.”

    Pros Cons
    Fluid combat. Very repetitive level design.
    Beautiful anime-style graphics. Grindy start.
    Unique characters and weapons. Clunky parry mechanics.
    Ideal for those who are new to the roguelite genre. It's not on the same level as other titles in the roguelite genre.
    Content
    70%
    Gameplay
    80%
    Graphics
    80%
    Final score

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    JDM: Japanese Drift Master – Iznenađujuće dobra trkaća igra s otvorenim svijetom https://www.indie-games.eu/en/jdm-japanese-drift-master-review/ https://www.indie-games.eu/en/jdm-japanese-drift-master-review/#respond Thu, 22 May 2025 10:46:10 +0000 https://www.indie-games.eu/?p=25248 The game immerses you in the fictional Guntama Prefecture, clearly inspired by Japan’s real-life Honshu region.

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  • DEVELOPER: Gaming Factory
  • PUBLISHER: Gaming Factory
  • PLATFORMS: PC
  • GENRE: Racing / Open-world
  • RELEASE DATE: May 21, 2025
  • STARTING PRICE: 34,99€
  • REVIEWED VERSION: PC
  • I’ll be upfront. I don’t usually play racing games. The last ones I really dove into were probably Forza Horizon 5 and Burnout 3 Takedown. So, when I first jumped into JDM: Japanese Drift Master, I was and still am a complete beginner to the genre. But surprisingly, that worked out pretty well. I found it quite easy to get around and understand the mechanics. While this might not be the review you’re looking for – coming from someone who doesn’t typically play racing games – I can’t lie: I genuinely enjoyed my time with JDM.

    The game drops you into the fictional Guntama Prefecture, a place clearly inspired by Japan’s real-life Honshu region. You play as Touma, a Polish drifter who’s on a mission to conquer Japan’s underground drift scene. JDM blends the manga-style storytelling of Initial D with what they call “simcade” physics. Plus, there’s extensive car customization.

    It’s truly a celebration of Japanese car culture, featuring over 250 km of roads, officially licensed vehicles from big names like Mazda, Nissan, Subaru, and Honda. You’ll find yourself in a open world packed with over 40 story-driven events and all sorts of sidequests, including drift battles, grip races, drag races, and even delivery runs.

    Drifting Modes and Controls

    The main thing you’ll be doing in JDM is drifting. You’ve got two main modes: Simcade mode offers a balance of realism with some helpful assists, while Arcade mode really dials up the drift and brake assists for a more casual experience. The game supports gamepads, keyboards, and even racing wheels, so you can play however you like. The drifting itself feels “spot on”. The controls are responsive, letting you easily start a slide, maintain your angle, and chain together combos since you have green, white and red lines that indicates all of these things. JDM also rewards you for high drift scores with multipliers and secondary objectives.

    You can cruise freely around the world, hit up speed traps, or just drift for fun, and the radio stations definitely add to the vibe. However, despite being an open world, the exploration actually feels linear. You’ll run into indestructible fences, invisible walls, and very few off-road options. This makes the map feel more like a scenic backdrop rather than a truly living, explorable world. Side activities are pretty sparse too, so it lacks the collectibles or fun distractions you’d find in a game like Forza Horizon.

    Additionally, you can always take your time in the driving school to go through various training sessions and really practice your drifting and driving skills. But honestly, after you put in a few hours of gameplay, you’ll start to notice how repetitive the objectives feel. It’s a lot of the same kind of drifting challenges and endless delivery runs. On top of that, the AI rivals can be a bit wild. They’ll crash unexpectedly or block your path in ways that feel completely unpredictable.

    The virtual smartphone you use for settings, objectives, and navigation is a great idea for immersion, but it can be really clunky to use. While the traffic AI was generally decent, there were moments where other cars seemed completely “locked” into their paths. And the GPS? It could be pretty unreliable at times, occasionally failing to guide me properly to objectives.

    “The main thing you’ll be doing in JDM is drifting.”

    Customization Shines, but Flaws Persist

    Earning cash in this game actually becomes pretty trivial by mid-game. I was able to afford the most expensive car way too early. In theory, the underground races should give you quick money, but they weren’t available, along with a few other modes marked as “Coming Soon” on the map. For making money, replaying certain missions is your best bet, as some can be finished in under a minute for decent payouts.

    Customization is definitely a highlight in JDM: Japanese Drift Master. You can really tweak almost everything: engine performance, suspension, turbo, brakes, steering angle, and the aesthetics. This includes cool body kits, exhausts, decals, and even two-tone paint jobs. The interior details are a nice touch too, with things like MONO steering wheels or Racero bucket seats adding to the immersion – your character’s hands even move on the wheel. Plus, while tuning your car definitely impacts its handling, the game doesn’t do a great job of explaining what all those effects actually mean.

    I tried playing the game using both an Xbox controller and a keyboard, and it’s fair to say that it’s much easier to control with a controller. However, I was actually pretty surprised by how well the keybinds worked for the keyboard, so both options are perfectly viable. Since I don’t own a steering wheel, I can’t really compare it to that, but if you’re wondering, the first two options are relatively safe and work perfectly fine.

    The camera options in JDM are actually pretty solid, offering more choices than you’d typically expect. The interior view is quite neat with ability to see the mirrors. Visually, the game looks decent overall, but it struggles with general pixelation and flickering, which might be due to lighting, anti-aliasing, or dynamic resolution problems.

    “Customization is definitely a highlight in JDM: Japanese Drift Master.”

    It’s definitely a bit rough around the edges

    I generally didn’t have any major problems with the game’s graphics. Sure, it could get a bit blurry at times, and there were some overall rendering issues, but my PC didn’t suffer, and I didn’t experience any frustrating FPS drops or similar performance problems. This does mean that if you’re playing, you might notice more issues or bigger problems than I did, depending on your setup.

    Guntama Prefecture’s 250 km of roads feature picturesque mountain passes, cities, and the serene towns around Haikama Lake, all rendered with vibrant colors and dynamic weather. The day-night cycle and rain effects definitely add to the immersion, although it’s a bit odd that wet roads don’t show any water on your car’s windscreen.

    The manga-style cutscenes, while charming, are pretty static and not used very often – it’s just a few pages here and there, and that’s it. Environmental details like road signs, bicycles, and storefronts absolutely nail Japan’s aesthetic. However, the world still feels “hollow” because there’s limited interaction with it. And it really breaks immersion that there’s no car damage, not even cosmetic.

    To wrap things up, JDM: Japanese Drift Master was a really surprising experience for me. While it’s definitely a bit rough around the edges, I genuinely enjoyed the drifting, the car physics, and the open world. Even if it felt a little hollow, it was still fun to drive through. I also liked the interesting way the story is told through manga-style cutscenes.

    I think it’s quite surprising that there’s already a roadmap for future content; it almost feels like the game could have been in Early Access. It is an indie game after all, but it’s definitely an ambitious one. For now, it has some really solid foundations that can be built upon, and I can’t wait to see what else the developers will bring us in the future.

    “This game’s appeal is highly subjective, shaped by your experience with the genre.”

    Pros Cons
    Satisfying drift mechanics. Repetitive tasks.
    An engaging open world. There is no real interaction with the world.
    Extensive customization. It has its technical difficulties.
    The story is told through manga. Physics and drifting can be extremely subjective.
    Content
    80%
    Gameplay
    70%
    Graphics
    80%
    Final score

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    [KOMENTAR] Palworld protiv Nintenda: Zašto ova tužba šteti indie igrama https://www.indie-games.eu/en/palworld-vs-nintendo-why-this-lawsuit-hurts-indie-creativity-in-gaming/ https://www.indie-games.eu/en/palworld-vs-nintendo-why-this-lawsuit-hurts-indie-creativity-in-gaming/#respond Tue, 13 May 2025 10:51:44 +0000 https://www.indie-games.eu/?p=24797 Palworld’s success might’ve bruised Nintendo's ego.

    The post [COMMENT] Palworld vs. Nintendo: Why This Lawsuit Hurts Indie Creativity in Gaming first appeared on IndieGames.

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    It was impossible to overlook the launch of Palworld back in January 2024 on Steam. This survival game let you catch, ride, and yes, arm adorable creatures with guns, blending Pokémon and Grand Theft Auto. By mid-2024, Pocketpair’s indie hit had drawn over 25 million players, becoming a global sensation. But in September 2024, Nintendo and The Pokémon Company filed a patent infringement lawsuit against Pocketpair, alleging Palworld violated their intellectual property. I see this lawsuit as a major threat to creativity in the gaming industry, particularly for small studios with big dreams.

    Palworld isn’t a Pokémon clone, no matter how much the “Pokémon with guns” meme stuck. Sure, you catch creatures with Pal Spheres, and some Pals look a bit like Pokémon, but the gameplay, open-world survival and base-building, leans closer to Ark: Survival Evolved than Pokémon. Pocketpair’s CEO, Takuro Mizobe, told Automaton in January 2024 that the game cleared legal reviews, and they had “no intention” of infringing on anyone’s IP.

    Yet Nintendo’s lawsuit, filed in Tokyo District Court, doesn’t target character designs or copyright. It’s about patents, specifically, game mechanics like throwing a ball to catch creatures or riding them. That’s where things get scary. If Nintendo can patent something as broad as “catching a creature in an open world”, what’s stopping them from locking down other basic mechanics? It’s like patenting jumping in a platformer.

    Why Studios Like Pocketpair Face an Uphill Battle

    This isn’t just about Palworld. It’s about what this means for indie developers everywhere. Small studios like Pocketpair, with limited budgets and teams, don’t have the resources to fight a giant like Nintendo, who’s got a war chest and a reputation for winning lawsuits. This feels like Nintendo is flexing to remind everyone they’re the boss, not because Palworld was a real threat to their profits. It’s a message to indies: innovate, but not too close to our turf.

    Worse, this could scare other indie devs from taking risks. It’s a warning that broad patents like Nintendo’s could make developers “hesitant to iterate on ideas”, and I can’t help but agree. Look at Stardew Valley, it built on Harvest Moon’s formula and became a classic. If Nintendo’s logic applied back then, would Eric Barone have dared to make it?

    Nintendo does have the right to protect their IP, and Pokémon is a cultural giant. But their approach feels heavy-handed. They’ve got a history of aggressive legal moves, from shutting down fan projects to suing emulator devs. Palworld’s success, 12 million copies in a month, might’ve bruised their ego, especially when fans on said it outdid Pokémon in ways fans wanted.

    Instead of innovating to compete, Nintendo’s leaning on patents filed in 2024, post-Palworld’s launch, which might not even hold up if Pocketpair can prove prior development. It feels less like protecting art and more like gatekeeping mechanics that aren’t unique to Pokémon – Final Fantasy XIV and Monster Hunter have similar capture systems, as Pocketpair argued in court.

    Can Palworld’s Legal Fight Save Indie Freedom?

    If Nintendo wins, it could set a precedent that lets big publishers patent basic gameplay ideas. Imagine EA patenting first-person shooting or Tencent locking down battle royales. Indies, who rely on tweaking genres to stand out, would be screwed. Nintendo’s patents cover “universal mechanics” like aiming at a character or riding a mount. That’s not innovation, it’s claiming ownership of ideas as old as gaming itself. Stifling that kind of evolution hurts players too, we’d miss out on games that push boundaries because devs are too scared to try.

    I’m not saying Palworld is perfect. Some Pals do look suspiciously like Pokémon, and Pocketpair’s past flirtations with AI-generated designs, raised eyebrows. But the lawsuit isn’t about art, it’s about mechanics, and that’s where Nintendo’s overreach stings. This case could reshape gaming, and not for the better. If indies can’t build on existing ideas without fear of a lawsuit, we’ll get a safer, blander industry.

    There’s hope, though. Pocketpair’s fighting back, citing games like Tomb Raider and Monster Hunter to argue their mechanics aren’t exclusive, and experts like Florian Mueller said the patents might not hold up outside Japan. A win for Pocketpair could help indies, setting a precedent for creative freedom. For now, I’m rooting for Palworld to keep its spirit intact and for Nintendo to rethink this fight. Palworld dared to dream big, and I don’t want a lawsuit to tell devs that’s a crime.

    The post [COMMENT] Palworld vs. Nintendo: Why This Lawsuit Hurts Indie Creativity in Gaming first appeared on IndieGames.

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