Showing posts with label indie gaming. Show all posts
Showing posts with label indie gaming. Show all posts

Friday, January 17, 2014

Kickstarter Alert - Chatbox Shamus: From Sloth to Sleuth


It's been a long time coming, but I've finally elected to go live with the Kickstarter campaign for my visual novel, The Chatbox Shamus: From Sloth to Sleuth. TCS is a detective mystery set in 1984 that follows 25-year-old Bastion Crowley, a failed college student who runs his amateur investigation service from a university BBS. He investigates everything from insurance fraud, to kidnapping, to drug distribution, and eventually even organized crime. Not all of it goes as well as expected, given Bastion's amateur nature.

For those who want something tangible to show that this is not just me blowing smoke, you can download Case 1 here, though it is missing character artwork and music. If you would prefer to get more information first, read on.

While TCS shoots for the style of a traditional film noir (monochromatic backgrounds, general moral ambiguity), it's not all dark and depressing. I've aimed for more of a deadpan humorous style throughout the story. It's not madcap zany like a Phoenix Wright game, but it's not dead serious like an episode of Perry Mason, either. Even though Bastion has spent a large chunk of his own life absorbing detective mysteries from books and movies alike, he really isn't as professional as he thinks he is.

TCS's planned five cases involve quite an array of unique people, but here are some of the recurring cast members and a little bit about them.

Bastion "Bass" Crowley
"That's 'bass' as in the fish. I swear, I spent all of high school trying to shake that stupid nickname."

Our protagonist (most of the time); Bastion was born a few years before the beginning of the Vietnam War, to which he lost his father. Since then, he grew up with a high respect of his father's military career, but mostly spent his school years watching Hitchcock and reading Hammett and Chandler. He never managed to get accepted into the local college, and spent the early portion of his twenties doing odd jobs and barely keeping on top of his rent. Somehow, though, he managed to scrape together enough money to purchase a Radio Shack TRS-80 home computer (already some years out of date by the time this story takes place) and a modem, which he uses to connect to the bulletin board of the college he failed to attend.

Antonia "Ruby" Travaglia
"Bastion, you dumbass! I spent two hours out here yesterday waiting for you to wake up, and you were already gone!"

Born to an Italian mother and an absentee father of dubious origin, Ruby works at the Pacific Daily News office as the editor of the police-blotter section. She has known Bastion since high school, even though she has not seen him since going away to college up-state. She is quick to anger and possesses quite a foul mouth, but she can show compassion when it counts, and is often more helpful to Bastion's investigations than either of them really want to admit. Despite the friendship, Ruby and Bastion reject the idea of a romantic relationship between them, as both of them realize that it would never work out. That said, though, Ruby does have some feelings for Bastion, though she would never confess to it.

Irma
"The cheese is fresh today, hon, it came from that farm down the freeway. Y'know, their cows are the only herd left in the state that don't have tracking devices on 'em?"

The owner and operator (and most of the time, sole employee) of Irma's Diner, a holdover from the 1950's in more ways than one. Although Irma cooks a mean grilled cheese with bacon, it's really her dinner theater (i.e. constant rambling about conspiracy theories) that keeps her customers coming back. She doesn't quite realize that she has become the butt of a few jokes, but her heart is at least in the right place, which is more than can be said for her understanding of social cues. Bastion is a frequent patron of her diner; neither he nor she can quite figure out why Ruby doesn't enjoy the diner.

Albert Cervantes
"You know work starts at seven, right? The chief doesn't like it when his people are tardy."

Ruby's arch-nemesis and the editor of the Pacific Daily News obituary column, Albert represents all that is wrong and unjust in the world of office ethics. Albert constantly defers his work to other employees in other departments, in addition to demanding that his co-workers fetch his coffee. He is especially harsh towards Ruby, who is the only Daily employee to ever actively resist his domineering personality. As Albert is the only qualified obituary writer in the Pacific Southeast, he is practically impossible to fire, a fact that he becomes increasingly aware of as the story stretches on. Although Bastion's primary career is investigation, Ruby "hires" him to observe and keep logs of all of Albert's behavior toward her.

Detective Greg Standish
"Alright...you there, state your business. I got a nap to get back to."

Since becoming a police detective, Standish has been relegated to the most boring desk in the entire department: Missing Persons. He is all too content to spend his on-duty time sleeping or working on crosswords in his office, until Bastion practically solves one of his cases for him. From that point on, Standish becomes a vital contact to Bastion, who does not always have the needed authority to order searches or seizures. That said, Standish's job is dead-end in more ways than one; there are avenues that even he cannot hope to enter, and he tends to be a victim of bureaucracy and red tape within his precinct. He does, however, possess a reasonable knowledge of most of the Pacific Southeast's defense lawyers, which Bastion finds useful on more than a few occasions.


The art style primarily consists of greyscale photo backdrops, though I plan for all characters to be represented on screen by sticky notes with portraits sketched on them. The above example is my crude attempt at it.

TCS's development has been progressing nicely; I currently have two cases finished with a third about half-done, and a further two planned. My major obstacles, however, are art and music, which is why I have set up a Kickstarter campaign. My funding goal is only $5,000 USD, but this will go entirely towards the hiring of a character artist and a musician to give the game the style it needs. Again, here is a link to the Kickstarter pitch, and if you'd rather play the first case beforehand, here is a link to that as well. I look forward to any feedback and suggestions.

Yours sincerely,
Corwin "wildweasel" Brence

Friday, April 26, 2013

500-Word Indies: A Tale of Two Kingdoms

This week we're featuring an indie game classic in a classic genre: A Tale of Two Kingdoms is a faithful loveletter to the King's Quest series, which has a lot of effort put into assets that look and feel authentic to the VGA era, while being entirely free to download. Check it out!


Friday, April 19, 2013

500-Word Indies: Rework the Dead: Evil

It's indies time again! This week, we're discussing another free game, the Abuse-inspired run-'n-gun Rework the Dead: Evil. In this rather morbid title, you delve into a dark underground complex to get behind the origins of a zombie apocalypse - as an anthropomorphic dog.


Friday, April 12, 2013

500-Word Indies: Little Inferno and Home

I've already reviewed Home on the blog back when it came out. Back then it was held back by a few interface and QA issues. These have been fixed in patches by now, allowing me to streamline the review to what really matters and fit it into this column.

Since that is a mere rehash from an old review, we also feature some new content with a look at Little Inferno, a flaming physics sandbox by the creators of World of Goo and Henry Hatsworth. Is it a meaningful experience or just a mindless catalyst for pyromaniac desires? Find out in our review!

Also, sorry about the initially broken links last week. This time they should work.

Friday, April 5, 2013

Friday is now indies day! This week: Perspective

You might have seen that we've started a new column for short reviews of games from the independent scene called "500-Word Indies" a while ago. It was originally intended to have one new contribution for every main site update, but it turns out due to their short length and a number of contributors, these can be done much faster than the usual content. This means in times when real life makes the main site updates get more erratic, we end up with a huge backlog of stuff to post.

So from now on I'm switching to uploading a new review every Friday, at least for as long as a steady stream of new contributions keeps coming in. Please note that these won't appear on the main page until the next "proper" update, so if you want to read them as they come, either keep an eye out for the blog, or bookmark the new 500-Word Indies index page. Until further notice, new contend every Friday (or maybe Thursday evening or Saturday morning, depending on your time zone) almost guaranteed.

The newest addition this week is Perspective, a free experimental puzzle platformer by students at DigiPen.


Friday, June 1, 2012

Limp steps towards evolution - A review of Home

To be honest, I've bought Benjamin Rivers' Home without reading up on it much, mostly because of the "Old-School Collector's Edition". Not to have more fancy stuff lying around, but because I figured if an indie developer went through all the effort to produce maps and other feelies, they certainly would have put as much work and love into the game itself, right? Right?! Let's see...

(This review is the product of playing the game without having seen any of the goodies. The official home page recommends to wait for them to arrive, but as the Collector's Edition has already been sold out during the preorder phase, this is a moot point for anyone who might still be considering to buy the game, anyway.)

At the center of the Home stands a nameless guy who wakes up in an unknown house with a wounded leg. Just in the next room lies the mutilated corpse of a man. Trying to find his way out of the property, he soon stumbles over details about the house and its inhibitants, but also more gruesome facts and some unsettling connections to his own life.

The game calls itself "an unique horror adventure," and it sure draws on a lot of common horror tropes. The animations of opening doors from first-person view are known to anyone who has ever touched a classic Resident Evil game, and the whole game world is covered in darkness all the time, with the closest vicinity illuminated only thanks to the light of a lamp that is found all too conveniently just at the spot where the protagonist wakes. up There also is a handful of skillfully applied fake shock moments, like a cat jumping away as the player walks toward it, but the most essential element of horror - a sense of actual or imagined threat - is lacking entirely. The mechanics of the game make it clear very early on that dying is not an option, not the least because the game doesn't have any save function whatsoever.

Now that might sound terrible at first, but it's important to bear with Home at that point - a session of the game can easily be completed within an hour. (Don't worry about that short time frame, either. The digital download version costs no more than two bucks) The game sure could have done a better job at communicating this concept (after all it goes out of its way to tell players to turn off the lights and use headphones at the start), but the appeal of Home is the replay, to do things differently and see how they play out.

Most of the choices just consist of either taking certain items versus leaving them, or examining clues vs. missing them, but there are also a number of obstacles that can be passed in different ways, with the consequences sometimes determining how later situations have to be approached. In the beginning, for example, it's possible to jump down a broken ladder at the cost of the player character's hurt leg, but findign a different means to descend saves him the pain, preserving his agility.

There are no "wrong" decisions that make one get stuck, though. The changes are merely nuances in the narrative, and, ultimately, in what the player gets to know about what actually happened. Piecing together the clues found on the way (which the game mostly does for you in text summaries of each "chapter") is what Home is all about. It's clear a lot of work has been put into compiling alternative narratives to make decisions matter, but often the player has no clues whatsoever what kind or quality the consequences might be. With no proper fail- and success states and no logical framework to the choice-consequence structure, it becomes a matter of just limping through the game with whatever choices and then maybe get some other results by doing just the opposite the next time.

Also, at the end awaits a decision that just shouldn't be there, a twist that works less the more interactive your product is. It could have suceeded if gave things seen throughout the game a different meaning, but instead it caused many scenes to have no meaning at all. I really wish I could elaborate on this some more, but it's impossible without massive spoilers.

Unfortunately, Home is also plagued by a number of scripting bugs that spoil the narrative experience. In the most harmless cases, they're just annoying repetitions of text, but they can also cause plotholes to the current playthrough and confusion to the player. At the end of the first section, for example, the protagonist may voice his regret for not having picked up the gun he found, even when the player hasn't even examined the bar of pixels that constitute the weapon on-screen.

An often-made argument when discussing the merits of games is the claim that hi-tech graphics are not needed to make a compelling interactive experience. But in the case of Home, questions after the expressive power of blocky pixel graphics have to be raised. With the chosen look, gory views appear censored by default, causing a dissonance in any reactions the player can have and the disgusted descriptions of the protagonist. When hurting his leg worse, the protagonist seems to limp a little more (or is he? Might be just a psychological efect...), but otherwise animations are sparse, and he has no choice but to keep the same dopey look throughout the story, no matter what happens to him. This is not to say that it hasn't been that way in countless great classic games, but here they add to the conclusion that Home can never hope to get all that creepy.

The flashback-like narration of the protagonist appears in cut-away text panels, like in a silent movie. What sounds cool at first gets aggravating real fast, though, as they're painfully slow. The text scrolling can be skipped, but there's always a weird delay in the text appearing and the game cutting back to the main screen.

Regardless of its shortcomings, Home is a fine exercise in interactive storytelling and one can only hope that it gives other developers some hints in making the narrative the actual purpose of the game. It is not, however, a very good game. The official homepage quotes the Totally Rad Show praising the game as "King’s Quest meets Heavy Rain," but all it really would have inherited from King's Quest are the blocky visuals. The farthest extend of a "puzzle" are certain objects that are only found by holding the lamp aloft, or levers that have to be pulled more than once. While it might be true that the traditional approach to adventure game puzzles might not be the optimal way in telling an interactive story (as they almost invariably demand harebrained stories or a weird disconnect between game world and puzzles), but when there's really nothing "gamey" to replace them, the final product is not much different from a simple chose-your-own-adventure story. Author Benjamin Rivers is quoted on Adventure Gamers for his "desire for evolution in the adventure genre." He also talked about horror in games created by engaging the player on "that unique mental level," but he tries to do so mostly while ignoring video games' strongest tool to engange the player. Home does a honorable job in trying to make actual gameplay obsolete, in creating an interactive narrative that is engaging enough on its own, but in doing so it offers no true solutions to the old problem of marrying gameplay and story in a way that both can benefit from the union.


Tuesday, February 14, 2012

XBLIG Roundup (II)

Following up on our post from last week, here are a few of my personal favourites that Discoalucard may either not have played or not have liked as much as I did.

ちえりのドキ★ドキ湯煙ぶらり旅 (Chieri no Doki Doki Yukemuri Burari Tabi)

I'm not too much of a fan of typical horizontal or vertical scrolling shmups, so this was a welcome surprise. You control Chieri, who from what I can discern of the story jumps into a draining hot spring steam bath after her father gets sucked down the drain. Or something. Anyway, the cave is full of red dots which you use to fling around on her pet's tail to avoid falling into the water and to fight the enemies with a quirky inverted control scheme. There's not much in terms of content, but it's sheer, simple arcade fun. I hear this was inspired by an earlier PC doujin game called Wire Robo (second picture), but I couldn't get that to run on my computer. It's a bit hard to find since it doesn't have an English title, but you find the Japanese titles at the very end of the list on the marketplace.


T.E.C. 3001

What looks like a T-1000 running through the world of Rez, Pepsi Man-style is pretty much the 3D equivalent of those high speed auto-running platformers you see frequently as flash games (there are a few exambles on the XBLIG marketplace, too), but in this case that means a whole more dimension of fun. In each curse you have to collect a set number of batteries before reachingthe finish line, which starts out as a perfectly straight-forward task, but soon things get more complicated with branching paths, arrows on the floor that make the robot go faster or slower, various obstacles and sometimes even a change of direction. Sometimes the programming makes things a bit awkward; when you fall down it often feels as if you've glitched out of the level, but eventually the game will register your failure. This is one of the only two games in this post that go for the higher price of 240 MS points.

Nyan-Tech

And yet another Japanese game, though this time with a title in Latin characters. Nyan Tech's levels are full of letter-labeled colored platforms, which all correspond with the buttons on the control pad they react to. Some are activated as toggles, some by holding the button. The fact that they can be linked with other vital inputs like running and jumping makes things very interesting in the later levels, although first you have to put up with a very slow difficulty curve and many stages that feel introductory. Still one of the most conceptually interesting puzzle platformers I've seen, though.

More games after the jump...


Space Milkman

OK, this is not a real recommendation, given that it's much too short for being on the highest price tier (240 MS points). Space Milkman doesn't even try to hide how much it owes to Super Mario and employs dozens of the series' tropes, but it has its share of own ideas and almost every stage tries some different interesting concept. Aside from a penguin dive, which Nintendo appears to have stolen for New Super Mario Bros. Wii, you can pick up powerups to paint the adorable little space penguin(?) in different colors the red coat allows him to throw blocks which stay in place as temprary platforms as soon as they hit a wall or floor, the yellow one allows him to attack enemies with banana projectiles. The weirdest part is the "story", though: In short cutscenes alien signalizes with symbol language in speech bubbles how sick he is of meat and how he wants to get milk. Then he proceeds to collect cookies and muffins as pointless collectibles in the stages, before a cow awaits at the end. Also features some of the greatest retro sound effects ever.

Ninja 360°

If your indie game has a ninja on the "cover," then you've already made sure that I'll at least download the trial, but Ninja 360° even got me to shell out the whooping 80 points for the full version. It's not as fast-paced as I usually prefer my ninja games to be, but it's a neat little puzzler where gravity is always oriented towards the last axis you've stood on solid ground. Running along curves turns the world around, and you have to use that quirk as an advantage to collect all the coins in every stage.

Platform Hack

Finally, I want to give a shout-out to Platform Hack, although I can't really describe what draws me back into it. The controls and mechanics feel as amateurish as the graphics look, and the RPG-style upgrading system is completely imbalanced. This is a true homebrew experience, but somehow... it's fun!

Wednesday, February 8, 2012

XBLIG Roundup

Last weekend was pretty low key, so I downloaded a couple of random XBLIG games I heard were pretty neat. Here is the chronicle of my experience!:

Ocean Drive Challenge:



This is basically an OutRun clone, although done with high res graphic tiles. It doesn't quite have the same charm without that mid-80s pixelly-ness, and there's only one route to the end rather than dividing until multiple courses, but the controls handle well, and it's pretty fun. The major difference is that hitting a car only bumps you out a bit instead of causing you to spin out of control - to balance this out there's also a lot more cars on the road, which makes it feel a little more cluttered compared to the original game.

Volchaos:



Neat little action-puzzler where you need to reach the exit and collect as many gems as possible before the rising lava table turns you to ashes. Great idea, and it's definitely a solid game, but it feels like it could use some kind of gimmick (grappling hook? Grappling hooks are rarely not awesome) to really make it shine.

Game Type:



What's essentially a parody of the awful new Xbox Live interface is actually a really damn good game, or at least the foundations of one. Actually navigating through a series of cluttered, inane menus, you can actually play the game, starring that weird green hoodie-wearing, jump kicking girl featured in the "Game Type" menu. It's a shooter vaguely similar to Mommy's Best Games' Shoot1up, with a big focus on scoring mechanics. Shooting enemies will slightly increase your multiple, as well as grant you cash to build up your "parkour" (AKA laser) bar. You can also sacrifice half of your laser bar to slow down time and cancel out any bullets with your beam. The same level is looped over and over, progessively getting harder, and while the scoring is fun, it's a little bit too easy. With some balancing and placed in the context of a standard level-based game, this would easily be amazinh. It's funny too - all of the random enemies you fight are comprised of the commercialized junk you see on the fake dashboard.




Curse of the Crescent Isle:



I actually should've written about this while back, since it's well over a year old at this point. It's retro throwback like many titles on the service, although better than most. Greatly inspired by Super Mario Bros. 2 (the USA one, or Doki Doki Panic, if you'd like), the main mechanic involves jumping on enemies and picking them up. Advancing that idea a bit, like Kirby, many enemies have a unique property, whether it allows you bounce on spikes or flip gravity. The first level's a bit slow, but once it gets going it's a quality game, and is just enough to make you annoyed at Nintendo that they never properly followed up on SMB2.

DLC Quest:



A platformer where you're required to advance the game by collecting in-game currency and purchasing random stuff, spoofing the modern day need for DLC. You begin without the ability to jump (or even properly animate) and eventually work your way up to buying in-game weapons to avoid grinding and so forth. As a game it's pretty average, and it's essentially a one-joke premise spread out over a thirty minute game, but it's presented well enough to make it funny, so in the end it's worthwhile. Plus considering the gaming industry takes itself far too seriously, any kind of satire is definitely welcome.



Orbitron:



Far and away the best looking game I've seen on the service, Orbitron is a variation on Defender, where you must defend an orbital ring from enemies. There are set cores that are attacked, so it's a matter of flying back and forth, trying to juggle the quickly mounting onslaught against multiple areas. Thankfully there's the ability to boost to move quicker, as well as gates to quickly move between sectors. Plus there's a scoring system involving multiplers to make things a little more interesting, and again, it looks incredible. The only downfalls: sometimes the power-ups tend to look too similar to enemies, and the frame rate is stuck at 30, so combined with the slightly curved scrolling at the edges, it's slightly headache inducing after awhile. Apparently there's a PC version in the works which will run smoother, but this game is still definitely worth the 240 points as it stands.

Wizorb:



We already did an article on this Arkanoid-type brick-breaker game a few months ago, but we wanted to highlight this again because it's worth grabbing. It's also out on the PC.

I really should work on compiling a list of "must have" XBLIG titles. There's a huge amount of junk on the service, but also some rather excellent titles that tend to get ignored - even for myself, I usually only go browsing through there every few months to see what's new, but then again, I only turn on my Xbox once every few weeks to begin with. Everyone by now really should have, at the very least, Protect Me Knight and Shoot1up, as well as Breath of Death VII and Cthulhu Saves the World (if you don't already have the PC versions of those anyway). Any other favorites?

Monday, February 28, 2011

Korean Indie Games: Team Device



Here's some more Korean indie game coverage, as promised. This time let's once again take a look at a somewhat older game, or rather games, as Team Device has put out a number of them between 2000-2007.






Their first two games, Hana-bi and Reminiscence, are virtual novels. There's hardly anything to be found out about Hana-bi, but there's a (very) short demo for Reminiscence, showing some decent artwork and a story I couldn't care less for. Anyway, to the next game...



To save the best one for last, here's Dangerous China!! Released in 2007, this is their most recent game, a homage to Touhou Project and other than their other, commercial games, free for download. You're basically just dodging knifes thrown by the other girl, but there was an online ranking system, which made the thing a bit more interesting (but has been shut down by now, unfortunately).


Definitely the high point of their catalogue to the average Western gamer is Angel Destroyer, a sidescrolling Danmaku. Somehow I like sidescrolling shmups more than vertical ones, but most I ever see nowadays is vertical, so finding this was a welcome change for me. In the standard setting it feels a bit too easy at first, but already the second stage demands some serious skills. There's a whole bunch of more challenging options, but no easier ones (except setting the number of credits higher), so people who suck at this type of game (like me) are mostly out of luck.



At the beginning of each game one choses between three weapon systems, which greatly affect the difficulty as well. I couldn't tell you much of substance about the scoring system, but every time you dodge a bullet just by a pixel's margin, a "scratch" counter goes up, which seems to affect scoring significantly.



Angel Destroyer also features some great art and story scenes in form of dialogue boxes during the stages.



The game is no longer sold, unfortunately, but everyone can try the demo (as well as most of the other games) through Team Device's homepage, http://teamdevice.net/. The full game has been leaked to certain western sharing communities, although this version is the Japanese one, which lead many to believe that the game is from Japan. Due to the very Japanized art direction in Team Device's games, one really couldn't tell the difference, though.



More recently, the team has worked on another Visual Novel title called Lost Number, but it has put on hold just about two months ago because the artist left the project.




Saturday, December 11, 2010

The IndieGround - Indie Picks of the Moment



It's safe to say that indie gaming has exploded in the lasts few years. What was once the realm of hobbyists has turned into a viable alternative to mainstream gaming. The recent success of Super Meat Boy on XBox Live Arcade and PC is proof enough. For gaming enthusiasts who prefer the "good old days", many indie games recapture the quirky spirit that was prevalent during the 8-bit and 16-bit era. As such, it is a subject that is a tight fit for HG101. There are literally hundreds of indie games out there of all kinds to be played, and while I could never cover all of them, I would like to cover some of the more interesting ones that I have played recently.

(Thanks goes out to Sotenga for the article title!)

Update: The systems the games can be played on has been added!



But that was [Yesterday] - OneMrBean

Price - Free

System - Flash enabled browser



But that was [Yesterday] is a short but sweet browser game and winner of the recent Jayisgames Casual Game Design Competition 9. The best way to describe the game is a short, interactive adventure: the game plays out on a linear path with only 3 buttons to contend with (left, right and up). The main meat of the game is the story, told via a series of flashback events that you play through as you come to obstacles in the main level. In each story segment, you learn a new ability that allows you to move further in the main level until you reach the end.

Saying any more would spoil the experience, but one thing I will mention is the ending mechanic: the ending changes depending on what time of day you play the game, with three endings to see in all. While somewhat frustrating, it's an interesting implementation of branching endings seen in many games.


Super Crate Box - Vlambeer

Price - Free

System - PC / MAC



Super Crate Box Trailer

Take one part platform shooter, drop it into a closed arena with constantly spawning enemies, paint on a charming retro coat of paint, and you have Super Crate Box. SCB plays like your standard platform shooter: you run, jump and shoot at constantly spawning waves of enemies with a variety of weapons. What makes SCB stand out however is the scoring system. Rather than scoring by killing monsters, you instead score by collecting crates filled with weapons. Each crate you pickup changes the weapon you use, making the game more or less challenging depending on what you get.

Enemies spawn from the top of the screen and make their way down. Should they fall into the pit of fire at the bottom of an arena, they will respawn as tougher, angrier versions which move faster. You start the game with only one arena and a few weapons to play around with, but as you collect crates, new weapons, characters and levels are unlocked. Weapons unlock based on the cumulative number of crates you collect, while unlocking new locales and characters requires reaching a high score in each level. There are three arenas of varying difficult, 20+ weapons, and a higher difficulty mode to find as you progress.

The scoring mechanic forces players to keep moving and adapt as their arsenal changes. With the constant flow of monsters and random spawn locations for crates, it can even be advantageous to let monsters pass through the bottom of the screen and become tougher until a better weapon appears. SCB is a challenging game, so expect to die early and often. Finding a good rhythm can take time, but once you do, there is nothing more thrilling than holding out for 5 minutes or more as you collect crate after crate.


Octodad - Octodad Team

Price - Free

System - PC



Octodad Trailer

Octodad concerns itself with the exploits of an octopus pretending to be a doting husband. The titular Octodad must build a decoy so he can slip away unnoticed during his wedding anniversary. However, before he can do so, he must contend with everyday chores assigned to him by his wife and two children. What would be a simple task for the average vertebrate proves challenging for Octodad, who lacks bones.

As Octodad, you use the mouse to move around and interact with the environment. To move, you simply hold the left or right mouse button to control Octodad's left or right foot respectively, then move the mouse to reposition him. To interact with the environment, a simple tap of the spacebar causes Octodad to make use of his dominant tentacle, which can pick up and reposition any items he finds. Those familiar with the trainwreck that was Trespasser will have flashbacks: the controls for moving Octodad's arm are very similar to the failed dino shooter.

There is also a suspicion meter, which acts as your health bar. Do anything suspicious and a splat of ink hits the screen as the bar fills up. However, outside of the timed challenges, suspicion never really comes into play. Your family doesn't seem to mind your awkward flailing. The only things I found that will raise your suspicion are in the beginning tutorial and the fireplace: sticking a tentacle in there is a no-no.

Despite how awkward it is controlling Octodad, it never manages to be frustrating or too cheap, and watching him flop around is a joy to behold. Octodad was made as a student project for DePaul University, and while it's rough around the edges, it provides a lighthearted, enjoyable experience.


More indie games will be incoming as I find the time to play them.

Monday, August 30, 2010

Haiku Quest – an RPG featuring haiku poetry and Christopher Walken




It’s taken me a long while to finish my latest game, Haiku Quest. Mainly I had trouble recruiting voice actors to play the parts (as in very few volunteered when I asked, my request topic was mysteriously deleted, and even less replied after I’d sent them the innuendo laden script). But, on a whim which I never expected to work, I emailed Christopher’s agent and, intrigued by the idea of a non-profit independent game based on Japanese poetry, he took five minutes from his schedule to record the lines on someone’s laptop and emailed me a giant WAV file to cut up. If his voice sounds a little off, it’s because he was pressed for time (he apologises) and it wasn’t done in any kind of sound booth. I did my best to clean it up though.
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The game was inspired my experiences with the haiku mini-game in Boku no Natsuyasumi 3. This was in Japanese though, and I wanted something analogous in English for western players to appreciate.

The poems are generally free-form, but I tried to adhere to most of the rules for writing English haiku. Since only fellow game players are likely to take an interest, all the poems were based on well-known videogames. I suppose the great failing of this endeavour is that you need a background in games to understand them. Christopher mentioned he only got a couple of the references.


The game features:
* A JRPG style of design
* A large overworld to explore
* Villages to visit
* NPCs to speak with
* Stores and inns to stop by
* Unique “instant-time” battle system
* Five different monsters to fight
* Streamlined inventory system
* 125 different poems to compose
* 5 true haiku to decipher
* A special "hidden secret" from the gods of haiku
* An incredible ending which will leave you floored
* The voice work of Christopher Walken


Download it here!

TIP: When playing, please do NOT hold down the arrow keys, rather tap them, since otherwise it may skip certain poetry sections.



And if you like it, be sure to spread it around.

Now all I hope is that someone tips off those lovely chaps TIGSource and this gets some kind of news entry. Heck, email Kotaku too, while you're at it.