LISA was successfully funded on Kickstarter on December 14, 2013.
Steam Greenlight: LISA
Legend of Grimrock 2 launched fairly quietly about a week ago. The sequel to the successful 2012 dungeon crawler, Grimrock 2 seems to improve and expand on nearly every aspect of the first game without sacrificing any of the classic exploration, combat, and puzzle solving that defined it. Probably the biggest change is the inclusion of expansive outdoor environments – whereas Grimrock 1 took place entirely underground inside dark dungeons and caverns, Grimrock 2 let’s you explore the surface of the Isle of Nex, traversing opulent beaches, forests, and other outdoor locales. Monster AI is also noticeably improved, and though the combat retains the “dance-like” quality of Grimrock 1, it’s not as easy to lead opponents around the same four tiles without getting hit. Monsters are more likely to anticipate and dodge your attacks, and are less inclined to walk into the range of your weapons. New races, new classes, an upgraded skills system, and a friendlier UI round out a list of improvements that should please fans who were satisfied with the original.
It’s easy to be wary of high-concept indie titles based around some quirky concept like time travel, gravity, teleportation, guns that shoot science instead of bullets, etc. When they work, of course, they work marvelously, like Portal, Braid, Antichamber, The Swapper, Fez, or any of the best puzzle platformers. But there’s no denying that there is a glut of gimmicky imitators in the genre, and more often than not the concepts, no matter how interesting they sound on paper, are stretched thin across never-ending tutorial levels. So despite Capybara’s strong record it was with some trepidation that I embarked on Super Time Force Ultra, the updated PC version of their time-traveling run n’ gun Super Time Force (which won Microsoft’s first-ever IGF “XBLA Award” for a publishing deal on Xbox 360 and Xbox One).
Thankfully, STFU shrugs off the stereotypes quickly and easily, and while the game is certainly unique and innovative, it has the frantic pacing of a good run n’ gun that is not found in most puzzle platformers. On top of that, there is an element of light tactics that strangely enough reminds me of Sega’s 1988 cult classic arcade game Gain Ground. It’s a mad idea that I would not have been brave enough to work on, but I’m happy that Capy was.
Indie studio Dopterra has just three days to reach the modest goal of $6000 for its colorful 8-bit title, Creepy Castle. Promising a mix of 2D platform-based exploration and turn-based RPG combat, the game follows the adventure of Moth (note: an actual moth) within the halls of the titular Creepy Castle in an effort to uncover and thwart a looming threat. Dopterra has also teased several other protagonists, playable in an assortment of scenarios that intertwine with Moth’s story.
With a graphical style inspired by the Sinclair ZX Spectrum and a catchy chiptune soundtrack, Creepy Castle certainly aims to present a fantastically old-school experience – but its six-person dev team is not afraid to pay homage to the modern indie game scene as well: It’s been revealed that characters from recent indie titles such as Shovel Knight and Super Meat Boy will appear in-game, possibly even in the form of playable characters.
With only three days to go in its Kickstarter campaign, Creepy Castle is tantalizingly close to reaching its goal of just $6000. Whether you’ve long dreamt of fluttering your way as a moth through a labyrinthine castle – drawn not to a flame, but to your awaiting destiny – or you simply enjoy old-school graphics and gameplay, Creepy Castle might just be the game for you: Head on over to the Creepy Castle Kickstarter page to learn more and pledge. You can also vote for Creepy Castle right now on its Steam Greenlight page. Finally, if you simply want to watch the game as it develops, be sure to check out the Creepy Castle DevLog on TIGForums.
Band Saga is a musical roguelike—basically it generates action roguelike dungeons based on its own Genesis-like FM sequencer, which can then be played through. You can generate levels based on importing your own MIDI music, or by composing music within the game (which can be shared with a text string online with other players). Also interesting is that you can change a song while playing through the dungeon based on that song, which would then affect the dungeon you are in. And as you can see from the trailer, the animation is also very nice.
I interviewed Rekcahdam to get a more in-depth look into how it all works, read it under the jump!
Very cool 80′s aesthetic going on in Drift Stage, a “modern evolution of the classic arcade racer”. Planned features include a roster of cars inspired by 80′s and early 90′s designs, local and online multiplayer, and a host of single-player modes, including circuit races, time trials, and a character-oriented career mode. No release date set, but the team is targeting PC/Mac with mobile and console possibly to follow.
This is a video that mashes up quite a few trailers for doujin games that will be available at this year’s Comiket (Comic Market), a Japanese self-published comic book festival (and the largest in the world, with over half a million attendees last year). Edelweiss, the doujin shmup developer behind Ether Vapor and Astebreed, has been putting these videos together for the past few years. The festival is taking place this weekend on August 15-17.
Links to each of the games featured in the video are available here on Edelweiss’s website.
Dog And Pony Studio (DAPS) is looking to raise just $10,000 in the final four days of their Kickstarter campaign for Pyrella, a Metroidvania-type game where the female protagonist is the only light burning against an unholy darkness. According to designer Jim Burner:
DAPS needs to raise $10,000 before the end of the game’s Kickstarter in just four days, but the team is hopeful. The game has been submitted to Steam Greenlight, and the campaign has several stretch goals ranging from character customization and alternate endings to entirely new game areas and even a PlayStation 4 port of the completed game.
If this project sounds like one you would like to see completed, be sure to head over to the project’s Kickstarter page to learn more and contribute.
After more than two years since the last update, a new version of Dwarf Fortress has been released by developer Tarn Adams. As always, the game is entirely free, despite it being Tarn’s full-time occupation – he is supported by the generous donations of players.
One of the largest and most notable features of this new update is that the in-game world will no longer be static after its initial generation, but will continue to change and evolve on its own in the background. This will include events ranging from civilization-scale events like foundings and conquests, to more individual actions such as births and deaths of historical figures. Additionally, forts that the player has “retired” will continue to operate within the world, rather than simply becoming abandoned, allowing for the player to visit them in Adventurer Mode and interact with the citizens.
Other notable changes with this update will include multi-tile trees, new site designs for several races, and overhauls of various systems including combat, conversation, movement, and AI. A more extensive changelog can be found here.
Image: Forgotten Beast, by Torgeir Fjereide
In what is hopefully part of a continuing trend, Crimzon Clover has been released on Steam as Crimzon Clover WORLD IGNITION, giving PC players around the globe easy access to one of the best doujin bullet hell shoot ‘em ups. Originally released in 2011 at Comiket 79, the game was largely created by one person: Yotsubane, also known as the Cave superplayer Clover-TAC. From there, its popularity led to an enhanced edition on Taito’s NESiCAxLive, a digital download platform for Japanese arcades, followed by this recent port to Steam.
In Crimzon Clover you have two main attacks, a rapid-fire shot that fires straight ahead and a lock-on shot that creates a quickly-expanding circle around your ship, targeting every enemy it touches for a powerful homing laser attack. On top of that, there is a third button, called the Break Button, which does different things depending on the status of the Break Gauge. Destroying enemies fills up the gauge and if it’s filled above a certain threshold, hitting the button fires a bomb that clears bullets. If the gauge is completely full, however, you enter a “Break Mode” where your firepower and scoring ability are increased dramatically for a limited amount of time. During Break Mode it’s also possible to enter a “Double Break Mode” that ups everything (including enemy ferocity) even further, turning the screen into a page from a Magic Eye book.
Fans of Japanese shoot ‘em ups already know about Crimzon Clover and this port, but it’s also a great introductory shmup that is polished and offers a lot of modern conveniences like tutorials and novice modes to help new players get accustomed to the brutal level of difficulty. Plus, the relatively simple, memorization-free scoring system and sheer destructive firepower at hand should be enjoyable for veterans and newcomers alike. If I have one complaint, it’s that the graphics veer toward the garish and it is often hard to find your ship’s tiny yellow hitbox amidst the sludge of bullets, stars, and machinery. But it could be argued that this eye-bleeding quality is part of the game’s appeal. In any case, at $10 on Steam, it’s never been easier to play this previously obscure jewel of the genre.