Tag Archives: indie games

Indie Game Radar: Tankita

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This game just popped up this week from the guys over at Warp Door on my RSS feed. I have no idea what state of completion it will ever reach, but playing around with it for a bit, Tankita touches on some things that got me feeling a bit nostalgic while being a well-made little game in its own right. Continue reading

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Indie Game Radar: Project Wingman

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I believe there have been a few indie attempts in the past to emulate Namco’s Ace Combat series of jet fighter games, or at least indie aerial combat games that lift elements of the series, but Project Wingman might be the closets or at least the most striking I’ve seen yet. It sort of looks like what Ace Combat would be if Namco kept making it with modern graphics, or perhaps a preview of what the upcoming Ace Combat 7 might look like. Continue reading

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Why Some May Or May Not Find No Man’s Sky Repetitive

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When I did my post on Friday about No Man’s Sky and its faults, I forgot to cover one specific area that might be the most important reason why it might get repetitive for some people.

I didn’t actually read any of the reviews (I’d already pre-ordered the game a few days before the reviews were published) so I don’t know if any of them covered this. I’ve you’ve played the game you probably already know about its severe balance issues. If you haven’t, here’s something else to consider when deciding whether or not to jump in. Your experience in my opinion might depend heavily on how much time you plan to devote to exploration. Continue reading

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What Might Come To GOG Connect Next?

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So the guys over at Good Old Games seem to have come up with something everybody likes — linking accounts between Steam and GOG to bring select game licenses from the former to the latter. People are already wondering what games might be added to the service later and I wanted to do a bit of speculation on that front, looking at some of the factors probably affecting availability. Continue reading

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What’s Behind The Cost Of Games: Part Two

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In the responses I’ve seen to No Man’s Sky being priced the same as Uncharted 4 or The Division, people seem to be trying to get to the heart of what actually constitutes a $60 video game. In February I tried to put down some thoughts about the factors that might go into it. After looking at all this I think there are two very important ways in which No Man’s Sky goes against everything customers have come to believe about $60 games, one of which people are discussing and one of which I haven’t really seen mentioned at all. Continue reading

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What Really Goes Into The Cost Of Games?

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Recently it seems people are increasingly becoming unsure about the pricing of independently-released games. The most recent case of this was a thread on the Steam forums for Firewatch where over the weekend one of the game’s developers stepped into the conversation when the thread starter suggested they might refund the game. The developer’s response get’s at the heart of what I think is a discrepancy between how customers see the value of a game and how developers and publishers see the value of a game.

Of course we also saw this conversation creep up when The Witness, which I haven’t played, launched at $40, but I’ve been thinking about this at least since Gone Home launched for $20. As indie developers get more experienced and the tools at their disposal get more powerful, we’re starting to enter a new stage where the perceived value behind their games is markedly increasing, but that perceived value comes from a lot of different factors involved in making games.

A lot of people seem to think of just one thing when talking about game pricing: the length and amount of entertainment in the package. I think we need to remember that when pricing games developers and publishers are also probably factoring in things like production budget, the man hours spent making the game, and sales expectations, all coming together to create a target they need to hit to break even or make a profit. I say this without any real knowledge of the business or economics or whatever, but I think there’s some common sense in looking at those factors compared to what the enc consumer sees. Continue reading

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Indie Game Radar: Super Galaxy Squadron, Murder

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I guess I’ve decided to tear through a bunch of the smaller games I bought on Steam over the last year or so while I’m not busy with anything really big. Coming off of Super Star Path I actually managed to thoroughly play a couple more games I bought during the last steam sale at basically non-existent prices. Continue reading

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Indie Game Radar: Super Star Path

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This edition of Good Indie Games No One Is Talking About is for one that actually came out last June. It was one of the games I picked up during the last winter sale at a likely completely trivial price, and I just played through most of it. Since Destructoid is the closest thing to a mainstream gaming site that has said anything about Super Star Path (that tends to be how it goes for games this obscure), I thought I’d at least say a few words.

Basically, Super Star Path tries to combine the shoot em’ up with the falling block puzzle game. For the most part I think it succeeds at creating something that require the skills of both genres. When you think about it it’s a really smart mix of gameplay and is very well executed. It’s just that this is a small game. I mean really small. I reached the final boss and got just about every collectible in less than two hours. Continue reading

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On Recent Changes In Indie Game Pricing

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After a Steam sale and the closing of Tales of Tales a few people are talking about sales and pricing on Steam again. As a consumer I’d like to believe the store isn’t facing a mobile-style race to the bottom, but things have certainly been changing ever since Valve started allowing a much higher volume of games in. Continue reading

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Steam’s New Face: Pruning Through The Daily Que

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Since Steam’s discoverability update went live I’ve logged in at least once a day if for no other reason than to go through the daily queue of games it presents each logged-in user. I don’t know how much everybody else does this but after a few weeks I think it’s a neat system with a few quirks. Continue reading

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