[GDC 2014] Most Interesting Indy Titles

It was my first time at the Game Developers’ Conference this year. Of course, the hardware was nice, but the most interesting sights for me were showcases of the continuing creativity of the Indy developer scene. I came away quite interested in several major titles either currently available or soon to be released, and here they are.

Crypt of the NecroDancer

Did you know there’s a game being made right now that combines the classic gameplay of a roguelike with the fluid beat tracking of a rhythm game? If you said yes, there might be something wrong with you, or in the case of the team behind Crypt of the Necrodancer there might be something amazingly right with you.

I like many aspects of traditional Roguelikes, but I definitely would not describe many of them as being exciting outside numeric displays. I’m afraid Binding of Isaac and Rogue Legacy are a little more up my alley, keeping things quick and alive. Crypt follows in that tradition of design a bit more closely, keeping things fresh with its almost hypnotic fluidity and beat. Miss your timing, and you miss valuable opportunities; you won’t have any time to second guess yourself in this real time adventure of ghoulish delight.

Dungeon Crawl? No sir, this here is a Dungeon Ride.

Samorost 3

Amanita Design has been responsible for crafting some incredibly memorable adventure games as of late, from the sprawling tin can masterpiece that is Machinarium to the rich vibrancy of nature found in Botanicula. So when I see that the company has decided to make another game in their space exploration classic Samorost, I can’t help but be excited.

Having only played the second Samorost title, I only speak on behalf of half what the series offers, but much like Machinarium and Botanicula it carries a richness in environments, simple stories that anyone can follow, charm and wit in the way elements are presented, and a real sense of adventure into the unknown. This company has proven time and time again that they clearly understand what makes a well-crafted adventure game.

These are games in which you know nothing about the worlds you’re journeying into, yet you can’t help but want to know more. That sense of rewarded curiosity and incredible charm has always been there, and I expect Samorost 3 to carry on that legacy.

Dominique Pamplemousse In “It’s All Over Once The Fat Lady Sings”

Oh yeah, that’s the actual title, and surprisingly not even the craziest thing about it. As oddities go, I’m torn four ways between the game’s title, the fact that it looks and feels like a college student’s Claymation project, the fact that the entire game was made entirely by one guy, and finally that it’s often a musical.

What may be odder is that I don’t think any of those points are negatives.

DPIIAOOTFLS is a classic adventure game about a private detective named Dominique trying to solve a mystery regarding a missing pop star, only to have the case wind up back in their face as they get blamed for a crime they didn’t commit.

Dominique is intended to be a gender-non-specific character, and according to the game description it’s intended to be a title focused on issues of gender and the economy. That may sound a little heavy-handed, but Dominique Pamplemousse does have the advantage of being almost excessively lighthearted, probably to its advantage…or maybe not? It’s a little hard to say, Dominique strikes me as a game that probably means well but might not have a strong enough structure to actually work well or entrap a wide enough audience to succeed.

Since I haven’t played it, it’s too early to say whether or not it’s good, but it’s totally worth checking out if only to see how much love and care went into crafting it. At 5 bucks, I’d be willing to skip one meal to see this daring but caring show-tune play out in full.

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There’s a point when the Sun appears to touch the Earth, and on that horizon line you might find me. I am Andrew DiLullo, and from my perch I weave together ideas of intrigue and wonder perhaps only capable out here on the brink. My design philosophy is that within every idea greatness lies, waiting to be discovered.