- IndieGames https://www.indie-games.eu/en All about Indie Games Sat, 07 Dec 2024 15:27:10 +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 - IndieGames https://www.indie-games.eu/en 32 32 RTS i Tower Defense hibrid IDUN izlazi u siječnju 2025. https://www.indie-games.eu/en/rts-and-tower-defense-hybrid-idun-launches-january-2025/ https://www.indie-games.eu/en/rts-and-tower-defense-hybrid-idun-launches-january-2025/#respond Sat, 07 Dec 2024 15:27:06 +0000 https://www.indie-games.eu/?p=18784 With fully destructible terrain and clever enemy movement, battles are unpredictable.

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IDUN – Frontline Survival, RTS and tower-defense game, will launch on January 20, 2025, on Steam. Developed by Gustav Hagerling, former VFX Lead for the Battlefield series, this game challenges players to defend against massive enemy swarms while managing resources and technology upgrades.

On a faraway planet named after the Norse goddess of youth, IDUN mixes fast action with tower defense strategy. You need to gather resources, build defenses, and survive many waves of enemies. The game features battles where you can move turrets around freely, giving you more options to plan your defense.

The game has a story-based campaign where you go on an adventure across the planet. In addition to the main campaign, IDUN also features different challenge modes, each with its own goals, like defending collection points, escorting nuclear vehicles, or protecting mining carts. These modes offer different strategies and keep the gameplay fresh.

The game has completely destructible terrain and smart enemy movement, making battles unpredictable. Enemies can attack from different directions, forcing you to adapt fast. You also need to upgrade your technology using resources collected during battles to get ready for harder enemies.

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Keep Keepers obećava zabavnu kombinaciju tower-defensea i upravljanja bazom https://www.indie-games.eu/en/keep-keepers-tower-defense-meets-base-management/ https://www.indie-games.eu/en/keep-keepers-tower-defense-meets-base-management/#respond Sat, 14 Sep 2024 14:27:18 +0000 https://www.indie-games.eu/?p=14087 In Keep Keepers, you and your friends defend your base (called a "keep") against waves of enemies.

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Keep Keepers is a new, exciting game being developed by Thunderrock Innovations that combines tower defense with base management. It’s a co-op game that can be played online or locally, with up to four players. The full game will launch on October 28, but you can try the latest demo now on Steam.

In Keep Keepers, you and your friends protect your base (called a “keep”) from waves of enemies. Each night, you must work together to choose and use the best weapons to defend against the attacks. During the day, you’ll have time to upgrade your defenses, buy new weapons, and discuss strategies for the next night.

The game does feature a mix of fun and strategy. You can build defenses, craft unique ammunition like fiery peppers and boomerang bananas, and discover cool weapons. While you’re defending your keep, you’ll also need to manage your economy by automating processes to stay ahead of the enemies.

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Tower-defense igra Cataclismo dosegnula je 120 tisuća prodanih primjeraka https://www.indie-games.eu/en/tower-defense-game-cataclismo-hits-120k-copies-sold/ https://www.indie-games.eu/en/tower-defense-game-cataclismo-hits-120k-copies-sold/#respond Thu, 15 Aug 2024 21:01:58 +0000 https://www.indie-games.eu/?p=14105 Publisher Hooded Horse has added another success to its portfolio.

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Publisher Hooded Horse has added another success to its portfolio. Digital Sun’s game, Cataclismo, has hit a big sales milestone just two weeks after its release.

Digital Sun announced on social media that Cataclismo has sold over 120,000 copies since it launched in Early Access on July 22. This makes it the studio’s fastest-selling game, reaching the 100,000 mark quickly.

Hooded Horse has had a strong year, with several successful indie game releases:

  • Manor Lords: 2 million copies sold in three weeks
  • Norland: 185,000 copies sold in two weeks
  • Against the Storm: 1 million copies sold by March 2024 (The game launched in Early Access in 2021, with version 1.0 released by Hooded Horse in December 2023).

Hooded Horse’s portfolio also includes Terra Invicta, which sold over 200,000 copies, and other strategy games like Clanfolk, Old World, and NEBULOUS: Fleet Command, each selling over 100,000 copies.

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Iza kulisa Ghostboya – uvid u zanimljivu tower-defense igru https://www.indie-games.eu/en/ghostboy-interview/ https://www.indie-games.eu/en/ghostboy-interview/#respond Tue, 06 Aug 2024 21:49:24 +0000 https://www.indie-games.eu/?p=13959 Tomi, Gergő and Roland, the team behind Ghostboy, explained the meaning of this game and the inspiration behind it.

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Tomi, Gergő, and Roland, the team behind Ghostboy, an intriguing tower-defense game that incorporates emotional and educational elements, answered our questions about the game, delving into its meaning and inspirations. If you haven’t heard of this title yet, “Ghostboy is here to challenge your heart and mind with action-packed challenges, while helping you to become a more balanced version of yourself.”

In fact, we really enjoyed the game and gave it a 4.5/5 in our review, giving you even more reasons to check it out. There are many mechanics to engage with in the game, such as dealing with mental disorders affecting family members, solving puzzles to upgrade items, unlocking new types of companions to play with, and strengthening the family’s mental resilience through mutual support.

Of course, we won’t drag out this introduction. In the following section, you will get to know the people who worked on this title, and you can definitely check out the game on Steam.

Where did the inspiration for Ghostboy come from and how long has it been in development?

Tomi: The inspiration behind Ghostboy came from an old painting of mine from my college years. I painted that story out of me at the time, but I felt there was more to it. Over the years, an idea began to form in my mind that this story could be developed into a game as well. TThe final push came from a brief but more confusing period when I was struggling with a fear of death. I was afraid and didn’t dare ask for help, so I started researching the subject more and realized that I was not alone.

I started working on the project around 2020 completely alone. Because I was an artist, I had to learn programming first to make the game a reality. The goal was to get the project to a level where I could show others what I was thinking about, and maybe get a team together.

In 2021, I met Gergő, and together we rethought the game from the ground up and began developing it. It’s important to note that we created the game in our spare time without any investment. It was our little passion project, which we (also) worked on through countless weekends.

This is your debut game as a studio, but how did the collaboration between developers and psychologists come about? What were the key challenges and benefits of this interdisciplinary approach?

Tomi: We wanted to create a game that accurately portrays the difficulties dealing with grief. And also wanted to include all the helpful tools that can be used in real life to help each other through these difficult times. From the start it was clear that we had to involve specialists to ensure the game’s integrity.

What is important to emphasize is that in order to process this topic as a game, we had to simplify several complex mental processes. This was perhaps the biggest challenge. That’s why this design process was one of the most exciting periods of development, it was very motivating for me to brainstorm how we could process certain diseases/illnesses as mechanics and make them intuitively tangible and perceptible. We had to work quite closely together, and if we felt that an idea was not psychologically relevant, we discarded it.

Gergő: Before I joined Tamas in development, he was already consulting Dominika. But when we started getting into the more professional aspects of the game; we started having meetings with her more frequently to discuss the specifics and nuances of mental health and grief. She suggested reaching out to other psychologists, so she wrote a post and Roland answered and he joined the team as a writer.

The benefit of having 4 entirely different perspectives on the game and what it should be was sometimes difficult to navigate but was a great motivation to achieve more with it then we could ever imagine. It was also interesting to see that our playstyles were also different, so we had a lot of work dedicated to catering to a wider audience.

The painting that inspired Tomi.

How did the development process start? Did you initially have tower-defense elements in mind, or were you aiming to create something more educational or emotional?

Tomi: We were intending to hit all 3 targets, but from the first minute, the idea was to create a tower-defense game. On one hand, I like it when you twist a genre a little bit, push the boundaries. On the other, the framework of tower-defense as a genre inherently minimizes active violence, because the game mostly focuses on defense.

I think it fits very well with the theme of protecting family members from negative thoughts. But a game with a similar theme would have been difficult without the emotions. We wanted to make the player really feel that they have to protect that family member.

And the crossover between family members, a kind of management part, in addition to the strategic thinking, helps a lot to add psychoeducational additions. I am glad that this has been so professionally substantiated.

What specific psychological tools and coping mechanisms are taught through the game, and how are they integrated into the gameplay?

Roland: The whole genre of tower-defense is transformed into a mental map: the levels are set within the family members’ souls where the enemies are negative thoughts, and your job is to protect the soul from them. To do so, you’ll have to build towers, representing coping mechanisms. You are not allowed to build as many towers as you want; you need to pick them carefully, deciding before the level what could work and what might not based on the information you have.

Of course, you do not have all the info in advance when a new challenge emerges, but that is the way you learn how a coping mechanism you are used to can be less effective in certain life situations. It forces you to change your way of thinking, but there is always a way (actually, multiple ways, but naturally, you only need to pick the one that works for you).

We have built in fifty tools, so we won’t list all of them, but they are separated into different sections: tools you can use for yourself and tools you can use for others. The idea is that you pick the regular towers you think you’ll need, but also pick other helpful tools to ensure your safety. For example, using the Arrow Tower is a good thing because it is cheap and reaches far, but bringing a healing flower is also a great idea in case something goes wrong.

However, the healing flower is named Journaling. Each time the player picks it, these words connect in his or her brain: journaling, healing. The more you use it, the better understanding you’ll have that writing a journal helps your mental state become more stable. To ensure that this happens, on the loading screen, you also see a sentence or thought explaining how exactly it helps you, such as “with each word written, it feels like I lose some weight off my shoulders” or something similar.

We have those sentences for all the tools. We are very proud of this invisible way to teach people about mental health without disturbance. We just let you play and hope that you enjoy it; the education happens unconsciously.

How do the choices players make affect the storyline and gameplay? Can you provide an example of how a decision might impact the outcome for a family member?

Roland: To improve replayability, we have included only three out of eight storylines for each family member. These are random events where you, as the player, will have to make decisions for each family member’s own crisis, however big or small they might be. Those decisions can have consequences of either gaining or losing energy points that are required to take towers to the TD levels, and to gain and sometimes heal mental disorders. When you get them multiple times, their severity also increases. The decisions can also affect multiple family members, so it is wise to consider your choice.

However, I wrote the storylines not to be too predictable. In fact, some of the consequences will probably anger you. That is intended, as we do not want you to feel like you have much chance to make good decisions when the grief is so overwhelming in the beginning. But then, as you progress, those storylines continue and you’ll see how you survived a bad decision, made corrections, and next time you’ll have a better chance of making a decision that could affect your family members in more helpful, or at least less harmful, ways.

Or, should you decide to go all in, make things a lot worse. The better you get, the more choice you’ll have to not ruin your life, but the choice is always there. By the end of the game, those decisions will probably not matter as much as in the early game, because you’ll have such powerful tools to help you that you’ll feel like you can beat any hardships whatever may come. And that feeling of empowerment is really something you will have fought for and can be proud of.

What kind of feedback have you received from players who have experienced the game? Are there any particular stories or reactions that stood out to you?

Gergő: We went to a lot of conventions somewhat early in development to showcase our demo. The story and art style were always our advantage on these events, and the players always praised the concept itself. From this came some emotional moments too. For example, one tester told us that he recently lost a close relative, and the game was a really emotional thing to play through. But despite his grief, he enjoyed playing the game and getting emotional about it.

One thing we always struggled with was the gameplay. We hit our obstacle on our very first convention in Dubrovnik. Our game turned out to be too difficult and complicated. This was really hard to hear, but on the same day we already started working on the solution to solve this issue. This wasn’t our last problem we had to overcome, but these obstacles made the game the best version itself.

What inspired the story of the grieving family in Ghostboy? How did you develop the characters and their arcs?

Tomi: The story of the family isn’t a classic grand narrative with an introduction, climax, and conclusion. Instead, it’s a loose collection of life events. We’ve tried to weave a thread through the family members’ experiences, focusing on everyday problems they might face at such a time. The events primarily address these issues, following the family members through situations that could occur in real life, particularly in relation to loss.

Whether it’s the back-to-school reintegration or the funeral arrangements, and death-related administrative tasks that the family has to deal with. Of course, along the events, we follow the characters as they change from phase to phase, slowly, step by step, coming to terms with their new life without their loved one. Interactive transitions between the game’s phases are also designed so that players can be part of significant grief events such as funerals and their first Christmas together.

How do you envision Ghostboy helping players in their real lives, beyond providing an engaging gaming experience?

Roland: Firstly, people often think therapy can only be done during therapy sessions. In reality, there are multiple ways to help ourselves outside therapy. They are simple to act on, yet in those difficult life situations, it can be hard to remind ourselves of them. Our aim was to teach the best practices and make the players use them as many times as possible until they start thinking of them as basic and necessary tools.

The second way, Ghostboy is there to help is through its difficulty. We did not design Ghostboy to allow you to beat all levels the first time you play it. We really want you to struggle, even get stuck sometimes. When that happens, there’s no other choice but to rely on others: though one family member might lose all energy, another can come along and help you. Grieving is one of the most painful lessons, teaching how difficult it can be to share our emotions and trust one another, although that is the most helpful thing to do. So, while it might seem like an optional mechanic to make the family members help out each other, it is a necessity really.

Thirdly, Ghostboy is not just about grief but also other mental disorders. Disorders that you probably have heard of before but maybe never experienced firsthand. Or maybe you did and felt like no one understood you. Well, not anymore, because we have invented gameplay mechanics to represent the extra struggle in ways never done before.

If someone gets drunk, the towers start missing the hit. If you are struck by a panic attack, you are forced to pay attention to yourself and not your surroundings; otherwise, you’ll feel like you can really die. The fear of death is all over the place, and it is a feeling many people try using inefficient methods to deal with. But then again, that’s why we’ve included the tools mentioned in the first paragraph: to not only take your bad habits away but also give you new more useful ones.

How does the inclusion of different Buddys and their strategies impact the player’s approach to Tower-Defense levels?

Tomi: The buddies are an add-on that makes the game world a bit more like a fairy tale, and their presence determines the outcome of the levels. In addition, the four characters are designed so that everyone can find their favorite to suit their play style, but, for example, for certain maps or situations on harder levels, which character you choose can be an important strategic decision.

The gardener is one of my favorites, we can distract the opponents by knocking down walls, perhaps he fits the tower-defense scheme best. He used to be the starting character, but many players had a very slow build up to the game because of this, and in the beginning they couldn’t take advantage of his ability.

So, a more active friend, the Hunter, became the starting character. He is one of our dps characters, we can shoot with him and distract nearby opponents with dummies. For shooter players, he’s a comfortable way to start. The Knight is the tank character of the game, he can be quite powerful in certain situations, especially if we take advantage of his passive ability, his aura, which boosts clayman knights.

Our last unlockable character is the King. His secondary ability is that he can corrupt opponents so they fight on our side, but his main ability is that he can neutralize disorder on the field, if deployed at the right time it can be fatal. We thought a lot about whether buddies should be upgradeable, or maybe get a skill tree, but we felt there were already a lot of factors in the game, we didn’t want to complicate it at the moment.

Let’s talk about the card slots. There are significant management elements in Ghostboy as you mentioned, whether it’s helping other family members or choosing the right towers. How did you ensure it didn’t feel tedious?

Gergő: This card system was one of our innovations during our first convention. We had difficulty connecting the mental health management system outside and the tower defense game loop. We came up with these cards, that can be towers or abilities that can help or hurt the characters.

This created a problem of the player having too many options to choose from, so we introduced the Energy Point and the Slots. These ensured the player of having an interesting choice before the level starts, and making sure they feel the pressure of real-life mental health professionals. Of course, we had to separate the cards to the phases, so players can slowly try out every card and understand how they work, without being overwhelmed.

Tomi: The management part was probably the most redesigned. At the beginning it was too much for the players, they didn’t understand what it was really for, and they got lost in the tools. We have hopefully fixed this and refined it a lot until we got to this final form. What we still had to be very careful about was to dose the introduction of the tools in phases. We’re starting with a narrower set at the movement, and new cards will gradually become available, so there’s time for the player to get to grips with them.

We have divided the help into several groups, working quite closely with the psychologists on this. There are groups that affect other family members, for example, we can use them to cure another family member’s disorder. The tools in the escape group are very powerful tools, but their use reinforces certain disorders. Alcohol is a very powerful tool, but repeated use of it increases our alcoholism.

An interesting addendum is that the tools are randomized at intervals, so some help is not always available outside the basic towers, just like in real life, the player has to adapt to the toolkit of the current situation; you can’t always pull out the usual solution. This was not only to reflect real life, but also to encourage players to experiment and not just stick with their usual strategy.

There are many enemies in the game. Where did you get the inspiration for them, and how significant are the different towers in dealing with them?

Gergő: We had many brainstorming meetings about the enemies, levels and towers. A lot of ideas came up, but only kept the ones that fit into the systems and worked well with each other. The ideas molded during development of course, and each enemy and tower received some levels and scenarios where their abilities shined the best.

The enemy-tower connection is not that direct as one might think. For example, there is no good tower against the Bear. But because Bear eats the little Claymen, I always use a mushroom tower near the spawning point to eliminate the Bear before it reaches more Clayman-centric points of the level. But there are more direct connections too, like plant-based towers are more effective against mother’s enemies.

Tomi: There are two groups of opponents, some are common enemies, while others are specific to particular family members. The properties of the common opponents are designed to allow for varied waves, providing a structural basis for the gameplay. We have the usual tower defense-type enemies, such as the Tank Skeeter, but we also created opponents that enhance the game’s atmosphere. For example, the Toxic Skeeter must be kept away from the family member, as it increases disorder and exacerbates the difficulties the family member faces. A toxic environment can further impact an already vulnerable person.

Special attention has been given to the specific adversaries of the family members, just as each family member in the story faces different problems, the adversaries and the world around the family members have been personified. We have attached them to the motif of earth, horizon and sky, as three interdependent elements of a closed world:

  • Earth represents the traditional, masculine role, the greatest call: “I must keep the family together”. Dad’s tracks are therefore built on cave-wall-like elements, studded with machinery rusted with Romanesque building ruins. The tools that surround him in his room return as negative thoughts, the pillars that had previously given him stability and support attack him.
  • A child on the horizon. Like the meeting point of heaven and earth. His world is characterized by the children’s room around him, his opponents are toys brought to life. We have tried to work with evergreen toys like the matryoshka. A tough opponent who also represents layers of personality. The teddy bear was initially going to be a children’s opponent, but we felt it was a more universal tool for us in the pitches, so we reclassified it as a general opponent.
  • Mother Sky. Her world is a bit more sensitive, more spiritual than Dad’s. Her image is the caring sky, covering the earth from above. In her world, everything is a little leaner, more airy, more curved, interspersed with nautical motifs, she carries the spirituality.

Her opponents are the tools in the painting room, the safe place that has always been her is attacking her. Thus, the half-broken brush has become an adversary resembling a genie, unstoppable by the usual frames, it goes through every wall, it goes straight for the heart. And the corrupted painter’s palette creates tiny jellyfish-like creatures as negative thoughts multiply, one giving birth to another. Building on Mother’s Boss’s famous artwork, the familiar paintings become offensive, dark and whispery.

Let’s talk a bit about the upgrade system. There are three tiers, did you want to keep it simple, or is there more to it? Additionally, can we expect more content to be added to the game later?

Gergő: The upgrade was always something we wanted to keep simple. Only the memories complicate them, but because of the game complexity, this part was designed to be as easy to understand as possible. We started creating different towers instead, that was more interesting considering the limitations that the card system created.

Our last couple of months before the release were wild, so we all took some vacation time for a couple of months, and agreed to not talk about this until everybody is back. We have some ideas of where to move forward with the game, but it is still undetermined that we have the budget or time to continue adding content to the game.

Tomi: As I mentioned with the buddies, we had plenty of ideas, but we needed to set a framework that still worked well and was manageable. This was our first big project and we didn’t want to fall into the mistake of piling up. I still feel we got a lot more out of it than I expected at the beginning (thanks again to the team). We’ve talked a lot about the possibility of DLC, and we plan to do it if we can get it to enough people. We have a lot of ideas to expand the world of the game, hopefully we can make it happen.

What can we expect from you in the future, would you be making similar games?

Gergő: I can’t say anything for the others, but for me I would be open to creating these types of games in the future. But for that we have many obstacles in our way that we have to overcome first.

Tomi: At the moment, I don’t even know the answer myself. We’ve spent a lot of time on such a difficult subject as grief, and part of me would like our next project to be a little lighter. However, I am sure that we will still sneak in a theme or a twist that is worth talking about.

Lastly, what message would you like to give to the players who have played the game, or to those who have yet to experience it?

Gergő: Those who have not yet played it want to say: We have a public demo that you can try for free, so there is no obstacle in your way of getting to experience at least a small bit of the amazing game we created.

Those who already tipped their toes into Ghostboy: Hope playing the game gives you as much joy, as it brought us during the development. And if you want to reach out to us at any time, just join on any platform we are available and let’s connect and share the message of mental health awareness.

Tomi: Many thanks to everyone who played our game. I still get excited when I see someone playing our game, either streaming or live. It’s like when you get stage fright before a performance because you have to show off.  I hope you enjoyed it and got something out of the game. And for those of you who haven’t played it yet. Our demo is available for free, give it a try.

But most importantly. If you feel you are having any problems, feel free to open up. You’ll be surprised how many people can relate to the problem that seems to isolate you.

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Cataclismo i Artisan TD predvode žanr tower-defense igara, dosegnuvši više od 2.000 istovremenih igrača https://www.indie-games.eu/en/cataclismo-and-tower-td-lead-the-tower-defense-genre/ https://www.indie-games.eu/en/cataclismo-and-tower-td-lead-the-tower-defense-genre/#respond Tue, 23 Jul 2024 10:44:17 +0000 https://www.indie-games.eu/?p=13545 Players praise both games for their smooth gameplay and numerous accessibility features.

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Tower-defense games tend to be hit or miss—you either like them or you don’t. However, on Monday, July 22nd, two new releases proved there is still faith in this genre. Cataclismo, published by Hooded Horse, and Artisan TD, published by Unexpected, have shown strong potential.

Cataclismo peaked at over 2,552 concurrent players just a few hours after its release, while Artisan TD is holding strong with 2,038 concurrent players. Despite a flood of indie game releases this month, with over 50 new titles daily, players seem to know exactly what to pick. These player numbers might seem modest, but the tower-defense genre thrives on its blend of simplicity and complexity, appealing to both casual and hardcore gamers.

Cataclismo currently boasts a 97.17% positive review score on Steam, while Artisan TD has an impressive 98.89% positive review score. Players are praising both games for their smooth gameplay and numerous accessibility features. The clean UI and extensive quality-of-life features have also been highlighted as major strengths, contributing to an enjoyable and user-friendly experience.

Both games are currently available on Steam. Cataclismo is in Early Access, a common approach for Hooded Horse games, while Artisan TD is available as a full release.

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Ghostboy https://www.indie-games.eu/en/ghostboy-review/ https://www.indie-games.eu/en/ghostboy-review/#respond Thu, 18 Jul 2024 20:22:58 +0000 https://www.indie-games.eu/?p=13291 If you're struggling with the grief of losing someone, whether it's a family member or a friend, Ghostboy is a must-play game.

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  • DEVELOPER: Two Blackbirds
  • PUBLISHER: Two Blackbirds
  • PLATFORMS: PC (Steam)
  • GENRE: Emotional / Educational / Tower-defense
  • RELEASE DATE: June 25, 2024
  • STARTING PRICE: 14,79 €
  • REVIEWED VERSION: PC
  • Ghostboy is likely an indie game many people might overlook. Not only is it incredibly unique, but it also blends tower-defense mechanics with a deeply emotional story about grief, loss, decision-making, and mental health. If you are struggling with grief from losing someone, whether a family member or a friend, Ghostboy is a game you must play.

    A team of four, including child and adult psychologists, have seamlessly combined educational elements with gaming. According to the developers, the tower defense maps symbolize the struggle with negative thoughts, but the genre has been reimagined from the ground up to offer players new and creative solutions to ever-changing challenges. There are numerous mechanics to engage with, such as dealing with mental disorders affecting family members, solving puzzles to upgrade towers, unlocking new types of ghosts to play with, and strengthening family members’ mental resilience through mutual support. While there is a lot of micromanagement involved, it’s introduced gradually, allowing you to take your time and plan everything. More on that a bit later.

    You start the game by learning a harsh truth: a family of four has lost a son. The brother, mother, and father each face their own struggles as they cope with this reality, with various events unfolding as you progress. You play as the boy in his ghost form, helping his family to move on. The events are quite impactful, such as the brother losing his temper and getting into a fight, or the mother being involved in a car crash. These events are influenced by your choices, allowing you to decide how to react and shape the story’s progression. Sometimes, these choices can lead to different mental disorders, which you can combat, showing that these challenges can be overcome.

    While the game is not a substitute for therapy for those actively grieving, it can help anyone prepare for future challenges. This is where the tower-defense elements come into play. The game guides you through the five stages of grief, each offering different levels that unlock various cards and mechanics. You start with easier levels and gradually move to more difficult ones. In each stage, you can play as a different family member. Before each level, you choose cards to fill available slots, spending points (EP). Each card represents a different action, such as attacking, defending, healing, or supporting the family. For example, you might take the brother to school option, which helps a family member with their mental disorder. You can also choose cards that provide more starting points or additional EP upon winning a level.

    These mental disorders can significantly impact the game, providing negative effects while you play, so it’s best to eliminate them as quickly as possible, as they can carry over to the next stage. However, I have an issues with this card system. You can repeatedly choose the same types of cards and win every time, making the game too easy. Additionally, selecting mental disorders as towers begins healing the chosen disorders. You’ll have a much better chance of success by always taking archer towers, bombing towers, and knights that attack everything in sight, rather than experimenting with other options.

    Before entering a level, you choose one of four buddies, each offering a different playstyle. For example, one might shoot a gun while another is a knight who can attack and heal other knights nearby. After making your selection, you proceed to play. Upon entering a level, you have time to prepare, think strategically, and place your assets to protect your family member. Some towers require you to place a worker on a tile to repair and construct them. Once that is done, you control your buddy, attack enemies, and upgrade the towers. Each tower has three stages of upgrades. If you prefer a fast-paced game, Ghostboy offers just that. Most levels are quick to finish, with everything being very affordable, allowing you to build as you wish.

    As you progress, the enemies become stronger and more varied. For example, you might encounter a creature that gives mental disorders to your family members, one that can pass through walls, or one that is heavily armored. There is a wide array of enemies, each unique to different family members. Additionally, after completing the normal stages, special stages become available, offering even more unique challenges. For instance, you might play a board game against an evil wizard where you must collect dice to reach the goal line before him. With so many things to do, you’ll never get bored.

    Despite the simplicity of the gameplay, there are around 10 hours of content to explore. Unfortunately, there isn’t much variety in the cards you get or the ways you can help your family members, which can make the game feel repetitive. However, the amount of content available helps mitigate this issue. Even so, I wished for more ways to defeat those pesky nightmares.

    I did, in fact, lose several times, but thankfully it doesn’t affect the gameplay significantly—you’ll just need to spend points again. This highlights the importance of strategic placement in the game, and using a healing flower to heal your family members can be beneficial from time to time. Graphically, this is a very charming game. While it may not be breathtaking, and there are plenty of gray and dark colors, you will occasionally encounter bright one as well, indicating that not everything has to be gloomy.

    There are many aspects I haven’t even touched on yet, such as each family member having distinct symbols and unique personalities that shine throughout the game. Nonetheless, this is probably one of my favorite indie games of the year. I just wish it had a bit more ambition. Adding a co-op mode to explore tower-defense elements with friends or incorporating more content, like an unlimited mode to play against enemies, would enhance the experience.

    In case you haven’t heard about this game, I highly recommend you check it out. Not only does it combine two fascinating elements, but it also has an educational purpose that you can explore in depth within the game. Developers from Two Blackbirds, thank you for creating such a beautiful game.

    Content
    100%
    Gameplay
    80%
    Graphics
    100%
    Final score

    The post Ghostboy first appeared on IndieGames.

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    Hexguardian https://www.indie-games.eu/en/hexguardian-review/ Sat, 04 May 2024 10:33:45 +0000 https://www.indie-games.eu/?p=11062 In Hexguardian, you face various enemies on hexagonal tiles as you build your towers and army.

    The post Hexguardian first appeared on IndieGames.

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    • DEVELOPER: Split Second Games
    • PUBLISHER: Yogcast Games
    • PLATFORMS: PC
    • GENRE: Tower-defense
    • RELEASE DATE: May 2, 2024
    • STARTING PRICE: 11,79€
    • REVIEWED VERSION: PC

    I've played a lot of tower-defense titles in my life, and I'd venture to say that Hexguardian is rough around the edges. In principle, this title truly brings an interesting combination, with tower-defense elements where we can place various towers, armies and spells, but also the possibility to build our own map by adding new blocks while trying to survive as long as possible. I was surprised how well the game works and how it encourages us to think tactically. However, it does punish you quite a bit when it comes to gold and talents, which I'll explain later.

    In Hexguardian, as the name suggests, you face various enemies on hexagonal tiles, which you can connect to create longer routes, improve building placement options, or block enemies' passage. The game takes place across five different biomes, such as desert, rainforest or grassland, and offers rouge-like and weekly challenges, each with its own difficulty. Biomes have their advantages, for example, in a snow biome you can slow down enemies with a snow spell, ships move slower, while ice attacks hit harder. You have many different towers in your arsenal, from basic arrows and bombs to those that shoot ice, fire or electricity. You also have soldiers like spearmen, archers, mages and horsemen, and various buildings that bring in income or other benefits, from fishing huts to wonders of the world like Machu Picchu. Each building brings money or other special features.

    Hexguardian #1
    Hexguardian #2

    You unlock all of this through various talents. Every time you play, you earn trophies that you can spend. There are a lot of them, but you can't take them all, so you can decide which buildings you want to lock. You also unlock various perks, such as higher castle health, stronger soldier attacks, or more useful spells. However, this is where we come to a big problem. The game requires a lot of grinding and effort to progress. You won't win many trophies quickly. You need to survive a minimum of 10 days for each playthrough to be worth it, and restarting can be frustrating. In fact, the replayability of this game is great, but it forces you to play as long as possible, instead of unlocking most things after a certain amount of time, which would give more room for experimentation.

    In this sense, the game does not have an automatic reset option. You have to go back to the main menu and set everything up again. When you get to the map, it's important to carefully plan where you will place the towers and how you will connect the tiles. My big gripe with games is where you can place them. It used to happen that you could only place two or three towers in one line or circle, which is not always the best situation. Every time you place towers, their cost increases, but the game punishes you very hard for that. Due to the small flow of gold, if you don't have, for example, buildings that give you gold, it's harder to maintain finances, and the enemies become extremely difficult after a certain time, which can ruin the fun of playing. Upgrades are often not significantly better than base versions (depending on tower type). Every tower you upgrade makes the other one even more expensive to upgrade and I think that's the biggest problem with this game.

    I can say that the core of this game is extremely fun and I often came back to play another round, precisely because of the randomly generated levels, map upgrades and blocks, which made each playthrough different. After surviving a wave of enemies, you'll be presented with three random upgrades, sometimes more, to choose from. This includes unlocking an entirely new defense, upgrading your current defense, or acquiring a new spell for the next wave. Unfortunately, the game has issues with balancing certain mechanics and features. The tiles you place have their own unique features, such as various houses, chests and waterfalls that you can click on. But they are quite random and you don't have a certain control over them (they depend a lot on the RNG). Also, you never get to upgrade everything you need… You get the feeling that special upgrades with the help of cards, for example, critical attacks are useless.

    Hexguardian #3
    Hexguardian #4

    What I was extremely surprised by were the various bosses you had to defeat to unlock a wide range of blessings. These blessings allow you to earn more gold, increase the range and damage of your defenses, improve the power of your spells, and more. The Hexguardian also has a cute look. The streams of rivers flowing from the ends of the earth look beautiful, while the firing of arrows and cannons has its own charm. For the most part, it all looks very enchanting and beautiful.

    I'm the kind of player who prefers fun, in the sense that if the main loop is fun I'll probably play for hours, but I'm also trying to find long-term value in Hexguardian. It can be challenging, too random or uneven. The game has more random events than most tower-defense titles. Sometimes you can make fast progress and other times you can lose fast. Many factors change during the game. You don't have to agree with me, everyone is entitled to their own opinion, but the one thing that kept me with this game for a very long time was the various upgrades and talents that you unlock from time to time. You just simply want to try everything.

    As I mentioned at the beginning, Hexguardian is pretty unpolished. While it has good replayability, interesting hex tile placement mechanics, and a good core of tower-defense gameplay, it can be confusing and not for everyone as the progression rate is very slow. I tried to enjoy this title but it just didn't click. I appreciate what Hexguardian has to offer, however I didn't like it as much as I expected. But in my case, you should look at the game objectively. It really is a quality and unique tower-defense title.

    Content
    90%
    Gameplay
    60%
    Graphics
    90%

    3.8

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    Paradox Arc najavio je Darfall, novi city-builder RPG naslov https://www.indie-games.eu/en/paradox-arc-announces-darfall-new-city-building-rpg/ Thu, 01 Feb 2024 18:30:15 +0000 https://www.indie-games.eu/?p=8657 With a mix of RPG, strategy, city-builder and tower-defense elements, Darfall is sure to test players' mettle and determination.

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    Paradox Interactive today announced a collaboration with SquareNite to release Darfall, a strategy RPG with a settlement-building mechanic that will be available in early access in 2024 under Paradox Arc's publishing initiative.

    Darfall is a strategy game where you take control of a hero who must explore and adventure through the land to gain power while simultaneously managing a nascent village in its efforts to expand and grow into a larger town. However, as the sun sets, the dark forces plaguing the land unleash their minions against your base and it is your job as a hero to take a stand in defense of its home. Each night that the forces of evil are thwarted, the more dangerous and numerous the nighttime raids become.

    With a mix of RPG, strategy, city-builder and tower-defense elements, Darfall is sure to test players' courage and determination in their quest to contain the darkness. More information about this game can be found on Steam.

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    Beacon of Neyda je postapokaliptična strateška igra u kojoj preživljavate od valova neprijatelja https://www.indie-games.eu/en/beacon-of-neyda-is-a-strategy-game-where-you-survive-against-waves-of-enemies/ Thu, 04 Jan 2024 12:04:10 +0000 https://www.indie-games.eu/?p=7877 Beacon of Neyda puts you in charge of the defense, where you must build and defend your base from enemy attacks.

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    In a world where the robotic revolution has failed, the remaining humans are looking for a way to survive. In Beacon of Neyda, a side-scrolling strategy game, your task is to fend off waves of enemies while developing and strengthening your defense base.

    Beacon of Neyda puts you in charge of the defense, where you must build and defend your base from enemy attacks. It also contains tower-defense elements where you will build and develop different defense towers with the assistance of your little helpers.

    As a break from robot attacks, we will have to deeply explore abandoned locations, however, the environment can be extremely hostile. Through research and development of new technologies, you will discover the secrets of this world, its dark truths and hidden lies.

    Beacon of Neyda will be available on PC via Steam.

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    Space Trash Scavenger pokrenut je u ranom pristupu 9. studenog https://www.indie-games.eu/en/space-trash-scavenger-launched-in-early-access-on-november-9/ Sat, 11 Nov 2023 13:07:58 +0000 https://www.indie-games.eu/?p=6302 Space Trash Scavenger is a third-person interstellar sandbox survival game.

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    Space Trash Scavenger is a third-person interstellar sandbox survival game set in a procedurally generated world of zero gravity, where players must collect resources, craft equipment and trade.

    n Space Trash Scavenger, players are employed by the megacorporation ScavCorp to retrieve a wide range of resources from space debris, abandoned outposts, and spaceship wrecks, refining them at their space rig. Within this base, they can upgrade their equipment, produce their own food and fuel, while also preparing to defend against roaming alien threats that may come knocking at their door. Space Trash Scavenger is set in a vast procedurally generated spatial open world, inviting players to explore deeper and deeper into the cosmos.

    This title was published by Paradox Arc and will continue to be developed in early access by SquarePlay Games. In the official version release, it is planned to add new content such as unlockables, more endings, additional legendary cards, artifacts, weapons, monsters and bosses.

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