Side-scroller - IndieGames https://www.indie-games.eu/en All about Indie Games Wed, 25 Jun 2025 11:45:56 +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 Side-scroller - IndieGames https://www.indie-games.eu/en 32 32 Dark Queen of Samobor: Josip Vincetić o Xbox Game Passu i izazovima razvoja https://www.indie-games.eu/en/dark-queen-of-samobor-vincetic-talks-xbox-game-pass-and-dev-challenges/ https://www.indie-games.eu/en/dark-queen-of-samobor-vincetic-talks-xbox-game-pass-and-dev-challenges/#respond Wed, 25 Jun 2025 10:40:07 +0000 https://www.indie-games.eu/?p=26671 In a recent interview with IndieGames.eu, he shared the challenges they have faced so far.

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Josip Vincetić, co-founder of Downtown Game Studio in Osijek, Croatia, is developing Dark Queen of Samobor, a side-scrolling action-adventure game rooted in Croatian mythology and literature. In a recent IndieGames.eu interview, he discussed the game’s development and indie game challenges.

Dark Queen of Samobor draws from the dark fantasy of Croatian folklore, weaving a linear narrative around the mythical Black Queen, Barbara of Celje, inspired by Antun Šenoa’s poem “Zmijska kraljica” and the works of Ivana Brlić-Mažuranić. Josip and his brother Mato aim to create an atmospheric experience reminiscent of games like Inside, blending 2.5D visuals with a haunting story.

The game’s development has been supported by the Croatian Audiovisual Centre (HAVC), which provided crucial funding through a competitive grant, allowing the brothers to focus on their vision. However, Vincetić emphasized that financing remains their biggest challenge, describing it as a “marathon” that lasts the entire development cycle.

Dark Queen of Samobor may join Xbox Game Pass, as Josip Vincetić shared that they have talked with people at Xbox about a program that support games in development. This could greatly increase the game’s visibility to millions of subscribers. However, Vincetić noted that such deals need careful financial review, as some involve upfront payments but sacrifice royalties post-launch. “It’s a big chance to reach players”, he said, “but we must weigh if it’s financially better than selling directly after release.”

Optimization remains a big challenge, as the team works to make Dark Queen of Samobor run smoothly on various PCs. Vincetić said balancing optimization with core development is time-consuming, with much work still to do. Early on, they tried smaller side projects to fund the game, but this slowed progress. Instead, they secured support from HAVC, HAMAG-BICRO grants, and Zagreb’s tourism board, though these funds are limited.

The game is preparing for closed alpha testing in late 2025 on Steam and an open beta in early 2026. A Steam Next Fest demo is planned, along with potential releases on PlayStation, Xbox, and Nintendo Switch, depending on funding and publisher support.

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Josip Vincetić otkrio je što nas sve očekuje u Dark Queen of Samobor, avanturi nadahnutoj hrvatskom mitologijom https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/ https://www.indie-games.eu/en/dark-queen-of-samobor-josip-vincetic-interview/#respond Mon, 16 Jun 2025 13:53:49 +0000 https://www.indie-games.eu/?p=26359 Dark Queen of Samobor draws inspiration from rich Croatian mythology and literature, and is being developed by a studio from Osijek.

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Last week, we spoke with Josip Vincetić, a developer from Osijek, via Discord. Alongside his brother Mato, he is developing Dark Queen of Samobor, also known as Crna kraljica, a linear side-scrolling adventure inspired by Croatian mythology and literary works.

We delved deeper into the game’s world, exploring its sources of inspiration, from Croatian mythology to literary works. We discussed the key role of the Croatian Audiovisual Centre (HAVC) in its development, learned what to expect from the game itself, heard about their experiences at Croatian gaming events, and found out which platforms will host this unique creation.

You can find Dark Queen of Samobor on Steam. The Vincetić brothers are also very active on Discord, with the game’s release date set for 2026, while a playtest is expected early next year.

Can you introduce us to the studio’s name, who makes up the team, and how the idea for Black Queen came about?

We chose the name Downtown Game Studio to promote Osijek, specifically Donji Grad, where we’re from. It doesn’t quite make sense since "downtown" usually means a city’s business center, and we live in the suburbs, but it’s Donji Grad, so Downtown it is.

We founded the studio in 2019, and Crna kraljica (Black Queen) isn’t our first game, at least not for consoles and PC. Before that, we spent three years developing hypercasual mobile games. I started the studio with my brother and another programmer, who later left us. That’s when our current programmer, Aleksandar Baranji, joined. Interestingly, while we were working on mobile games, Aleksandar was independently developing his own projects. We met, teamed up, and together released around 30 mobile games.

We always wanted to create a more serious game and hoped to hit it big with at least one mobile title to fund that dream. Though we didn’t achieve that financial breakthrough, collaborating with major mobile game publishers over those years gave us invaluable experience and knowledge.

The idea for Crna kraljica dates back to 2021, when we first submitted it to a HAVC public call. We weren’t accepted then, so we shelved the project and continued with mobile games. The turning point came in 2023 when we resubmitted it to a HAVC call, which was accepted this time, granting us initial funds for pre-production. This encouraged us to fully commit—we ended contracts with mobile publishers and focused entirely on Crna kraljica.

Besides our core trio, we have an incredibly talented concept artist from Zagreb, Fran Domljan, still a student currently interning with us. We hope this grows into a long-term partnership after his internship ends.

How Did You Come Up with the Story?

Inspired by the dark atmosphere of the last-gen console game Inside, we decided to create a similar side-scrolling experience. The opportunity arose with a HAVC contest, prompting us to develop a Croatian fantasy story. Growing up with dark fantasy films like Conan and Disney’s Sleeping Beauty, crafting a story in that vein felt natural. Our initial idea was to focus on characters from Ivana Brlić Mažuranić’s works and build a fantasy world around them. However, after consulting with Daniel Rafaelić, a renowned Croatian film scholar and historian, we were advised to explore less familiar themes. This led us to Šenoa’s “Zmijska kraljica” (The Serpent Queen), a poem about Barbara Celjska, the ruler of Medvedgrad known as the Black Queen.

When Daniel recommended Šenoa’s poem about the Serpent Queen, everything clicked. We realized we could build our own story on those foundations. Šenoa’s epic tells of a crusader who, returning from a campaign, encounters the Black Queen, the ruler of his homeland. A tragic love story unfolds between him, the queen, and his new love, a young girl. Our story diverges significantly from Šenoa’s, but it retains key elements: the queen, the crusader, and the young girl.

Šenoa’s tale served as a springboard for our own vision. However, we didn’t want to limit ourselves to Šenoa alone. Characters, locations, and events are rooted in Croatian mythology and culture, though we don’t strictly adhere to geographical truths. For example, the mountainous part of the game might resemble Velebit, but the characters there draw inspiration from other sources. Our goal is to create a dark fantasy world grounded in Croatian roots, blending elements from various literary works, including some characters from Ivana Brlić Mažuranić’s stories—we haven’t fully abandoned her influence.

Recently, you introduced the character and enemy Grabar, where do you draw inspiration for its look, and how do you come up with ideas for character designs?

We discovered Grabar while researching modern literature on Croatian folk tales and mythologies. Though such literature is scarce here, we strive to find and study available sources. For example, Vida Balog’s Hrvatska bajoslovlja explores ancient beliefs before the arrival of Christianity. In certain parts of Croatia, these beliefs still linger, with older generations passing down stories of ancient beings, as some regions only later fell under Christian influence.

It was through these local testimonies that we learned about Grabara and their nature. Our vision of Grabara is closer to what locals call Vodenjaci. So, we didn’t strictly adhere to historical accuracy but drew inspiration instead. Our Grabara align more with the description of Vodenjaci from those tales, though we also include Vodenjaci in the game, also inspired by these stories.

We work hard to gather as many references from Croatian culture as possible. Daniel has been a great help, providing insights about the Black Queen and the historical context of her life. While we don’t strictly follow historical facts, we aim to weave as many elements from real Croatian medieval history into the game.

How Did the Collaboration with Sandra Lončarić, the Voice of the Black Queen, Begin?

Finding a voice for our Black Queen for the trailer turned out to be surprisingly easy, thanks to Daniel. We had a script ready for the trailer and knew we needed a voice, but we weren’t sure about the scope of collaboration for the whole game, nor how much it would cost or how much text would be involved.

Daniel asked who was providing the voice, and we admitted we didn’t know yet. He then suggested Sandra Lončarić, which seemed unreal to us at the time. The very next day, I spoke with Sandra over the phone and arranged a meeting. She loved the idea. We proposed she not only voice the trailer but also lend her voice to the Black Queen throughout the game, and she agreed.

I think Sandra recognized the potential in our game, and local patriotism likely helped since both she and we are from Osijek. She was immediately thrilled about the project, and we’re honored to work with her. The Black Queen is the main anti-hero in the game, driving the plot and serving as the primary antagonist. The player’s goal is to reach her and confront her, making her an incredibly important character.

What Can We Expect in the Game?

We’ve put special focus on “cinematic” moments, unforgettable scenes, and an engaging story. It’s a linear experience lasting 3-4 hours, meaning you can finish it in one slightly longer play session.

The game is divided into several chapters, each offering a unique atmosphere and a boss fight at the end. Each boss is inspired by characters from Croatian literature or legends. Defeating a boss unlocks a new ability that mirrors the defeated foe’s power. For example, there’s the Plague Witch, inspired by Šenoa’s “Kuginja kuća.” After beating her, she controls time, the player gains the ability to slow down time.

This is one of the first special abilities you’ll unlock, and you’ll need to use it in later chapters to solve puzzles and progress. We place a big emphasis on camera direction. Perspective shifts won’t be random; you can’t freely change the view. Instead, the camera is carefully directed from start to finish, with changes used to highlight elements in the environment or create dramatic effects.

One of our key mechanics is axe-throwing, clearly inspired by God of War. The axe is used in both combat and puzzles. Alongside it, players will gain other special abilities, whose exact designs we’re still developing. Each will be unique and useful when combined with combat and puzzles. You’ll be able to choose which abilities to use in fights. There won’t be heavy RPG elements like skill trees or extensive character development, as the focus is on the linear story. Think of our game as Inside, but instead of a boy, you play as a knight armed with an axe and magic.

You mentioned Neva as an inspiration, will there be seasonal changes?

Our game will use a similar principle of environmental shifts, but instead of seasonal changes, we’ll focus on the time of day. The idea is for the player to journey through an entire day, starting in the morning and ending in the deepest night. This will bring significant environmental changes, as you’ll pass through different biomes, like mountainous and forested areas. In swampy regions, for example, Grabar, monsters lurking beneath the water’s surface, will wait for the right moment to ambush an unwary player.

What other enemies can we expect to encounter during gameplay?

Besides Grabara, we can mention the Red Crows (Order of the Crow), as we’ve named them, ninja-like warriors shown in the trailer. They are one of the Black Queen’s units, tasked with patrolling and guarding a section of the forest the player traverses. Known for using various traps and devices, they avoid direct confrontation, aiming to slow the enemy with obstacles. Of course, they’re also highly skilled in combat. All enemies will have different variants. For instance, within the Red Crows, we have light, heavy, melee, and ranged versions. Additionally, each new biome will introduce new enemy types. While the Red Crows inhabit the forest, the mountainous areas will feature entirely new creatures and beings.

To What Extent Has HAVC Supported This Project?

I often emphasize that without the Croatian Audiovisual Centre (HAVC), our game wouldn’t exist. While the financial support we received from HAVC was crucial for pre-production, its true value lies in something much deeper. Game development is an incredibly expensive process, so the recognition and backing from an institution with such experience and expertise were key. It gave us the real push to start this project. Of course, without the financial help, we couldn’t have begun, but the collaboration with HAVC offers so much more, including promotion and support. We’re truly grateful for everything they do for us.

I’d absolutely recommend that anyone with a development idea give it a try and not let bureaucracy or paperwork scare them off. The application process is actually simpler than it seems. I can confirm that Benjamin Noah Marićak from HAVC is incredibly approachable and ready to assist with everything needed during the application. This kind of support is incredibly valuable for the entire gaming community. The more quality projects we submit to HAVC, the more funding will flow back into the industry.

So, submitting an idea can’t hurt, and you might gain financial support, media exposure, mentorship, and key assistance for developing your own game. Therefore, I strongly encourage everyone to apply.

Are You Considering Launching a Kickstarter Campaign and Looking for a Publisher?

We’re currently preparing for a Kickstarter campaign set to start in early September, mainly to secure funding for further game development. At the same time, we’re actively seeking publishers and are in talks with several. If we secure funding through a publisher, the Kickstarter might not be necessary, but we’re not counting on that.

As a studio, you’ve attended the biggest gaming events in Croatia, what have been some of your experiences?

Participating in festivals like InfoGamer in Zagreb, the region’s largest indie game event, and Reboot Develop Blue in Dubrovnik, one of the world’s biggest gatherings, has proven invaluable for getting feedback on our game. At every conference and festival we attended, we brought a game prototype on a laptop, letting visitors try it out and share their impressions. Getting feedback this early in development is crucial.

For example, we’d arrive in Zagreb with one version, gather feedback, implement it, and then bring an improved version for another round of testing. Through this process, we found numerous bugs and received great suggestions that we added to the game. This is the primary benefit of such events, alongside the added exposure and visibility.

We were also featured on the Best Indie Game channel back in January. We weren’t sure how they found us, but they ranked us 25th on their top 25 list of new side-scrolling games. It was perfect since we were at the start of the video, and on the same day it was released, we gained 500-600 new wishlists from that single video. Recently, we applied again to his showcase, where he personally selects games he likes, and we made the cut. I can confirm firsthand that showcasing on bigger channels is worth it, as it definitely boosts visibility.

Where Will Dark Queen Be Playable? Can We Expect a Demo Version on Steam?

We’re primarily developing the game for PC, but our goal is to release it on all consoles—PlayStation, Xbox, and Switch. Whether we succeed will depend on our financial situation and potential partnerships with publishers who can support us. We think our game would fit perfectly on Switch 2, especially now that it’s out.

We plan to release a demo on Steam next year, closer to the game’s launch. We want to maintain good momentum between the demo and the full release, so it will likely be available during Steam Next Fest, about a year from now.

However, players will get to try the game earlier. This year, we’re planning a closed alpha test with part of the community, followed by a more open beta in the second or third month of next year. Only then, next summer, will the official demo hit Steam.

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[PREVIEW] NINJA GAIDEN: Ragebound is The Game Kitchen’s landmark title https://www.indie-games.eu/en/ninja-gaiden-ragebound-is-the-game-kitchens-landmark-title-preview/ https://www.indie-games.eu/en/ninja-gaiden-ragebound-is-the-game-kitchens-landmark-title-preview/#respond Tue, 10 Jun 2025 12:22:09 +0000 https://www.indie-games.eu/?p=26188 The free demo for NINJA GAIDEN: Ragebound is available now on Steam.

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Ah yes, NINJA GAIDEN: Ragebound. This highly anticipated title is a collaboration between The Game Kitchen, renowned for the Blasphemous series, and Dotemu, specialists in modern revivals of beloved retro games. Given into their capable hands by the long-standing IP holder Koei Tecmo, The Game Kitchen can now do what they do best: craft a challenging side-scrolling platformer that will appeal to both newcomers and veterans of the series. The Steam Next Fest demo offers an excellent glimpse of what’s to come, and it’s something you absolutely don’t want to miss.

Ragebound will be welcoming and accessible to all types of players

The game kicks off with a straightforward tutorial, teaching you essential moves: wall climbing, dodging, attacking, and utilizing special abilities to dispatch tougher foes or environmental obstacles. After the tutorial, you step into the shoes of Kenji Mozu, a young Hayabusa clan ninja tasked with defending his village in Ryu Hayabusa’s absence. This narrative unfolds as you progress, eventually leading to an encounter with Kumori, a skilled kunoichi of the Black Spider Clan, who also becomes a playable character.

The demo excels at showcasing the game’s intense, yet fair difficulty, even showing the unlockable harder mode, and it teases the diverse bosses and enemies that await in each level. The fast-paced gameplay here is no joke; your primary goal isn’t to eliminate every enemy, but to reach the end, offering a significant nostalgic experience for fans.

Kenji specializes in close-quarters melee combat, while Kumori excels at ranged attacks and can briefly shift into the spiritual realm for unique platforming challenges. The game skillfully blends both combat styles. Each enemy can power up two special, high-damage abilities, marked by a specific color, indicating which attack you need to use to defeat them and unlock that ability for yourself.

Interestingly, once you meet Kumori, you gain the ability to traverse the demon world. Here, you’ll solve puzzles, clear platforming challenges, and find ways to free Ryu and open paths for him. Another excellent addition is the Ninja Fusion mechanic. This allows you to combine character abilities for attacks that can clear multiple enemies, though its use is limited to prevent overuse.

Great chance to try it out before the game launches this summer

Precise platforming is a core component, with sections demanding quick reflexes and careful timing as you’re being jumped by multiple enemies, especially during Kumori’s timed sequences that reset upon failure. The game’s vertical level design adds significant depth, featuring hidden areas packed with collectibles. Overall, this was a truly fun experience; it’s not overly punishing, at least initially, and I’m highly anticipating the hidden shop feature that wasn’t available in demo.

Let’s not overlook the demo’s great visuals, which expertly blend retro pixel art with modern detail. Environments like haunted temples and fiery battlegrounds are richly designed, featuring smooth animations and grotesque enemy designs clearly inspired by The Game Kitchen’s Blasphemous. The music is equally impressive, led by Blasphemous composer Sergio de Prado, and brilliantly complemented by contributions from original NES NINJA GAIDEN composers Keiji Yamagishi, Ryuichi Niita, and Kaori Nakabai.

NINJA GAIDEN: Ragebound will release on July 31, 2025, and it will launch across PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. This demo is in fact part of a larger franchise resurgence, with NINJA GAIDEN 4 also set to arrive in October 2025, which is being developed by PlatinumGames.

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Najavljena je nova igra u Bloodstained franšizi naziva The Scarlet Engagement, smještena u ukletu Englesku 16. stoljeća https://www.indie-games.eu/en/new-bloodstained-title-the-scarlet-engagement-takes-place-in-haunted-16th-century-england/ https://www.indie-games.eu/en/new-bloodstained-title-the-scarlet-engagement-takes-place-in-haunted-16th-century-england/#respond Thu, 05 Jun 2025 22:42:50 +0000 https://www.indie-games.eu/?p=26024 The plot of The Scarlet Engagement introduces two new protagonists: Leonard Brandon and Alexander Kyteler.

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The Bloodstained franchise is ready to cast its spell again. Publisher 505 Games and developer ArtPlay have announced Bloodstained: The Scarlet Engagement, an ambitious new chapter in the critically acclaimed action RPG series. Releasing in 2026 for PlayStation 5, Xbox Series X/S, and PC (Steam), it immerses you in a demon-infested England, blending strategic combat, crafting, and exploration in a haunted 16th-century landscape.

Set before the events of Bloodstained: Ritual of the Night, The Scarlet Engagement introduces two new protagonists: Leonard Brandon, a young fighter from the Church’s Black Wolves clan, and Alexander Kyteler, a noble knight of the Kingdom’s White Stags. Together, they confront a mysterious floating castle ruled by the demon lord Elias, whose forces terrorize the realm. Their mission is to unite their skills and defeat the evil.

This new title introduces a dynamic companion system, allowing you to control both Leo and Alex simultaneously. The cooperative mechanics enhance combat and puzzle-solving, letting you switch between characters to tackle enemies and navigate traps. The expansive world is the largest in the series yet, featuring a day-night cycle that alters gameplay and interactions as light and darkness transform the environment.

Combat in The Scarlet Engagement stands out with the new Epiphany system. Through battles, you unlock unique moves and powerful abilities, encouraging experimentation with this innovative mechanic. Beyond combat, the game offers crafting, cooking, and customization options — you can forge armor, cook meals to boost stats, and personalize your characters’ appearances.

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I’m Convinced The Game Kitchen Will Add a Unique Twist to Ninja Gaiden: Ragebound, State of Play Confirms Release Date https://www.indie-games.eu/en/im-convinced-the-game-kitchen-will-add-a-unique-twist-to-ninja-gaiden-ragebound-state-of-play-confirms-release-date/ https://www.indie-games.eu/en/im-convinced-the-game-kitchen-will-add-a-unique-twist-to-ninja-gaiden-ragebound-state-of-play-confirms-release-date/#respond Thu, 05 Jun 2025 13:07:18 +0000 https://www.indie-games.eu/?p=25991 Koei Tecmo's trust in Dotemu to handle such a beloved franchise speaks volumes about the company's reputation and capability.

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As someone new to the Ninja Gaiden series, I’m quite excited about the upcoming release of Ninja Gaiden: Ragebound. This franchise is known for its intense action and challenging gameplay, and the involvement of The Game Kitchen, the team behind the critically acclaimed Blasphemous, has me genuinely intrigued. I believe Dotemu with The Game Kitchen is poised to bring something unique to the series.

Dotemu’s track record with retro-inspired games is impeccable, as seen in their work on Streets of Rage 4 and Teenage Mutant Ninja Turtles: Shredder’s Revenge, which reflects a deep understanding of beloved classics while pushing boundaries with modern mechanics and visuals. Ninja Gaiden: Ragebound, a side-scrolling entry, seamlessly blends the classic lore and gameplay of the original series with the depth and intensity of its modern 3D counterparts, offering the perfect mix of nostalgia and innovation to refresh the franchise’s appeal without alienating its core fans.

Ninja Gaiden has always been notorious for its difficulty, and Dotemu’s statement that Ragebound features mechanics that are “easy to learn but hard to truly master” suggests they are staying true to this tradition. The involvement of The Game Kitchen, further reinforces this. Blasphemous is a game that demands precision and strategy, qualities that align perfectly with the Ninja Gaiden ethos. I expect Ragebound to offer a similarly demanding experience, where every move counts, and every enemy encounter tests your skills to the limit.

Ninja Gaiden: Ragebound introduces a new protagonist, Kenji Mozu, a young ninja from Hayabusa Village. He must form an alliance with Kumori from the Black Spider Clan to combat a demonic threat. This narrative twist, combined with the ability to control two characters simultaneously through a mechanic called Ninja Fusion, adds a layer of depth new to the series. It’s a bold move that could redefine how players experience the Ninja Gaiden universe.

Finally, Dotemu’s partnership with Koei Tecmo, the current holders of the Ninja Gaiden IP, is a testament to their credibility. Koei Tecmo’s trust in Dotemu to handle such a beloved franchise speaks volumes about the company’s reputation and capability.

The timing of the demo release during Steam Next Fest on June 9, 2025 is a strategic move. It allows players to get a taste of Ragebound before its full launch on July 31, 2025 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, PC (Steam) and Nintendo Switch. his builds anticipation and gives Dotemu and The Game Kitchen valuable feedback to fine-tune the game.

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Elsie – Magitek Edition donosi neonom nabijeni kaos na konzole u srpnju https://www.indie-games.eu/en/elsie-magitek-edition-delivers-neon-charged-chaos-to-consoles-in-july/ https://www.indie-games.eu/en/elsie-magitek-edition-delivers-neon-charged-chaos-to-consoles-in-july/#respond Wed, 21 May 2025 21:35:19 +0000 https://www.indie-games.eu/?p=25089 The game combines intense bullet-hell action with the endless replayability you expect from a roguelike.

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Colorful roguelike action-platformer Elsie is getting a physical release. It’s called the Magitek Edition, and you’ll be able to grab it for both PlayStation 5 and Nintendo Switch starting July 10, 2025. Developed by Knight Shift Games and digitally published by Playtonic Friends, this game is a wild ride filled with levels that are different every time you play, plus tons of weapons to keep you hooked.

Elsie takes you to the planet of Ekis, a place filled with natural beauty and incredible scientific wonders, but one that’s now on the brink of disaster. The story kicks off with a scientist named Dr. Grey. He created high-tech androids called Guardians, powered by something called the Arclight Core, to handle the planet’s wild natural disasters. For a while, they were like superheroes, bringing peace by controlling the elements.

But then, without any warning, the Guardians just vanished. That’s where Elsie comes in. She’s a one-of-a-kind android built for one mission: track down the missing Guardians and save Ekis from completely falling apart. The gameplay in Elsie is a mix of intense bullet-hell action and the endless replayability you expect from a roguelike. You’ll be dashing, diving, and shooting your way through neon-drenched levels, needing lightning-fast reflexes to parry enemy attacks.

The team at Meridiem, who are putting out this physical version, are even making it extra special with a unique case, a sticker sheet, and a character book.

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Demo verzija akcijskog RPG-a Din’s Champion sada je dostupna na Steamu https://www.indie-games.eu/en/demo-version-of-dins-champion-is-now-available-on-steam/ https://www.indie-games.eu/en/demo-version-of-dins-champion-is-now-available-on-steam/#respond Thu, 27 Mar 2025 13:47:26 +0000 https://www.indie-games.eu/?p=22856 Each game is unique, with different bosses, biomes, monsters, items, objects, and quests.

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Developer Soldak Entertainment announced the release of demo of Din’s Champion, a side scrolling, action RPG set in a dynamic, evolving, fantasy world. You can find the demo on Steam.

The ever devious goddess, Valta, has declared a war! She is going to raze the world to the ground and build a new civilization in her dark image. Your choices and actions, or lack of them, have real consequences in this dynamic, evolving, living world. To survive you need to mine and gather resources, craft useful items, and explore a dynamic, evolving world all while fighting off the evil gods’ minions and machinations.

Every game is unique with different bosses, biomes, monsters, items, traps, objects, and quests. Build and defend your town from active threats trying to destroy you. Distribute attribute and skill points to your character as you level up. Craft armor, weapons, tools, potions, and materials to equip or use to survive.

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Wren’s Resurgence – Obećavajući, ali nedorađeni akcijski platformer https://www.indie-games.eu/en/wrens-resurgence-flawed-platformer-review/ https://www.indie-games.eu/en/wrens-resurgence-flawed-platformer-review/#respond Fri, 21 Feb 2025 16:39:53 +0000 https://www.indie-games.eu/?p=21333 Wren's Resurgence is a 2D action platformer in which you play as Wren, a nimble warrior on a mission to rescue her sister Swan.

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  • DEVELOPER: Soliloquy Games
  • PUBLISHER: Soliloquy Games
  • PLATFORMS: PC
  • GENRE: Action / Platformer
  • RELEASE DATE: January 23, 2025
  • STARTING PRICE: 14,95 €
  • REVIEWED VERSION: PC
  • Wren’s Resurgence is a 2D action platformer where you play as Wren, a nimble warrior on a mission to rescue her sister Swan from the Yokai-infested lands. The game combines fast-paced combat, platforming, and exploration, with a focus on Japanese folklore and mythology. While the game has some strong points, such as its visuals and story, it’s held back by clunky mechanics, repetitive enemies, and technical issues.

    Wren’s journey to save her sister Swan is filled with emotional weight and intrigue. Along the way, she encounters various characters, some of whom offer help, while others may have hidden motives. The game’s world is inspired by Japanese folklore, with Yokai enemies and lush, Japanese-inspired landscapes that add a lot of atmosphere. The narrative is engaging, and the concept of documenting Yokai in Wren’s journal is a nice touch that adds depth to the lore.

    Good plot and atmosphere, but problematic gameplay

    Despite the game having a decent plot and setting, other aspects fall short. The animations feel clunky, and the cutscenes drag on for too long. While you can skip them, even skipping takes an unnecessarily long time. Additionally, the text loads slowly, and you can’t skip lines you’ve already read. It’s frustrating to stare at the screen for five seconds, waiting for the text to load, when you could have finished reading it much faster.

    The gameplay is a mix of combat, platforming, and exploration, but it’s where Wren’s Resurgence struggles the most. The combat is fast-paced but feels clunky and unpolished. Wren can wield a katana and unlock additional weapons, but the hit detection is inconsistent. Attacks would pass through enemies without dealing damage, which is frustrating. The parry system is also awkward and hard to time, making defensive maneuvers feel unreliable. Although the combat is quite simple and straightforward, it’s just not fun.

    Wren’s movement is nimble, with abilities like double jumps, dashes, and wall climbs. However, the controls can feel imprecise, especially during platforming sections. So many times, I tried to climb a wall only to fall down for no apparent reason, even though Wren should have easily made it. It seems platforming requires pixel-perfect precision, which can be frustrating and inconsistent.

    Poor level design and repetitive gameplay

    My biggest issue, though, is the lackluster level design. Almost all areas feel the same, lots of buildings, endless climbing, pointless platforming, and repetitive enemy encounters. While you can collect shards to unlock occasional upgrades or trade with kitsune, it doesn’t feel rewarding. The gameplay often boils down to running around aimlessly without a clear sense of purpose or progression.

    Additionally, each area is filled with collectibles that don’t add much value, and they’re scattered across the map. The map system itself is problematic: the local view works well, showing your exact location and movement, but the global map is broken, it’s stuck on the first main area and doesn’t update. Saving and resting points are a nice touch, but backtracking isn’t necessary unless you’re hunting for hidden items. Unfortunately, these items are visually hard to spot, with no clear indicators, and the fixed, zoomed-in camera makes exploration frustrating by limiting your field of view.

    The game features 36 Yokai enemies inspired by Japanese folklore, but the variety within individual levels is lacking. As mentioned earlier, many levels only include two or three enemy types, making combat feel repetitive. Additionally, the balance is off, some enemies are overly strong, while most are too weak. Boss fights are decent, but even these encounters are undermined by the game’s clunky mechanics.

    Ending thoughts

    Wren can upgrade her gear and unlock new powers using currency earned from defeating enemies. However, the opportunities to spend currency are limited, and the upgrades don’t feel impactful enough to significantly change the gameplay. The Omamori charm, which provides protection and lore about Yokai, is a nice idea but doesn’t add much to the overall experience.

    Visually, Wren’s Resurgence is a mixed bag. The Japanese-inspired landscapes are lush and beautifully designed, creating a strong sense of atmosphere. The character and enemy designs are also well-done, with the Yokai looking menacing and true to their folklore origins. However, the lighting in some levels, like the Sewer level, is poorly implemented, making it hard to see and navigate. The UI is functional but lacks polish. It feels generic and could benefit from a more stylized design to match the game’s aesthetic.

    If you’re a fan of action platformers and Japanese folklore, Wren’s Resurgence might still be worth checking out for its story and atmosphere. However, for most players, the frustrating combat and technical problems make it hard to recommend in its current state. With some updates and refinements, this could be a much better game, but as it stands, it’s a promising yet flawed experience.

    Pros Cons
    Solid story. Cluncky combat.
    Beautiful landscapes. Repetitive enemies.
    Boss fights. Pointless platforming.
    Technical problems.
    Content
    70%
    Gameplay
    50%
    Graphics
    70%
    Final score

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    Akcijsko-avanturistička igra Rusty Rabbit izlazi u travnju za PC i konzole https://www.indie-games.eu/en/rusty-rabbit-releases-in-april-for-pc-and-consoles/ https://www.indie-games.eu/en/rusty-rabbit-releases-in-april-for-pc-and-consoles/#respond Fri, 17 Jan 2025 23:32:37 +0000 https://www.indie-games.eu/?p=20091 The game is set in a world where humans have abandoned Earth after the planet entered a new ice age.

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    Get ready for the exciting side-scroller action-adventure game Rusty Rabbit, arriving on PlayStation 5, Nintendo Switch, and PC via Steam on April 17, 2025. Early access will be available from April 14 for users who pre-order the game through the PlayStation Store, while a demo version will be available to try out from February 21.

    The game's storyline is set in a world where humans have abandoned Earth after the planet entered a new ice age. Over time, rabbits have become the dominant species on the planet, and the ruins left by humans are now considered sacred places. These ruins are known as “Smokestack Mountain,” and those who dare to explore their depths are called “rust diggers.”

    The protagonist of the game is Stamp, an experienced rust explorer and an old rabbit who specializes in exploring Smokestack Mountain. Rusty Rabbit is filled with action and mysteries where you will explore vast ruins while breaking obstacles using Stamp's mech, and progress through RPG mechanics.

    One of the key features of the game is the ability to upgrade Stamp's mech by collecting parts and materials found in the ruins. Additionally, you will have to face intense battles against powerful enemies guarding valuable treasures, and various bosses await you as well.

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    EXIL će iduće godine osvojiti Metroidvania žanr https://www.indie-games.eu/en/exil-is-set-to-take-the-metroidvania-genre-by-storm-next-year/ https://www.indie-games.eu/en/exil-is-set-to-take-the-metroidvania-genre-by-storm-next-year/#respond Mon, 30 Dec 2024 19:35:29 +0000 https://www.indie-games.eu/?p=19527 Your journey takes you through beautifully designed dungeons filled with magical creatures and deadly traps.

    The post EXIL is set to take the Metroidvania genre by storm next year first appeared on IndieGames.

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    Mystic Clockwork Studio has been developing its debut title, EXIL, an anime-inspired Metroidvania filled with magic and adventure, for some time. They are preparing to reveal more details about the game and a potential release date in early 2025. EXIL will launch on PC via Steam, with plans for Nintendo Switch, PlayStation, and Xbox, though no specific release dates have been confirmed yet.

    In EXIL, you are summoned to a mystical world created by the collision of countless realms. At the heart of this strange universe lies a cosmic dilemma. The Primordial One, a powerful dragon who claims to have created all existence, has been sealed away by his own creations for millennia. Now, his voice echoes through the dungeons, urging you to destroy his creations and free him. In return, he promises to send you back to your own world and reward you greatly.

    Your journey will lead you through beautifully crafted dungeons teeming with magical creatures, legendary foes, and deadly traps. As you battle, evade danger, and explore, you’ll uncover the secrets of this interconnected multi-realm universe. EXIL features combat typical of the Metroidvania genre, so if you’ve played games like Nine Sols, you can expect similar action with plenty of enemies and challenging bosses.

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