Singleplayer - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 19 Jun 2025 19:33:12 +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 Singleplayer - IndieGames https://www.indie-games.eu/en 32 32 Become the Moon – Solid deck-building game https://www.indie-games.eu/en/become-the-moon-solid-deck-builder-review/ https://www.indie-games.eu/en/become-the-moon-solid-deck-builder-review/#respond Thu, 19 Jun 2025 19:32:03 +0000 https://www.indie-games.eu/?p=26488 Become the Moon is a single-player deck-building auto-battler with roguelike elements.

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  • DEVELOPER: Feldspar Games, Ben Allen, and Mosman
  • PUBLISHER: Alibi Games
  • PLATFORMS: PC
  • GENRE: Deck-building / Rougelike
  • RELEASE DATE: June 19, 2025
  • STARTING PRICE: 16,49€
  • REVIEWED VERSION: PC
  • Become the Moon is a single-player deck-building auto-battler with roguelike elements, where you construct decks of minions, spells, and relics to battle enemies in automated turn-based combat. The game’s core loop involves drafting cards after each victory, optimizing board placement, and adapting strategies to overcome a gauntlet of foes. It draws clear inspiration from Hearthstone.

    There are over 140 cards to experiment with

    Fun fact, there are over 140 cards to collect for your deck, alongside multiple synergies like flying, exhaust, battle-focused spells, and one-time effects. On the other hand, relics provide passive buffs, such as giving flying units a bonus when they attack. The goal is to create powerful combos and reach the final boss. I’ve been experimenting a lot with flying cards; they have a 33% chance to dodge attacks and create interesting combos with quick attack cards, which allow an adjacent card to attack instantly.

    However, the biggest problem is the high randomization of cards. You’re forced to take cards for your deck because skipping them costs health (only the first skip is free). This means you sometimes have to take cards or spells you don’t want or need. This system does balance the gameplay, meaning you can’t just pick cards randomly; you definitely need to think through your choices. Once you defeat all the cards on the board, the enemy hero takes damage from your remaining cards. If that doesn’t defeat them, your hero then battles the enemy hero directly, which can also deal significant damage.

    As mentioned, combat is automated, with minions attacking from left to right and targeting random enemies on the opponent’s board. I found this sadly too chaotic; you’re never able to pinpoint what will happen. While this unpredictability can be a good thing, the random targeting also somewhat ruins the fun, as it introduces too much luck and prevents a truly prepared strategy.

    “The goal is to create powerful combos and reach the final boss.”

    Deck-building is solid, drawing inspiration from Hearthstone

    Become the Moon offers 10 character classes, each with unique starting cards and bonuses, adding variety to playstyles. You’ll need to unlock these classes by defeating them within the game. There’s definitely a lot of content to explore; it takes several hours to fully grasp the cards, but once you do, you’ll see how fun it is. The cards themselves are well-designed; some are balanced, while others less so, which is common.

    Your strategy typically involves placing and swapping minions before battles, and using spells, but the auto-battler format does reduce micromanagement In other words, analyzing the enemy’s board allows for certains adjustments, such as placing a high-health “taunt” minion to absorb attacks. Mechanics like shields (blocking one attack), taunt (forcing enemy focus), and deathrattle (effects upon death) mirror Hearthstone.

    I particularly enjoyed consistently buffing minions on the field using multipliers and bonuses for health and damage. You can also pick spectral cards that persist throughout the game and can be used once, such as to gain extra mana or draw more cards. The game provides fun ways to tackle different challenges. While not revolutionary, it’s engaging and keeps you hooked.

    “Your strategy typically involves placing and swapping minions before battles.”

    Fans of the genre should definitely pick this one up

    The roguelike features aren’t very evident in this game. My biggest issue is that enemies are predetermined; you can’t choose who you fight, which is a significant drawback. Every stage presents similar enemies with the same cards, and the “bosses” are no different. While fighting the same bosses might be understandable, having identical regular enemies truly harms the game’s replayability.

    The graphics in Become the Moon feature a 2D cartoonish dark fantasy style with various colors and charming character designs. Minions are expressive, with detailed card art that adds to their personality, and smooth, visually appealing battle animations add flair to the auto-battler format. While the visuals prioritize readability over spectacle and aren’t groundbreaking, they’re engaging, though some card designs feel repetitive, slightly limiting variety.

    In the end, Become the Moon is a solid deck-building game. It won’t waste your time, especially with its speed-up option, and the best part is undoubtedly the card-drafting phase. If you’re wondering whether it’s good, don’t hesitate; it’s a decent and well-crafted title, clearly made by developers familiar with similar games. While replayability might be a bit questionable, the numerous heroes available do help extend its life. If you’re already a fan of the genre, this one should definitely be in your library.

    “You’ll face a variety of enemies: they start weak, but quickly become more deadly.”

    Pros Cons
    Solid deck-building mechanics. The possibilities for replays are not particularly great.
    There's not a lot of micromanagement. Certain accessibility options are missing.
    Cute graphics. Luck-driven combat.
    You are free to experiment with the cards.
    Content
    80%
    Gameplay
    80%
    Graphics
    80%
    Final score

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    Cinematička avantura Echoes of the End oživljava čaroliju Islanda, stiže ovog ljeta na PC i konzole https://www.indie-games.eu/en/cinematic-adventure-echoes-of-the-end-launches-this-summer-on-pc-and-consoles/ https://www.indie-games.eu/en/cinematic-adventure-echoes-of-the-end-launches-this-summer-on-pc-and-consoles/#respond Tue, 17 Jun 2025 09:07:18 +0000 https://www.indie-games.eu/?p=26412 Echoes of the End follows Ryn, a young woman with unstable magical powers, on a desperate quest to save her brother.

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    Reykjavík-based studio Myrkur Games and publisher Deep Silver have announced that Echoes of the End, a cinematic action-adventure game, will launch this summer on PC via Steam and Epic Games Store, PlayStation 5, and Xbox Series X/S. The debut title from this passionate team of storytellers introduces you to the world of Aema, blending fast-paced combat, emotional storytelling, and Iceland’s raw beauty.

    Echoes of the End follows Ryn, a young woman with unstable magical powers, on a desperate quest to save her brother as an empire teeters on the brink of war. Alongside Abram Finlay, a troubled scholar, Ryn uncovers a conspiracy that risks unleashing an ancient conflict and plunging Aema into chaos. The story, driven with themes of trust, sacrifice, and redemption, unfolds across ten hand-crafted chapters filled with cinematic moments, memorable characters, and choices.

    Powered by Unreal Engine 5 and full performance motion capture, Echoes of the End comes to life with a talented cast, including Aldís Amah Hamilton as Ryn and Karl Ágúst Úlfsson as Abram. Combat blends magic and steel, letting you master fast-paced swordplay with Ryn’s powerful magical abilities to face human enemies and monstrous foes.

    Epic boss battles call for strategy and skill, while Ryn’s powers also help solve puzzles and overcome environmental challenges by manipulating gravity, casting illusions, and reshaping the world around her.

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    [PREVIEW] Bang Bang Barrage – A Promising Singleplayer and Multiplayer Shooter Game https://www.indie-games.eu/en/bang-bang-barrage-promising-shooter-game-preview/ https://www.indie-games.eu/en/bang-bang-barrage-promising-shooter-game-preview/#respond Wed, 11 Jun 2025 10:27:04 +0000 https://www.indie-games.eu/?p=26213 This is a fun, fast-paced shooter offering both multiplayer and singleplayer modes.

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    I first played the Bang Bang Barrage demo last October, and it was clear the game had promising ideas, even in its early stages. Now, the new Steam Next Fest demo is vastly improved and I was genuinely surprised by its progress. This is a fun, fast-paced shooter offering both multiplayer and singleplayer modes. It’s all about chasing high scores, surviving as long as you can, and tackling various challenges while fending off hordes of hands and blobs.

    Though small in scope, Bang Bang Barrage isn’t meant for one long sitting, it’s best enjoyed in short, multiple play sessions where you discover something new each time you play. Whether it’s new enemies, unique events like night or poison-filled maps, and much more, the game keeps drawing you back. You start with simple hands that stand still, but they evolve, moving randomly across the map or even chasing you. Plus, there are blobs on ships that shoot at you, and even flowers evolve too, making their attacks stronger and bigger.

    Simple but fun gameplay

    The gameplay is straightforward: you shoot and reload. If you run out of bullets, you can still fire a burst of air that pushes enemies away or propels you. Be tactical with this air blast, as using it resets your reload timer. Enemies drop diamonds, which you can spend at a shop that appears periodically. Here, you can purchase various buffs like more HP, increased bullets, or the ability to destroy enemy projectiles, among many other upgrades.

    My only major concern is the potential for repetition. Instead of consistently introducing new bosses, the game presents them only after you survive for certain periods. While this gives you time to prepare, the slow evolution of regular enemies can deter some of the fun. This is subjective, of course; the map is always packed with action, leaving you little time to think. It’s much like old arcade games, but with a modern look where a single mistake can lead to instant death.

    As mentioned, Bang Bang Barrage offers both singleplayer and multiplayer modes, with the latter playable via split-screen or online. The singleplayer experience seems less difficult and more balanced in terms of acquiring buffs from the shop, a great approach if you prefer to play solo. While its cartoonish style and simple gameplay might not appeal to everyone, the graphics are genuinely cute. The clean visuals ensure no unnecessary details clutter your view, and the clear UI makes shooting everything easy.

    Packed with great ideas, only time will reveal if it succeeds

    You earn gold by completing challenges and surviving for as long as possible. This gold can be spent in the in-game shop to customize your blob’s color, unlock new weapons, acquire new skins, and even buy different boats. There are no microtransactions here; everything is earnable simply by playing. The more you play, the more items you’ll collect and use. The demo is quite limited in this regard, offering only one weapon, one skin, and one boat, which unfortunately doesn’t encourage much replayability. However, there are global leaderboards where you can see every player’s score.

    You earn points by defeating enemies and maintaining your combo. The higher your combo, the larger your damage radius, allowing you to clear more foes. If you miss an enemy, your combo resets, but you can quickly build it back up. This simple yet effective system ensures levels don’t become overwhelmingly difficult, even when you’re swarmed by enemies.

    Overall, Bang Bang Barrage has the potential to be a fun little game for the right audience. If you’re looking for something to play during the Steam Next Fest, I highly recommend it. It won’t take much of your time, and you’ll get to try something cute and unique.

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    Nostalgična ’80-ih tinejdžerska avantura Mixtape ukrala je pozornost na ovogodišnjem Summer Game Festu https://www.indie-games.eu/en/nostalgic-80s-teen-adventure-mixtape-steals-the-show-at-summer-game-fest/ https://www.indie-games.eu/en/nostalgic-80s-teen-adventure-mixtape-steals-the-show-at-summer-game-fest/#respond Sat, 07 Jun 2025 12:00:33 +0000 https://www.indie-games.eu/?p=26055 The mixtape follows three friends on their latest adventure.

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    Mixtape, the latest project from Beethoven & Dinosaur, the studio behind the acclaimed The Artful Escape, debuted a new trailer at Summer Game Fest 2025 that’s got everyone talking. Published by Annapurna Interactive, this coming-of-age adventure is set to launch soon on PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store, with day-one availability on Xbox Game Pass.

    Mixtape follows three friends on their final adventure, guided by a perfectly curated playlist of 80s and 90s hits featuring iconic bands like DEVO, Roxy Music, The Smashing Pumpkins, Joy Division, and Siouxsie and the Banshees. This soundtrack fuels a series of dreamy vignettes, each highlighting key teenage moments: first kisses, late-night mischief, skateboarding, fireworks, and sneaking into abandoned theme parks.

    The trailer, packed with amazing visuals, captures the era’s spirit, blending nostalgic realism with dreamlike, fantastical moments that evoke the emotional highs of adolescence. Echoing Life is Strange, the game uses abstract storytelling to amplify the pivotal moments shaping its characters. The distinctive style of Beethoven & Dinosaur, seen in the psychedelic flair of The Artful Escape, shines through in this title as well.

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    Zbog čega je Hell Express, izometrična kooperativna pucačina, tako posebna? https://www.indie-games.eu/en/what-makes-hell-express-a-co-op-isometric-shooter-so-special/ https://www.indie-games.eu/en/what-makes-hell-express-a-co-op-isometric-shooter-so-special/#respond Sun, 25 May 2025 19:39:00 +0000 https://www.indie-games.eu/?p=24544 Hell Express will appeal to those who enjoy cooperative, action-packed experiences with a unique twist.

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    Get ready to jump on a wild ride to the underworld with Hell Express, an upcoming PvE co-op isometric shooter from indie developer Full Metal Bagel Games. Designed for one to four players, the game puts you in the shoes of an armed guard for the Hell Express delivery company. Your mission is to shuttle precious cargo between the living world and the treacherous realm of Limbo.

    You get to choose from a diverse cast of characters, each with their own unique abilities and motives, before embarking on high-stakes missions. The trailer showcases action as you navigate Limbo’s dangerous depths in a customizable Hell Trekker vehicle, fighting off enemies and scavenging for resources. The isometric perspective, paired with twin-stick shooting mechanics, delivers fast-paced combat, while crafting and gun customization to tailor your gear.

    Hell Express will appeal to those who enjoy cooperative, action-packed experiences with a unique twist, and is set to release on PC via Steam.

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    [PREVIEW] Roulette Hero – Autobattler spojen s igrama na sreću i kartama https://www.indie-games.eu/en/roulette-hero-unique-deckbuilder-preview/ https://www.indie-games.eu/en/roulette-hero-unique-deckbuilder-preview/#respond Mon, 19 May 2025 19:17:53 +0000 https://www.indie-games.eu/?p=24830 Picture an autobattler with auto-fighting teams mixed with a roulette wheel system.

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    At this point, I’m almost expecting the unexpected from Spiral Up Games. This publisher has a knack for bringing out some weird stuff, and their latest is no exception. They’re diving back into the roguelike genre, but with a deckbuilding twist that’s definitely its own thing. Imagine mashing up an autobattler, those games where your team fights automatically, with a roulette wheel system. That’s basically the core idea behind Roulette Hero, where you build a team of animal companions to take on all sorts of mechanical monsters.

    The thing that really makes Roulette Hero stand out is how it handles your team instead of using cards. You put together a team of animals on a cube-like circle, and each one has its own special skills. When you spin the wheel, only one animal gets to use its ability at that moment. The real strategy comes from setting up combos, if you line up your animals just right, you can trigger these game-changing moves, like a chain attack that hits harder or buffs that make your whole team stronger.

    Unique concept that relies on luck

    Battles are turn-based, and you’ll be going up against mechanical beasts that get stronger as you go through the random levels. Each beast has its own way of attacking, but because you’re relying on spinning that wheel to activate your animals, there’s definitely a luck factor involved. Sometimes, even if you have a good plan, the wheel just might not land on the right animal, which can be a bit frustrating. Also, if you’re expecting a really deep deckbuilding system like in some other games, this isn’t quite that.

    I played a test version of the game on Steam, and while it had a tutorial, I found it a bit confusing trying to figure out how those animal combos worked. There also seemed to be some balance issues with how strong different things were. Plus, the playtest didn’t really do a great job of explaining stickers, you can apparently slap over 100 different power-ups on your animals or the wheel to make them stronger or add cool effects, but it wasn’t super clear how all that worked.

    When you finish a run in Roulette Hero, you lose your current team, which is typical for a roguelike. But you do unlock new animals, stickers, or even different layouts for your roulette wheel that you can use in future runs. However, the levels themselves don’t change up that much visually, and there aren’t really different paths to take, so the runs can feel a bit repetitive, and honestly, it feels like luck plays a pretty big role.

    Some of the bosses I faced were also really tough, and the game didn’t really give me a good idea of why I was losing, what my other stats were, or what exactly was happening with all the combos my animal companions were doing. But even with those issues, I have to say, the game was genuinely fun to mess around with. It has a cute, hand-drawn cartoon art style that’s colorful and whimsical, which is a nice contrast to the strategic stuff you’re trying to do. It definitely offers something different, and if they can iron out some of the problems, Roulette Hero has a real shot at being a truly unique and enjoyable game.

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    Kulebra and the Souls of Limbo – Emocionalno putovanje koje nikada nećete zaboraviti https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-review/ https://www.indie-games.eu/en/kulebra-and-the-souls-of-limbo-review/#respond Fri, 16 May 2025 12:35:55 +0000 https://www.indie-games.eu/?p=24906 This isn’t just a video game, it’s a profound work of art with impactful storytelling that touches your heart and soul in unexpected ways.

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  • DEVELOPER: Galla
  • PUBLISHER: Fellow Traveller
  • PLATFORMS: PC, Nintendo Switch, Xbox Series X/S, Game Pass
  • GENRE: Puzzle / Adventure
  • RELEASE DATE: May 16, 2025
  • STARTING PRICE: 19,50€
  • REVIEWED VERSION: PC
  • It’s hard not to feel emotionally attached to Kulebra and the Souls of Limbo. This isn’t just a video game, it’s a profound work of art with impactful storytelling that touches your heart and soul in unexpected ways. While the gameplay isn’t groundbreaking, the game brilliantly explores themes like trauma, guilt, and the struggle to move on, reminding us we’re never truly alone in our suffering, while offering a gentle push to keep going forward.

    Paper Mario inspired graphics with amazing world-building

    Kulebra and the Souls of Limbo features cartoonish graphics inspired by Paper Mario: The Thousand-Year Door, with a rich color palette of bright pinks, greens, and oranges that enhance its tactile, emotional world. The Latin American influence, rooted in Día de los Muertos, also shines through festive details like confetti, masks, and decorations, complementing the game’s themes of trauma and healing. Three distinct times of day: morning, evening, and night each bring unique visual flair, seamlessly tying the environments to the heartfelt storytelling.

    The game’s characters, from Kulebra with its heart-shaped spine to the messenger bird and others, are simple yet charmingly animated and truly stand out. You’ll likely find many to connect with, as the game expertly portrays each one without overwhelming you with information. What’s particularly engaging is how each character subtly provides details that can prove useful later in your journey. Although the art style isn’t as polished as a Nintendo title, its “passive beauty” is quite appealing. This is further helped by the detailed and well-integrated world-building; everything feels thoughtfully crafted and surprisingly cohesive.

    This 10-12 hour singleplayer adventure focuses on exploring a time-looped Limbo, solving puzzles, and engaging in narrative interactions as you help souls overcome their regrets in towns and cities. While the initial prologue effectively introduces us to the game, the experience becomes somewhat repetitive and lacks deeper gameplay evolution as you progress.

    “But no good deed goes unpunished”

    Gameplay might not be impressive, but every dialogue matters

    The core loop involves exploring connected areas and talking to NPCs to learn their stories. As mentioned, Limbo has a day-evening-night cycle, and a curse makes residents forget their actions each day. However, Kulebra remembers everything and uses a notebook to keep track of quests, NPC schedules, and clues. You manually advance the time cycle to influence events, like timing meetings with NPCs or solving puzzles that depend on the time. Paying close attention while exploring is key, as you can find items hidden in breakable objects or by talking to NPCs.

    Clear quest system and dialogue hints make helping souls genuinely enjoyable. Most of your time involves reading and solving puzzles to achieve this goal. While the notebook eases memory, remembering details is crucial for boss fights. These encounters feature a fun mini-game where bosses quiz you on your knowledge, with a bar indicating your accuracy. Interestingly, they might even try to trick you with mismatched questions and answers.

    Puzzles vary from simple item hunts to multi-stage challenges tied to NPC routines or the environment. Many puzzles are also connected to the story. Stealth sections, where Kulebra avoids enemies using light and music, create approachable but tense moments, though the repetitive “wait-and-move” can become tiresome. Kulebra’s rolling is key for fast travel and smashing pots to collect currency, which is also found hidden or falling from the sky and used to buy items.

    “What hurts me the most… Is that I can’t see why he’d go without even a goodbye”

    An unforgettable emotional journey

    While avoiding spoilers, it’s worth noting that beyond the main story, there are engaging “side quests” crucial for completionists. To experience everything, exploring the entire map and entering each building to trigger dialogues is recommended, though you can skip some non-essential moments without affecting the main narrative. Another surprising aspect is how easily the game hooks you, making it difficult to stop playing. The cozy and casual atmosphere likely contributes to this, as you don’t need to do overly demanding tasks to progress, often leading to the urge to finish just one more chapter.

    Ultimately, Kulebra and the Souls of Limbo delivers a truly unique emotional journey. If you enjoy games with well-developed characters, surprising plot twists, and a blend of cozy atmosphere with proper mystery and storytelling, this title is for you. Its beautiful visuals and memorable moments shine, though those who dislike detailed exploration might find the repetitive puzzles and backtracking a drawback.

    “I’ll forever be grateful… Thank you.”

    Pros Cons
    Well-crafted characters. Repetitive mechanics.
    Very beautiful graphics and world. Tedious backtracking.
    Lots of puzzles to solve. There is no real hint system.
    An emotional journey we can identify with.
    Content
    80%
    Gameplay
    80%
    Graphics
    90%
    Final score

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    Conrad Stevenson o Among the Whispers – Provocation: Iza kulisa najrealističnije igre lova na duhove https://www.indie-games.eu/en/conrad-stevenson-on-among-the-whispers-provocation-interview/ https://www.indie-games.eu/en/conrad-stevenson-on-among-the-whispers-provocation-interview/#respond Mon, 12 May 2025 09:15:50 +0000 https://www.indie-games.eu/?p=24675 Conrad revealed more about his inspirations, the game's realism, and whether a multiplayer mode will be introduced.

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    When you come across a game that has a huge potential, you can’t resist trying its demo, right? That’s how I stumbled upon Among the Whispers – Provocation. It looked and played so impressively that I had to reach out to Conrad Stevenson, the dev behind the title, for more insights into the game and what it has in store. Here, Conrad shares more about his inspirations, the game’s realism, and whether a multiplayer mode is in the works.

    Among The Whispers – Provocation is a singleplayer first-person paranormal investigation simulator. You take on the role of Stephanie, a young investigator exploring a haunted castle in New Eidolon to uncover dark family secrets and free trapped spirits. Using authentic ghost-hunting tools like EMF readers, you navigate procedurally generated locations and family stories, employing a unique “provocation” system to interact with ghosts. While not focused on jump scares, the game creates an eerie atmosphere and may trigger psychological consequences if provocations are used carelessly.

    The castle has over 30 rooms and hides generational secrets, with each playthrough offering different ghosts and narratives. Among the Whispers – Provocation is set to release next week on May 22, 2025, and will be available on PC via Steam.

    What drew you to start developing Among the Whispers – Provocation, and how does its approach to ghost hunting differ from other games in the genre?

    I wanted to create a ghost investigation game that had an authentic approach to investigating the paranormal. I haven’t played many other ghost hunting games. So, I don’t think I could give a fair comparison. From my basic understanding about most of them: You are trying to eliminate ghost types from the actions you observe.

    In Among the Whispers – Provocation (ATW-P), players will use an ancestry database to review the potential family members who haunt the mansion. Then collect evidence from the ghosts. Players will need to review audio, photos, and movies collected and make deductions about who the ghosts are. Once the players believe they know who the ghost was in life, they can try and help them pass on, releasing them from haunting the mansion.

    Given the positive reception of Conrad Stevenson’s Paranormal P.I., what key lessons or improvements did you carry over into Among the Whispers?

    I felt Conrad Stevenson’s Paranormal P.I.’s (CSPPI) gameplay at times was really slow. Most of the constructive feedback I received was in alignment with that. In Among the Whispers – Provocation, I implemented a provocation system which allows players to drive the action. So players can influence ghost behaviors much more aggressively and obtain evidence quicker. A big thing in CSPPI was, once the ghost gave evidence, you knew the story. There wasn’t a lot of figuring things out. With ATW-P, the ghost only gives you clues. You must do more research and investigating to figure out who they are.

    Did you collaborate with real paranormal investigators to create a more authentic experience in this game?

    I’ve been a paranormal enthusiast for a long time. I felt that from my personal experiences and research I had it covered. Although, I have discussed some elements with folks who investigate regularly.

    A question we’ve all been wanting to know, will there be a multiplayer?

    No. I want players to have an immersive streamlined investigative experience. I feel like multiplayer would ruin that.

    The game’s procedural generation creates unique family trees and ghost types for each playthrough. What was the biggest challenge in designing this system, and how does it influence the gameplay

    In early builds, the focus was on getting the system to work, but I encountered bugs like duplicated names or names combining two first names. These issues helped create endless replayability. Even as the developer, I don’t know what I’ll be investigating each time. I have to gather evidence to figure it out, which is really fun. I still get jump-scared occasionally, too.

    Could you describe the work put into the game’s atmospheric immersion, particularly regarding sound design and horror elements?

    I think this is one of the largest parts of the game. I spent a ton of time adjusting everything I could to dial in every aspect of lighting and sound. I tried to create a feeling of safeness when in lit areas and a feeling of dread in the dark.

    To maximize immersion, sound design must be carefully crafted. I worked to ensure every area of the mansion features sounds that create a sense of truly being there. Additionally, ambient sounds tied to gameplay heighten player tension, intensifying as the ghost grows stronger the more you learn about them. All ghost voices use directional audio, making them sound as if they’re whispering in one ear or both. This effect can be quite creepy.

    The provocation mechanic, where players choose how to interact with ghosts, adds a layer of risk with stress penalties. What inspired this system, and how do you see it evolving in future updates?

    The inspiration for this feature comes from watching ghost investigation shows, where a person asks questions to a “ghost” and reacts to any noises that follow. I also want to reward players for planning and being prepared. So they need to be mindful of what they are asking the ghost to ensure they get the evidence they are looking for. When I play and lose nerve, it’s usually because I rushed, asked a question without the proper equipment ready, and missed the chance to collect evidence when the ghost responded, resulting in a loss of nerve.

    Can you give us a brief overview of the equipment we’ll be able to use in the game?

    EMF Meter – It detects electromagnetic fields. It helps locate ghosts but also goes off next to anything electronic.

    Temperature Sensor – Point this device at an object and the digital screen will show you the temperature. Ghosts generate cold spots, but the old mansion is drafty. You’ll have to look for inconsistencies.

    Laser Pen – Displays a green dot grid pattern on surfaces. Helps to see movement on flat surfaces or if a ghost is walking past a wall. Also, the ghost will absorb some of the lasers light and change its color. This can also help to locate the ghost.

    EMF-POD – Acts like the EMF meter but can be placed.

    Camcorder – This device will take 8 second video clips automatically when something paranormal occurs in its viewing angle. You can watch your movies in game on the camcorder whenever you want and upload them to deduction board.

    Camera – This device allows you to take photos of paranormal events. It will only allow you to take photos of paranormal events, this way you know if you caught something.

    Digital Recorder – The game records audio in 5-second intervals. When you hear a ghost, press record. If the ghost’s sound falls within the recording window, it’s captured. All recorded ghostly tracks can be reviewed immediately in-game.

    ParaMic – Used to amplify ghostly sounds and muffle ambient noise. It take up two hands slots, since it’s being paired to the digital recorder, but ensures you won’t miss any ghost noises. Doesn’t act like a real Parabolic Microphone. 

    Mugwort Smudge Stick – Mugwort is used to interact with Residual Ghost. Since they don’t really know you are there, you have to smudge the area with specific chants to elevate their energy in different ways.

    Tablet (Deduction Board) – The tablet is where you access deduction board. You can upload your evidence, ancestry data, locations with maps, and archives found in the mansion. You can flag evidence to organize where you found it. Ultimately, identifying who the ghosts are and help them pass on into the afterlife.

    Laptop – This is where your email is, the ancestry database Fallen Apple, and Stephanie’s blog. The email is where you have details about your investigation. Fallen Apple is where you research the family’s history. Stephanie’s blog is where you can organize your provocation loadout.

    Some players have noted a steep learning curve, particularly with mastering investigation tools. How are you addressing this feedback to make the game more approachable without losing its depth?

    The final version of the game will include a tutorial at the start, guiding players on how to use all the equipment. During the second investigation, Conrad will call Stephanie to provide additional information. Afterward, Conrad sends Stephanie an email with bullet points summarizing their discussion, so players can revisit details if needed. Additionally, the tutorials, now available in the pause menu, have been reworked for better clarity.

    As a solo developer, what has been the most rewarding part of bringing Among the Whispers – Provocation to life, and what’s been the toughest hurdle?

    As with Conrad, just the fact that I made a game is pretty amazing. And now I have done it twice. It’s hard for me to wrap my head around it. I think the hardest thing is probably getting the game in front of people. There are so many games out there these days it is very easy to get lost in the pack.

    How many players have played the demo during the Steam Next Fest and do you think Among the Whispers will be able to find its audience?

    A few thousand folks have downloaded the demo. It seems like those who have played it enjoyed it.

    I think the potential audience for this game is larger than my first game. I believe AtW-P is significantly better balanced, in terms of gameplay. This allows players to have a much more engaging investigation than in CSPPI. Additionally, the investigation aspect is more fleshed out. To help ghosts move on, players must make thoughtful deductions based on the clues provided.

    The archive system’s passive storytelling allows players to deeply engage with and review all pieces of information. This enables each player to interpret the family’s overarching story in their own way, while still arriving at the same conclusion.

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    The Art of Flight – Odličan arkadni shooter za više igrača https://www.indie-games.eu/en/the-art-of-flight-fun-arcade-shooter-review/ https://www.indie-games.eu/en/the-art-of-flight-fun-arcade-shooter-review/#respond Fri, 09 May 2025 19:42:34 +0000 https://www.indie-games.eu/?p=24638 You pilot a squadron of ships as a single unit.

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  • DEVELOPER: Et Al Games
  • PUBLISHER: Page To Pixel Publishing LLC
  • PLATFORMS: PC
  • GENRE: Arcade / Shooter / Rougelike
  • RELEASE DATE: April 7, 2025
  • STARTING PRICE: 9,75€
  • REVIEWED VERSION: PC
  • What happens when you mix a cozy vibe, classic arcade-style gameplay, simple yet engaging dodge-focused combat, and the thrill of stacking tons of spaceships on one screen? You get The Art of Flight. I first tried the demo last year, and it was a mess plagued by bugs and unbalanced gameplay. But the full release? It absolutely delivers, exceeding my expectations.

    Tun twist on the shmup genre

    The Art of Flight is a singleplayer and local co-op arcade shooter with roguelike twists, featuring modes like Endless, Defend, Pacifist, Slalom, and Versus. Its unique hook, controlling multiple ships at once, delivers fast-paced, strategic moments as you dodge enemy waves, grab power-ups, and chase high scores on leaderboards.

    You pilot a squadron of ships as a single unit, each equipped with standard fire, lock-on missiles, and a boost for swift movement. The unique “Solo” mechanic lets you pause time for all but one ship, letting you reposition them individually to dodge bullet-hell patterns or sacrifice ships to save others, creating heartfelt moments of sacrifice and camaraderie. But some levels can feel unfair, overwhelming you with enemies that decimate your squadron, often leaving just three or fewer ships to face tough bosses. This balance of feeling powerful yet vulnerable is compelling, but the frustration builds as you progress through more episodes.

    The core of The Art of Flight is the Endless mode, a roguelike campaign where you fight through randomized stages. Other modes spice things up: Defend has you guard a central ship, Pacifist Mode emphasizes dodging without shooting, Slalom challenges you to fly through rings, and Versus Mode pits two-to-four players against each other. While these modes are enjoyable, they don’t match Endless Mode’s depth, and Versus Mode’s multiplayer focus can feel limiting for solo players.

    “There are multiple modes to play and check out.”

    Multiplayer shines way more than singleplayer

    In the game, you face everything from tiny drones to rockets that follow you, with randomized waves and stage orders keeping each run new, thus the rougelike structure. Power-ups like shields or multi-shot upgrades, grabbed during combat, add risk-reward choices which are rare but impactful. You can also fly through rings to boost your score or destory everything around you, which matters when you die, as your final tally, based on enemies and bosses defeated, ranks you on a shared leaderboard.

    The Art of Flight supports both controller and keyboard, letting multiple players jump in for local co-op, where each controls separate ships for a genuinely fun experience. If a player loses all ships, teammates can revive them by rescuing captured ones. However, the lack of online co-op limits its multiplayer appeal. It’s not a game you’ll play for hours on end, but one you’ll happily return to now and then. Surprisingly, it captures a cozy, nostalgic arcade vibe with its chill atmosphere, despite lacking high-energy music.

    It embraces a minimalist, retro 2D art style with a vibrant sci-fi look, designed for clarity to match its fast-paced gameplay. Small yet distinct ship sprites in neon colors (red, blue, green) stand out against enemy waves, while varied enemy designs and dazzling bullet patterns and explosions steal the spotlight. Still, the sprite work feels a bit basic compared to modern shmups, and the absence of dynamic backgrounds or environmental hazards beyond asteroids misses a chance to boost immersion.

    “The Art of Flight supports both controller and keyboard.”

    Definitely worth checking out

    Let me pause to share what I think The Art of Flight is missing. The game throws you in without clear guidance, there’s no text explaining your goals or what to do. Pacing is all over the place too: one moment you’re cruising calmly, the next you’re swarmed by hundreds of enemies, followed by a weak boss, only for later bosses to spike in difficulty. Most modes are not as fun as the main one. Sure, trying to stay alive as much as possible could be engaging, but every single side mode just misses something special to hook you in.

    The Art of Flight is a bold, chaotic arcade shooter that shines with its unique squadron mechanic and local co-op. It’s a budget-friendly game for arcade fans, especially if you’re looking for something to play with friends. However, it lacks the content depth for long-term play, making it ideal for short, nostalgic sessions rather than sustained solo playthroughs or for players craving more complexity.

    “Great if you’re looking for a game to play with friends.”

    Pros Cons
    Multiplayer is fun. Singleplayer lacks meat.
    Simple shooting and movement mechanics. Does not contain cooperative online.
    Cozy atmosphere. Pacing issues.
    Playable on controller and keyboard. Unclear objectives.
    Content
    70%
    Gameplay
    80%
    Graphics
    70%
    Final score

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    StarVaders – Zarazan roguelike deckbuilder https://www.indie-games.eu/en/starvaders-addictive-roguelike-deckbuilder-review/ https://www.indie-games.eu/en/starvaders-addictive-roguelike-deckbuilder-review/#respond Sat, 03 May 2025 23:09:01 +0000 https://www.indie-games.eu/?p=24410 StarVaders is a singleplayer roguelike deckbuilder that mixes tactical grid-based combat

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  • DEVELOPER: Pengonauts
  • PUBLISHER: Joystick Ventures, Playworks
  • PLATFORMS: PC
  • GENRE: Rougelike / Deckbuilder
  • RELEASE DATE: April 30, 2025
  • STARTING PRICE: 21,99€
  • REVIEWED VERSION: PC
  • StarVaders is a singleplayer roguelike deckbuilder that mixes tactical grid-based combat and keeps you hooked with 5-15 hour campaigns per mech across three acts. Plus, it’s got endless replay value with challenge modes. You’ll pilot one of three mechs – Gunner, Stinger, or Keeper – each with its own vibe and three unique pilots, fighting off aliens coming down a vertical grid. Your goal is to stop them from filling your Doom meter (basically your health). It’s all about building decks, managing resources, and using time-rewind tricks for a fast, strategic ride that’s easy to jump into but tough to master.

    StarVaders Has Great Replay Value

    This isn’t your typical deckbuilder, and it can be a bit tricky to wrap your head around it at first. Instead of standard synergy builds, everything hinges on your energy meter, but each playstyle feels totally unique. The Gunner uses Heat, letting you go wild with cards but risking an overheat that burns a card and ends your turn. The Stinger’s all about zipping around and chaining combos with Shock and Flow mechanics. Then there’s the Keeper, summoning creatures and slinging spells with regenerating mana.

    Sure, the game can get a bit repetitive after a while, but the mix of different maps, biomes, and starting cards keeps every run feeling fresh. With over 400 cards and artifacts for movement, attacks, and effects like fire cones or pushback projectiles, you’ve got endless ways to craft one-of-a-kind decks. The enemies will keep you guessing, whether they’re blasting lasers, splitting into blobs, or shielding their buddies. Mess up, and you’ll get Junk cards clogging your deck, or enemies might slip in negative cards. But here’s the thing: the Chrono Token system gives you three rewinds per run to redo turns, redraw hands, or reroll rewards.

    Battles in StarVaders are quick, wrapping up in just a few minutes, with full runs clocking in around an hour. You pick your encounters from random options, snagging rewards like cards, upgrades, or artifacts, and hit up shops before bosses to tweak your deck. The grid-based movement and positioning are key, and it makes every risk you take feel strategic and rewarding, since enemies have to reach certain line before pilling up the Doom meter.

    “Battles in StarVaders are quick, wrapping up in just a few minutes.”

    Everything Feels Nicely Balanced, With No Single Element Stealing The Show

    That said, the lack of branching paths means you can’t shape your run as much as you’d like, and random card draws or enemy waves can make things feel unfair. Higher difficulties? They crank up the challenge with modifiers that can make early fights brutal if you don’t grab the best cards. Honestly, it’s weird, those tougher levels push you to stick with safe picks instead of experimenting, and they’re so punishing that skipping a tricky enemy (and maybe even a rare card) doesn’t feel like a big loss.

    Unlocking new mechs and pilots means conquering even tougher difficulties, and trust me, each one’s unique playstyle keeps you hooked for more. StarVaders has this awesome gameplay loop that’s not in-your-face but pulls you in just right. Battles keep you engaged, and while there’s a story, it’s more like a bonus to the already great combat. Basically, winning runs unlocks harder enemies and modes, and even when you lose, you get pilot banter and lore bits that make every try feel worthwhile.

    After every run, you score Stars to spend at Min’s workshop, unlocking new cards during the playthrough, while the multi-part campaign has a sneaky finale. However, it’s a bummer there aren’t any wild, overpowered “game-breaking” cards to shake things up. Everything’s so well-balanced that no card really steals the show. Maybe a card that smashes enemy shields and boosts your energy meter could be crazy, but it comes with limitations. Plus, the card upgrades you pick from feel kinda bland and don’t spark much excitement.

    “Unlocking new mechs and pilots means conquering even tougher difficulties.”

    Definitely Give This Game a Try

    The game does have bold, arcade graphics with neon colored mechs, expressive pilot portraits, and all sorts of alien designs. The battle grids are also simple but clear, with clean icons and smooth animations. The UI is easy to use, with card previews that help you plan your moves without any hassle. Bosses are a blast too, each with their own unique look, and it’s always fun figuring out new ways to take them down without ever getting bored.

    I’m kinda torn about something. I love the gameplay loop, but it can get frustrating after a while with enemies getting overly repetitive. The biggest issue is that later stages throw all sorts of wild aliens and enemies at you, and the rewards don’t always feel worth it. Do I grab an upgrade or just another attack card? And sometimes, pushing the Doom meter for a so-called “rare” card feels like a letdown. It’s in this weird spot where everything clicks when you nail it, but stray a bit, and it punishes you hard.

    In the end, this is a solid roguelike deckbuilder that’s surprisingly well-balanced. The fast-paced combat pulls you in, and the chrono token system is a lifesaver when you’re in a tight spot. The graphics are awesome, the music sets the vibe, and you’re unlikely to be disappointed. Its replayability is spot-on, with just the right amount of repetitiveness to keep you hooked and coming back for more. Definitely give this game a try.

    “I love the gameplay loop, but it can get frustrating after a while.”

    Pros Cons
    Addictive gameplay loop. The later parts can frustrate.
    Very pretty graphics. It requires a lot of grinding.
    Diverse selection of mechs and pilots. Repetitive enemies.
    Great replay value.
    Content
    80%
    Gameplay
    80%
    Graphics
    90%
    Final score

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