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5 minutes ago, ArtMediocre said:

Well, if you're handy you could always replace your shell with this. I have replaced mine, unfortunately with just the regular buttons, and it wasn't that hard.

Aliexpress Joy-Con shells with D-pad

That's exactly why we're asking for official ones.

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4 hours ago, Hero-of-Time said:

Here's a launch trailer from when it was released elsewhere to give you an idea of what the game is.

 

Only liked because theres not a "fucking love" button.

Can't wait for this. Pocket Rumble is great for the interim. 

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Night trap is up for sale by the way. To be honest, I kind of want it, but since it's not high priority, I'll probably skip it.

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INK

content-2-35533-inksidebox.jpg

:peace:

Edited by S.C.G
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Enter the Gungeon is getting a huge expansion this week with Gungeons and Draguns DLC - for free! It will add many new weapons, rooms, bosses and more! I may need to get back to this game, it is so much fun.

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It's fantastic, I just wish they lowered the difficulty a tad.

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41 minutes ago, Ronnie said:

It's fantastic, I just wish they lowered the difficulty a tad.

Well, then you may be in luck!

Quote

"If you tried Gungeon in the past and found it too hard, too stingy, or too slow- this update will be the version for you. If you liked it just the way it was, don’t worry, we’ve got you covered as well." 

 

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@S.C.G you may be glad to hear that Super Rare Games are releasing a bunch of indie games in physical form. Games like Mutant Mudds Collection, Fairune Collection, The Adventure Pals, Worms and N++ will be getting a physical release. There are certainly a couple on the list that I will be picking up. I'm glad I held off on a buying a few of them.

LIST

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Enter the Gungeon will receive a quite substantial update today.

DiaQV7wUwAAAf_4.jpg

Spoiler

Patch 2.0.0

New Features

  • New guns, items, enemies, shrines, NPCs, rooms, and secrets
  • Tons of new and powerful synergies - look for the blue arrow and improved item notification
  • New minibosses (Blockner's Ghost and the all-new Fuselier)
  • New Spread Ammo box - adds a small amount of ammo to all equipped guns
  • Slide over tables by dodge rolling toward them!
  • Save hearts for later when at full health - pick them up at the new heart dispenser located at every floor entrance and shop (note: stored hearts are reset each floor!)
  • Added teleporters to more rooms (including chest rooms and exit rooms)
  • Turbo mode - delve into the Gungeon to find a new NPC who can enable this high-octane mode
  • Added a new gameplay option to increase movement speed when not in combat (for those who wanna go fast but don't want to be shot at fast)
  • Added additional aim assist options (particularly for those who can’t or don't like using the right stick)
  • Added Ultrawide support (set the graphics scaling to “Fast Scaling” or “Uniform Scaling”)
  • [Consoles] This update also includes the Payday items

Gameplay Changes/Improvements

  • Added a new loot profile which improves shop contents, increases room reward frequency, and tweaks item/chest drop rates to be more generous, particularly early in runs. This is enabled by default but can be changed in the options menu.
  • Replaced “key forcing” with tweaked key drop rates and guaranteed keys in the shops of the first two floors. There should no longer be any benefit to leaving a key uncollected.
  • Removed locked shops
  • Modified Robot balance (now receives casings for health up items and +1 armor for mastery tokens) [this is a buff on most platforms, but a reduction from what shipped on Switch]
  • Increased Hegemony credit drop rate, enabled credits to drop in shortcut runs, and added a credit reward for the first tutorial completion
  • Reduced the required kills on some of the longer Frifle hunts
  • Gave the smash tent and lost adventurer their own minimap icons
  • Added a new type of challenge for the Gunsling King
  • Glass Guon stones will no longer be stolen by the Resourceful Rat
  • Bullats can now drop casings if killed before they fire themselves
  • Charge guns can now be charged before entering a boss room and will keep their charge through the intro
  • Added an option to enable controller aim assist for beam weapons (formerly only worked on non-beam weapons)
  • Removed player-damage from several explosive items
  • Players now drop all items when killed in coop
  • Gave the Chaingunner a new attack with some range (watch out!)
  • Placed limits on boss attacks that leave the boss invulnerable for extended periods of time (High Priest and Cannonbalrog can each only use their immune attacks twice)
  • You may now receive a gun from the “shopkeeper” on taking the shortcut to the second floor, similar to the other shortcuts.
  • Skusket's now spawn their bullets more slowly when the player is nearby (to reduce cases where the player takes damage immediately upon entering a room)
  • Reduced the effectiveness of player explosions destroying enemy bullets when many explosions are used rapidly
  • Sped up blobulon death animation speeds (to reduce the time you need to wait for them to split)
  • Made balancing changes to many guns and items (too many to list here)
  • Probably many other small things we've forgotten about!

Bug Fixes

  • Fixed an issue where firing very large bullets could fail when the player was standing near a wall
  • Fixed an issue where Lead Maidens did not remain open when frozen
  • Fixed a dungeon generation bug that could cause hallways to incorrectly connect to nearby rooms (including corners of boss rooms)
  • Fixed an issue where starting weapons/items couldn't be dropped by *any* character (should only be locked on the character that starts with that item)
  • Fixed an issue where moving platforms could become desynced, making some rooms difficult or impossible to traverse
  • Fixed an issue where ammolets failed to give extra blanks when loading a midgame save
  • Fixed an issue where some shootable projectiles were not considered targets for aim assist (specifically the Dragun, High Priest and the boss in the Pilot’s past)
  • Fixed an issue where some non-shootable objects were considered targets for aim assist (the Mine Flayer’s mines)
  • Fixed an issue where purple lanterns didn't appear for some NPCs
  • Fixed an issue where aim assist behaved unpredictably on the Kill Pillars
  • Fixed an issue where Rubber Kin and Tazies could get stuck in doors, or clip through them causing a soft lock
  • Fixed an issue where the Resourceful Rat could steal some items from the floor of secret rooms
  • Fixed an issue where Keybullet Kin weren't affected by aim assist, homing projectiles, orbitals or companions
  • Fixed an issue where debris would hover in the air after falling on a moving platform
  • Fixed an issue where the Yellow Chamber could fail to remove enemies
  • Fixed an issue where curse values didn't persist on death in coop
  • Fixed an issue where enemies could spawn in the back wall of the Bullet King’s throne room
  • Fixed an issue where the Gorgun's stone gaze didn't affect some types of weapons
  • [Switch] Fixed an issue where an active item was missing from the Pilot's past
  • [Switch] Fixed an issue where the right stick wasn't zooming the minimap correctly
  • [Switch] Fixed some phantom Ammonomicon entries
  • [Switch] Fixed an issue where the Big Boy item could be stuck in an infinitely reusable state
  • [Switch] Fixed an issue where player beam weapons could create duplicate beams when affected by some status effects
  • [Switch] Fixed a crash caused by using the Sense of Direction in the shortcut shaft
  • [Switch] Fixed an issue that causes the game to become choppy after resuming from a long sleep
  • [Xbox/Windows Store] Fixed an issue where achievement catchup code was not properly running
  • [Xbox/Windows Store] Fixed a rare issue that could cause save corruption

Some Other Notes

  • We’ve also updated our game engine (Unity) and sound engine (Wwise) to resolve some systemic bugs that have been out of our control. While upgrading our game engine comes with many small performance tweaks and bug fixes, one side effect is that our engine no longer supports DirectX 9, meaning the old "-force-d3d9" launch option will no longer have any effect. Note that the issues which have caused people to need this option in the past should be resolved now; as always, if you run into any issues let us know here on reddit or send us an email at [[email protected]](mailto:[email protected])
  • We've also restructured our asset storage and loading considerably; this shouldn't have any noticeable impact on gameplay, but does result in smaller patch sizes and a significantly smaller install size (on Windows, this was a drop from about 1.25 GB to 450 MB)

Patch 2.0.1

  • Fixed several crash issues
  • Polished some of the new synergies
  • Rebalanced audio and fixed several missing sounds
  • Added a tutorial for [REDACTED]
  • Chaingunners can no longer use their new attack on new players

Patch 2.0.2

  • Fixed an issue with coop and the new secret floor
  • Fixed a possible softlock caused by the DraGun's door not opening
  • Fixed an audio issue which could cause guns to lose sound
  • Fixed an audio issue which could cause the game to lose all sound
  • Fixed an issue where using Save and Exit from the new secret floor reset players to the beginning of the run
  • Fixed an issue caused by killing a boss with the Combine Rifle
  • Fixed an issue where [REDACTED] could mistakenly spawn in the Breach
  • Fixed an issue with the Drill interacting with the new secret floor

         _____________________________________________________________________________________________________________

Just a quick note about platforms: Steam/gog will launch with 2.0.2, Xbox One and PS4 will launch with 2.0.1, and Switch will launch with 2.0.0. The Switch 2.0.1 update has already been submitted to Nintendo, we're just waiting to hear when it will go live. 

Downloaded the game on my PS4 again and now I'm waiting for the patch :D Somehow lost track of the game back when it was released. Looking forward to diving back into it. Will probably start from scratch. :peace: 

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1 hour ago, drahkon said:

Enter the Gungeon will receive a quite substantial update today.

DiaQV7wUwAAAf_4.jpg

  Patch Notes (Long List) (Reveal hidden contents)

Patch 2.0.0

New Features

  • New guns, items, enemies, shrines, NPCs, rooms, and secrets
  • Tons of new and powerful synergies - look for the blue arrow and improved item notification
  • New minibosses (Blockner's Ghost and the all-new Fuselier)
  • New Spread Ammo box - adds a small amount of ammo to all equipped guns
  • Slide over tables by dodge rolling toward them!
  • Save hearts for later when at full health - pick them up at the new heart dispenser located at every floor entrance and shop (note: stored hearts are reset each floor!)
  • Added teleporters to more rooms (including chest rooms and exit rooms)
  • Turbo mode - delve into the Gungeon to find a new NPC who can enable this high-octane mode
  • Added a new gameplay option to increase movement speed when not in combat (for those who wanna go fast but don't want to be shot at fast)
  • Added additional aim assist options (particularly for those who can’t or don't like using the right stick)
  • Added Ultrawide support (set the graphics scaling to “Fast Scaling” or “Uniform Scaling”)
  • [Consoles] This update also includes the Payday items

Gameplay Changes/Improvements

  • Added a new loot profile which improves shop contents, increases room reward frequency, and tweaks item/chest drop rates to be more generous, particularly early in runs. This is enabled by default but can be changed in the options menu.
  • Replaced “key forcing” with tweaked key drop rates and guaranteed keys in the shops of the first two floors. There should no longer be any benefit to leaving a key uncollected.
  • Removed locked shops
  • Modified Robot balance (now receives casings for health up items and +1 armor for mastery tokens) [this is a buff on most platforms, but a reduction from what shipped on Switch]
  • Increased Hegemony credit drop rate, enabled credits to drop in shortcut runs, and added a credit reward for the first tutorial completion
  • Reduced the required kills on some of the longer Frifle hunts
  • Gave the smash tent and lost adventurer their own minimap icons
  • Added a new type of challenge for the Gunsling King
  • Glass Guon stones will no longer be stolen by the Resourceful Rat
  • Bullats can now drop casings if killed before they fire themselves
  • Charge guns can now be charged before entering a boss room and will keep their charge through the intro
  • Added an option to enable controller aim assist for beam weapons (formerly only worked on non-beam weapons)
  • Removed player-damage from several explosive items
  • Players now drop all items when killed in coop
  • Gave the Chaingunner a new attack with some range (watch out!)
  • Placed limits on boss attacks that leave the boss invulnerable for extended periods of time (High Priest and Cannonbalrog can each only use their immune attacks twice)
  • You may now receive a gun from the “shopkeeper” on taking the shortcut to the second floor, similar to the other shortcuts.
  • Skusket's now spawn their bullets more slowly when the player is nearby (to reduce cases where the player takes damage immediately upon entering a room)
  • Reduced the effectiveness of player explosions destroying enemy bullets when many explosions are used rapidly
  • Sped up blobulon death animation speeds (to reduce the time you need to wait for them to split)
  • Made balancing changes to many guns and items (too many to list here)
  • Probably many other small things we've forgotten about!

Bug Fixes

  • Fixed an issue where firing very large bullets could fail when the player was standing near a wall
  • Fixed an issue where Lead Maidens did not remain open when frozen
  • Fixed a dungeon generation bug that could cause hallways to incorrectly connect to nearby rooms (including corners of boss rooms)
  • Fixed an issue where starting weapons/items couldn't be dropped by *any* character (should only be locked on the character that starts with that item)
  • Fixed an issue where moving platforms could become desynced, making some rooms difficult or impossible to traverse
  • Fixed an issue where ammolets failed to give extra blanks when loading a midgame save
  • Fixed an issue where some shootable projectiles were not considered targets for aim assist (specifically the Dragun, High Priest and the boss in the Pilot’s past)
  • Fixed an issue where some non-shootable objects were considered targets for aim assist (the Mine Flayer’s mines)
  • Fixed an issue where purple lanterns didn't appear for some NPCs
  • Fixed an issue where aim assist behaved unpredictably on the Kill Pillars
  • Fixed an issue where Rubber Kin and Tazies could get stuck in doors, or clip through them causing a soft lock
  • Fixed an issue where the Resourceful Rat could steal some items from the floor of secret rooms
  • Fixed an issue where Keybullet Kin weren't affected by aim assist, homing projectiles, orbitals or companions
  • Fixed an issue where debris would hover in the air after falling on a moving platform
  • Fixed an issue where the Yellow Chamber could fail to remove enemies
  • Fixed an issue where curse values didn't persist on death in coop
  • Fixed an issue where enemies could spawn in the back wall of the Bullet King’s throne room
  • Fixed an issue where the Gorgun's stone gaze didn't affect some types of weapons
  • [Switch] Fixed an issue where an active item was missing from the Pilot's past
  • [Switch] Fixed an issue where the right stick wasn't zooming the minimap correctly
  • [Switch] Fixed some phantom Ammonomicon entries
  • [Switch] Fixed an issue where the Big Boy item could be stuck in an infinitely reusable state
  • [Switch] Fixed an issue where player beam weapons could create duplicate beams when affected by some status effects
  • [Switch] Fixed a crash caused by using the Sense of Direction in the shortcut shaft
  • [Switch] Fixed an issue that causes the game to become choppy after resuming from a long sleep
  • [Xbox/Windows Store] Fixed an issue where achievement catchup code was not properly running
  • [Xbox/Windows Store] Fixed a rare issue that could cause save corruption

Some Other Notes

  • We’ve also updated our game engine (Unity) and sound engine (Wwise) to resolve some systemic bugs that have been out of our control. While upgrading our game engine comes with many small performance tweaks and bug fixes, one side effect is that our engine no longer supports DirectX 9, meaning the old "-force-d3d9" launch option will no longer have any effect. Note that the issues which have caused people to need this option in the past should be resolved now; as always, if you run into any issues let us know here on reddit or send us an email at [[email protected]](mailto:[email protected])
  • We've also restructured our asset storage and loading considerably; this shouldn't have any noticeable impact on gameplay, but does result in smaller patch sizes and a significantly smaller install size (on Windows, this was a drop from about 1.25 GB to 450 MB)

Patch 2.0.1

  • Fixed several crash issues
  • Polished some of the new synergies
  • Rebalanced audio and fixed several missing sounds
  • Added a tutorial for [REDACTED]
  • Chaingunners can no longer use their new attack on new players

Patch 2.0.2

  • Fixed an issue with coop and the new secret floor
  • Fixed a possible softlock caused by the DraGun's door not opening
  • Fixed an audio issue which could cause guns to lose sound
  • Fixed an audio issue which could cause the game to lose all sound
  • Fixed an issue where using Save and Exit from the new secret floor reset players to the beginning of the run
  • Fixed an issue caused by killing a boss with the Combine Rifle
  • Fixed an issue where [REDACTED] could mistakenly spawn in the Breach
  • Fixed an issue with the Drill interacting with the new secret floor

         _____________________________________________________________________________________________________________

Just a quick note about platforms: Steam/gog will launch with 2.0.2, Xbox One and PS4 will launch with 2.0.1, and Switch will launch with 2.0.0. The Switch 2.0.1 update has already been submitted to Nintendo, we're just waiting to hear when it will go live. 

Downloaded the game on my PS4 again and now I'm waiting for the patch :D Somehow lost track of the game back when it was released. Looking forward to diving back into it. Will probably start from scratch. :peace: 

And it is now 50% off in the Switch eShop! Go go go! (won't go myself as I got plenty to play :p)

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Save hearts for later when at full health - pick them up at the new heart dispenser located at every floor entrance and shop (note: stored hearts are reset each floor!)

Quote

Added a new loot profile which improves shop contents, increases room reward frequency, and tweaks item/chest drop rates to be more generous, particularly early in runs. This is enabled by default but can be changed in the options menu.

Looking forward to the above two changes in particular. It really does look like they've made the entire game fairer/less difficult with lots of minor tweaks that will help. I'm all for challenge but the base game was just frustrating.

Edited by Ronnie

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Awesome changes, looking forward to trying it out.

Also check the Russian eShop if the price there is still low. I paid about £4 for it some time ago. Definitely worth it.

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Worth way more than £4 and happy to spend way more on a quality product. *gets off soapbox*

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Back in March Nintendo held one of it's Indie Directs to showcase a few up and coming games for the Switch. The actual Direct was very short and had very little to get excited about. However, there was a game that stood out from what was shown and that was Bomb Chicken. Many people loved the look of the game and it saved the show for them. Was this worth getting excited for? Were Nintendo right to give it a spotlight in their Direct? Why did the chicken plant the bomb? Let's find out the answers.

 

DijC1byX4AAuyPN.jpg

There isn't any real story to speak off. The game starts off with an egg being coated by some kind of magical blue liquid and once the egg hatches a very plump looking chicken pops out. Instead of laying eggs the chicken lays bombs. It's now up to the player to guide the chicken on its adventure and escape the factory that has been killing its kind for food. It all feels very much like a simplified version of Oddworld: Abe's Odyssey but it works for what it is.

Once the chicken has been hatched the game then tells you how to move and plant a bomb. It's a very simple setup, with the direction pad and control stick giving movement to the chicken and every button on the joycon being used to plant a bomb. With these two simple actions it's up to the player to make their way through the game. The limited options is very deceiving. You would think that the game would be quite basic with only being able to move and plant a bomb ( you can't even jump ) but that certainly isn't the case.

 

Dip_rcmUYAAJzaH.jpg

BOMBS AWAY!

The way the game is designed around the limited moveset is very clever. Even though the chicken can't jump that doesn't mean to say that there is no platforming involved with the game. For example, if you need to get from platform to platform then you must walk to the edge and lay bombs on top of one another. Your chicken will always stay on top of the bomb ( as if sitting on an egg ) and every bomb you lay will stack on top of the previous one. This gives your chicken height, which then means it can walk off of the top bomb and land safely over to the next platform. Using this method means you can cross gaps and climb up stairs. You do need to be careful while doing this, though. The bombs have a set amount of time before they explode. If you are stacking them then the first one you put down will eventually go off and cause a chain reaction, so you do have to be mindful of how high you stack and how much time you give yourself.

As well as using the stacking technique you can also kick the bombs. Again, just by using the basic movements, the game gives you another way to get through the various levels. Various blocks are scattered through the game and these can be blow up with your bombs, obviously. However, sometimes these blocks will be blocking your path but the ceiling is too low to lay a bomb. You must find a space for where you can lay your bomb and then walk into it in the direction you want it to roll in and away it will go. You can also do this when you have stacked the bombs. Let's say you lay a total of 6 bombs, you can then fall off from the top, land next to the bottom bomb and then kick it to move the whole stack. You can even do this in the middle of the stack as you are falling. Whichever bomb you kick, whether its the bottom one or ones in the middle, the one you hit and all those above it will be moved.

Dip_ilEUwAAY9LT.jpg

Fried chicken anyone?

There are a few enemies kicking about the various stages. Like most games, the ones at the start of the game are easily dealt with but the ones in the later levels require more thought. Most of the early enemies can be killed by either rolling a bomb at them or falling on their head from a platform or a high stack of bombs that you've made. Later enemies will often only get stunned by your bombs and it's a question of using that time to get away, rather than going on the offensive. In terms of larger enemies, there are 2 boss battles in the game. One is around the halfway mark and the other is the final boss. Both require a bit of thinking at first but once you realise what is needed to be done then you will dispatch them pretty fast. Despite this, I do think that both are fun battles.

Outside of simply making your way to the exits of all 29 stages there are a things to collect. Blue gems are often hidden in secret rooms, in plain sight or hiding in breakable blocks. Some of the rooms are very well hidden and are often home to some on the more fiendishly clever puzzles. If you happen to miss any of these in a level then there's no need to worry because you can replay any of the stages again in order to grab them. When you go to the level select the game lets you know if you are still needing to find any of the gems in a level. If everything has been collected then the gem colour by the level number will be blue but if you have missed some then the colour will be green. It's a nice little indication for those who are wanting to 100% the game.

So, why would you go out of your way to collect these? Well, when you complete a stage you will be sent to a screen that allows you to transfer these gems into a large statue. Give the statue the amount it is asking for and it will reward you will another heart/life. You start off the game with a very low amount of hearts. When you die you respawn back in the same room you died in but when you lose all of your lives you go back to the start of level. As a side note, even though you go all the way back, the game lets you keep any gems that you have already obtained. So, as you can see, it's in your best interest to pick up as many gems as you can in order for you to have more chances in a room without being kicked right back to the start.

Dip_yrZUEAEL2N4.jpg

Ever wonder how McNuggets are made?

A lot of people fell in love with the game when it was first shown thanks to the visuals of the game. I'm happy to say that the game doesn't disappoint in this regard. The 2D sprite work looks great and the little animations, whether it's just the chicken bobbing along, the bomb pulsating as it's about to explode or the way the enemies move about the screen, everything looks fantastic. Sadly, while the visuals are up to scratch I don't think the music in the game is that special at all. The boss battle tune is fine but the music in the levels is quite forgettable. It's not a major problem but it's certainly something that could be improved upon.

At release the game is priced at £11.99. Depending on how you play the game will no doubt have an effect on if you think it's worth the money. If you were to just run through the stages, trying to get to the exit in as fast as time as possible, without worrying about any of the gems, then I imagine players may clock (cluck ) the game in around 2-3 hours. They may feel a little short changed if that is the case. If you were to spend the time and effort in finding what secrets the game has on offer then you will be easily doubling that play time. For me, it was certainly worth the admission fee.

This game has honestly been a big surprise for me. The developers who made the game go by the name of Nitrome and are based here in the UK. Apparently they have been making mobile and flash games for a while now and this is their first shot at making a game on the Switch. Needless to say that I am very happy with the game and they should be quite proud of the product they have released. In a recent interview on Reddit, the developers said how they were hoping that players who bought the game would be able to put down Octopath Traveler long enough in order to play their game. This is exactly what I was doing. The game is set out in such a way that it is great for a pick up and play session in between other games. Also, the developers have said that if the game does well then they make look at creating more levels as DLC. They also mentioned that they are in talks with certain people about getting a physical release sorted at some point. I imagine Limited Run Games are the guys they are talking to. I'll certainly be keep an eye out for it's release, as well as any other projects that they plan to release on Nintendo's hybrid.

Conclusion

Lately the eShop has started become very crowded with games that are quick cash grabs, broken or just flat out shovelware. This game isn't any of those things and its a reminder of what the eShop can be used for if a game is created with passion, creativity and care. While the adventure maybe be a short affair if you decide to critical path the game, those who take the time to collect all the gems and find the hidden paths will get the most out of this and they will see some of the more tricky puzzles and platforming that the game has to offer. This is certainly worth the money and I hope more people give it a try in the near future.

 

 

Edited by Hero-of-Time
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9 hours ago, Hero-of-Time said:

The developers who made the game go by the name of Nitrome and are based here in the UK. Apparently they have been making mobile and flash games for a while now and this is their first shot at making a game on the Switch.

I’ve played a few of their games on mobile where they’ve made some great stuff, including the fantastic Silly Sausage in Meat Land!: :hehe:

On 15/08/2015 at 11:11 AM, RedShell said:

Silly Sausage is quite possibly the best free mobile game I've ever played, it offers a surprising amount of content and challenge, and is one of the few F2P games I've played that actually has an end! :o

 

So it’s not too surprising to see them now delivering the goods on Switch. 

Anyway, Bomb Chicken is on my Watch List and I look forward to checking it out at some point. :) 

Edited by RedShell
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Another day, another handful of indie titles headed to Switch. :D

content-4-35543-theinnerworld.jpg

content-4-35544-ninjinclashofcarrotsbanner.jpg

content-4-35545-tetrasescapebanner.jpg

Click the images to check out the trailers on the main site, they seem pretty interesting.

:peace:

 

Edited by S.C.G
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Famitsu revealed that Iconoclasts arrives next week on the Japanese eShop. The game looks great and hopefully a Western release isn't too far behind.

 

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May pick up Semblence at some point, it looks pretty cool:
 

 

I've also just posted by review of one of my favourite essay-avoiding games from my uni days:

 

content-15-35546-dbmain.jpg
http://n-europe.com/reviews/de-blob-2

The urls are automatically generated, it is a review of the original but its the second review of de Blob we have, meaning if we review de Blob 2 on Switch (if/when it comes out) it will be de-blob-2-2 which is an interesting mental image.

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1 hour ago, Ashley said:

May pick up Semblence at some point, it looks pretty cool:
 

 

I've also just posted by review of one of my favourite essay-avoiding games from my uni days:

 

content-15-35546-dbmain.jpg
http://n-europe.com/reviews/de-blob-2

The urls are automatically generated, it is a review of the original but its the second review of de Blob we have, meaning if we review de Blob 2 on Switch (if/when it comes out) it will be de-blob-2-2 which is an interesting mental image.

The second one has been confirmed to be coming out. I think it's in August.

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Oh is it confirmed now?  Last I saw it was rumoured.  Cheers!

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It's really starting to gripe with me the amount of games coming out on the Switch that I want to buy, as if my backlog wasn't big enough already!

I like the look of what I've seen of the steam version of this so I'm definitely interested in picking it up though I'm kind of worried about suffering Souls-like fatigue before Dark Souls even makes it to the system.

Edited by killthenet

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