S.C.G Posted January 23, 2019 Posted January 23, 2019 10 minutes ago, ArtMediocre said: Well, at least it was short and it was easy to skip the stuff that I had no interest in. Overall though, there were some good announcements in there for a short presentation. Cross Code coming to the Switch with exclusive content was the best thing about it, I thought. (hoping for a physical version for that one)
MindFreak Posted January 23, 2019 Posted January 23, 2019 Wargroove out February 1st Crosscode looks good. Steamworld Quest announced - RPG card game set in the SteamWorld universe. That's about it.
Nicktendo Posted January 23, 2019 Posted January 23, 2019 This was so good, I’m honestly interested in picking up almost every game. 1
Tim B Posted January 23, 2019 Posted January 23, 2019 So many great-looking games there. I don't even know where to start. The goat game looks HILARIOUS!!!!
MindFreak Posted January 23, 2019 Posted January 23, 2019 Oh, forgot, but Inmost looks really good. Here is that montage at the end:
S.C.G Posted January 23, 2019 Posted January 23, 2019 N-E's quick info roundup, thanks again to @Ashley for the press release. (also on reflection there are quite a few titles I'm interested in) Let's hope a few of them get physical releases as well. 1
Ronnie Posted January 23, 2019 Author Posted January 23, 2019 Good stuff, nice to see the Steamworld reveal especially, just wish it wasn't a turn based RPG. We'll get an NoA Nindies Showcase in the next month or two on the back of this 1
MindFreak Posted January 24, 2019 Posted January 24, 2019 9 hours ago, Ronnie said: Good stuff, nice to see the Steamworld reveal especially, just wish it wasn't a turn based RPG. We'll get an NoA Nindies Showcase in the next month or two on the back of this Last time, in August, the indie highlights was on August 20th, Nindie Showcase (US) was on August 28th. So if it happens (and why shouldn't it?), it could take place as early as next week. 1
Dufniall Posted January 24, 2019 Posted January 24, 2019 1 hour ago, MindFreak said: Last time, in August, the indie highlights was on August 20th, Nindie Showcase (US) was on August 28th. So if it happens (and why shouldn't it?), it could take place as early as next week. Wasn't that because there were two game events happening? The Gamescom in Europe and one I forgot the name of in the US, and the Highlights tied in with these. Anyway, some nice titles there! Wargroove looks good. I only wish it wasn't in a fantasy setting but rather in a modern war setting. But I think that would make it even more of an Advance War rip-off. Double Kick Heroes, damn, that game is for me! Rhythm, zombies and heavy metal. Curious to see what the licensed tracks are going to be. Inmost also looks interesting. Another pixel game, but I like the dark setting. Unruly Heroes strongly reminded me of Rayman Legends art-wise and gameplay-wise. Won't be getting it though. Crosscode looks like too much of a chaos. Goat Simulator, I know that from PC and although fun to watch, I don't feel the need to play it. 1
MindFreak Posted January 24, 2019 Posted January 24, 2019 (edited) 33 minutes ago, Vileplume2000 said: Wasn't that because there were two game events happening? The Gamescom in Europe and one I forgot the name of in the US, and the Highlights tied in with these. That's right, there was GDC or something like that. I still believe we'll see something next week as Nintendo of America didn't retweet the announcement of the Indie Highlights and don't have the video on their Youtube account. They do, however, have each trailer there so there's that... 32 minutes ago, Vileplume2000 said: Unruly Heroes strongly reminded me of Rayman Legends art-wise and gameplay-wise. The developers also made Rayman Legends so it makes sense. Edited January 24, 2019 by MindFreak 1
S.C.G Posted January 28, 2019 Posted January 28, 2019 It looks like A Hat in Time should be getting a release date for Switch soon. Assuming that it might get a physical release as well, this will probably be the time I decide to play it. Either way, good news for anyone who has been waiting for the game to come out on a Nintendo platform. 1
Ronnie Posted January 28, 2019 Author Posted January 28, 2019 I know game development is crazy hard and I don't know what went on behind the scenes, but it feels like they kind of missed the boat to maximise sales. It would have done so well on Switch last year. 1
MindFreak Posted January 28, 2019 Posted January 28, 2019 If it's out here in the beginning of February, it has virtually no competition, and given the genre it only has Yooka-Laylee to compete with so I think it'll do just fine. I'm looking forward to it and will definitely get it at some point. If not to play the game, only to support the local game developers (they are from Denmark). 1
Hero-of-Time Posted January 28, 2019 Posted January 28, 2019 36 minutes ago, S.C.G said: It looks like A Hat in Time should be getting a release date for Switch soon. Assuming that it might get a physical release as well, this will probably be the time I decide to play it. Either way, good news for anyone who has been waiting for the game to come out on a Nintendo platform. I played through it last year and thought it was decent but I found Yooka-Laylee far more enjoyable. I think the first world of the game doesn't give off a great impression as there seems to be far too much going on. I think the game does find its feet later on and if you're a fan on N64 era style platformers then you should get some enjoyment out of it. 1
bob Posted January 28, 2019 Posted January 28, 2019 Should have released closer to Mario Odyssey to ride that sweet hat hype wave. Are hats even a big thing now? I don't think so.
Glen-i Posted January 29, 2019 Posted January 29, 2019 Yooka-Laylee was a game that got a lot of flak for following an old fashioned template a bit too closely, despite that being the main selling point of the Kickstarter. It's certainly got it's flaws, but it was a bit harshly looked upon. Except the Casino world, that world sucked! 1
MindFreak Posted January 29, 2019 Posted January 29, 2019 I really didn't enjoy Yooka Laylee much. It just felt clumsy and overall not fun. I didn't mind it being old-fashioned, it just didn't handle very well. It had it's moments, though.
Ganepark32 Posted February 5, 2019 Posted February 5, 2019 Qube 2 is a fantastic first person puzzle game. Really enjoyed playing it last year on PS4. Not majorly long, probably about 2-4 hours or so if you catch on quick enough with the puzzles, and the story is a nonsense but it's a great little game that plays well with some really good puzzles to it. If you're a fan of the genre, I'd definitely recommend it on the Switch. Will be interesting to see if they add the Lost Orbit DLC to this release as it's only available on PC.
S.C.G Posted February 6, 2019 Posted February 6, 2019 Monster Crown is getting published by Soedesco, console versions in the works including Switch. No release date but, it's looking like it may well be pretty good once it releases. I didn't back it but did anyone support it on Kickstarter? *crosses fingers for a physical version* 1
Julius Posted February 6, 2019 Posted February 6, 2019 (edited) 4 hours ago, S.C.G said: Monster Crown is getting published by Soedesco, console versions in the works including Switch. No release date but, it's looking like it may well be pretty good once it releases. I didn't back it but did anyone support it on Kickstarter? *crosses fingers for a physical version* Didn't support it on Kickstarter, but I recall seeing it and reading about it last year (I might have mentioned it somewhere on here? EDIT: Found it). Really glad to hear that it's got a publisher and is coming to Switch! If they can get this out a few months before this year's Pokémon game (maybe in the summer?) then I could see it performing really well, so fingers crossed for their development Here's the (nearly one year old!) trailer for the game: Edited February 6, 2019 by Julius 1
S.C.G Posted February 12, 2019 Posted February 12, 2019 Not so much a new Indie title but a whole new Indie Developer! Mostly made up of former members who worked on Sonic Mania. Exciting times ahead, assuming that they are going to be making Switch games in the future.
Ronnie Posted February 12, 2019 Author Posted February 12, 2019 That's quite possibly the worst logo I've ever seen (but cool otherwise)
Hero-of-Time Posted February 15, 2019 Posted February 15, 2019 A HUGE update patch has just dropped for Dead Cells. Quote Community suggestion A vast number of items have been updated to make them more useful or powerful. The idea here was to make many "auto-recycle" items much more interesting. New custom game mode released! You can now customize your runs the way you want, like unlocking/relocking items, enabling special gameplay adjustments, changing rules etc. You are under control, have fun Community suggestion Homunculus skill has been vastly improved: you can now grab your own turrets, cancel a grab, it deals more damage, breaks invisibility etc. Community suggestion Most mutations have been reworked & balanced in order to make some of them more useful. See other notes for more details. Community suggestion The "mob auto-scaling" mechanic has been removed completely. All the levels now have a fixed "difficulty" that won't adapt to you in weirdways anymore. This affects the game in the following ways: - in 0-cell mode: things will be a little bit easier (just a little bit) - in 1 & 2-cells modes: difficulty is roughly the same as before - in 3 & 4-cells modes: you'll have to be really careful to be properly equipped before getting to late levels (picking cursed chests scrolls is highly recommended) Community suggestion All the cooldown reduction mechanic has been redone from scratch. The mutations that granted free CD reduction (for active skills and grenades) were removed. They were replaced by 4 new mutations to give you new active ways to reduce your skill cooldowns: by killing enemies in close combat, by killing at distance, by parrying and by dealing critical hits. For example, one of these mutations reduces all your ongoing skills cooldowns by 2.5 sec for each successful shield parry, and this time value even increases based on your Survival stat. The one that reduces CD for each critical hit is a new colorless mutationthat will scale on your highest stat. Community suggestion Bosses no longer drop Legendary items, but 1 weapon and 1 active skill instead. Legendaries are now "world drop", so you may encounter them when killing mobs or on the new "legendary altars". The level generator has also been adjusted to ensure you find a "Legendary Altar" in most of your runs. You may also get legendaries as rewards of advanced challenges, like beating a boss without getting hit. Community suggestion Damage Reduction has been heavily reworked. Most items no longer grant DR anymore, their power has been increased as a compensation. Damage Reduction is not a mandatory strategy anymore and the whole game difficulty has been rebalanced accordingly. Community suggestion You can upgrade the Forge with the Collector and unlock the ability to upgrade an item quality more than once. Community suggestion Balanced the way money profits/costs scale on higher difficulty settings. Costs now scale faster than profits. Also, Recycling profits are no longer based on the the buying cost of the item, but on its reselling value, which scales slower (TLDR; recycling no longer breaks the whole economy). New secret holes can now spawn below your feet. Pay attention to hidden runes in the ground and use your stomp move to break them! Most mobs in 4-cells difficulty are now more aggressive: they can teleport, they have a better detection range and they cannot be distracted by deployed traps. Community suggestion New challenge doors in transition levels will require you to kill X enemies without getting hit in a row. Their rewards are equivalent to Timed Doors. Note you can get hit before or after a serie of X kills, this won't invalidate this challenge. New challenge doors after bosses will grant Legendary items if you kill a Boss without getting hit once. Community suggestion Timed doors have all been moved to transition levels. They now offer a multi-purpose reward instead of Scrolls. You can now choose 1 reward for free among 3 (picked among weapons, skills and talismans). Their quality level (+/++/S) is guaranteed, based on the current difficulty setting. Healing items (Tonic) & mutations (Necromancy, What doesn't kill me) now heal a percentage of your max life, and this percentage scales with your stats. Elites enemies have been reworked. All of them will now have an additional random elite skill in addition of all their normal skills. Expect many different things, from lightning walls, clones or shield pylons. Community suggestion Killing a mob while the homunculus is stuck on it no longer triggers the homunculus skill cooldown, allowing you to use constantly, as long as your target dies. If you recall it before the enemy death, it will trigger the penalty cooldown. The Achievements are now visible ingame! You may now find Legendary Altars in some levels. They grant you a legendary item but you'll have to kill all the nearby enemies first. Version 1.1.2 Fighter Endurance is a new mutation that increases your HP by a percentage which scales with your Brutality. Version 1.1.3 Upgrading items in Forge now costs a fixed flat price that doesn't scale with difficulty. Upgrading "from ++ to S" for example should now be more affordable in BC3 & BC4. Version 1.1.3 The Homunculus will now retract if it touches traps like Spikes. Version 1.1.3 The 5th money blueprint is now available ingame. Version 1.1.3 Community suggestion The way the player's HP scales has been vastly rebalanced for Brutality and Tactic. You should have much more HP at higher levels, preventing from being one-shot (if your build is balanced). Brutality used to give extra HP until level 14, it now caps at level 45 (30 for Tactic). Version 1.1.6 Community suggestion Increased HP given for each scroll you pick. The new values are +60% HP for Brutality, +50% HP for Tactic and +70% HP for Survival. Version 1.1.6 Community suggestion 3 shields are now Survival/Tactic: Punishment, Parry Shield and Knockback Shield. Version 1.1.6 Balancing Community suggestion Electricity based weapons now deal critical hits if the target is standing in water. Community suggestion Elite sidekicks mobs can no longer be grabbed by Homunculus Community suggestion Increased (a lot) Homunculus DPS Using the Homunculus now breaks invisibility Community suggestion You can recall the homunculus when stuck on an enemy Community suggestion Fixed Homunculus enemy grab distance Community suggestion Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield. Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade. Magnet grenade deals electric damage (crits in water) Community suggestion Countered bullets can now fly through walls if the countered bullet does. Countered bullets now pierce first enemy. Player Turrets no longer block enemy bullets. Community suggestion Fixed elite Inquisitor wake distance (at last!) Homunculus can now climb ladders. Countered bullets will now go back to the enemy that sent it (yes, we're looking at you, Inquisitor!) Fixed Lightning Whip not dealing electricity damage in water The frontline shield (which won the "Most useless thing" award in 2017) has been updated. It can now be holded to grant invincibility, but this ability needs to be recharged (using parries or just waiting). It's no longer a zombie blueprint. Vampirism has been redesigned: it now causes bleeding to all nearby enemies and you get free healing when you kill them. It recharges when using your potion. Tonic recharges when using your healing potion. It's blueprint requirement was removed too, so it's available very early in any new game. Community suggestion Partial hits (like the ones you get from blocking instead of parrying with a shield) no longer give you Infection markers. Spiteful sword no longer stun enemies if the attack wasn't successful (eg. hitting a shield) Added and fixed scores on some monsters for Daily Run Mode Community suggestion Homunculus comes back to you if your main body gets hit. Fixed elites level Legendary items rerolls at the Forge are now much more expensive, as expected. Balanced refine/reroll costs for most items at the Forge. S-tier items cost much more gold in the Forge. Ice Crossbow now has a much higher shooting rate but its range has been decreased. Community suggestion Almost tripled the pickup distance of some precious rewards (gold teeth, gold cells etc.) Removed incompatible affixes for the Frantic Sword (like "moar damage when full life"). The Electric Whip has been updated: it deals more damage and has a 3-steps attack sequence. Community suggestion All gems are now automatically picked up as you walk past them. Poison cloud now scales damage instead of giving damage reduction. Community suggestion Shields no longer grant damage reduction. Parry damage has been increased for many of them. "Combo" mutation deals much more damage but lasts less time. Vengeance mutation now reduces damage taken by a fixed percentage after getting hit. Community suggestion YOLO mutation now locks its mutation slot if it was consumed (you cannot remove it). You can still remove it if it wasn't used. Community suggestion You don't get any healing from food when you have the "Dead Inside" mutation. Increased damage reduction on "Tough Nut" mutation. It now grants you a move speed buff when you get hit by a trap. Community suggestion "Ripper" mutation now removes up to 3 arrows from enemy's body, dealing damage for each arrow. Community suggestion The "Melee" mutation lasts a little bit longer if the conditions are not met anymore (2 mobs or mob around you). Community suggestion New perk reset costs (very cheap on first use, very expensive for all the next ones). "Gastronomy" mutation now grants a DPS buff when you recycle food. This buff lasts 5 min and stacks. It still increases food efficiency if you eat it. "Counter Attack" mutation deals almost twice more damage. Community suggestion Cluster bombs spread much farther and each sub grenade deals more damage. It also has a slightly higher attack breach chance. Oil Grenade now applies oil on twice larger area, and it lasts longer. Community suggestion Ice Bow now deals more damage but its freeze duration is now 0.5s. This weapon is meant to be an long-range "interrupt" weapon. Community suggestion Fire grenade now scales its damage with the item level and no longer grants damage reduction. The Boomerang weapon now goes through all enemies, making it much easier to play. It no longer crits, but its damage were been increased accordingly. You may now drop a temporary "increased cell drops" bonus from enemies. Affixes like "Shoot an arrow in front of you" or "Throw a grenade" can no longer interrupt enemy attacks. Nut Cracker no longer stuns enemies but deals critical strikes to frozen/stun/rooted enemies instead. Doubled Spartan Sandal knockback power. Swarm Grenade now invokes 2 minions but can be repeated to have up to 8 minions. It now has a 1 sec cooldown. Minions last much longer, and disappear if they are too far from you. Alienation mutation now increases the number of enemies you have to kill by +50% Acceptance mutation now inflicts Curses when you eat food. Community suggestion Cursed Items no longer have a "+20% dmg taken" penalty (which never actually worked anyway, thanks to a bug). They are now always "++" tier and Colorless. Community suggestion Increased Alchemic Gun attack speed (the DPS didn't change). Toxic Cloud is now an "acid" cloud that inflicts bleeding and poisoning. It lasts twice longer. Community suggestion Elemental affixes (ie. "extra damage on fire/bleed/poison") have been balanced. Fire got nerfed. Community suggestion Sadism mutation was removed. "Open wounds" is a new mutation that inflicts bleeding on every critical hits you deal to enemies. Community suggestion You can no longer use your Homunculus while cursed. Community suggestion Pyrotechnics weapon deals less damage and has a slightly longer initial casting time. Fire Blast weapon description has been updated and its range has been increased. Oil disappears more quickly on burning enemies. Punishment Shield deals more damage and repels + stuns nearby enemies. Community suggestion Death Orb now explodes after a specific amount of damage dealt, or if the player is too far. Slow-down effect after freezing now has a diminishing return limit (ie. it no longer works after X uses on the same enemy). Community suggestion "Long Slow-down after freeze" affix now is 2x longer instead of 4x. Community suggestion Lightning Bolt weapon can now be held beyond the overflow limit. You'll just take damage as long as you hold it. Death Orb no longer has a "rally effect" (recover recently lost HP). Frost blast now has limited ammunition that automatically refills over time. It also has a slightly longer recovery time. The speed buff you get from killing enemies is now twice higher and lasts slightly longer. The Grappling Hook now adds a percentage based damage buff that scales with your stats and stuns the victim on your first attack. Polished and balanced the Time Keeper! Will be more difficult to beat! Balanced some item prices. Community suggestion Spartan Sandal has a much faster casting time and now has a 3-steps attack sequence. The last attack ignores most knock-back resistances. Community suggestion The Rapier "crit window" lasts longer after a roll, allowing for more critical hits if you're fast enough. Repeating Crossbow now roots enemies and has 4x more ammo. It inflicts critical hits to rooted targets. Repeating Crossbow is now a Tactic/survival weapon Increased quality level of all items in shops. Community suggestion Reduced "extra damage on slowed down target" to 25% Fixed item duplication exploit. Blood Sword bleed lasts much longer but inflicts less damage. Increased Hand of the King root resist. Community suggestion All the unused cells you have with you after you beat the Hand of the King will drop in a bag at the beginning of your next game, in the Prison. Slightly increased Heavy Turret damage. Increased Powerful Grenade damage so it's now actually much more powerful. Its cooldown was decreased. Infantry Grenade has a lower cooldown. Added "Bleed on parry" affix. The BroadSword now inflicts critical hits on 2nd & 3rd strikes. Community suggestion Balanced Blade has almost no chance to interrupt enemy attacks (ie. stagger). Community suggestion Elite sidekicks no longer stop arrows. Version 1.1.1 Community suggestion Boomerang can no longer receive "Ammo +3" affix.Version 1.1.2 Community suggestion Decreased Cudgel damage. Version 1.1.2 Spiteful sword now deals critical hits if you're cursed OR if you got hit up to 8 sec ago. Version 1.1.2 Acceptance mutation now inflicts 5 curses when eating food. Version 1.1.2 Prevented some affixes to be added to skills with very short cooldown (ie. Swarm). Version 1.1.2 Corrupted Power cooldown was halved. Version 1.1.2 "Bow & Endless Quiver" now deals more damage and inflicts a critical hit on last arrow. Version 1.1.2 Quick Bow deals more dmg for critical hits and has 1 extra ammo. Version 1.1.2 Duplex bow now shoots 3-arrows at a time and is considered a Tactic/Survival weapon. It's slower, but deals more damage. Version 1.1.2 Decreased Fire Grenade cooldown. Version 1.1.2 Decreased Explosive Decoy cooldown. Version 1.1.2 Decreased Lacerating Aura cooldown. Version 1.1.2 Decreased Wings of the Crow cooldown. Version 1.1.2 Community suggestion Dead Inside mutation now increases your HP by +50%. Version 1.1.3 Community suggestion Mobs attacked by the Homunculus will now aggro the hero in BC4. Version 1.1.3 Community suggestion Impaler spear now has knockback effect when hitting enemies. Version 1.1.3 Infantry Grenade now deals about twice more damage. Version 1.1.3 Beating the HotK is now rewarded with cells. Version 1.1.5 Fire Turret cooldown is now twice shorter. Version 1.1.5 Community suggestion Phazer cooldown was reduced. Version 1.1.5 Wave of Denial is now twice more powerful, its cooldown is twice shorter and it can repel enemy bullets. Version 1.1.5 Lacerating Aura can no longer interrupt (stagger) enemy attacks. Version 1.1.5 Lacerating Aura has a shorter cooldown and a slightly larger area of effect.Version 1.1.6 Limited the frequency of scrolls on mobs. Version 1.1.6 Fixed DashShield not properly stopping Thorny mobs when they roll over your face. Version 1.1.7 Punishment Shield inflicts damage to nearby enemies when blocking arrows or deflecting bombs. Its damage was slightly increased. Version 1.1.7 Player's diving attack no longer stuns enemies if they are under a full shield protection. Version 1.1.7 Ice Shard weapon now throws 3 grenades at a time, is twice faster and slows down enemies for twice longer. Version 1.1.7 1
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