Niche & Indie Game News
Niche & Indie Game News
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Discover the hidden gems of the gaming world with Niche & Indie Game News. Get the latest updates, reviews, and insights on unique and innovative games from independent developers. Explore the road less traveled in gaming!
Towers of Aghasba Early Access Review
Towers of Aghasba Early Access ReviewTowers of Aghasba stands out as one of the more fascinating survival crafting games I’ve played. Combining survival elements with Tears of the Kingdom-like mechanics and set in a captivating world, this game has the potential to become a favorite, challenging you to restore both the Shimu people and their land as you fight back […] The post Towers of Aghasba Early Access Review appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 19
Menace from the Deep Review — Surface Level Mythos
Menace from the Deep Review — Surface Level MythosMenace from the Deep is a Lovecraftian deck-building roguelike. Starting from Innsmouth, you take on elder gods in direct battle as you fight on procedurally generated paths toward Cthulhu, collecting a powerful deck along the way. What I immediately found interesting is that Menace from the Deep uses its deck-building identity even in its roguelike […] The post Menace from the Deep Review — Surface Level Mythos appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 18
Kusan: City of Wolves Brings Furry Canine Hotline Miami Action in 2026
Kusan: City of Wolves Brings Furry Canine Hotline Miami Action in 2026Fight & protect. The post Kusan: City of Wolves Brings Furry Canine Hotline Miami Action in 2026 first appeared on Kakuchopurei .
Indie | KakuchopureiNov 18
Is this Game Trying to Kill Me? Review — A Game Within a Game
Is this Game Trying to Kill Me? Review — A Game Within a GameIs This Game Trying to Kill Me? isn’t your typical escape room. With a unique premise that oozes into both its mechanics and atmosphere, the game provides excitingly different escape-room-style puzzles and an immersive, suspenseful horror setting. It’s easily become my new favorite in the genre, full of charm and not overly difficult, though some […] The post Is this Game Trying to Kill Me? Review — A Game Within a Game appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 17
Loco Motive Review — Slapstick Point and Click
Loco Motive Review — Slapstick Point and ClickLoco Motive is a point-and-click detective noir brimming with sharp wit, stellar voice acting, and stunning pixel art. The game channels the spirit of classic ’90s and early 2000s adventure games like Pajama Sam and Monkey Island, offering a modern tribute to that golden era of PC gaming. Gameplay-wise, Loco Motive embraces the simplicity of […] The post Loco Motive Review — Slapstick Point and Click appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 17
Review: Miniatures
Review: Miniatures There’s always been some debate around whether or not games are art, but in the late aughts and early ‘10s, some decided to really push for it. Sometimes, this resulted in kind of mostly successful experiments like Citizen Abel: Gravity Bone or Limbo , while other times we got more unfortunate, pretentious attempts like The Path . It was a really insecure time for video games. We seemed to want some sort of permission to take this hobby seriously, so it’s like, collectively, as players and developers, we tried to prove video games were something they weren’t. Oh, they’re totally art. You can see that in games about flipping eggs and trimming hedges . But it’s more about harnessing the interactive element to get that piece of yourself across. A developer might try to capture how they think or see the world by asking you to live it. I’m not sure what The Path was supposed to say. Don’t do what you’re told? We’ve largely moved past that, or at the very least, games that are 100% message have more of a purpose. A self-assuredness. It often feels more earnest and less pretentious. Which makes Miniatures something of a blast from the past. Screenshot by Destructoid Miniatures ( PC [Reviewed], Switch , Mobile) Developer: Other Tales Interactive Publisher: Other Tales Interactive Released: November 14th, 2024 MSRP: $5.99 Now, I’m not actually saying Miniatures is pretentious. No, I'm the pretentious one today. But, it’s at least making no mystery of the fact that it’s a digital art exhibit. What I mean is that it is only interactive-adjacent, and it is very art. I wouldn’t even call it narratively focused because the stories are pretty abstract. You’ll either connect with them, maybe just find them amusing, or maybe you won’t. For me, it reminds me of extremely late nights of being bored in front of Teletoon. Nights when my parents were out, so I had free reign of the TV and could watch whatever bizarre concoction was on the station in the later hours. Teletoon would often air things from The National Film Board of Canada, which was actually the butt of a Simpsons joke back in the day (not while they were still good). Very cultural stuff, but a lot of it was extremely strange. Sometimes, it would be something relaxingly amusing. Other times, it would be a piece of Canadiana, with the deepest of it being something from our aboriginal cultures. When you’re a pre-teen at 11 pm, it doesn’t matter what it was. Any attempt by an animation student to stretch their legs would hit like some sort of forbidden fever dream. That’s what Miniatures took me back to; a decaffeinated Saturday night in my father’s La-Z-Boy. It’s four short chapters that sometimes make you poke the screen. On Switch and mobile, you can literally poke the screen, but here I was just poking it with my mouse pointer. Clicking, if you will. https://youtu.be/3Tma3zvYOoM?feature=shared I’m not trying to be dismissive, but the interactivity is very basic in Miniatures . One of the chapters has you trying to arrange a band of small sand-critters in a little sand-critter town in an extremely roundabout way. This was by far the most amusing one for me, as you largely press on places you think something should happen and then watch while that something happens. It’s well-animated and amusing, so that’s something. There’s one where you pan the screen around to follow a story, and every so often, you need to click on something in the environment to uncover a trigger that allows you to move on. This one was my least favorite, not because of the lack of interactivity but because I didn’t connect with it. As far as I could see, it was a directionless story that wanted to look like it had something to say but didn’t say anything at all. Or maybe I just didn’t see the message. As for the other two, I can at least understand what they’re trying to communicate, but I think a lot of Miniatures fails because it will elicit a feeling and then not do anything with it. They don't use that feeling to deliver any sort of message. These are short, short little chapters – miniature, if you will – so if they want you to just soak in the feeling, then there isn’t much time to do so. One strength in the artistic side of video games is that by having the player take part in something, you can hold their head beneath whatever you’re trying to convey, and when they're good and soaked, hit them with what you want to say. Miniatures neither has a point nor does it drown you for very long. Screenshot by Destructoid But, with those last two, I at least got the vibe they were putting down. One seemed to focus on childhood loneliness and discovery, while another gave a sense of tension and dread. I’ve found I’m typically able to pick up on subtext, even in games that aren’t taking an art-first approach, so I’m not deaf to what’s going on in Miniatures . I mostly have two problems. Number one: I don’t think it leverages the advantages of an interactive medium for conveying ideas. Number two: I don’t connect with the ideas that are here. This makes it kind of hard to review a game like this because its effectiveness will vary from person to person, and I can’t speak to what you’ll feel. Maybe you’ll see yourself reflected in one or all of the games here. What I can say is that from an interactive standpoint, as well as a narrative one, I find Miniatures lacking. In comparison to other games that I would applaud for their contributions and approach to the art form, this wouldn’t be high on the list, but I wouldn’t throw it away wholesale, either. [This review is based on a retail build of the game provided by the publisher.] The post Review: Miniatures appeared first on Destructoid .
Indie Archives – DestructoidNov 15
Thought-Provoking Narrative Indie Miniatures Is Out Now
Thought-Provoking Narrative Indie Miniatures Is Out NowFour short stories. The post Thought-Provoking Narrative Indie Miniatures Is Out Now first appeared on Kakuchopurei .
Indie | KakuchopureiNov 15
Sorry We’re Closed Review — Neon Demons
Sorry We’re Closed Review — Neon DemonsSorry We’re Closed is a decidedly unapologetic, stylized survival horror game that has instantly become one of my favorites. Oozing style and flavor, with interesting, character-driven writing packed with complex and intriguing themes and presented in a world of demonology, street crime, and unapologetic LGBTQ+ representation, Sorry We’re Closed is, if nothing else, unforgettable. The […] The post Sorry We’re Closed Review — Neon Demons appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 14
Review: Great God Grove
Review: Great God Grove Words have weight, which is why I swing them around with reckless abandon. I’m not sure that’s what Great God Grove is about unless you only take it literally. It’s more about identity, authority, communication, and misunderstanding. It’s the follow-up to Smile For Me by Limbolane. But while the two games have similarities, you might miss the relation just by looking at it. One game has you interred in an asylum, while the other has you fixing the relationships of the gods. However, what they have in common is head nods and fixing people. Screenshot by Destructoid Great God Grove ( Switch , Xbox Series X|S , PC [Reviewed]) Developer: Limbolane Publisher: LimboLane, Fellow Traveller Released: November 15th, 2024 MSRP: $19.99 Great God Grove puts you in the boots of a Godpoke, which is, as far as I can tell, a sort of courier. To be honest, I’m not clear on a few concepts here. For all I know, a Godpoke might just be someone who wears a poncho. You arrive at the eponymous grove just in time to see the gods close a giant rift in the sky that threatens to end the world. The problem is that the gods aren’t entirely interested in saving the world. They’re far too wrapped up in their own problems. Previous to your arrival, the last messenger of the gods, the mysterious King, sent letters out to all the gods. The letters are obvious attempts to drive wedges between them, but as King had always been a trusted friend and reliable enough to be elected to become the next god, they took those words at face value. Now, nothing is right in the grove despite being a crucial time for the whole world. Before you even get to the grove, King’s trusty mail cannon, the Megapon, lands directly in your lap. With this device, you can suck the words out of one person’s mouth and slap them in the face of another. Or just right back at them. That happens sometimes. Being the wise person you are (or maybe just because it’s a linear narrative), you set to work righting King’s wrong. Immediately, you’re deputized by Inspekta, the God of Leadership, to help their lackeys, the Bizzyboys, figure out what happened to King and why they decided to hurt everyone’s feelings. However, the leader of the Bizzyboys, Capochin, is only out to please his boss, while the rest of the members are completely incompetent and hapless. So, it all comes down to you. https://youtu.be/fxYga_HqQis?feature=shared Largely, Great God Grove resembles a point-and-click adventure game. You can’t suck up any sentence or grouping of words you want; only specific, highlighted things that characters say can go in your Megapon. In this way, they work like any item in something like Secret of Monkey Island. You find hints in the words of the people you’re talking to and deliver something that will get them to perform some task for you, even if that’s just moving out of the way. There’s a bit of a learning curve. For the first area, I wasn’t picking up on the cues, but after the second, I was able to proceed with some expedience. I didn’t get hung up very often, but I have to wonder if that’s going to be everyone’s experience. Great God Grove has an unusual design language built around its central hook, and I’m not sure if gaming literacy will be as important here as actual literacy. I’m not sure if every player can adjust, or maybe I’m the odd one because I had some issues in the first area. I can only speak to my own experience, though, and in my experience, I didn’t have much of a problem for most of the game. Each area of the grove is home to one or two gods. In each one, King has spread some sort of misinformation to throw things into chaos, and your overall goal is to sort things out to restore the status quo. Sounds easy, but being an adventure game, it takes more than an apology to work things out. Screenshot by Destructoid What really elevates Great God Grove above a typical adventure game is an abundance of style. It mixes 2D characters and objects with a 3D world Paper Mario -style. It’s based around Day Lane’s distinctive, sketchy, expressive style. While animation is sparse, each character has a massive range of poses and emotions that they transition to each new window of dialogue. It can be quite captivating. Many of the gods are rendered in full 3D, but they’re styled in such a way that it can be hard to tell. Like the 2D folks, the gods spring from pose to pose, with more traditional animation thrown in occasionally to spice things up. There are also live-action puppet vignettes that you can watch for not much reason aside from enrichment. They generally just involve the Bizzyboys giving advice and some background information about what’s going on in the world. As it turns out, I’m really into puppets eating sandwiches.  There isn’t much out that that looks quite like Great God Grove . The style is executed so consistently and with so much blunt-force pizzazz that it’s incredible that just a handful of people put the whole thing together. There are so many facets of its visual style that look as though they would be very difficult to execute, so the fact that they didn’t choose an easier, more conventional route is impressive. It pays off because, if absolutely nothing else, the way this game looks will be seared into your eyeholes. Screenshot by Destructoid Great God Grove has a lot to say about identity and the way people will stomp on others just for recognition. The gods themselves aren’t much different than ordinary people. They just exist on a less accessible plane of existence. As such, even though you can walk up and talk to them, their followers seem to just believe what they hear and speculate on what they might be thinking, which often is what leads to miscommunication. Misinformation is rife, and people take advantage of that. Humans seem hardwired to climb. There’s a fear that our lives will be meaningless or forgotten, so we strive for recognition. And to secure our recognition, we’ll often stomp down the people beneath us. We yearn to wear the stomping boots, and a decent person can turn awful the moment they put them on. You face a lot of that in Great God Grove . At the same time, it’s a very optimistic game. With your intervention, the troublemakers you meet see the error in their ways and express a desire to atone for their actions. Call me cynical, but I find most people are more likely to become defensive when faced with the consequences of their actions. People dig their stomping boots in and seek justification for what they’ve done. Maybe I just need a stronger word cannon. Screenshot by Destructoid In terms of gameplay, I could honestly take or leave Great God Grove . It has great pacing and a unique approach to the adventure genre, but I find the situations in which it’s applied generally unexciting. Not overly mundane, but I think with urgent focus on the threat and more dangerous situations, the dialogue would have more of a chance to shine. But it already shines pretty brightly. Great God Grove is an immensely polished and precisely executed game, and that’s the most impressive part about it. Its pacing and aesthetic are finely honed and there’s nary a loose thread to be found. A bit more punch and the narrative would be perfect, but it presents a good amount of depth to sink into. It also features puppets gnawing on a gigantic hoagie, and really, what more can you ask for? [This review is based on a retail build of the game provided by the publisher.] The post Review: Great God Grove appeared first on Destructoid .
Indie Archives – DestructoidNov 13
In Sink Review — Language Free Co-op
In Sink Review — Language Free Co-opI’ve never been great at puzzle games. Personally, I choose to believe this isn’t due to a lack of intelligence (boy, I really hope it isn’t) but rather a side effect of my ADD, making it hard to focus when I’m not completely invested. Because of this, I often find puzzle segments in games that […] The post In Sink Review — Language Free Co-op appeared first on Try Hard Guides .
Game Reviews – Try Hard GuidesNov 13