Even More Indie Games You Missed (if i had to guess...i can't be sure though)
Razbuten
0:00 I love indie games, and every few years I like to share some lesser known ones
0:04 that I really enjoyed in the hopes that you
0:06 all check them out and enjoy them too, so I’m doing it again.
0:09 Now, every time I do this, I get a bunch
0:12 of comments saying that I didn’t pick obscure enough games,
0:14 and yeah that’s probably fair.
0:16 This time though I am only gonna be talking
0:21 about titles that have thousand or fewer reviews on Steam,
0:25 and one of them isn’t even on Steam, so take that.
0:29 I know the number of Steam Review something
0:31 has isn’t the best metric for this sort
0:33 of thing as it doesn’t perfectly reflect sales
0:36 or account for major releases on other platforms, but it is something at least.
0:39 I also cross checked each game on Backloggd to make
0:42 sure none of them are wildly popular outside of Steam.
0:44 The point is, I tried.
0:46 And ya know what, I think there is a good bet that you
0:50 haven’t played or even heard of most of these games—unless you have,
0:53 which ya know is out of my control.
0:55 So, with that, let’s talk about some indie games you haven’t played, probably.
1:00 The first one I wanna talk about, and frankly it is the reason I decided
1:03 to make another video like this, is Burggeist.
1:05 If I’m being honest, it is kind of a hard game to describe,
1:09 not because it doesn’t fit into a genre,
1:11 but because when I say it's an open-world real time strategy tower defense game,
1:16 I worry that your ears are gonna shut off,
1:19 but I promise you this game has juice.
1:22 The core premise is that you are trying to build
1:24 a tower that reaches the heavens in order to save your wife,
1:28 but whenever you start building one, monsters come to try to tear it down.
1:32 The loop pretty much becomes partially building towers around
1:34 the world to get experience and unlock new abilities
1:37 so that you can more effectively defend the towers
1:39 and eventually get one as high as you need to.
1:42 Of course, you aren’t doing this entirely alone,
1:44 you also have the help of a Burggeist which is a big monster with a slab
1:48 of stone on its back that you can place canons and other things on.
1:51 The effectiveness of many abilities and the Burggeist
1:54 are often influenced by height or distance,
1:56 so whenever you’re defending a tower,
1:57 you really have to understand the general area so you
2:00 can place yourself and the Burggeist in the most optimal spots.
2:03 The slate of abilities that you can get are all neat;
2:07 some are damage focused, others are movement focused,
2:10 a couple are a combination of both,
2:11 and I found myself regularly using everything in my kit
2:14 to efficiently move across the battlefield so I could get proper leverage.
2:17 In case it wasn’t clear from this description
2:20 of the gameplay or the footage itself, this game is really weird,
2:24 but all of its systems tie together nicely and it
2:27 does a great job of making the moment to moment gameplay,
2:30 both when in combat and out of it, feel engaging in one way or another.
2:35 The world itself is mysterious and a lot of fun
2:38 to try to make sense of—I loved exploring every inch of it,
2:41 and using my wide range of abilities to try
2:43 to get to places that seemed impossible to reach
2:45 in the hopes that there may be a secret there
2:48 and was almost always pleasantly surprised by what I found.
2:51 While the story and characters are a bit off-kilter, both are wildly intriguing,
2:56 and I found myself wanting to engage
2:57 with every side quest not just for the rewards,
2:59 but also to learn a little more about the world and those within it.
3:03 Burggeist is the kind of indie game I wish we had more of.
3:06 It is specific and singular in its vision, and feels so incredibly fresh.
3:10 Ghrian Studio is also largely a one person team,
3:13 which given the scale of this game is wild.
3:17 Above all though, it is fun to play, so spend the 12 dollars to get it.
3:25 When I started working on this list,
3:27 I assumed Burggeist would be the weirdest game on it,
3:29 but then I came across Basilisk 2000,
3:32 and it makes Burggeist seem tame by comparison.
3:35 Developed by KIRA, who you may recognize as the devoleper of Lunacid,
3:39 Basilisk 2000 is presented almost like a found footage game.
3:43 According to the store page, a fan came across the files for the unreleased
3:48 sequel to the unreleased SNES game Basilisk,
3:50 and they have created a tool for you to view the various
3:53 levels of it to see the game that could have been.
3:56 If you’ve played Her Story or really any Sam Barlow game,
3:59 its framing device feels similar to those.
4:01 Through using the game engine tool,
4:03 you’ll act as a sort of detective to learn both about
4:06 the game and the story of why it never came out,
4:09 both of which are fascinating to uncover.
4:11 The only way to load a new area is by knowing its name;
4:15 discovering these names sometimes comes down to just paying
4:18 attention to context clues in the levels you do
4:20 have access to but other times will require using
4:23 every potential trick at your disposal to get more information.
4:26 I don’t wanna go in any more detail than that as this very
4:28 much falls into the category of games where the less you know the better.
4:32 I will say compared to things like Her Story,
4:34 this is definitely more about exploration than puzzle solving.
4:37 That’s not to say there is nothing to solve—there are many things to solve,
4:41 but fun of the game will come less from aha moments and more
4:45 from piecing together the story through the things you discover in each level.
4:48 It’s also worth noting that it can be pretty obscure.
4:51 There are clear connections to be made,
4:53 but it is fairly esoteric with how it makes many of them,
4:56 which I imagine for some of you will be exactly your kind of thing,
4:59 and for others will be a bit harder to latch onto.
5:01 Ultimately, what I love about it is that it uses a very cool framing
5:04 device to tell a story in a way that only a video game can.
5:08 It’s weird and creepy and really unique.
5:10 For those of you who love liminal spaces,
5:13 this should be a very welcome game for you.
5:15 You can get it for 2 dollars on itch.io and you can also play its predecessor,
5:19 Basilisk for free which I’d say is a great
5:22 companion game if you find yourself enjoying Basilisk 2000.
5:24 This is one of those experiences that feel so rare to come across,
5:27 and it plays with the medium in such an interesting way
5:30 that I would say it is worth checking out for that alone.
5:33 Moving into the world of far more conventional games,
5:35 the next one I want to talk about is Prodigal.
5:38 If it wasn’t obvious by simply looking at it for a few seconds,
5:41 Prodigal draws heavy inspiration from the Legend of Zelda,
5:44 specifically the more classic 2D games.
5:46 Frankly, while I like the direction Nintendo has taken the series,
5:50 I do often find myself wishing they’d do more in the 2D space,
5:53 and while Echoes of Wisdom scratched a bit of that itch,
5:56 it still wasn’t exactly the kind of structure I
5:58 was hoping for, and that is why I am
6:00 very thankful Colorgrave exists and that they decided
6:02 to build on the Zelda formula in their own way.
6:06 It has good dungeons, some cool bosses, unique items, and a lot of charm.
6:10 One thing that I think makes the game stand
6:12 out is that it has a strong focus not just on being the hero of the village
6:16 but also on creating relationships with the people in it,
6:19 of changing your reputation from someone who abandoned the town
6:22 to someone who is an integral part of it.
6:25 This takes the form of friendships you
6:27 can build as well as romantic relationships,
6:28 which I never thought I’d want in a game like this, but it works well here.
6:32 I don’t know if it is like this with all
6:34 the characters but at least with the one I
6:36 ended up with, the relationship added a new layer
6:38 to the wider story that benefited to the overall experience.
6:42 While the core of the game is solid in its own right,
6:45 I think what really makes Prodigal shine is how
6:47 much optional stuff there is to do that feels worthwhile,
6:50 especially in the post game.
6:52 Like, I spent more time playing after I rolled credits than I did before,
6:55 and there aren’t a ton of games that I find myself doing that with.
6:59 By and large, Prodigal is a fresh take on a classic formula,
7:02 that does a lot to get you to care about the place you’re saving,
7:05 and I found this super refreshing as so many
7:07 games kind of except you to want to save
7:09 a place because that’s what heroes do and don’t
7:11 put in the work to establish reasons beyond that.
7:13 There’s lots and lots to love here,
7:15 and I think it will be a great time for anyone
7:18 who misses the days of playing stuff on their Gameboy Color.
7:21 The next title I originally planned to talk about actually passed a thousand
7:25 steam reviews at some point between me buying it and making this video,
7:29 so in order to skirt around my own arbitrary rule that no one is
7:32 actually going to hold me to, the game I’m going to recommend is Sheepo,
7:35 a 2d metroidvania with smooth movement and a good
7:38 sense of humor developed by Kyle Thompson, and now that I think of it,
7:42 everything in this game really set the groundwork
7:44 for Kyle Thompson’s follow up game, Islets.
7:46 Islets sets you in a world
7:48 that has been fractured into multiple floating islands,
7:50 and you are tasked with bringing them all back together.
7:53 Like most metroidvanias you'll unlock new abilities that recontexualize
7:56 the places you’ve been and unlock new paths forward,
7:59 but what makes it stand out a bit from its contemporaries
8:01 is that as you bring the pieces of the island back together,
8:05 that also opens up new paths and secrets.
8:07 So you go from exploring each island in its
8:10 separated state to exploring it in its connected one,
8:12 and it’s just a neat progression system that keeps the world from getting stale.
8:17 While its mechanics aren’t all that deep,
8:19 everything from its combat to its movement
8:21 to its level design are executed well, making it a super polished experience.
8:24 I played on Hard, which I found to be about the right
8:27 level of challenge I’d want from a metroidvania like this—given its light tone,
8:31 I was hoping for something that’d keep me on my toes but not push me
8:34 in the same way that some other titles
8:36 in the genre tend to, and it did not disappoint.
8:40 Anyway, now that I’ve trojan-horsed Islets into this video,
8:43 I do wanna say that Sheepo is also a good time, and despite how it may seem,
8:48 it isn’t just Islets, but less—it focuses a bit more on the platforming
8:52 and puzzle side of things as there isn’t any real combat.
8:56 Instead, fights are about avoiding attacks
8:58 and getting bosses to hurt themselves.
9:00 It’s cool stuff.
9:01 Kyle Thompson makes really slick games, so I’d say start with Islets and then
9:06 check out the rest of his catalogue from there.
9:08 While we’re in the Metroidvania section of this video,
9:12 let’s talk about Xanthiom Zero.
9:14 It is about as metroidy as a metroidvania can get.
9:18 Clearly the developer, MathanGames has a lot of love for the Metroid series,
9:23 and based on this, especially the older titles.
9:25 However, even with its retro aesthetic and old school sensibilities,
9:29 it does a lot to feel more modern.
9:32 The movement is super responsive, the enemies, especially the bosses,
9:35 are fairly complex and there are a handful of intriguing systems
9:39 to play around with, the coolest being how your gun works.
9:42 Essentially your blaster has various components to it,
9:45 and as you collect different parts,
9:47 you can customize it to yield different effects.
9:51 This can lead to some pretty powerful combos,
9:56 and I had a lot of testing a bunch of them out to find what works best for me.
9:59 What’s cool is while you probably will
10:02 settle on a single combination at some point,
10:04 you’ll still find yourself switching things up on occasion for various reasons
10:08 whether it be to solve a puzzle or take on a specific enemy.
10:14 With all the different components and parts,
10:21 there are thousands of forms your blaster can
10:26 take—obviously some will feel pretty close to others,
10:28 but it’s still a radsystem that provides a ton of versatility.
10:31 I am sure there are other games that have done something similar
10:34 to this, but as I haven’t really played
10:36 something that executes customization in this exact way,
10:39 I found it to be pretty novel.
10:41 Along with the neat weapon customization system,
10:43 the rest of the game is really tightly designed.
10:45 The pacing is solid, the design is on point,
10:48 and the various upgrades you get find use in both the platforming and combat,
10:52 which I think is great.
10:54 Its story is also pretty fun—the whole idea is
10:57 that you’re on a planet where time is unstable,
10:59 and while this doesn’t get used with the gameplay all that much
11:01 aside from it being how your character canonically comes back from the dead,
11:05 I did find it intriguing enough to be invested.
11:07 All in all, it’s a sweet little game
11:09 with a few aspects that make it worth revisiting,
11:12 and it’s like 5 dollars, which given this game’s general quality, is a steal.
11:16 Following that, we've got Sno: Ultimate Freeriding.
11:18 If I am being honest,
11:20 Sno is not the type of game I normally recommend in these kinds of videos,
11:24 or frankly just in general.
11:25 I tend to gravitate towards stuff that is more structured—I
11:28 like games that have clear progression and maybe most importantly,
11:32 an ending, but Sno doesn’t have either, not really at least.
11:36 There are a handful modes each of which asks you
11:39 to engage with the core mechanics in slightly different ways,
11:41 whether it be an infinite run where you go until you crash,
11:45 seeing how far you can get and how many points you can rack up,
11:48 or score attack where you have a set distance
11:50 to get as high of a score as possible; however, as it is an arcade title,
11:55 there is no in-game goal you’re supposed to try to achieve;
11:58 it all is self-directed.
12:00 Sure, you can always look to top the leaderboard,
12:03 but for me atleast, that’s never gonna happen.
12:06 These kinds of games rarely work for me as I
12:09 tend to be an extrinsically motivated kind of player,
12:11 yet I keep finding myself coming back to this one.
12:14 That largely comes down to the fact that it
12:16 nails the exhilarating feeling of careening down a mountain.
12:19 It’s mechanics are simple but there is enough depth
12:22 there to have something that actually takes skill to master,
12:25 and while this certainly isn’t a game I find myself playing for hours at a time,
12:29 it is one I like to jump into when I have just 10 or 15 minutes of free time.
12:34 Whether I’m trying to top my personal high score or coast down the mountain
12:38 in zen mode without any distractions to see how far I can get,
12:41 it is a nice way to spend a bit of time.
12:43 The game is probably best played in 3rd person,
12:46 but it does have a few different perspective options,
12:49 and I actually really like playing in 1st person.
12:52 The naturalistic soundscape and beautiful vistas mixed with the smooth movement,
12:57 brings a sort of authenticity to that perspective,
12:59 and makes darting between trees and pulling off tricks feel so good.
13:04 The developers, Studio Gauntlet, get what makes skiing and snowboarding special
13:09 and have translated it excellently to this medium.
13:12 There is a demo for the game although I have not played it,
13:15 so I don’t know how much there is to it,
13:18 but I’d assume there is enough to get a good idea of what it’s like,
13:21 so I’d say if the game seems interesting to you
13:23 at all at the very least, give that a look.
13:26 Sticking with games focused on nature, next is A Highland Song.
13:30 Set in the Scottish Highlands,
13:32 the game revolves around the main character Moira running
13:34 away from home after receiving a letter from her uncle,
13:37 urging her to come visit him within
13:39 the week so she can witness something truly special.
13:41 So your goal is to navigate the highlands
13:44 as efficiently as possible to hopefully reach him in time.
13:47 I know there are a lot of people who have
13:49 an aversion to any sort of time limit in games,
13:52 but I think it works well here for a few reasons.
13:55 One is that it creates stakes for every choice you make.
13:58 Whether it be where or when you choose to rest or what path you follow,
14:01 you’ll always be weighing whether or not any
14:04 given action or encounter is worth the risk,
14:06 leading to some interesting decision making.
14:08 Also, there is no real failstate—reaching Moira’s uncle is possible
14:12 and satisfying even if you don’t make it in time,
14:15 although making it in time is obviously more satisfying.
14:18 What I think makes it really work though is
14:20 that the game is so densely packed with different paths
14:22 and encounters making it so you can play through it
14:25 multiple times and experience the highlands in entirely new ways.
14:29 It is designed to be replayed,
14:31 so if you don’t reach the goal on your first try, that’s okay.
14:35 There is more than you could ever discover in a single playthrough,
14:39 so you won’t have to just replay the same thing over again.
14:42 And honestly it is worth seeing what else is out there.
14:45 The various locations all have rich history to them,
14:47 and it is a joy to uncover the secrets
14:50 of highlands both in terms of navigation and lore.
14:53 The general presentation is also incredible from the artstyle
14:56 to the music to the narration to the in-game documents.
15:00 All of this helps the world feel realized
15:03 in a way that many games struggle to achieve,
15:06 and that made it easy for me to care
15:09 about the highlands as if it were a real place,
15:12 which it is, but I mean this version of them.
15:15 It is a journey worth having and really
15:18 is unlike any other platformer I’ve played before.
15:21 Inkle has been around the indie scene for awhile now,
15:24 and they’ve clearly taken the lessons they’ve learned
15:26 from previous projects to create something pretty special here.
15:29 Lastly we’ve got Signs of the Sojourner,
15:32 a deckbuilder developed by Echodog Games.
15:34 When I think of games that have immaculate vibes, this one always comes to mind.
15:39 It has a stellar soundtrack, cozy artwork,
15:42 and uses its gameplay in a way that compliments the story being told.
15:46 Instead of its deck building being a way to battle others like it so often is,
15:51 here it is used to have conversations with them.
15:54 These conversations largely consist of trying to match
15:57 symbols with whoever you are talking with.
15:59 Each symbol represents a different approach to communication
16:02 like being empathic or logical or creative or dog.
16:06 Every character you encounter will largely be
16:09 aligned with one or two specific communication styles,
16:11 and as you meet more people and have interactions with them,
16:14 you get to add new cards to your deck.
16:16 Generally speaking, people tend to communicate better
16:19 with those who match their communication style,
16:22 so by adding cards that correspond with different styles,
16:25 you have more flexibility in who you can talk to.
16:28 However, you do have a card limit so adding one means tossing another.
16:31 The main challenge becomes figuring out how to best balance your deck so you can
16:36 have positive interactions with as many people
16:37 as possible while not spreading yourself too thin.
16:40 Having negative conversations doesn’t lead to a failstate,
16:44 but it does influence the things you are able to accomplish in the story,
16:48 and I think the game does some clever things with that dynamic.
16:51 Outside of conversations,
16:52 you also have to actually choose what places you want to go,
16:56 and this adds an interesting layer
16:57 of complexity as everything operates on a schedule,
17:00 so you have to be cognizant of when certain things are happening and how far
17:04 away you are from them in order to maximize the amount of things you can do.
17:08 It is a well-written narrative game with an interesting core
17:11 mechanic that keeps it engaging for its entire run time,
17:14 and given its structure it also has a fair amount
17:17 of replay potential for those who look for that sort of thing.
17:20 I’ve seen it described as a roguelite,
17:22 and while it has some things in common with them,
17:25 I’d say do not expect it to scratch the same
17:27 itch as any of those games—the star here is the narrative,
17:30 so check it out with that in mind.
17:32 Anyway, that’s it.
17:33 Hopefully at least one of these games is both new to you and also of interest.
17:37 And now that I’m done covering a bunch
17:39 of indie games you probably haven’t played, I wanna spend a bit of time talking
17:43 about something related to one that you probably have.
17:45 That being this video's sponsor Lost in Cult’s
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19:21 Lost in Cult does really great work, and it is just awesome to have indie
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19:32 Thanks to Lost in Cult for sponsoring this video.
19:35 For all of you still here, I appreciate you.
19:37 I’d like to thank my patrons for making this channel possible.
19:40 Life is weird and you offer a stability
19:43 I wouldn’t have otherwise, so it means alot.
19:46 With that I hope you have a great day and or night,
19:55 and I will see you in the next one.