Quirky Indie RPGs - Depression is optional

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
12 slot saloon kickstarter died. Death by a thousand deltarunes.


1756189129953.webp


Surprised dev (jason?) is aware the demo was SHIT.

While looking this i found out that the demo actually had up to four player local co-op which i find both retarded and impressive. Coop is something that takes a lot of effort and i personally love, makes the game much more unique but isn't mentioned anywhere in the trailer (you see other cats but i had no idea what it meant).

I guess "too much effort wasted on bad ideas and failing to sell" is a good way to summarize the demo. Some indie devs don't know how to properly pace things and it's either lazy short or snowballing boredom.

btw kingdoms of dump is aliiiiiive after billions of delays

 
Please be good and not surprise SJW lecture like Small Saga, another game that looked good... And turns out to be shit and worse, forgettable. All because of the dev trooning out.
 
Last edited:
I already said here i appreciate novelty a lot and i can enjoy a bad game as long as it has soul. Heartbound is bad and has no soul. I struggle to find a reason to ever recommend heartbound unless you dislike piratesoftware enough to play his game so you can rightfully shit on it. I'm also struggling to think of a good critique that doesn't turns it into a different game, but if i could i would turn it into a different game.
That's what I find fascinating about Heartbound. It's a special kind of bad where it's genuinely hard to envision a good version of this game without gutting it, thanks to P o' S clearly writing chapters on the fly. It's not enough to add combat. The game's world and story would need to be retooled to the point of being an unrecognizable product.

For example, in the case of Snoot Game, Goodbye Volcano High at least had a coherent vision that others could retool into something worthwhile without heavily cutting settings and characters. Heartbound is constructed in a distinctly amateur manner, where it feels as though the developer got bored with his own ideas every chapter and tried to chase whatever he found interesting in the moment. He couldn't be bothered to include these ideas in a way that fits the game's overarching narrative. Instead, the game uses the excuse of different worlds to simply focus on whatever Pirate felt like making at the moment.

The core problem is that nothing substantial ties these different chapters together in the story, and they aren't thematically or aesthetically adjacent, either. UnderTale consistently details an underground civilization in its exploration. Mother 3's setting evolves throughout the story to illustrate technology's effect on its world. If PirateSoftware designed UnderTale, Frisk would navigate his way through a breastfeeding seminar in broad daylight after leaving Toriel's house.

Using separate worlds that ostensibly only Lore can travel between also kills investment, since there is no reason to believe that these locations and characters will have any purpose after leaving. If you're going to include world-hopping in a serious narrative, at least find a way to give it weight. Maybe pull a Narnia and allow extradimensional characters to cross over between realms, plunging the universe into chaos or assisting Lore in some way.

All this is to say, storytelling is hard. I don't think everyone needs a road map, but a writer should at least know the climax they are working towards. They certainly shouldn't release a Kickstarter without having an understanding of what their story is even about.
 
Using separate worlds that ostensibly only Lore can travel between also kills investment, since there is no reason to believe that these locations and characters will have any purpose after leaving.

I think it can be done well as long as

1-There is a connection between all worlds that drive a conflict that must be solved.

Kingdom hearts 1 has Sora traveling between worlds and solving shit that that doesn't matter to his world but it has a clear narrative about a hero who saves people and fights bad guys who want plot devices. It's silly but it's a fun story about friendship.

Another is mystic ark, where you're transported to an island against your will where you talk to objects and find pocket worlds with that were struck by a dark force that you must cleanse. It has barely a real story and but it's a very dreamlike experience that is easy to follow up. At one point the dark god locks you in HIS world and it becomes a horror game which is a super fun twist, so you must escape and destroy that object (it's the only one you can't return).

This doesn't work in heartbound because nothing happens nor makes sense. There is no drive beyond "my dog turned into a monster one day, i must collect his pieces in 3 different unrelated places. Also, this book and my mom hate me."

2-The narrative isn't about THEM but about the mc.

Sometimes the worlds itself isn't meant to matter but what it tells about the hero. In pagemaster, the kid gets isekaied into books and when goes back he finds courage to face his bullies. There are other movies like this.

In omori the world being a dream is revealed early and is explicitly nonsensical and disconnected which is the point since it's meant to be escapism for the protagonist. In jimmy and the pulsating mass the game is a dream but unlike omori it's more about Jimmy's perception of the world, his fears, his family etc.

I think Heartbound is trying to be like this but it fails because not only it's too disconnected, no one cares and lore is a boring protagonist.

If this is a story on the inner minds of a traumatized boy with mommy issues finding comfort on his dog, why is the first stage an office? The real answer is because PirateSoftware is projecting his old frustrations as an errand boy at blizzard.

I don't think Pirate even wrote the premise of heartbound himself or else there would be actual combat like he promised. It was probably a marketeer or AI explaining him tropes to make a kickstarter rpg and pirate following with no real plan.

Piratesoftware is a nepobaby narcisist and doesn't understand why people make videogames. He has the power to create anything on he first opportunity he vents about his blizzard days and writes furry roleplay dates. Those are literally the only 2 things he has experience with.

Even yanderedev, as aimless as he is, had this "vision". The idea of a social stealth immersivesim about a yandere girl killing rivals is brilliant. You don't need to know anything the character, the world or the story, it's simply FUN. That's why it went viral and spawned copycats.

tl;dr: It's possible to make it fun but Pirate is not trying to make it fun because he doesn't get why things are fun. He literally cheats in puzzles games and lies about it so why play them? To flex to online stranger? To convince yourself you're smart? Heartbound has no salvation.

Since i'm here, i spotted this indie game that released some days ago to no fanfare, Fractured Core. Looks uncannyly similar to adventure quest games, those old quirky MMOs.


And another i played but never mentioned here, Lunar Lux. Looks Megaman battle network inspired but it's more about minigames, fairly quirky.


EDIT: I fixed the video, i got the wrong trailer , this one is lunar lux.

I didnt even get past the first hour of this game because it asks me to find 8 switches to open a door and i legit could never find them. Why does the game start like this, it felt awful). Maybe it improves past that.
 
Last edited:
If this is a story on the inner minds of a traumatized boy with mommy issues finding comfort on his dog, why is the first stage an office? The real answer is because PirateSoftware is projecting his old frustrations as an errand boy at blizzard.
I think a severe lack of thematic cohesion is the biggest culprit here. After some thought, if I had to rework the game into something worthwhile while expunging as little as possible (Colcutta-tier code, not withstanding), aside from implementing long-term party members to interact with, I would center it on the idea of maintaining certain positive child-like qualities while growing into adulthood.

That way, the choice system can instead revolve around whether the player should apply a "child's" or an "adult's" perspective in certain moments, as opposed to simply being an edgelord for no reason. Instead of Lore's parents needing to "do better", they could be reframed to show how addictions pose a pervasive and destructive force against families. Lore's story could showcase how a child can adapt in the midst of traumatic, life-changing circumstances, as opposed to inexplicably turning evil or wallowing endlessly in depression.

Animus could similarly represent blissful childhood innocence akin to The Shire, while the office tower provides a bleak view of adulthood, which Lore must overcome with spirit, optimism, and imagination.
 
So has anyone tried the 1.6 update for Look Outside yet?
I missed that it released, I did my first playthrough blind and have been waiting for a bit more polish for a second. It's one of my favorite games of the year.

The updates to the warzone are very needed, as that's a place I got lost a couple days longer than I needed to be there.

He says he's shooting for Halloween for 2.0 so I'm probably wait till then though.
 
Saw this trailer online, Trench Face, a horror survival rpg maker game release a few days ago. Seems like a fear and hunger like game. You aim at body parts and only play the MC. You can play 5 different classes so there is som ereplayability but apparently you can beat the game in 2~ hours.



I tried playing it here but in the end i didn't like it... I spent the first 5 minutes running the same ugly trench examining barrels in near silence then had a shitty fight where an enemy soldier with 4 limbs + head + body kicked me to death. I retried, focused on breaking the guy gun arm then his body and it died, but then i had no resources and died instantly in the next fight. Ok, maybe you're supposed to learn by death but the game has consumable save system and no sprint so no thanks.

It's also a little TOO UGLY for it's own good, i respect artistic vision but this felt more like a bad or lazy artist and nothing is scary.

It reminded me of a different game that i also downloaded recently that is creepily similar as it also involves a monochrome trench war. Die Totenmaske, a free game that was apparently never finished as the devs would work on Peripeteia.


1757907893613.webp
1757907903237.webp

1757907932962.webp
1757907993895.webp


I liked this one artstyle more, it's definitely more surreal, detailed just enough to be immersive and has a super cool gimmick of each of your body parts being a party member.

Sadly i quit it too as i keep dying too fast. It took me a while to realize that your headbutt attack from the head makes you lose more than half your hp. But the enemies kept dealing 98% of my life bars per atk and it felt bad. The body felt useless as it draws agro or buffs your defense or recharges mp, all barely making a different. Legs either do a shitty kick or start running and you see the background spin (and make me dizzy) to raise your dodge but lower accuracy which is dumb because if you miss you get fucked and your real damage comes from either the head spell (some magic scream i guess) or shooting with the gun arm, but the other arm has to help steady your aim or you'll miss.

Idk, it felt like the game was less than the sum of it's parts and 5 party members is too much. I'd find it more interesting if each body part was "alive" and talked or something, as it's not explained why they seemingly function like this.
 
>Play Rough DEMO
I'm catching up to this thread and I really like your take on Look Ouside and the Play Rough Demo. Any chance you played Disillusion ST? I don't know if it really counts as a quirky RPG game that's actually like depression but it is made in RPG Maker despite how it looks.
There is actual combat in the game but I feel like it's more akin to Yume Nikki than say Funger or LISA.
 
Aw i was going to mention blanksword.

I'm catching up to this thread and I really like your take on Look Ouside and the Play Rough Demo. Any chance you played Disillusion ST? I don't know if it really counts as a quirky RPG game that's actually like depression but it is made in RPG Maker despite how it looks.
There is actual combat in the game but I feel like it's more akin to Yume Nikki than say Funger or LISA.

I have not played this but it was mentioned in this thread before.


I thought it was more of a visual novel or "dream simulator" like yume nikki so i wasnt really interested, i had no idea it has combat.

btw there was some indie trailers in a convention or something, didnt see all but saw these online.

Wander stars aka "dragon ball but it's actually treasure of Rudras from snes" (no one will understand this) is out


hermit and pig releases in january 2026, i liked the demo so i'll check it out.

 
I did a search and this topic is the only place I see it mentioned at all, so I wanted to give a brief-ish report on Aethermancer, a vaguely Pokemon style roguelite.

This game is surprisingly lit. I'm not a huge Pokemon fan but I play a decent amount of roguelites, and I'm very much enjoying this one. I wouldn't exactly call it quirky, outside of a few of the character visual designs. The lore and presentation are more on the serious side. It seems fine, but I haven't really been paying much attention to it. I'm here for the gameplay. What the gameplay reminds me of the most is Star Renegades, an obscure roguelike JRPG (sort of) with extremely good gameplay and extremely cringe writing. I've been looking for a replacement for this game for several years, so I'm pretty happy about this.

Each monster has 2 elements out of the standard 4 classics. Also, each monster has 3 roles (such as tank, healer, etc), so that each one has more than one option on how to play it. This is important, because you don't always get who you want. When you first start your save, you can pick one out of four rare monsters to be your starter. I believe the others can be caught later. For a small one time meta-progression payment (not real money), you can pick your starter out of anything you've unlocked. Each area you enter you have a chance to summon a monster out of those you've unlocked. The more souls you have (semi-random drops), the more options you get. So you have to figure out how to make a team out of what you're shown, but the game is fairly flexible about this as long as you have good type and role coverage.

Type weaknesses don't do extra damage. Instead, a monster gets a stagger meter based on one of its elements. If you hit it with enough attacks of that type, you stun them for a turn and deal extra damage. Your monsters can't be staggered. The flip side is you don't get reset abilities. When a monster recovers from stagger, or if you start to stagger it and don't finish the job fast enough, it get a buff, and some of them are fairly strong. If you stagger a monster, you can catch it for future runs. You don't get many Pokeballs per run and you still have to finish the fight, but there's no randomness, so. Worth it. Bosses have some special mechanics related to stagger (and can attack twice). So far bosses seem to be static. They CAN be caught (except possibly the final boss, not sure on that one yet).

You can have 3 monsters on the field at once, no reserves. If you lose one, you can visit a summon altar and pick up a new one, which automatically scales close to your level. You lose any items or special events bonuses, but it's not necessarily a death sentence. You can replace a monster and still win a run.

Levels come slowly, your monsters will probably be about 9 at the end of a run, but each one is impactful. They offer you a choice of 3 moves or passive abilities, and can be rerolled if you have any available.

The killer of runs is corruption. As you take unblocked damage, your monsters will gain corruption, which makes them start each fight with less HP (although they can still be healed to full inside a fight). Corruption is hard to remove, by design. Beating a boss removes a large chunk from everyone, but there aren't many other ways to do it consistently. After several runs, I still don't fully understand the math on it, whether it triggers once you take damage past a certain threshold of max HP or what.

I believe this is one of those games where nearly every option is viable in the right circumstance, which I love. I hate when a game has "dead" characters and abilities and items. Overall, REALLY liking it so far. There's a free demo, so go check it out.
 
I did a search and this topic is the only place I see it mentioned at all, so I wanted to give a brief-ish report on Aethermancer, a vaguely Pokemon style roguelite.
I think tha this thread would be a better fit of your eview:
 
While I can appreciate an obvious Parasite Eve ripoff, all this is going to do is make it glaringly obvious that something like Aya Brea couldn't be made nowadays. Possibly not even by the Japanese since they wouldn't be able to resist Third Birthdaying it.

The ESL is also killing me. Why do they never just have a native American English speaker of some proficiency do a once-over?
 
Back
Top Bottom