this post was submitted on 14 Jun 2023
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Ive been trying some indie developed games this past year, more than ever and I'm in awe what lone devs or small teams can accomplish.

So, what are some games that you think don't have the recognition they deserve, need a bigger audience or you would like the community to try.

I myself for example have played Monster Sanctuary, which at this point I think is not that hidden anymore and played a rougelike game called Elona, haven't played RimWorld or Dwarf Fortress but I might in the future.

Sorry if a similar post already exists haven't checked.

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[–] ampersandrew@kbin.social 1 points 1 year ago

I'll pick the two that I think are the most criminally overlooked:

Vagante is a co-op roguelike platformer that combines Spelunky and Dark Souls. The Spelunky influence is obvious right down to a few of the biomes, and the combat is committal in the way that Dark Souls combat is. Really, you could replace Dark Souls with a lot of different RPGs inspired by D&D, but Dark Souls also captures the combat and the way the difficulty is tuned, as well a slight nod to the series with a bonfire between levels. Due to the way loot drops over the course of a run, it actually scales remarkably well between 1-4 players, as the loot is finite, and you're finding ways to split it among your party or, as a solo player, stack yourself with the best stuff so that you stand the best chance alone.

Cannon Brawl is a side-perspective RTS that combines StarCraft and Worms. Everyone has a buildable area that you expand with balloons sort of like expanding the creep as Zerg, but like Worms, you can destroy the ground beneath your opponent's feet. Each player controls a blimp that moves at a set speed, and that blimp needs to manually move to the structure that you want to use, such as the titular cannons. This keeps the game from being dominated by fast RPM while still allowing for controller-friendliness and plenty of depth. It's got same-screen and online multiplayer, and every time I break this game out, we're glued to the screen for hours, swapping loadouts and commanders for different strategies.