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The Indie Game Magazine April 2014 - Issue 36
The Indie Game Magazine April 2014 - Issue 36
NERO
DIALOGUE SYSTEM
FARSKY
REIGNMAKER
#GAMEDEV CONTENTS
EVENT CALENDER. . . . . . . . . . . . 8
FEATURED INTERVIEW. . . . . . . . 10
NERO Interview . . . . . . . . . . . 10
PRODUCT REVIEW . . . . . . . . . . 12
DIALOGUE SYSTEM . . . . . . . . 12
ADVICE . . . . . . . . . . . . . . . . . 14
LEGALESE. . . . . . . . . . . . . . 14
ESCAPE TO EARTH. . . . . . . . . 18
UNIVERSE EDGE . . . . . . . . . . 19
CROWDFUNDING . . . . . . . . . . . 16
FRACTURED REALITY. . . . . . . 16
STYX . . . . . . . . . . . . . . . . . 17
SILENTEK STORY:. . . . . . . . . 18
#INDIEGAME CONTENTS
FEATURED CONTENT. . . . . . . . . 26
NERO COVER STORY: . . . . . . . 26
CHILD-LIKE WONDERMENT COMES
ALIVE. . . . . . . . . . . . . . . . . 26
REVIEWS. . . . . . . . . . . . . . . . 30
FARSKY . . . . . . . . . . . . . . . 30
REIGNMAKER: . . . . . . . . . . . 32
PUZZLING TOWER DEFENSE. . . 32
YOLO. . . . . . . . . . . . . . . . . 34
PREVIEWS . . . . . . . . . . . . . . . 36
THE ARCHITECT. . . . . . . . . . 36
MOBILE REVIEWS . . . . . . . . . . . 42
SPANDEX FORCE: CHAMPION RISING
42
RETRO RUNNER: . . . . . . . . . . 44
PRINCESS POWER. . . . . . . . . 44
Vinny Parisi
Editor-in-Chief
Indie Armada Fleet Admiral
Staff Credits
Mellyssa Diggs
Graphic Design
Chris Newton
Publisher
Luke Siuty
Bonnie Burgette
Johnathan Eustice
Connor Selinske
Laura Klotz
Nick Cescon
Writers
Vinny Parisi
Editor-in-Chief
Ryan Noble
Managing Editor
Jenn Stille
Editor
Guest Credits
Toby Hoover
Tyson Joehler
Programmer
Forum Admin
Ryan Hairyes
Ryan Morrison
Attorney
Website Admin
9.6-10 MASTERPIECE
Graphics
8.6-9.5 AMAZING
Gameplay
7.6-8.5 GREAT
Sound
6.6-7.5 GOOD
Lasting Appeal
4.6-6.5 OKAY
0-4.5 BAD
NERO
DIALOGUE SYSTEM
FARSKY
REIGNMAKER
#GAMEDEV
EVENT CALENDER
APRIL 2014
GAME RELEASE SCEDULE
April 15 - Adventure to Fate: A Quest to the Core (TouchMint)
April 16 - Back From Afar (Expa Game Club), Elarooh (Sheevee), Life Goes On
(Infinite Monkeys Entertainment)
April 17 - Res Somniare (SteamFire Entertainment)
April 19 - Alone at Last (DannyRyuu), Pact with a Demon: Episode 2
(Bastcraft), WIL (UP Development)
April 20 - Explorium (Lemoncreme), Towaga (Sunnyside Games)
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FEATURED INTERVIEW
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PRODUCT REVIEW
DIALOGUE SYSTEM
Tyson Joehler
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All in all, this seems like a really solid product. Between the extensive documentation and examples,
to the regular updates and fixes the product receives, you can tell that the developer really cares about this
product and believes in their customers. Especially considering all of the included bells and whistles, Pixel
Crushers Dialog System for Unity is a bargain.
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ADVICE
LEGALESE
w/ Ryan Morrison
protect your name and your logo, but those are two
different marks. McDonalds would have their name
trademarked, as well as the golden arches. This stops
someone from calling their place Joes Burgers but
still using the arches in the background. Sure, they
didnt use the actual name, but they are creating
consumer confusion, and that is what trademarks
try to stop.
Im sure youve noticed the small (tm) symbol
next to names, as well as the small (r) logo. The
(tm) is something you can put next to your name for
free. It requires no registration, and it is the basis
for common law trademark protection. It tells the
world you are meaning to establish rights with that
mark, and you should absolutely use one if you cant
afford to register. The problem is, the (tm) symbol
only offers regional protection. Since we are dealing
with the world of video games, that is almost useless.
There is no New York version of Steam or Houston
version of the App Store. Instead, these things are
all national, and in most cases international. This
means if someone has nationwide protection, then
they trump your little regional (tm).
How does one acquire national protection then?
You must register with the USPTO. The fee is $275
per class, which I will discuss exactly what a class
is in a moment, and per mark. This means, going
back to our earlier example, it would cost $550
for McDonalds to register both their name and
their logo. Its two marks, so two fees. Also, I cant
recommend enough to not do this yourself. The
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CROWDFUNDING
FRACTURED
REALITY Luke Siuty
Developer: Unity3D
Platforms: PC, Mac, Linux, Ouya, PS Vita
Website: http://www.newrealitygames.co.uk/
Twitter: @NewRealityGames
For many, RPG Maker has been a gateway, for both developers and players alike. Its often one of the
earliest forms of connection between an aspiring game developer and the audience. This is how Ross Tunney
got his start, by making RPG Maker games commercially. If youre into those, you might have heard of his
Data Hacker series; complex, fully-fledged RPGs with a theme centered on hacking.
Now Tunney, as head developer at New Reality
Games, is making the next step in his game developer
career. Hes transitioning to Unity3D, but staying
faithful to his roots, creating another role-playing
game called Fractured Reality. This time, hes fleshing
out a fully-3D RPG with inspiration from Japanese
and Western fronts.
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Contact us at editors@indiegamemag.com.
S.T.Y.X, which is an acronym for Source of Territory and Yaw Xenos, is the 2D action-platformer project from
George Dziov, an indie developer who has professionally composed game music for the last 13 years. After
creating the beginnings of S.T.Y.X in five days for a Construct2 competition and with a cold, Dziov hastens to
add this intriguing platformer is one and a half years into development, and looking for funding to make it
a polished, planet-exploring reality.
The premise behind S.T.Y.X is that a small, talented
team of inventors known for their ability to build the
best gadgets around - from trainers with built-in GPS,
to robotic tech for the military - have discovered
activity on a planet that had previously been thought
to hold no life. With their curiosity piqued, the team
decides to explore the planet, leaving the safety of
their workshop behind them.
When they reach the planet, they are indeed not
alone.
From here, action-platforming becomes the
order of the day, as players avoid or kill the dangers
that present themselves while traversing the planet.
According to the developer, S.T.Y.X will contain a rich
world with full RTS implementation, side quests,
minigames, voice acting, incredible art, factions and
most importantly, a full story that may be expanded
depending on how successful the crowdfunding
campaign is.
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SILENTEK STORY:
Escape to Earth
Luke Siuty
Developer: SiLeNTeKs
Platforms: PC
Website: http://silentek.co.za/
Twitter: @SiLeNTeK
A studio by the name of SiLeNTeK is developing a game with a self-reflecting title, known as SiLeNTeK
Story: Escape to Earth. SiLeNTeK is a company heavily focused on gaming as well as hardware. In their own
imaginative way, they want to convey the story of SiLeNTeKs founding while simultaneously delivering an
engaging 2D sidescroller.
The protagonist finds himself on an abandoned
space craft in an alien universe, coupled with amnesia.
With little clue on what to do, he salvages for power
supplies in order to make the ship usable again. This
doesnt work out well, so using the remaining power,
he launches an escape pod, landing on another
foreign planet. He finds documents connected to
the same ship he was on, and has to somehow make
his way to planet Earth. Its time to scavenge more
and make use of our brain the more scientific and
logical side.
Physics will play an integral role in puzzle-solving
during SiLeNTeK Story: Escape to Earth. Gravity
is expected to figure into many of them, and the
developers hope for it to have a challenging and fun
effect on gameplay. Really intriguing though, are
minigames that bring some real-world knowledge
into use. For instance, they might use basic
electronics as a way to solve puzzles. Some basic
science knowledge will be helpful, approximately
around 8th grade science or physics level. Other
puzzles might make use of simple programming and
coding, or some machinery work, such as welding,
drilling, and cutting. Usually, the environment will be
the real foe.
Rather than aiming for a longer, possibly drawnout experience, SiLeNTeK is hoping to make a trilogy,
with each game focusing on a different setting. As
for the graphics, its not pixel art this time but
modern, highly-detailed graphics. The whole project
is essentially a one-person job, so all the sights,
sounds, and the skeleton underneath have thus far
been accomplished by just one man.
SiLeNTeK Story: Escape to Earth needs
crowdfunding to make it the best experience possible.
The IndieGoGo Campaign will start on April 4th.
PC is the target platform, with plans for an Android
release as well. Its gearing up to be a fascinating 2D
puzzle-platformer, with unusual puzzles that aim to
be challenging and fun. Stay tuned to Indie Game
Magazine for more information as it comes up.
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UNIVERSE EDGE
Ryan Noble
All over the world, people are hoping that warping through space becomes a reality. In the upcoming
single-player, sandbox game Universe Edge, that day has come. Gamers will have the chance to explore with
their own unique spaceships, full of crew members that must be managed in order to ensure successful
flights.
Albert Olivera, the sole developer of Universe
Edge, says to think of his game as a mix between
the exploration and mining of Gnomoria, the
management of The Sims and the combat mechanics
of Eve Online.
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NEO NOVA
Did you ever used to think being at school after
dark was creepy? Well, Neo Nova plays on that
little childhood fear you may or may not have had,
and ups the ante by throwing in some nightmarish
creatures. Made by a husband and wife team, Neo
Nova is an action platformer mixed with a little bit
of horror (as if being at school isnt bad enough,
but with monsters, well) and some metroidvania
influences, plus an interesting flashlight mechanic
players will be utilizing to survive in the dark. You can
follow the development of Neo Nova by following
the developer TenGu on Twitter @TenGuProduction
and Facebook (Tengu Studios).
How is your alpha build looking?
Send us a handful of screenshots and maybe
you will find yours here next month!
Contact us at editors@indiegamemag.com.
CO-OP
As you may have guessed, Co-Op is a puzzler which will have
you teaming up with a buddy - or a complete stranger - in order
to solve mind-bending puzzles together. The game revolves
around two robots: R3D and BLU3 who have inexplicably
surfaced in a facility with no recollection of how they got there,
and must work together in order to survive. The game features
some striking visuals, and the promise of some simultaneous
co-operative puzzle solving will hopefully set a new bar, and
pave the way for additional entries into the genre in the future.
SUPER ROCKET
SHOOTOUT
This games premise is potentially our favorite. Super
Rocket Shootout features four bank robbers who cant seem
to pull off a successful heist, despite numerous attempts. To
end the resulting impasse, and satisfy their inherent anger
management issues, they decide to whip out whatever weapon
is closest and settle the score explosion-style. If you havent
already put two-and-two together, this brawler features up to
four-player local multiplayer, with players performing combos
and other special moves to best their opponents; or by just
picking up a rocket launcher and well Boom.
CONCURSION
Throwing five different genres into a mixing bowl to
make one big, playable pie, Concursion will be offering
some unique and thrilling gameplay. Players will find
themselves leaping over gaps and jumping on enemies
a la Super Mario, only to find the next sequence
inexplicably task them with piloting a spaceship
surrounded by enemies in an R-Type situation. The
game features five gameplay styles - from hack-n-slash,
to turn-based RPG - across five unique worlds with
five different soundtracks; so its kind of a rule of fives,
almost. The developers at Puuba are creating something
really unique and special here: Its like playing all the
genres of gaming at once.
INTERPLANETARY
Coming straight from the heart of Finland
from Team Jolly Roger games, Interplanetary
is a turn based strategy game with an affinity
for artillery strikes. Interestingly, the game
allows you to perform feats like launching
a strike from one planet all the way over to
the other side of another planet using their
own gravitational field against them. Kind of
like an interstellar Civilization, Interplanetary
features some in-depth strategic elements,
such as encouraging your planets population
to research futuristic tech, or prioritize finding
and gathering resources. Youll also be using
railguns, missiles and giant beam weapons to
claim the planetary system in your own name,
so that sounds fun.
#INDIEGAME
FEATURED CONTENT
Imagine an ocean. A never-ending movement of waves and foam. Once, every second, a wave stops, to
forever rest and meditate on what motion is. Some waves dream of keeping moving, jumping, spending the
eternity with their brothers and sisters. Funny, isnt it? But what moves, has to stop
NERO is a stunning new indie title in
development from the team at Storm in a Teacup.
Stunning in both its ambition, and visual fidelity.
While much of the game is still concealed beneath
a veil of mystery, the few details the studio was
willing to share are more than enough to stimulate
both curiosity, and a greater sense of expectation.
After a debut CG trailer that took the world by
storm, Nero must now follow up with an equally
enticing story-driven gameplay experience.
In order to complete such a daunting task,
Storm in a Teacup (STC) co-founders Carlo Bianchi
and Alberto Belli are bringing their twenty years
of combined experience across multiple fields to
the table. Bianchi is a veteran CG artist with an
expertise in lighting effects, having worked on films,
television commercials, and AAA titles alike. He
joined Ubisoft as their Lead Lighting Artist in 2009,
where he supervised the production of CG cut
scenes and reshaped the teams rendering engine.
His contributions to titles like Driver: San Francisco
have since been integrated into new-gen projects,
including Assassins Creed and the upcoming Watch
Dogs. In his current role, he serves as the Creative
Director for STC.
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REVIEWS
FARSKY
Bonnie Burgette
Nathan is trapped underwater after a submarine crash. Before his escape back to the surface, he must find
food, shelter, and learn to use the surroundings to his advantage without succumbing to the many dangers
on the ocean floor. This is the premise of FarSky, an indie offering by Tim Spekler.
A new addition to Steam Greenlight this past
March, FarSky was available as a free Alpha for
the latter part of 2013. This newer Beta is prettier,
but it balances out that beauty with a slightly
steeper learning curve, and doles out punishment
swiftly for those unable to make decisions quickly.
However, after you make a mistake once, youre not
liable to repeat it again, making progression easier
with time.
After adjusting the graphics on my PC, I was
treated to a very short crash scene, where
protagonist Nathan had a short conversation
with another person via radio in an exchange
reminiscent of Bioshock. Shortly thereafter, Nathan
emerges from the wreckage, surrounded by kelp,
with a manta ray swimming overhead. The game is
in first-person, and after standing up and walking
around briefly (using typical WASD controls), I
noticed a map in the upper right corner of the HUD.
This map is topographical and dynamic, and shows
the terrain around you on a grid. When you view
the larger map (using the M key), only the areas
that are currently in view, or places youve already
been, are visible. While this makes exploration a
little tricky, it also makes you more cautious.
Your on-land companion tells you to find the base
noted on your map, which contains rudimentary
supplies and very few instructions. Explorations
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REVIEW SCORE
9.0
GRAPHICS 9.0
GAMEPLAY 8.7
SOUND 9.4
LASTING APPEAL
8.9
Pros
Movement quality is top-notch
Lighting design is gorgeous.
Sound design creates the
appropriate cues and tension
Cons
Difficulty ramps up a bit too
REIGNMAKER:
Puzzling Tower
Defense Nick Cescon
Developer: Frogdice
Platforms: PC
Website: http://frogdice.com/reignmaker/
Twitter: @Frogdiceinc
Facebook: https://www.facebook.com/frogdiceinc
Frog Dice Studios has been creating worlds for
players to enjoy since 1996; their motto has always
been, Our worlds, Your imagination. The newest
addition to their repertoire is Reignmaker, formally
known as Tower of Elements 2; a city building,
match-3 action puzzle game slotted to release later
this month. Enjoying early success through both
Kickstarter and Indiegogo, Reignmaker brings a
lot of quality content and gameplay to the table,
showing exactly what Frog Dice is able to do with
proper funding.
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REVIEW SCORE
7.5
GRAPHICS 8
GAMEPLAY 7
SOUND 7
LASTING APPEAL
Pros
Amazing gameplay mechanics
Impressive narrative.
Good immersion and connection
with kingdom.
Cons
Tutorial could use some
reworking.
YOLO
Nick Cescon
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REVIEW SCORE
5
GRAPHICS 6
GAMEPLAY 4
SOUND 6
LASTING APPEAL
Pros
Randomized character and powers
Great retro feel
Well done soundtrack
Cons
Not enough content
Gameplay becomes too easily
repetitive
PREVIEWS
THE
ARCHITECT Connor Selinske
Developer: Spooky Star
Platforms: PC, Mac, Linux
Website: http://spookystar.itch.io/the-architect
Twitter: @BelaBartha
The Architect is a game about escaping, controlling the environment to your advantage, and being a mostly
transparent sphere that eats other spheres.
The game places you on a 3D grid, with a
camera fixed at an angle above your character who
is, as mentioned, a sphere. You can move freely
about the grid with the keyboard well, until you
encounter grid squares that are raised. Youll also
come across lowered squares, but you can drop
onto these without issue. Its the raised platforms
that are problematic, because you cant jump. What
you can do is manipuate the grid itself. Right click
on a square and it will go up, left click and it will go
down. This gives you two options for moving past
the already raised squares: Raise yourself up to an
equal height, or lower the platform to your height.
Simple enough, right? Except each time you lower or
raise a platform, you expend either a blue or a green
orb, with both colors corresponding to a particular
kind of movement. You dont have an infinite supply
of these orbs, either the only orbs you get are
the ones collected on the level, and these tend to
require some very careful expenditure of orbs to
get anyways, meaning there is a constant pressure
to either grab more orbs or simply make for the exit
as quickly as possible.
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BOOT HILL
HEROES Nick Cescon
Developer: Experimental Gamer
Platforms: PC
Website: http://www.experimentalgamer.com/boothill-heroes/
Twitter: @BootHillHeroes
Its finally happened. Experimental Gamer has finally answered the prayers of countless people, and we
finally have an answer to the question, What would a spaghetti western RPG look like? Boot Hill Heroes is
the answer, and Experimental Gamer has done an amazing job of answering it. From the beautifully-handled
narrative, to the quirky, real-time JRPG combat system, Boot Hill Heroes is sure to grab your attention from the
very start.
The game is being released in episodically; the
first episode is quite large and introduces you to the
American west, sometime in the nineteenth century,
where Boot Hill Heroes takes place.
The use of JRPG narrative style perfectly fits
the spaghetti western script and delivers a deep
and interesting story about Kid, son of Templeton
Howl, who tries to make his way through the world;
supporting his widowed mother, investigating his
fathers death, and bringing the evil Saints-Little
gang to justice. All while meeting a few plucky friends
along the way.
Everything about this game screams retro;
from the extremely thematic western music to the
16-bit-esque animation style, as well as the world,
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Luke Siuty
Guts & Glory the perfect title for a game about cutthroat duels. But no bloodshed this time, at least not on the
screen. This title shoots straight for the skies, featuring aerial duels and flight challenges between the two titular
ships: Guts and Glory.
The game balances player-vs.-player face-offs
with less direct competition. Each stage in the game
features a different challenge; there are hoops to
fly through, balloons to shoot down, and of course,
1v1 dogfights. The controls are quite simple, taking
advantage of either a computer mouse or a plugged-in
controller. Only one button is needed, since each plane
is equipped with a fast-shooting machine gun for short
spray fire.
The alpha version of the game, although lacking
content, already has the basic build of the game
completed. The most important aspect of Guts & Glory
is the quality of controls, which are well realized. Still,
both the mouse and the pad do take some time to get
used to because the plane follows the position of the
mouse (which is invisible). The small plane cant take
sudden, unrealistic turns, so doing a 360 degree turn
takes a little bit of preparation and skill. Overall, the
controls simply feel good, with an appropriate weight
to them, and the challenges are well designed to test
flight precision in various ways.
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LUMINI
Johnathan Eustice
Developer: Speelbaars
Platforms: PC
Website: http://speelbaars.com/vvv
Twitter: @speelbaars
Facebook: http://facebook.com/speelbaars
One lone Lumini is out maneuvering past hungry alien creatures trying to reach a mysterious totem that will
replace the fallen; the delicate creature glides past spikes, getting lost in the caverns of an alien planet along the way.
Welcome to the dangerous world of Lumini. Dangerous, and yet I did not feel tense while playing the game, likely
because the developers at Speelbaars created an open world so full of discovery.
We at Speelbaars aim at creating memorable
experiences, different from other games out there,
designer Steven Honders stated. With Lumini, they hope
to, offer people a relaxing and soothing experience,
with the intense and emotional moments we all know
too well from traditional adventure games.
Even as a pre-alpha, Lumini is full of character from
top to bottom. The demo, available on speelbaars.
com, immediately puts you in control of a large flock
of Luminis, an endangered alien species. With little
hand-holding, the game lets you glide and experiment
with the controls as you travel through the dangerous
cave world. The music and art provide a wonderful,
engrossing atmosphere that is relaxing in the process.
What makes Lumini unique are the alien creatures
along the way which are not super antagonistic.
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MELTDOWN
Luke Siuty
Meltdown is a PC arcade shooter with nicely integrated strategic elements being ported from Android.
During the transition, Phenomenon Games is preserving the same cell-shaded graphics style. For now,
features from the mobile release are very similar, but the developers are vastly upgrading aspects of the
game, which is currently available as an Early Access Game on Steam for just $3.99. The question is is it
worth it?
The short answer would be yes, especially
for how little Phenomenon Games is charging.
Meltdown brings together up to four players in a
co-op shooting spree, pitting various robots and
turrets against gun-and-knife-wielding soldiers.
Simple WASD controls for movement and mouse
aiming work pretty well, if a little awkward for the
isometric view. Enemies pop up out of nowhere,
leaving coins, ammo, and upgrades in their wake.
Meltdown provides a menagerie of suicide
bots, stationed turrets, and commando bots who
like to get up close. The best thing about the enemy
variety is the fact that it actually brings about
changes to the players strategy. Its best not to
melee kill a suicide robot, and a turret with shields
cant be taken down straight on. The cover system
also plays a role here, because our character ducks
near any waist-high obstacle, avoiding fire. This
feature is brilliant and easy to use, expanding the
strategic choices and ways to get rid of enemies;
for instance, approaching turrets when they take a
break in firing.
From the accumulated drops, players can
upgrade their character with a fairly straightforward
equipment and skill system. XP from enemy kills
enables improvements in one of three skill trees:
Mastery, Brawling, and Medical. Its sad then, that
these dont truly present any choice. You can get
enough levels to put points in all trees eventually,
and all of them are passive skills; its a shame
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RICKY
RUNFAST
Connor Selinske
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MOBILE REVIEWS
SPANDEX FORCE:
The title of KarjaSofts indie game, Spandex Force: Champion Rising, says a lot about the game while
actually revealing nothing about the gameplay. With a name like Spandex Force, I should have expected this
Puzzler-RPG superhero game - initially planned for release on Windows and Android devices - to have a sense
of humor; yet the witty and often sarcastic dialogue pleasantly surprised me.
Spandex Force takes the age-old symbolmatching gameplay of games like Puzzle Quest and
gives it a spandex-clad makeover. Your superhero
is created as part of a bet between a wizard and
a shady silhouette, so that they can finally answer
one question: Are superheroes made or born? The
wizard says that even the most ordinary, boring
and downright pathetic person can become a
superhero, and before you can decide whether to
feel privileged or offended, hes teaching you the
ways of justice.
If order to take on this role, you must first
customize your superheros looks. KarjaSoft keeps
things simple, with the only options being male
or female, and the ability to change the main and
secondary colors of your dashing spandex uniform.
Yet I still spent a few minutes trying to decide the
exact colors I wanted my hero to wear. I guess when
there are superheroes involved, youre never too
old to put the effort in.
From there, Spandex Force opens up into a
casual open-world of sorts, whereby you play
through a few variations of the symbol-matching
gameplay that makes up the five acts of the games
storyline. The first is working to gain money, which is
used to improve skills and upgrade your apartment
with such equipment as a burglar alarm, sounding
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REVIEW SCORE
7
GRAPHICS 7
GAMEPLAY 7
SOUND 6.5
LASTING APPEAL
Pros
Perfect for the casual gamer.
Sense of humor.
It has superheroes need I say
more?
Cons
Gameplay can become repetitive
during longer playtimes
mobile.indiegamemag.com
RETRO RUNNER:
Princess Power
Laura Klotz
Retro Runner: Princess Power is the fourth game from indie developer Stratum Games, based out of
Toronto, Canada. Im going to be honest - I volunteered to review this game because of its name. On some
level, I never quite outgrew an interest in princesses, and the title makes it sound like the princess gets to be
the badass in this game. Furthermore, its an old-school sidescroller just like the kind I played in my debatably
misspent youth. In simplest terms, it sounded like something I would want to play. So I did.
And I was right.
The unnamed titular princess has been captured
by an unknown enemy and held in a castle dungeon.
At first, as the opening narration explains, she
dutifully waited for the arrival of a prince to rescue
her. After a bit of that, however, she got bored and
poked around in her cell, discovered a dagger, and
decided that she was going to bust herself out. Selfrescuing damsel in distress for the win.
The graphics start off rather beautiful, but upon
playing through the prologue (spoiler alert: you
cant defeat the robot in the prologue), theyre
downgraded to an aesthetic straight out of an Atari
2600 game. As the princess progresses through the
game, determined to find and defeat the one who
held her prisoner, she can collect coins with which
to make purchases in the store. She can also find
potions that will give her different boosts, upgrades
to the weapons she collects, and pigeons. Yes, you
read that correctly - pigeons. Homing pigeons,
that is, who can help the princess fight her way to
freedom.
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The Indie Game Magazine | www.indiegamemag.com
REVIEW SCORE
8.5
GRAPHICS 8
GAMEPLAY 8
SOUND 9
LASTING APPEAL
Pros
Great homage to old games.
Customizable skill tree.
Sidescrolling action
Cons
Old game shout-outs are slightly
distracting.