Each week our resident Indie Gamer Nicholas takes a look at a different Indie Game that you may or may not have heard about. Join him on his adventures as he sifts through the rubbish to find The Indie Game of the Week.
Roguelikes aren't really for everyone. Matter of fact, they're some of the most challenging games in existence, where a single slip can mean you've lost your character, coupled with everything they worked so hard to achieve. That's where the entertainment lies, though - although they can more often than not be frustrating as hell to play, there's something thrilling about the constant threat of death.
I'll start by saying Rogue Legacy isn't a traditional roguelike. Yes, it features randomly-generated dungeons. Yes, it incorporates permanent death. And yes, it's incredibly difficult, at times. At the same time, though? It's an addictive, fast-paced platform which even those of you who don't care for roguelikes will probably enjoy; it's just challenging enough to be fun, but not so challenging that you're ever tempted to rage-quit.
It's not unfair, in other words.
The story is pretty simple. At some point, a king was brought to the point of death by an assassin. A cure for this king lies within the ancient and evil Castle Hamson, guarded by the dread gatekeeper of the underworld, Charon. At some point, the crown prince entered the castle to search for this cure. Coincidentally, said castle also contains riches beyond measure - which is a good thing, because Charon demands every last coin you have as an admittance fee.
In hindsight, there's a pretty good chance the gold you're finding is just what he's been given by all the other unfortunate adventurers who tried to brave the halls of the fortress. I suppose being death personified can get pretty boring. Gotta keep yourself entertained somehow, right?
Anyway, when you die - and inevitably, you will - you'll have the opportunity to select one of three 'children' for your character. These children are of a random class (out of what you've got unlocked at the moment) and each one possesses either a single spell or a random array of spells(in the case of mages. Further, every character starts with one to several random traits, including gigantism, dwarfism, vertigo, stereo blindness, or irritable bowels. Some traits have a marked impact on gameplay (vertigo, for example, reverses gravity for your character so they're forced to walk on the ceiling), while others seem merely for flavor or comedic value (irritable bowels. You fart a lot).
Each time your character dies, the layout of the castle will reset, and you'll retain all the gold you collected on your previous playthrough. This gold is used to purchase new equipment and runes and upgrade your keep This will improve your stats, unlock new classes, unlock new merchants, or add new gameplay features(it's basically just a stylized talent tree). Naturally, some characters are better than others - in some playthroughs, you're basically going to want to get as much gold as you can before your inevitable death. Other characters are much more useful, to the point that losing them is potentially upsetting.
It's worth noting also that there's one aspect of your progress that is saved: whenever you defeat a boss, that boss is dead. No matter how much the halls of the castle warp and change, it won't be coming back to life. There are a few other constants, as well. The Forest, for example, is always to the right, The Tower is always up, and The Dungeon is always down(you probably don't want to head down there anytime soon). If you're particularly keen on cheesing your way through the game, you can even pay an NPC named The Architect to lock the halls of the castle in place, so you're presented with the same map every run.
Rogue Legacy is a positively fantastic game. The "legacy" mechanic is both unique and interesting, and the gameplay itself feels both polished and professional. If you're in the market for a new roguelike (or simply another platformer), give this one a try - it won't disappoint. One thing, though? Use an Xbox controller. The keyboard's not so great.
Indie Game Of The Week: Magicka
This week, I'm revisiting an old favorite of mine - and one that I desperately hope you've heard of. Magicka tells the tale of one to four homicidal, sociopathic wizards, their not-vampire instructor, and an eldritch abomination that threatens to destroy the whole world. Did I mention you can blow up pretty near anything you've a mind to?
Indie Game of The Week: Glare
This week we'll be taking a look at a recently-released platformer known as Glare. You're a being of pure light, tasked with saving a solar system from a race of parasites that are devouring the sun.
Indie Game of The Week: Huntsman: The Orphanage
This week, I'll be taking a look at Huntsman: The Orphanage; a rather fresh take on the horror genre that manages to convey fear and anxiety without any violence or gore whatsoever. It's actually pretty impressive.
Indie Game of The Week: Outlast
This week, we'll be taking a look at Outlast, a horror game that tosses you into the shoes of independent journalist Miles Upshur as he explores the sinister Mount Massive Asylum. Spoiler alert: it doesn't go so well for dear Miles.
Indie Game Of The Week: The Bridge
This week, we're going to take a look at puzzle platformer "The Bridge," a rather esoteric game about a mad scientist, impossible geometry, and a reckless disregard for the laws of time, space, physics, and gravity. Shall we get started?
Indie Game Of The Week: Amnesia: A Machine For Pigs
For those of you who've been living under a rock, I've some news: Amnesia: A Machine For Pigs has finally released. It's about as terrifying as everyone expected it to be, but for entirely different reasons.
Indie Game of The Week: Orion: Dino Horde
This week, I'll be playing Orion: Dino Horde. It's a squad-based shooter with dinosaurs. Really, what more do you need to know?
Indie Game Of The Week: Gone Home
We've become pretty obsessed with the idea of violence as a method for storytelling - enough so that we often tend to forget that there are other ways. In order to be a worthwhile experience, a game need neither be couched in a driven narrative nor require a bloodbath. Gone Home is proof of this.
Indie Game of The Week: Bloodlust: Vampire Shadowhunter
This week, we'll be taking a look at Bloodlust: Vampire Shadowhunter. Developed by WRF Studios, Bloodlust is a classic action-RPG that puts you in the shoes of a vampire (or half-vampire) who's somehow managed to find their way into a vast underground city. Although it's still not officially released, what we've seen so far is very promising indeed.
Indie Game of the Week: Shadowrun Returns
This week, I'm going to be covering something a little better-known than my usual stuff. Shadowrun Returns is the product of indie developer Harebrained Schemes, and marks the resurgence of both the Shadowrun tabletop game and that of the top-down isometric RPG. It's also got an awesome campaign editor!