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DecemberVertical Slice Demos Provide a Clear-Cut Advantage
It wasn't meant to last though, as even though the 32/64 bit era only barely blurred the party lines, with every subsequent gaming generation, it became harder and harder to separate one system from another just by looking at the games on the store shelves. By the time that Peter Moore revealed a "GTA IV" tattoo on his arm at E3, the message was clear that Triple A titles had become too big and too expensive to only commit to one system or another and, outside of some in-house and privately published development teams, the idea of big name exclusives was a dying light in the night drowned out by the dawn of a new day.
Bastion is an action RPG that was originally released in 2011 and, despite its age, still looks stunningly beautiful to this day due to its vibrant hand-painted art style. Players take on the role of "the Kid" as they travel through various fantastical environments and battle weird and wonderful creatu
This indie title is a roguelike game that features procedurally generated dungeon levels by using map seeds, which can also be shared with other players so they can attempt the same dungeon layout. The game offers single-player and multiplayer and also has permadeath that can pose a challenge for many play
If someone is looking for a dungeon crawler with a quirky twist, then Crypt of the NecroDancer is the project for them. The game mixes dungeon exploration with rhythm-based mechanics, with players having to move to the beat through the procedurally-generated dungeons. The character's actions are more effective when the player manages to keep the beat, with the actions being impaired if players miss a b
Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re-using assets from the game, you’re looking at many hours of scripting and scenario design – but the payoff speaks for itself. Bravely Default’s demo is essentially its own mini-RPG, with three dungeons to conquer, five bosses to fight, and a whole bunch of enjoyable grinding to do in the interim. It has condensed versions of the streetpass and job mechanics from the main game that allow you to familiarize yourself and get to the fun quickly. The demo may take all of its assets from the main game, but it uses them to craft an experience entirely distinct from it. In doing so, it gets straight to the essence of what makes the full game fun. What’s more, if you master the demo, you get rewards to help you out in the early game, as well as a head start on streetpasses.
Minecraft Dungeons is a capable all-ages dungeon crawl that, while doesn't use its license to anything like its full potential (see Dragon Quest Builders 2 for how to do it right), is still good fun once it gets moving. The variety of enemies keeps you on your toes, and the various skills and weapons make for plenty of experimentation in figuring out the best way to take them on. Each level has at least a couple of secrets to chase after, ranging from obvious to head-scratchingly obscure, and finding everything while collecting all the gear will keep players busy for hours whether fighting single- or multiplayer. Just be aware that if you've got any experience with the genre, the difficulty selections on the levels are there for a reason. The younger crowd deserves a good intro to the world of dungeon crawling and Minecraft Building Ideas Dungeons provides that nicely.
Enter the Gungeon is a dungeon crawler with a gun-theme, hence the name. The game follows four misfit characters as they battle through procedurally-generated dungeons while fighting enemies and obtaining new guns, with the end goal being to find the ultimate legendary treasure – the gun that can kill their p
The other type of item is accessory and each one grants a different skill. The feather, for example, does a quick roll that stuns an enemy, while the soul cube lets out a powerful arcane jet of energy blasting through everything in its path. A bundle of wheat summons an attack-llama, there are healing pendants, berzerk mushrooms, magic shields and plenty more to turn up. These let you create a personalized loadout of three skills, defining character class by what you choose to carry. The more powerful accessories are powered by souls, which are released and automatically gathered as you take out monsters, but it doesn't take many to fill the bar. The skills are there to be used rather than hoarded.
Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don't rely on reaching a certain figure to be considered viable, and as such they can throw caution to the wind and take some big risks while still making a profit off of even the most modest sales. That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need is the backing and spiritual support of a major company like Sony, Microsoft, or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very, very real.