This month we played one of the most talked about and hyped indie games in recent memory — Undertale. Undertale on its surface is a throwback to the 16-bit heyday of SNES RPGs, with graphics, gameplay, and audio to match, but as the name suggests, there’s a lot more going on beneath all of that. … continued
This month we tackled a game with dark tones and dark themes, This War of Mine by 11 bit Studios, a much different type of game from the Anomaly series that put them on the map. This War of Mine lets you play out the story of survivors of a non specific war in a city under siege, making decisions to try to keep them happy, healthy, and hopefully alive. … continued
This month’s Seattle Indies Social was a special one. 17-Bit, long-time supporter and generous host for Seattle Indies, is moving away to Japan. We bid a very sad farewell to our friends, Zach and Raj, and wish them all the best.
In their usual amazing way of doing things, however, they’ve still managed to make one final amazing contribution to the community! With Christopher Floyd from Indie Megabooth and sponsorship from Amazon, they’ve created the Indies Workshop – a coworking space dedicated to game developers. The Indies Workshop will be hosting Seattle Indies Socials and various events/talks from now on, which we’re extremely excited about. Be sure to check the pictures below for a preview of the space! … continued
This month’s game was Dungeon of the Endless by Amplitude Studios, described on Steam as a Rogue-Like Dungeon-Defense game. The player and their team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out…
None of us in the club actually did manage to find our way out, and only managed to make it to about level 6 or 7 on “Easy” mode. This must have been sarcasm on the part of the developers, because one of our biggest issues with the game was the crushing level of difficulty that took away from our ability to really get deep into the game’s systems and mechanics. … continued
On Sunday we met for the monthly Game Design Workshop. Three teams set about creating a game from scratch over the course of three hours — no small feat! Here’s what we came up with: … continued