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>the whole point of indies is that they may not have budget
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>the whole point of indies is that they may not have budget freedom, but they have creative freedom
>no publisher to tell you that the combat must be real time, that the protagonist must be a marine, that you cant have this or that
>most games still end up looking the same

When did indies enter the Call of Duty loop?
Did them coming onto the mainstream basically ruin their one draw - the innovation and gimmicks?

Seems like iterative indies outnumber the creative ones ten times.
For every Crypt of the Necrodancer or SUPERHOT we get several generic poor man's pixelart 2D platformers, Unity physics games or neo-roguelikes.

Pic related, its Binding of Risk of Isaac: Legacy.
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Oh hey, continuation of Gungeon thread.
>>333364039
I love all the explosive weapons I've gotten, firing them feels so good. Too bad this suffers from Borderlands 2, of them being very rare, having little ammo, and ammo in general being annoying to get.
You can't reliably get weapons that you'd enjoy using, which is pretty much same as what happened with Isaac.
I wish there was way to select low-tier starter weapon from specific type, and raise your chances to find more of it. Like how Hunter already starts with weak crossbow, and Convict starts with sawed-off shotgun, just develop that more.

Back when Afterbirth was being developed I made suggestion for a room in Basement-tier that'd contain some tear-altering items, that you could easily use to define your run with.
But that kinda goes against ULTIMATE RNG idea that these games have going on.
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>>333364504
B-b-but this thread was meant to be negative. Don't hijack my bashing thread with your shitty fun speak.
This game offers no innovation whatsoever. Indies are meant to have innovation or at least some gimmick.

Nice music though.
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>>333364326
Creative ideas are always outnumbered by garbage, this doesn't only apply to indie games, but to games in general. Hell, not even only to games, but other art forms, like music, movies.
It's just the way shit goes, man.
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>>333364326
Cause instead of creative freedom they opted for what they think would make the most money with least effort. Basically copy pasta pixel art and nostalgia hitting bit sounds/music.
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>>333364504
I've only just started (just finished my first run, got down to floor four which I think is respectable enough) and yeah, the explosive weapons do seem to be pretty good to use.
My strongest weapon was probably this leaf-themed explosive flak launching thing which was pretty neat. Although I had a wimpy two shot pistol that did a fairly large amount of damage too, but wasn't anywhere near as satisfying to use.
I've noticed there's a lot of non-explosive low clip low-ammo weapons that are comparatively quite weak and shit even though they don't look at. Minor bummer; feels like some of them should be stronger, but maybe that's just me.

>>333364670
>Indies are meant to have innovation or at least some gimmick
Not really. Sure, with the way some journalists jerk them off maybe you would expect it, but the vast majority of indie titles released (freeware or otherwise) over the last decade have been unoriginal.

It's just the pizass about indie games in the last five or so years that give them this expectation of being 'something else' and unique in that way. But by and large, they really aren't. Journalists and shit can pretend independent games have only been around for the last few years and most of them are a breathe of fresh air, but that's just not the case, never really has been.

I understand what you're saying though.
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>>333364326
>iterative indies outnumber the creative ones ten times

this is literally true for every medium, including books, movies, music, etc. why would video games be any different? indies dont have any obligation to be anything other than, you know, the kind of game the creator wants to make and its being incredibly disingenuous to think otherwise
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>>333364990
If the only difference between your product and the studio product is budget, then you are likely going to fail.
You cant win a straight up fight with a proper developer, so you need to have a gimmick, some pull to get players to buy your cheapo game.

At least in my experience for the longest time with indies it was either have a twist/gimmick, or die in obscurity.
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alright so I rescued a fucking lock man with a turban... what the fuck does he do exactly?

I don't see him in the breach anywhere.
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>>333364326
Nearly all creative work is derivative.

The three games you listed could be all considered a derivation themself on another popular game.

Binding of Isaac is derivative of Legend of Zelda and roguelikes.

Rogue Legacy is derivative of Castlevania and roguelikes.

...I can't really think of what Risk of Rain is mainly a derivative of actually. There has to be something, it's just a 2D platformer shooter. Also slightly derivative of MOBAs and roguelikes.

That indie game developers are given free rein to make what they want also means they're free to make ripoffs basically.
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>>333364326
>Pic related, its Binding of Risk of Isaac: Legacy.

Nice try, everyone can tell that that's clearly Nuclear Throne.
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if this game tried to be more "creative" you'd instead complain that it's tryhard hipster garbage
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>>333366267
thats not true at all, there have been absolutely fantastic indie films that are just dramas, as straight as it can be with no gimmicks. That doesn't mean they are worse than dramas with ten times the budget.

A budget only limits what you can do. But if you use what you have extremely well, it doesn't matter.
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>>333367683
>has abilities
>this makes it a derivative of mobas
Literally die pleb
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>>333364326
I bet you gave a negative review because the game was too "difficult"

git gud desu
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>>333369864
>some nigger faggot doesnt know what local coop means
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>>333369864
what the hell? game is easy as fuck compared to NT
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>>333364326

So long as its fun, who cares if it's unoriginal!
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>>333364326
>Superhot
>GOOD
Yeah I sure do love paying 30 dollars to shoot at red guys. Oh but the twist is sometimes you SWORD the red guys!
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>>333369864

>Game is shit
>Say it's shit
>LOL U MUST SUCK AT IT GIT GUD XD
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>>333364326
Creative games are hard to make. Especially ones with content.

There is only so much gameplay that works with the inputs at hand.

Chances are a creative game as an indie dev will be called a gimmick or some other buzzword. Or it will be cool, but noone will play it and go for nostalgia clones instead.

You cant really win as an Indie dev these days, its all a lottery.
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>>333370771
You probably play weeaboo games instead of games that require "skill"
>>
Most of the artistic integrity of the indie scene is found in people who don't even charge money for their games. This was true a decade ago, even more so now that the industry has now found a way to commercialise the indie scene (which is a preposterous concept to begin with). The fact that Hotline Miami made cactus rich while being both his artistically and thematically dullest game and first commercial big commercial venture is kinda funny. Not that there's anything wrong with Cactus, Hotline Miami, or selling your games in general, but real adventurous game making isn't something you can slap on steam for $15.
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>>333371254
I think this is the first time I've seen a 'no true indie' argument.
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>>333364326
how do i get good at this game? Also why is OP such a huge faggot, this game is good and superhot was hot garbage, why the fuck is an opinion this bad even allowed here?
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>>333364326
>>the whole point of indies is that they may not have budget freedom, but they have creative freedom
The whole point of indies is you have no budget freedom, period.
You want to make shit that sells.
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