Current Humble Bundle up is the Humble Indie Bundle 12, featuring:
- SteamWorld Dig
- [BTA] Papers, Please
- [BTA] LUFTRAUSERS
- [BTA] Gone Home
- [BTA] ???
- [$10+] Prison Architect
Prison Architect by itself is a $29.99 Early Release game that has only ever hit $9.99 before… in Humble Bundle’s own store, in fact. So for the price of that one game, you get at least four other titles that have made some waves (i.e. Gaming Journalism™) in the indie scene: Gunpoint, Papers Please, LUFTRAUSERS, and Gone Home. Granted, most of these were topical back in 2013, but still, those four games were on my watch list (and I even bought two of them last year) without even considering Prison Architect.
As some Reddit commenters point out though, it is precisely bundles like this one that cement the “bundle or bust” mentality that surrounds indie games. I mean, let’s face it, I probably shouldn’t be buying any more games anyway, but it’s to the point these days that I don’t even bother checking Steam sales for most of these titles. If I hadn’t bought Gunpoint and Papers, Please last year, I could have gotten even more consumer surplus for that sweaty Hamilton. Which makes me think “maybe I should remove Transistor, Spelunky, Banished, Child of Light, and Ironclad Tactics from my Steam wishlist and wait for a bundle sale.”
Is that good for, well, anybody? I’ll save some dollars at the expense of being topical and relevant, perhaps. I suppose the creators of SteamWorld Dig and Hammerwatch get a win in the form of a “sale” that they would likely have never made otherwise. Who knows, maybe I’ll find those games super fun and end up eagerly awaiting their next release? Of course, by “eagerly awaiting” I likely mean eagerly waiting for the next bundle.
Recommended price: $5
Metacritic Score: 83
Completion Time: ~2 hours
Buy If You Like: Indie puzzlers, Hilarious but too short games
Gunpoint is a short, 2D indie puzzler with some of the most hilarious writing I have ever seen in a videogame. You take control of Richard Conway, a freelance spy whose latest customer was murdered before he could get the details. From that classic film noir story hook, you get a classic film noir plot broken up by bouts of mildly interesting puzzles.
At their simplest level, the puzzles in Gunpoint revolve around interacting with a computer and then exiting the map via subway station. The central conceit is Conway’s ability to rewire a building’s electronic systems, such that getting caught on a surveillance camera actually opens the locked door instead of triggering the alarm. Some of a building’s circuitry is “hardened” (it has a different color), which means you have to reach a certain (color) breaker box before being able to reroute that circuit’s wires. Completing maps will give you currency to purchase more gizmos, including the ability to electrify certain devices or even the ability to (temporarily) reroute a guard’s gun – causing them to either open a door when they pull the trigger, or forcing them fire the weapon at a buddy when you flip a light switch.
The puzzles are fun, but… well, they end up being only mildly interesting. Rewiring electronics turns out to be fairly powerful as a sort of default ability, which is reflected by the fact that the latter half of the game basically features only 2-3 things you can actually interact with (one light switch, maybe a camera). There are some mechanics that prevent you from simply pouncing/shooting your way through all the guards (the subway gets locked down after any gunshots), and as a result the game becomes incredibly abstract by the end. Normally, that might not matter for, you know, a puzzle game, but I actually enjoyed the early gameplay over what it ends up “evolving” into.
Like I mentioned at the beginning, Gunpoint is extremely short, clocking in around ~2 hours of gameplay. Given that, and given my ambivalence towards the later gameplay, I would suggest waiting until Gunpoint hits $5 or a bundle. It is a game definitely worth your time to play at some point – trust me, the dialog alone is almost worth it – but that time doesn’t have to be now.
Game: Rogue Legacy
Recommended price: $5
Metacritic Score: 84
Completion Time: ~13 hours
Buy If You Like: Roguelikes, Harsh action platformers, RPG-esque indie games
Rogue Legacy is a sort of indie hybrid RPG roguelike action platformer. The developers describe the game as “Rogue-Lite,” as the central premise is that while the game features permadeath, your children will take up the family mantle and invade the procedurally-generated castle to avenge you. This design is actually pretty compelling, especially considering that while purchased equipment/abilities cary over from one character to the next, the gold used to purchase these things do not. So what ends up happening is failed runs (usually!) end up leaving you with enough gold to be stronger for the next one, while not encouraging you to hoard gold in the meantime.
The castle itself is divided into four main areas, each with a boss at the end. While the general location of the areas are stable, all of the individual rooms and transitions are randomly determined. I say “random,” but the vast majority of rooms have a high level of coherence, as opposed to the truly random nonsense of games like A Valley Without Wind. You do not technically need to clear a room of enemies to move on, but it is generally a good idea considering getting better equipment and stats requires gold. That being said, there is an entire class (Miner) that encourages you to avoid combat as much as possible while quickly snagging as many treasure chests as you can.
The gameplay itself is pretty unforgiving. While you can equip a bunch of Vampiric gear later on, and occasionally find a piece of health-restoring food when destroying furniture, for the most part damage you take is permanent. This can lead to frustrating scenarios in which an otherwise solid-looking boss attempt is stymied on the way to the door because you landed on some spikes in the prior room. Or misjudged a screen full of projectiles. Or faced one of those goddamn wolves that seem to charge half a second earlier than you’re prepared for.
And by “solid-looking boss attempt” I mean that at least one of the three children you can select for your next castle run had a good class/characteristic/ability combination. For you see, sometimes your favorite class might be Farsighted (makes the center screen fuzzy), or the screen is upside down, or they have an enormous character model (increased weapon reach, but increased hitbox too), or maybe everything is good except they have a weak magic ability.
I am not attempting to dissuade you from purchasing Rogue Legacy, but I do want to point out that while the devs say “Rogue-Lite,” the game is still pretty roguelike. I had a pretty solid 9 hours of fun, and a less fun 4 hours of being stuck grinding gold and new abilities to give me the hope of downing some of the bosses. Admittedly, being better at the game might have reduced that time, but then again, being worse would have increased it exponentially. So in your game purchase decision, be sure to take into consideration how good you are at semi-twitch platformers.