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Why you should learn poker and game theory (LONG READ)
Hello everyone! I have only been on Reddit for a few months but I learned so much from it that I figured I should try and give back to the community. English is my second language and this is the first time I ever write a full-length article, I hope you will enjoy reading it and I would be very thankful if you could provide some feedback about my writing, about the topic, or about anything else really… So here goes! Why you should learn poker and game theory: My story is similar to that of many: I learned about the game 10 years ago (during the golden age of online poker) when some friends of mine invited me to play a home game. Although I initially thought of poker as just another game of chance akin to playing slots or roulette in a casino, I quickly came to realize that there is a lot more to it as my more experienced friends would repeatedly get the best of me during these home games, which led me to start watching videos and reading strategy books to improve my skill… Little did I know it’d be the start of a journey that would impact many different aspects of my life way beyond the game itself, as most of the fundamental principles learned through poker can be applied to your decision-making outside of the game, especially when it comes to money management and investing. Now, let’s dive into a few of these principles: - Risk management (i.e. Bankroll management) When learning about how to be successful playing poker, the first big piece of advice most people come across is bankroll management or BRM. To understand BRM, you must first realize that poker has a lot of variance: you might be vastly ahead in a given hand but there is almost always a slim chance that you will lose in the end if one specific card hits. This implies that you will sometimes lose even though you were a 99% favorite, and that you will sometimes get unlucky and lose 2, 5 or maybe even 20 such encounters in a row. THIS is variance. It doesn’t mean that you played bad or that you made bad decisions, but rather that you got unlucky. Over time you will have lucky streaks and unlucky streaks, and these will average out in the long term… It’s just the way the game goes. Now that we understand variance, let’s get back to BRM. What is it exactly? Let’s say you are the best poker player in the world but you only have 1000$ that you can EVER use to play with. Taking your whole 1000$ on one table and multiplying your stack at an exponential rate might seem like a good idea. Surely nothing can go wrong since you’re the best player in the world right? But variance can be a bitch ;) Even if you’re the best you will lose regularly and you will sometimes get unlucky, it’s just part of the game. The correct move here is to apply BRM, which means only using a small % of your available capital for each game you play in order to reduce the risk of going broke. Using only 100$ per game would already be a lot safer, but you still run the risk of going under on a streak of bad luck. If you only allocate 10$ per game you play, then it becomes virtually impossible for you to ever go broke, even on a huge streak of bad luck. Sure it’s not as exciting and you won’t be making money quite as fast as you could, but this is the way to go to make sure you don’t go broke… This approach to risk management translates very well to investing: - Only invest what you can afford to lose. Once the money is on the table it’s as good as gone, which is why you should only use your “spare” cash and never invest with your living expenses or worse, borrow money to invest. - Diversify your investments. There is always a chance, however slim it might be, that you will lose most of your investment. This is why going all-in on a specific investment is generally a bad idea (this applies particularly well in the crypto space). Proper BRM allows you to make sure that you will come out ahead in the long run if you play well, which basically comes down to making more good decisions than bad ones. But that’s assuming you don’t let emotions come in the way of your decision-making, which brings us to our next point… - Emotional management (i.e. Handling tilt/Positive mindset) Nobody likes losing… In the same way we enjoy winning because of the dopamine rush, we feel bad when we lose which is totally natural. Overcoming this and avoiding tilt (irrational decisions made out of angefrustration) is an essential skill for any successful poker player. You might play a sound game of poker and apply good BRM, but you will still lose if you let your emotions get the best of you. After a loss, rather than being angry and frustrated, you should evaluate your decision-making. If your decision-making was good, you just got unlucky and you shouldn’t worry about it since you are playing for the long run (remember that variance teaches us that anything can happen in the short-term). If your decision-making was bad, you need to learn from your mistakes and move on. The key here is to always have a positive mindset: making mistakes is part of the learning process and should be seen as an occasion to improve. Being angry and ranting, on the other hand, rarely result in anything positive. Again, this translates very well to investing: - Don’t be impulsive, don’t let your emotions cloud your judgment. You should not FOMO because the price is pumping, nor should you sell because of FUD or price corrections. If you believe in a project, short-term price changes (did I hear someone say “variance”?) shouldn’t bother you. - Don’t get stuck up on losses. You bought the top and it crashed immediately after? You sold the bottom right before a huge rally? Don’t let this bother you: what’s done is done and you just need to move on and make the best of your current situation. - Have a positive mindset. Anger and frustration lead to nothing. Yes you could have bought in 2009 when you first heard about it, hindsight is always 20/20. Stay positive and keep learning/improving yourself. The good thing about all this is that it goes way beyond poker or investing. Being aware of your emotions and how they affect you, learning how to handle losing even when you were “supposed” to win, etc… All this can tremendously help you in all aspects of life by making you less impulsive and more rational in your decision-making. Now, this leaves us with our last fundamental principle of a sound poker strategy: - Basic stats and probabilities (i.e. Expected value/Odds) To become an accomplished player, you will inevitably have to learn about these simple mathematical tools that poker players use all the time in their decision-making process, such as odds and expected value. To make it very simple, the expected value (EV) of any bet is (REWARD \ WinRate - RISK), meaning that if you can bet 1000$ with a chance to win 10k$ half of the time, your EV is *(10000\0.5)-1000 = +4000$**. Obviously these are great odds to take as long as you have enough capital to overcome variance. But things would be very different if the odds of winning were only 5% as your EV would then be negative *(10000\0.05)-1000 = -500$.*** Now this is clearly a bet you should not take… Now that you know probabilities, statistics and game theory are useful decision-making tools in poker, guess what? They are also extremely useful in investing! Even better, the study of game theory with problems such as the “Byzantine generals” or the “Three prisoners” has been, along with cryptography, the foundation on which blockchain technology was built, enabling the trustless and decentralized services that are about to revolutionize our world… Assuming this was enough to pique your interest and make you want to dig deeper, I’ll just add that just like the other topics we discussed and as you might have guessed, this translates very well to investing and also to pretty much anything in your life: - Learn how to break down complex situations. Logical thinking paired with a statistical approach will help you break down any complex problem into several easier problems, making the whole thing a lot easier to approach/comprehend. - Base your decisions on a methodical and rational approach. List every possible outcome along with its associated upside/downside, estimate the probability of each outcome to occur and make the best decision based on the information available. My point here is that risk management, emotional management and statistics/game theory are all awesome tools that you should definitely add to your arsenal. Not only will it improve your money-management and investing, it will also be beneficial to your decision-making and to your life in general. Of course poker is not the only way to learn about these, but I personally found it to be the best practice ground to refine and improve them, which is why I strongly encourage you all to try it out and study the game. I hope you enjoyed the article, and I wish you all a happy 2021 bull run! May we all come closer to retirement and financial independence! TL;DR:more than a game, poker is a school of thought. It teaches you to be reasonable, to assess the risk of every single choice you make, to overcome you emotions, to play the long game rather than the short game, to make informed decisions, etc… This has made me a lot wiser in every aspect of my life, which is why I strongly encourage to try it out and read about poker strategy.
This happened on my 18th birthday, I'm 30 now so time has passed and the wounds have festered for over a decade somewhat healed. My best friend and I were, and still are, avid poker players. We decided we would take our developing online skills (see: math nerds) to the casino when I turned 18 because I am the younger of the two of us by a couple months. We do the obligatory show of my ID to the bouncer, who in return does his obligatory Wonka-esq extend-one-arm welcome to a world of oxygen induced wallet abusal and wishes me a happy birthday. We have no intention of fucking around. We're already fairly successful online players (although this is pre- Poker Black Friday). We don't ever play when we're mentally unsound, that means tired, angry, hungry, sad, and especially drunk. We are about to enter a place where we can seek out folks that are not only not-grinders, but folks who are drunk, and we are prepared. We spend the night at adjacent tables, targeting the people ordering the most drinks and cruising through an easy and super fun night of poker. We play for 5 or 6 hours and then wrap it up, we each make a few hundred dollars on our buy ins and we're happy that we got to play with the grown ups. I decide to buy exactly 5 dollars of slot play just so that I can see what they are like on the way out. I figure if I make some money, a trip back to the cage is fine with me, and if I don't then it's 5 bucks on my way out of Casino Niagara. I play some cheap slots and lose until I'm down to exactly 1.00 on my ticket. Fuck it. Let's roll the Jackpot slots in the center of the casino floor. The degenerates among you know what I mean, the one with the big scoreboard above it keeping track of the amount of money it has scammed out of people who know damn well they have no shot at winning a Jackpot. I win the Jackpot. This son of a bitch is all bells, whistles, and flashing lights while I watch the credit reader roll. This one reads in whole numbers instead of decimals, and as this god forsaken speedometer from hell spins from 1 to 10 I look to my friend and he says "Holy shit. You just won the jackpot." This robot prick goes from 10 to 100 as more people gather around. "Holy shit. This kid just won the jackpot." 100 to 150 and rising. This.metal.piece.of.shit. More people gather around. Staff now too, we are talking double digit millions here. 150 turns to 199 and then clink. 200. I look up at the screen, congratulating me on being the only motherfucker in the universe dumb enough to spin a jackpot machine with the minimum bet. Had I saved my 5 dollars for that pull, I'd never have had to work again. Tldr: tifu by winning the jackpot but only betting the minimum, resulting in winning 200 dollars instead of 20 million.
I live in a small mining town in the mountains of Colorado. Someone is building a massive casino nearby, Pictures Included
I grew up in a small mountain town named Eureka. It was founded in the late 1800s during the gold rush, but after the mines dried up the town began its slow descent into decay. Half the houses are empty or abandoned now. You can see a picture of the kind of houses here in Eureka: First house Second house When a massive construction project began nearby, it was the talk of the town for weeks. Why would they build something in a sleepy dying town like Eureka? It wasn’t until my sister Selene talked to a few construction workers that we discovered they were building a casino. A casino up in the mountains, over two hours away from Denver. None of us could understand why they’d chosen here of all places. After a few months of work, the casino was done. I took a picture of the town with the completed casino in the background to the right. The ten-story-structure sticks out like a sore thumb off in the distance. Town+Casino After the casino opened, they hired a few dozen members of the town, offering high paying jobs to work as dealers or cleaning staff. I was already employed as a firefighter, but my sister Selene got a job as a blackjack dealer. She’s a widow with two young kids, so the paycheck was a real lifesaver. Still, something about the situation seemed too good to be true. The jobs over there paid far too well, and the management was far too accommodating. The fire station where I work is located high on a hill overlooking the town, so I began watching the casino from a distance each day. I had initially thought that the casino was located in a terrible location, but I was apparently wrong. True, Eureka was hours from any major city, but despite that, a bus full of people arrived every morning and left every evening. One night I was over at my parent’s house and had dinner with Selene and her kids. I asked her about her experience as a dealer. “It’s Ok,” she said. “Just a little boring I guess.” “Boring?” I asked. “I’m surprised you don’t have your hands full.” “Why’s that?” she asked. “It’s like you said, Eureka’s too small. I never have people playing cards. The casino is almost always completely empty.” I wasn’t sure what to make of that. If the place was always empty, what happened to the people who I’d seen arriving on buses? “I’ve been keeping an eye on the building,” I said. “A bus full of people typically arrives around 9 AM every day.” “Really?” she asked, looking confused. “If that’s true, I’ve never seen them. “I can see it from the fire station,” I said. “If you head out for a smoke break at 9 AM, you’ll probably see them arriving.” “Interesting,” she said. “I’ll do that. If they’re being processed for their organs or something, I’ll let you know.” She laughed. “Har har,” I said sarcastically. The next night she sent me a text calling me over. When I arrived, she was nearly breathless with excitement. “Orin, You were right,” she said. “A big group of people did arrive, but they didn’t walk into my part of the casino. Instead, they all walked into an elevator at the back of the building. I’m not sure where that goes.” She looked thoughtful. “It was weird. They looked… How can I say it? Desperate? Something about the whole situation was very off. I’m gonna check out the elevator tomorrow.” I told her to be careful, though, to be honest, I was excited to hear about what she discovered. When I visited my parent’s house the next night, I found her two kids there alone. They told me that Selene had never returned from work. I called all her friends, then all our neighbors, but no one had seen her since she left for work that morning. Our conversations regarding the casino flooded my mind, then a plan began to form. Early the next morning I walked across town in my nicest pair of jeans and a button-up shirt. I pushed through the door to the casino and saw that Selene wasn’t lying. The place was all but deserted. Three dozen slot machines crowded the walls surrounding a few tables interspersed throughout the floor of the casino. The only players in the whole building were Bob and Donald, two locals. I walked up to a nearby table where Bridget, a girl I’d gone to high school with, was shuffling cards. She broke into a grin when she saw me. “Hey Orin, you here for a few rounds of blackjack?” “I wish,” I said. “No, I’m here to ask about Selene. She never made it home last night.” Bridget’s expression darkened. “Really? Have you asked around?” “I already called around. Have you seen her?” She shook her head. “No, our schedules rarely line up. I’ll be sure to let you know if I--” Her eyes focused on something behind me, and she cut herself off. I turned around to see the casino’s pit boss watching us both. He was a tall thin man in an impeccably clean black suit. When I turned back towards Bridget, she was looking down at the table and shuffling cards absent-mindedly. “Well, if you hear anything, let me know,” I said. She nodded, so I turned around and headed for the pit boss. I stuck out my hand. The temperature of his hand was so hot that I had to pull my hand away after a few seconds. “Have… have you seen my sister Selene?” I asked. “She hasn’t been seen since her shift here yesterday.” He smiled. “Sir, this floor is for players. You’re more than welcome to head to the tellers for chips, but barring that I’m afraid I’ll have to ask you to leave.” I stared at him for a long second before stalking towards the door. When I looked back, he was talking with Bridget. I checked my watch. 8:55 AM, just as I’d planned. I walked around the back of the building and waited as the morning bus pulled around the building. I waited for the telltale hiss of the opening doors and the sound of people descending before I rounded the corner and joined the crowd. None of them paid any particular attention to me as I walked with them into the casino. The crowd walked through a side door down a hallway to an elevator. Small groups of people entered the elevator as the rest of us waited for our turn. I shot a glance at the casino patrons, surprised at their diversity. There seemed to be people from all different countries and ethnicities. I heard one speaking Japanese and another speaking what sounded like an African language. My turn came along with a few other patrons in the elevator. A sickly woman hobbled into the elevator beside me carrying an IV that was still connected to one of her veins. We piled in and rode up to the top. The elevator rose for a few long seconds. I wasn’t sure what I would find, but I steeled myself for something horrible. The elevator’s speaker let out a TING, then the doors opened. We all walked out onto what looked like a standard casino. Another few dozen slot machines ringed the walls, but on this floor, they were almost all occupied by customers. I took in the scene, confused at why they’d have a ground floor that was almost completely empty when this place was almost-- Selene was dealing cards at a nearby table. I jogged over and sat down at an open seat. None of the players around me paid me much attention. “Selene!” I said. “Are you OK? Did you spend the night here last night?” Her eyes were glassy and confused. She looked up at me with a dumb expression and didn’t respond to my question. “Selene?” I asked. “What’s your bet?” she asked me. “This table is for blackjack players only.” “I…” I trailed off, looking at the players around me. None of them were betting with chips of any kind. “What’s the minimum bet?” I asked. “Three years,” she responded. “Three years then,” I said, not knowing what that referred to. Selene nodded, then began dealing cards. I shot a look down at my hand. King and a 9. Selene dealt out cards for herself, showing a 9. I stood, then leaned forward again. “Should I call the police? Are you--” “Congratulations,” she said tonelessly. An almost impossibly warm hand grabbed my shoulder. I spun to see the pit boss I’d spoken to earlier. He gave an impressed smile. “Orin, was it? I’m impressed, truly. Would you mind if I had a word with you?” I shot a look back at Selene who was dealing the next round of cards. Then I got to my feet, balling my hands into fists. “What did you do to her?” The pit boss clasped his hands behind his back. “Nothing more, and nothing less than what I’m going to do to you. That is, offer you the chance to play.” “What the hell is that supposed to mean?” The pit boss nodded his head towards a nearby slot machine. A woman in a wheelchair pulled a lever and watched the flashing numbers spin. They exploded in a cacophony of sirens and flashing lights. “WINNER WINNER WINNER!” The machine screeched. The woman in the wheelchair put her feet on the ground and stood up on a pair of wobbly legs that had clearly never been used before. “As in any other casino,” the pit boss said, “you must wager for the chance to win.” “She... won the use of her legs?” I asked, feeling light-headed. “Wait,” I said. “I played blackjack just now. ‘Three years,’ Selene told me. What does ‘three years’ mean?” I asked. “Three years of life, of course. Did you win?” My mouth felt dry. “I-- Yes, I won.” He smiled warmly. “Congratulations. I hope you enjoy them. I can tell you from personal experience that watching the decades pass is a bore. Give it some time and you’ll be back to spend them.” I watched the pit boss’s face. He couldn’t have been more than a few years older than me, and I was in my early thirties. I looked around at the casino. No one was playing with chips of any kind. “So what?” I asked. “I won years of life. That woman won the use of her legs. What else can a person win here?” “Oh, almost anything. They can win almost anything you can imagine.” A cold feeling settled in my stomach. “And what do they wager?” His eyes flashed with greed. “Almost anything. They can wager almost anything you can possibly imagine. Anything equal in value to the item they want in return.” He nodded towards a nearby roulette table. A man stood by the table, cradling his hands. “Another finger,” he called out. He only had three fingers remaining on his left hand. As I watched, the ball came to a stop, and another finger disappeared from his left hand. The pit boss extended his hands. “Feel free to try any of our games. Bet and win whatever you’d like.” He reached out and snatched my hand. A feeling of intense warmth passed up my arm to my chest. “There,” he said. “I’ve even given you some house money to get you started. An extra decade of life, on me.” I ripped my hand away, staring at him in horror. Then I looked back at Selene. Something clicked in my mind. “You offered her the chance to play. What did she want?” I asked. “Her husband,” the pit boss said. “Quite the sad story. He died two years ago. She wanted him brought back to her.” “What did she wager?” I asked. “She wanted the chance to win a soul, the most valuable object in existence. I’m sure you can imagine what she needed to wager for the chance to win it. What she wagered is unimportant. The important question is: What do you want, Orin?” I stared at Selene with a flat expression. “I’m sure you can imagine.” His eyes flashed with greed again. “How wonderful. The casino could always make use of another dealer. Feel free to make your wager at any one of our games; I’ll be eagerly awaiting the results of your night. Oh, and do take advantage of our waitresses. We always supply food and drink for ‘high rollers’.” He walked away. I spent the next few hours trying to decide which game to play. I was going to be wagering my soul, so I wanted the highest chance possible. Slots and roulette were out. I’d done some reading online about counting cards, so I figured that blackjack gave me the best odds. I walked up to Selene’s table and sat down. “Bet?” she asked with that same toneless voice. “Three years,” I said. I spent the next hour or so doing my best to remember how to count cards. I knew that low cards added one to my count and high cards decreased it by one, but the casino used three decks. I had read something about how that was supposed to change my calculation, but I couldn’t quite remember how. Every time I won a hand, I cursed myself for not putting everything on the line. Every time I lost, I breathed a prayer of thanks that I’d waited. And all the while, I kept track of the count. I had lost fifteen years of life when the count finally reached +5. “Bet?” Selene asked. “I wager my soul so you can be free,” I said. The table around me fell silent. Selene’s eyes flickered, but she showed no other emotion as she dealt the cards. I watched my first card, punching the air in excitement when I saw a Jack. My excitement turned to ash when my second card was a four. Fourteen. I looked at her hand. One card was facedown, but the faceup card was a King. I swore loudly, staring down at my hands. “Hit?” she asked. The entire table was silently watching me. “Hit,” I said, not looking down. The table erupted in cheers. I looked down to see a 7 atop my two other cards. 21. Blackjack. I looked at Selene who flipped over her facedown card to reveal a 9. 19. I won. The glassy look left her eyes immediately. She looked around in surprise, then her eyes locked on mine. “Orin?” she asked, then almost immediately began to cry. The entire casino broke out in cheers. I grabbed her hand and headed for the elevator. The doors had begun to close when the pit boss reached out with a hand to stop them. “Congratulations,” he said, beaming. He seemed to be honestly excited. “Shouldn’t you be upset?” I asked. “Not at all. Casinos love it when we have big winners. It inspires the other players to make larger bets. I imagine I’ll gain two or three dealers before the night is through from your performance.” “Great,” I said flatly. “Now let us go.” “Not yet,” he said. “You didn’t just win, Orin. You got a blackjack. And blackjack pays out 1.5 times your bet. You won your sister’s soul and more.” I stared, not sure what to say. “What are you saying? I won half a soul extra?” The pit boss grinned wildly. “Just remember what I said. You’ll find living for decades and decades to be a boring experience. After a few centuries, you’ll be back to gamble that half a soul away. Congratulations!” He removed his hand, and the elevator doors slammed shut. I helped Selene back to her house. Her children were relieved. I watched them cry, then moved into the kitchen to start making dinner. It’s been a few days since that experience. The casino is still out there, and buses full of people still arrive. I… I cut my hand pretty bad a few days later. When I checked it an hour later, it had already healed, no scar or anything. I’m not sure exactly what I won at that casino, but there’s no way I’m ever going back. X
Here’s a link to the first post with 10 other overlooked indie games. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: This is a quirky carnival-themed 2D platformer. The premise of the game is of a young boy overcoming obstacles and traps for the amusement of a sadistic circus crowd. The whole game operates on a single screen and utilizes only a double jump and movement. Jump to the edge of one side and you pop out on the other. You're tasked with dodging hazards and overcoming obstacles while smashing barrels around the stage or executing some other task, like staying in a spotlight that moves around and shines in different spots. There are three cut-scenes in the game that total less than two minutes and about 10 minutes of dialogue. Even though the story is very brief, I still felt the ending was a satisfying conclusion and offered more than I expected.
Completion Time: ~2.5 Hours
Extra Content: There is an arcade mode where you can see how many barrels you can smash in a set amount of time. The achievements are pretty difficult but offer some fun challenges. There is also a competitive/versus local multiplayer mode for two players, but it's nothing special and probably won't entertain long.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, getting all the achievements only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun 100% achievement goal. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Daggerhood, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Includes a Separate 2 Player Local Competitive/Versus Multiplayer Mode
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of achievements. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. If you do achieve the good ending on your first playthrough, the completion time is probably closer to six hours. As far as achievements are concerned, 100% completion is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Valfaris acts as a continuation of Slain - the developer's previous work - but it’s not necessary to play Slain first to understand the story of Valfaris. While Slain was mostly just a slightly above average action platformer, Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry.
Description Continued: There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. There are also some achievements that test your skills further, like finishing the game in two hours or beating the game with 10 or less deaths.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level.
Description Continued: There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. Bosses are dynamic and have a number of different phases to fight through. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the achievements give fun challenges to extend the life of the game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. You have to get all five endings and do some other miscellaneous stuff to get all achievements, but it has a relatively high completion rate.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. I only got 4 out of 21 of the achievements on my first playthrough. There are a number of different routes to take with the game.
10. Unbox: Newbie’s Adventure
Includes a Separate 4 Player Local Competitive/Versus Multiplayer Mode
Description: Unbox takes heavy inspiration from Banjo Kazooie and other collectathons of the fifth generation but has levels far larger than any Nintendo 64 platformer. Fortunately your customizable character can cover huge amounts of ground very quickly via the unbox mechanic, which is basically a super jump you can use up to six times before you need replenishment via item pickups or checkpoints. Both the jump and unbox mechanic are tied to the shoulder buttons, which takes some getting used to but is ultimately one I’m in favor of, as it allows for camera control without removing your thumb from the jump or unbox buttons. The high speeds you can travel make for some great exploration, but the game is still able to disable your ability to unbox by giving you a “fragile” item, allowing for more carefully considered platforming sections.
Description Continued: Each of the three major worlds have four major collectibles: 200 gold tape, 10 caged zippies, 18 stamps, and 1 super stamp rewarded upon defeating the boss of the world. There is also a hub world that has just 200 gold tape to collect. The 18 stamps are the jiggies or stars of the game, and they’re primarily what you’re after to advance the game. 9 of them are hidden across the world, while the other 9 are given by NPCs upon the completion of a task: Digi will ask you to take an item from point A to point B with some platforming in between, Dash will ask you to complete three races around different areas of the map, Superbox will ask you to destroy 20 enemies in X amount of time, etc. The other collectibles simply unlock more cosmetic options for your character.
Completion Time: ~7 Hours
Extra Content: The game only requires you collect 2/3 of the stamps to beat the game. If you want to collect all the stamps, zippies, and gold tape, this could more than double your playtime, as the worlds are massive and finding all the gold tape is a daunting task, though they do make a distinct noise when you are near them once you’ve collected half of them in a level. Your friendly companion Bounce will also give you visual clues on where to find whatever collectible you might be stuck on. I was able to find all the collectibles in the first world but three gold tape with next to no issues, though Bounce helped me with the remaining three. I really have to commend the developers for their inclusion of both audio cues and visual guides built within the game to guide you to collectibles – it makes collecting every last thing a lot less tedious. The high speeds of your character allow you great traversal of the world, which also helps with collecting everything. The achievements require you to collect everything. In addition to the single player campaign, there are quite a few local multiplayer modes for up to four players – these include Boxing, Collect, Thief, Oddbox, and Delivery. The developers go into more detail on each mode here.
Description: This is the sequel to the original 2D PC exclusive from 2017, with another 3D sequel currently in production. If you care at all for the story, it’s recommended you play or at least read about what happened in the first game. Spark 2 actually follows Fark, another jester. Spark 2 emulates many of the high speed moments found in 3D Sonic games, but brings a few ideas of its own. In particular, action is a bigger focus in this game, though platforming is still the priority. Enemies are easy enough to run past with a few exceptions for mini bosses at the end of some levels and the nine main bosses. In addition, enemies can also add to your score.
Description Continued: In addition to Fark’s expanded move-set in combat, he also has the ability to double jump, dash, and wall jump. The jumps give you a lot of air time, lending more leniency to the platforming, and the dash is great for building momentum. There’s quite a bit to explore in each level too – jumping off ramps in the middle of loopdeloops will sometimes result in you finding the game’s main collectible, floppy disks. Fark can also acquire four additional costumes found within the levels that offer some variation in abilities. The game offers five difficulties at the start, with it recommending the second easiest option, Normal, as the default way to play your first time through. Bosses on this difficulty are fairly easy provided you’re competent with timing when to use your shield, though I did lose once or two against a few of them.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy. The second one - Remothered: Broken Porcelain just released last month, but I've heard it's pretty buggy at the moment and not recommended in its current state.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. You’ll probably get most of the achievements – if not all, except the collectibles one - on your first playthrough.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's an achievement for completing New Game+ and some other fun achievements.
Description: SINNER is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting all achievement is extremely difficult.
Description: Warlock’s Tower’s puzzles are built around the movement of the player. There are numbers on the ground for the player to pick up – either 3 or 5 – and this gives the player a set number of steps before they die. Your goal in every level is to make it to an exit, and you’ll have to acquire the numbers in an order that gets you there. It is a bit easy in the beginning but eventually works up to be a challenge in the later levels as more elements are introduced: enemies, teleporters, conveyors, and even controlling two characters at once that share movement usage. The game has a very believable GameBoy aesthetic and sound effects to accompany it, and it works for this slower paced tile-based game.
Completion Time: ~6 Hours
Extra Content: This is published by Ratalaika Games, but surprisingly enough, you actually have to beat the game and find a few NPCs hidden in certain levels to get all achievements. There are optional levels in each world that don’t have any achievements attached to them, and this should add a few hours to the game.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I’ve played a ton of 2D platformers, and this is one of my favorites.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your achievement completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observational skills and take a little more digging to finish. Attaining all achievements is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Warlock’s Tower, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack. Have you played any of these games? What are some other overlooked single player indie games? See my post below for some upcoming indie games to look out for.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment. For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however. Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign. Getting all achievements is somewhat difficulty, as you must beat all 25 levels in the main campaign with at least an A rank.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world. Getting all achievements requires beating all regular levels and bonus levels, plus finding a secret in the credits section.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. You can also try to outdo your previous score(s). The few achievements are relatively easy to obtain. There is no platinum trophy for this game.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Primal Light follows an alien caveman through a mostly linear series of 10 levels and 10 bosses. There are some hidden paths that lead to health and health potion upgrades, charms, and lives, with usually a challenge between you and the collectible. Charms grant passive effects, like boosting strength after taking a hit from an enemy, and allow for some player choice – there are 12 of them but only two can be wielded at a time. Health potions function similarly to Estus Flask in Dark Souls, in that they regenerate upon death, and finding the right time to use one is a game in itself. As you progress through the game, you get a few mandatory upgrades to your moveset that allow for slightly more complex platforming. The game dons a 16-bit aesthetic but controls feel modern and smooth. You can attack in four directions, and your character has some midair control. Bosses are a particular highlight, both in the visual department and from a gameplay standpoint. There is a lives system, so losing all of them at the end of a level or boss will put you back in the beginning. This is only for the two harder difficulty options – the easiest difficulty option has lives disabled. That said, I played on Normal Mode and only got one Game Over for about three to five of the levels. There is some future DLC planned for the game that will add more levels.
Extra Content: I only got 7/12 charms on my first playthrough, so there are likely a few secrets to go back for. Outside of that, if you played it on one of the lower difficulties you can try your hand at Hardcore Mode. The achievements ask you to do challenging things to get 100%, like collecting all upgrades, beating the game without dying once, and beating Hardcore Mode without using any Continues.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The achievements are very difficult. There is no platinum trophy for this game.
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever. Have you played any of these games? What are some other overlooked single player indie games?
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