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7 Indie Games You NEED To Try (or else)

🕹️ Download Opera GX for free: https://operagx.gg/Yakkocmn Another year, another video talking about indie games you may or may not have heard of! Support me on Patreon: https://www.patreon.com/yakkocmn Twitter: https://twitter.com/yakkocmn Instagram: https://www.instagram.com/yakkocmn​ Twitch: https://www.twitch.tv/yakkocmn Thumbnail art by Football Head: https://twitter.com/football_head2 Music: During the Exams - Persona 3 Reload Shop ‘N Squirtle - Pokémon Channel Go Mecha Ball - Go Mecha Ball Midas Touch - Go Mecha Ball Nice Plump Pink Cat - Go Mecha Ball WAREZ - Go Mecha Ball Playing in the Sun - Laika: Aged Through Blood Lonely Mountain - Laika: Aged Through Blood Heartbeat From The Last Century - Laika: Aged Through Blood Coming Home - Laika: Aged Through Blood Season 2 Theme - Rumbleverse A Sensational City (Day) - Octopath Traveler II Theoretically Beautiful - The Void Rains Upon Her Heart Anxious Protocol - The Void Rains Upon Her Heart Absolute Zero - The Void Rains Upon Her Heart Pop Quiz - The Void Rains Upon Her Heart Alone Together - The Void Rains Upon Her Heart Stage 1 (Quasar Variant) - Picayune Dreams Ultraviolet (Boss 1 Theme) - Picayune Dreams Stage 2 (Celestial Variant) - Picayune Dreams Izu - Picayune Dreams Umbral Infinity (VS Picayune Phase 2) - Picayune Dreams Shoreline (Threat) - Rain World Hateno School - Tears of the Kingdom Outskirts (Threat) - Rain World Lovely Arps - Rain World The Coast - Rain World Bonus Game - Pilotwings Snow Mountain - Billy Hatcher and the Giant Egg Soundtrack Collection - (the) Gnorp Apologue Awakened - CrossCode Raid - CrossCode Rookie Harbor - CrossCode Autumn’s Rise - CrossCode Battle 3 - CrossCode Challenge 2 - CrossCode Basin Keep - CrossCode The Experience - CrossCode Sadness - CrossCode A Sensational City (Night) - Octopath Traveler II 0:00 - Intro 2:07 - Go Mecha Ball 4:50 - Laika: Aged Through Blood 10:19 - The Void Rains Upon Her Heart 16:40 - Picayune Dreams 20:42 - Rain World 26:17 - (the) Gnorp Apologue 28:23 - CrossCode 34:22 - Outro

yakkocmn

3 days ago

Indie games… are pretty cool! Now, math has  never been my strong suit, but last I checked, there are quite a few games out there. Some of  them are also pretty good, which is why I made a video a few months ago talking about six you  might not have played… and five before that, and five before that, and three— you get the  idea, there’s a nice backlog for you after this. But this time, I’ve increased the number  to seven, because with that many, I statistically doubt you’ve played all of them,
but if you  have, by all means, leave a snarky comment. - Man, this guy never shuts up! It’s my turn… Let me tell you about the sponsor  of today’s video - OPERA GX! It’s like other web browsers… but  it’s cooler. And it’s for gamers- Opera GX is looking to make your web browsing  experience feel like this. Pretty cool, right? Almost as cool as Opera GX’s forced dark  mode so you don’t get blinded by Wikipedia at 2am. With the GX Mods feature, you can download tons  of free themes to customize j
ust about every part of your browser’s aesthetic!  I’m talkin’ colors, wallpapers, sounds for tabs and sounds for typing,  custom background music - you can even mix and match or create your own! How ‘bout  Persona 3 wallpaper with Persona 4 music… Bold choice. I know you, you’re looking for the smoothest  gaming experience possible, but some browsers are out here hoggin’ more resources than a flock of  pigs at the trough. With the GX Control feature, you can set limits on CPU and RAM so you don
’t  have to close any of those important tabs you just opened! Plus, you can import everything  right over from your previous browser, no sweat! I think that was a new world record! - Did you just do another  ad read while I was gone? Um, have you said “link in the description” yet? - Use the link in the description  to download Opera GX for free today, and thanks to Opera GX for sponsoring  this video! Now let’s get to some games! - Alright, we’re starting with the most recent AND most video ga
me-y video game  on this list: Go Mecha Ball! Twin-stick arcade shooter meets roguelike meets  fuckin’… pinball? I don’t know of many ball-type games... The gameplay is super simple and super  duper satisfying - roll around each room shooting a variety of weapons while repeatedly turning  into a ball that can boost into enemies to deal damage and cancel their attacks. Each area is  designed as a perfect little playground to utilize your spherical nature - bounce pads, pinball  bumpers, fans, boo
sts and ramps to facilitate incredibly fast-paced, hectic combat where  the guns mean nothing if you aren’t ballin’. Utilizing your ability to speed up, bounce off  of enemies and collide with them is essential to holding your combo, especially as you try  to conquer the game’s five difficulty levels, which give enemies more complexity through  added mechanics like shields that can only be broken through collision. The star of  the show here is the core moment-to-moment gameplay. It just feels s
o good to be this  ball. They fine-tuned this shit to perfection. Flying off ramps, blasting through  the air, bouncing on top of an enemy, coming out of the ball, pullin’ out  the shotgun, blastin a dude in the face, knockin another dude off the edge,  rollin’ back up and flyin off into the sunset… mwah! Magnifique! I’m doin’ the  chef kiss thing with my hand right now- What isn’t quite as strong is the roguelike  implementation. Don’t get me wrong, this is some of the most pure  arcade fun I’v
e had in a while, and I clocked a respectable ten hours in just a  couple days, but “arcade shooter” is definitely the focus here. There’s a solid amount of  abilities and weapons to add some variety, but each area has exactly one boss for a  total of four, and the three unlockable characters don’t have any big differences  other than starting perks and stat spread. Realistically, though? It’s pretty  hard to find any actual downsides here, and if you’re looking for a game that just makes  you f
eel like you’re really good at video games, Go Mecha Ball is more than ready to deliver.  The mechanics are polished to perfection, the visuals are gorgeous, the sound design is  impactful, the music is dynamic and jammin’, and being a ball is just really fun.  That’s all I’ve got. If you’re here for any analysis deeper than “ballin’”  then I don’t know what to tell you. Laika: Aged Through Blood is a self-proclaimed  “motorvania” - a metroidvania on a motorcycle, where you play as a mother coyo
te  defending her daughter and tribe from an army of warmongering birds. As  an artistic experience, every aspect from visuals to audio to writing is incredibly  compelling. A gorgeous artstyle of cute, brightly-colored animals serves as a  stark contrast to the game’s bleak, post-apocalyptic world, with a gameplay loop of  shooting birds, watching their blood splatter all over Laika and her bike mid-flip as she collects  their guts to use as currency… like, holy fuck! When I picked up Laika nea
r the end of 2023,  it had been quite a while since I’d played a Metroidvania, but when the trailer said  “yeah but what if the movement was like Trials and you shoot guns in bullet time  and do a backflip to reload?” I went: “ok uhh where’s my wallet” I wanna preface this recommendation with a  bit of a warning - I’m not trying to scare anyone off with some “insane” difficulty, but  Laika is a very precise and punishing game that requires patience, as a lot of the negative  reviews concern earl
y frustration with the general control scheme and core mechanics.  It’s ALSO a game where you die in one hit, whether that’s from getting shot, blown  up, or flipping your bike incorrectly. I mean it’s no Celeste, but still… Once you get over the initial learning curve,  doing flips and brakes and drifts and wheelies feels fantastic. Laika truly shines in its main  objectives and exploration: as you journey to sabotage Bird operations, you’re dropped in  a world filled with perfectly constructed
loop-de-loops, ramps and platforms, alongside  challenging arrangements of birds and obstacles that play out like little room-based challenges  - think Katana Zero or Hotline Miami. Combat requires experimentation and deliberate action. As  you fly through the air, you have to consider how much ammo is in your gun, if you should backflip  to reload, which direction you should angle your bike to block or parry bullets, if you should  frontflip to reload your parry, and if an enemy’s corpse might
block your shot when aiming behind  them. It’s a lot, but damn, is it satisfying! Unfortunately, the place where I feel the game  falters most is in its metroidvania elements, which is a shame considering it’s one of  the biggest selling points. Outside of the few side quests involving Laika’s mother  - which feel so important that I wish they were a part of the main story - almost none  of the additional content felt worth doing. 90% of side quests involve fetching an item  or playing telephon
e between two characters, with the rewards being crafting materials I  had way too many of by the end of the game. Re-exploring the world doesn’t feel as new or  exciting as it often can in other metroidvanias because there are only a couple major abilities  unlocked across the entire playthrough, the main one being a shotgun that can  double as an extra jump of sorts. Plus, the game’s intensity can also be a drawback.  Since riding the bike and killing enemies requires constant precision, backt
racking can become  a bit of a pain, especially with how the fast travel points are placed. While I did find myself  enjoying the stories of the town’s residents, I lost interest in completing many of their  quests in favor of simply finishing the game. However, the area where Laika shines brightest is  its aesthetic. It doesn’t look to hold anything back, and uses its time to tell a dark and  violent story about the horrors of war, cycles of oppression and realities of womanhood,  backed by an
absolutely beautiful soundtrack by Beicoli that serves as one of the standouts  of the entire game. As you explore the map, you’ll slowly expand your collection of mellow,  haunting vocal tracks that create a… just a vibe when paired with the brutal gameplay of tearing  through birds with shotguns and rocket launchers. In short, despite a few minor hold-ups, Laika was  one of the best indie games I played last year, and it has an incredibly bold vision  that I don’t see all that often, so defini
tely give it a shot if  any of this caught your attention. I wanna also end this review with a little note  about how I write these videos. I tend to get nervous that straying too far into explaining my  gripes with a game will make this “indie games you should try” series feel less like wholehearted  suggestions and more like critical reviews, but I definitely play more than my fair share  of games, and when something makes it into one of these videos, it truly means I enjoyed  it, and my criti
cism come from a place of genuine care. I hope the ideas I present serve  as an interesting addition or consideration to an otherwise one-dimensional recommendation,  rather than scaring people away from trying a new experience, because let’s face it…  the only perfect game is Rumbleverse. And you can’t disprove me…  because it doesn’t exist anymore… Bullet hells are sick as hell. I’m not good at  real bullet hell games - can’t even beat the second level of Ikaruga - but I love ‘em anyway.  They
’re games that require such precise analysis and memorization of hectic situations that they  become almost relaxing in their transcendence of the gamer plane. But while a lot of bullet  hells are about memorizing the same fights or levels and perfecting them, what if we added a  bit of randomness into the mix? And by a bit, I mean a lot, because The Void Rains  Upon Her Heart is a roguelike, baby! Wait, hang on! I’m still looking for my wallet- As you may be able to tell from the title, genre 
choices and overall aesthetic, Void Rains is a game that goes ALL-IN on its vision. You play as  a handful of alien girls who can fire hearts to “love” the dangerous monsters that attack them. At  times it is charming, and at others quite strange, but always boldly its own. Also, every character  portrait is “artistically” naked, which I decided to cover up with the game’s “fine mist” setting  for the sake of this video being monetized. Alright, so… where do I even  start? In each section of a r
un, you’re given a selection of bosses to  choose from with different mechanics, attacks and weaknesses. Despite being in early  access, Void Rains has an insane wealth of fights to learn and conquer - I’m talking over a hundred  since the game’s most recent update. What elevates these fights even further is the leveling  system: based on the difficulty of your run, the bosses will have different levels, which  changes the intensity of their attacks and can even add additional mechanics. It’s  r
eally neat being introduced to a boss at level 1 and going “oh that’s not too bad”  and then fighting them later at level 12 and going “OH! THAT SHIT I SAID BACK THERE? WATER  UNDER THE BRIDGE! Can I get you anything-” The boss you choose to fight in each area will  also impact what rewards they’ll drop, spanning your standard roguelike gamut of healing, damage,  elemental attacks, defense, new shot types… you get the drill. The other interesting part about  the game’s combat is that it isn’t ju
st focused on killing the boss as fast as possible. If you want  better rewards and more tetrid pieces for unlocks and upgrades, you have to balance not taking  damage with dealing constant damage to maintain your combo while also breaking off specific  pieces of armor or killing additional spawns. The aspect of Void Rains that stood out to me the  most is the sheer amount of content: hundreds of bosses, pickups and upgrades, special encounters  and events, seven unlockable characters, and four
additional game modes, including a mode where  you design builds to fight bosses in quickplay, challenge towers with special mechanics, an  endless mode, and an extended version of the regular story runs. It’s the kind of design that  makes for a deep roguelike experience once it all starts to click, but the way progression  is presented can feel a bit overwhelming, especially with numerous tutorial dialogues  during the early hours of gameplay. My one major complaint is that it takes a long  ti
me to truly understand what’s going on and feel even slightly in-control of how your build  develops during runs. In the early game, you might as well just throw yourself at the boss with the  highest level items, because you can’t see what said item drops are or what bosses are weak to  until you spend tetrids to permanently reveal them. While rushing down enemies and unlocking new  content was still a blast, I didn’t enjoy having almost zero agency in the early stages, and I  struggled with th
e higher difficulties I kept brazenly attempting, as it took me 10-20 hours  before really being able to consider my options. While unlocks are mostly in the form of  horizontal progression - which I prefer for roguelikes - tetrids are required for everything,  from minor character upgrades to bosses to five types of gifts to encounters to event descriptions  to backgrounds! With all this content, Void Rains becomes a completionist’s dream…or nightmare.  If you like fighting bosses over and over
again at different difficulties without getting hit to  earn rainbow medals or grinding tetrids to unlock every card or fighting bosses in specific ways to  earn the whopping 697 ACHIEVEMENTS - and probably more by the time you’re watching this - then Void  Rains’ll be your jam! It’s the kind of game where you beat it for the first time and your save file  says 2.2 percent completed, and you go “oh shit…” I’ve dropped nearly thirty hours into Void  Rains and my save file isn’t even at 40%, but
the fact that I’ve logged that much time as  is despite the million games in my backlog means I very much think it’s worth your time  - and money! Dude, it’s thirteen bucks! I also saved my favorite detail for last: at least  with the info I was able to find, this is a solo dev project. Music, art, game design, everything.  When you roll credits, it shows a single name: Angel Polanco. Void Rains has been in early  access for six years, and all that time, he’s been updating it constantly, with pa
tches every  2-3 weeks and bigger updates every month or two. Like… wow! Holy fuck, even! I’ve talked  about this before in my video about Spark 3, but I just find it so inspiring to play a  niche passion project like Void Rains - a game with under a thousand reviews - and be  absolutely blown away by the sheer amount of creative output born from even just one  passionate developer. They went “yeah I’m gonna make a shmup bullet hell roguelike  about hope and love with naked aliens, put it in ear
ly access and just add  shit for six years.” And to that I say… You want a unique string of words?  How about psychedelic bullet heaven breakcore roguelike with a surreal  transhumanist horror story straight out of an RPG Maker game… priced at  five bucks. Did that wake you up? Passionately dedicated to its aesthetic,  Picayune Dreams feels like its own soundtrack given physical form: an aggressively unsettling  and hectic experience that drills into your brain until you’re so in the zone that y
ou don't  feel like playing anything else until you’ve seen it through to the end. Menus where you  can’t understand how any given upgrade will improve your modified robo-human body  until you analyze their corresponding lines of code. A nightmarish journey through  space where you shoot at 3D models of talking burgers and floating hands and fight wacky  bosses like a bunny and a rad biker dude. After the breakout hit that was Vampire Survivors,  more than a few devs have attempted to grab a sma
ll piece of its breakout stardom, but Picayune  Dreams is the only other bullet-heaven horde-survival-type-game to have really caught  my attention for a handful of different reasons. As for the gameplay, it’s pretty simple:  move around while shooting at enemies and collecting the experience numbers they drop  until you level up, allowing you to choose from one of three random upgrades, which can be  weapons like saws, yo-yos and lock-on missiles, or more passive augments like speed, knockback 
and a regenerating shield. Continue shooting, continue upgrading, and continue gaming. Every  five-ish minutes, you’ll be confronted by a boss as they engage you in a bullet hell barrage  where you try to survive against one very strong enemy rather than hundreds of tiny ones. Each  boss has unique mechanics and bullet patterns that demand quick thinking if you want to  survive. Which, at first… you might not. Thankfully, there’s a permanent progression  system that helps add variety to further
attempts, and I do enjoy this skill tree being a lot  more situational than your usual vertical progression. Instead of flat upgrades like  damage, health and money, you can repeatedly respec your limited skill points to experiment  with different builds, from crit damage explosions and status effects to rerolling health pickups  or dealing extra damage while standing still. However, I don’t feel like the core builds  manage to stack up to something like the evolution system in Vampire Survivor
s.  After experimenting with every upgrade and trying out a handful of combinations,  I quickly discovered a “best” setup to the point that I just kept running the same  build in my pursuit of the true ending, which requires you to beat the four main boss  fights without taking damage in a single run. But while this game isn’t some  infinitely-replayable time vortex, it isn’t necessarily trying to be - and to me,  what it was aiming for is even more compelling. In addition to each boss having fu
n pre-fight  banter, when you defeat them for the first time, you’re given a little interactive RPG-esque  cutscene that provides cryptic backstory and insight into your mission. While I had no idea  what to expect going in, Picayune Dreams told an engaging story that I definitely understood  without having to look some of it up afterwards. While the 10 or so hours I logged in pursuit  of experiencing all the cutscenes is a bit shorter than you might expect from  a game with bullet-heaven design
, I still had a blast, and the overwhelming  artistry is more than enough for a strong recommendation on its own. Honestly… I’d buy  this shit again just for the soundtrack. You wanna hear a three-phase final boss culminate by  throwing vocaloid lyrics into the breakcore? Then just buy Picayune Dreams already. ‘Cuz  I’m not gonna show you the song. Jeez. Brace yourself, buckle up, strap in, do whatever  you need to do, because it’s Rain World time. Rain World is a 2D platformer where you play as
  a slugcat, a small but agile creature struggling to survive in a hostile, mechanical world. The  game teaches you very little, as in the basic controls and how to rest in hideouts after eating  food, and the rest is up to you. What to eat, what to avoid, where to go… while there are subtle  hints scattered across the map, Rain World is not a game with a clear objective. Make one wrong turn  while trying to follow the game’s cryptic hints, or simply in the pursuit of non-linear exploration  (li
ke I did) and you might find yourself lost in what feels like an impossible series of challenges  and dead ends. Early on, I was talking to some friends who had already beaten the game, and I  said “yeah I’m in the Chimney Canopy, got there from the Industrial Complex and I’m gonna climb  The Wall next” and they fucking LAUGHED AT ME! Rain World’s unusually cryptic exploration  paired with its dynamic regions that can range from serene to bullshit unfair is not a  common experience in the world
of video games, which is why it can be such a tricky game  to discuss and recommend. Rain World was an experience unlike anything I’ve ever  played - and that alone is worth a lot - but it isn’t memorable because it  was easy, or even enjoyable at times. It is both fascinating and extremely frustrating  to play a game that does not care about you. A game with a complex ecosystem, with creatures  that you hunt and creatures that hunt you alongside other creatures that will hunt those  creatures o
r try to steal your limp body out of the mouth of the creature that originally  hunted you. There are monkey dudes that trade and communicate and bugs that bait you into  traps with food. It’s a game where sometimes, RNG will just fuck you over, because hey, that’s  life, and it just so happens that this lizard was lookin’ to grab a slugcat burger from the  drive-thru the second I went through a pipe. “Wh- oh my god…” Upon looking back, much of what makes Rain World  feel rewarding is the consta
nt sense of discovery as you explore, rather than measurable progress  towards a goal. How to efficiently gather food in each new area, how to escape an enemy using  the various plants and objects at your disposal, or how to look and listen for threats before  it’s too late. You can’t just “gun it through the story” of Rain World - you have to develop  an understanding of the world around you. Over the past couple years, I’ve given  Rain World a shot for an hour or two, but never really stuck wi
th it until now. It  is a trial you have to want to understand, and a lot of the frustration during my playthrough  came from the weight of expectations I felt after my friends gave it such glowing reviews. I tried  powering through the confusion and deaths to find “what makes the game so good.” “Surely I’m just  not there yet,” I told myself as I explored the world for hours upon hours. And then, at a point  - sure, might’ve been ten or fifteen hours in, but better late than never - I realized
that I  was in the midst of what I was searching for. I noticed the stunning artistry of every area I  explored: visuals of rusted machinery against a wide-open sky, wildlife thriving even in the  bleakest conditions, paired with a hauntingly quiet soundscape that gives an almost meditative  quality to the calmer moments of exploration. I wasn’t struggling to get to an experience -  the survival, the journey, the backtracking, the failures, the atmosphere, and the struggle  itself were all part
of the experience. Y’know how we usually say “I beat the game!” when  we finish something? Well, the difference between most games and Rain World is that while most games  are carefully nudging you towards the finish line, Rain World is a game that has no problem kicking  you into the dirt. When I beat it… I really felt like I “beat” it. I think a healthy dose  of frustration is another piece of what makes the experience feel so unique. It’s what  makes the calm moments feel like a true reward r
ather than a walk between objectives. Like,  if I just put this area on screen for a sec and say “Unfortunate Development” I know it’ll  send shivers down at least one person’s spine. During each and every play session, I could  only stomach Rain World for an hour or so. I would die one too many times to some bullshit, go  “maaaaaan fuck this game,” and quit for the day. But then… curiosity would build. How far away  is the next hideout? How can I overcome this challenge? What surprises might I
find next?  And before I knew it, I’d be right back in. Rain World is an uncompromising experience  filled with so many unique ideas and secrets that it isn’t hard to understand why it’s  developed such a cult following. It’s a game designed to make you contemplate your own  insignificance amidst an unforgiving landscape, but it also gives you space to adapt and  appreciate your surroundings as it evolves from a typical “video game” to something  that resembles a living, breathing world. There’s
also a bug that doubles as a grappling hook so maybe that’s the part  everyone was raving about! Alright, how about we calm things down a  little? Sometimes, games are… too active. Sometimes you don’t wanna fear for  your life every five seconds or be hard-focused on landing every shot mid-backflip.  Sometimes, you just wanna click on some stuff. The Gnorp Apologue is a lovely little  idle clicker strategy game that gives me a faint glimpse of what Cocomelon feels  like for the developing brain
of an infant. The plan is simple. The gnorps want to break  the rock. Click on the rock to break off shards, and click on them again to move them into  the collection zone to use as currency. But repeatedly clicking on stuff is lame!  Let’s build some houses for the gnorps and put them to work as rock slammers and  shard collectors to do the job for you! Once things get rolling, you’ll start unlocking  all sorts of buildings and gnorp specializations, along with a slew of upgrades to maximize d
amage  and collection. As you deal enough damage to the rock, it will compress, making the shards more  valuable and the next compression event more difficult, to which you can respond by  resetting your progress to earn talent points, unlocking additional traits that  further gnorp the shit out of the rock. This isn’t a game that simply progresses from  being left running in the background for hundreds of hours - there’s a surprising level of depth  that requires strategizing and combining the
right synergies and talents for prime optimization.  You might start with slammers and collectors, but you will quickly discover the might of  time traveling bombers, explosive gatling guns, ice arrows, Zygnorps and rockets. And I  mean a lot of rockets. Like, a lot of them. For the true enthusiasts, once you beat the game,  you can also try your hand at Speedrun Mode, where your strategies will have to be further  refined to reach the end as soon as possible. The Gnorp Apologue is so simple and
enjoyable  that there isn’t really anything else to say. I love watching these little dudes  go to work, and maybe you will too. When people talk about the greatest indie games of  all time, there are a handful of usual suspects: Celeste, Hollow Knight, Hades, Outer Wilds… but  I’d like to add another that not as many people have heard of: CrossCode. Because it’s  really, really, like, it’s really good! I’m far from the first person to make  this discovery. After all, you guys have been asking
me to play CrossCode for a while  now, and by a while, uhm, I mean… FIVE years! Sorry, I was busy that day. It’s kinda hard to write a simple  elevator pitch for this one, because there’s a lot going on!  Set inside a fictional MMO called “CrossWorlds,” CrossCode is an action-RPG with  a robust combat system, heaps of exploration, and massive 2D Zelda-inspired puzzle dungeons.  And that’s just the tip of the iceberg. Let’s start with exploration: in addition  to its bustling towns filled with NP
Cs, side quests and trading stalls, the  various regions of CrossCode are kinda like huge outdoor dungeons - a bunch of  inter-connected rooms filled with enemies, items and parkour puzzles that can span half  the map. Every time I reached a new area, I found myself exploring for hours at a time  to uncover as many little secrets as I could, even though it would’ve only taken a few  minutes to run straight to the next town. As you progress through the main questline,  you’ll encounter the main s
ource of puzzles: massive temples that test your skills with a  new element before gifting it to you for use in both puzzle-solving and combat. These dungeons  have some incredibly satisfying brain-busters and often took me several hours to get through,  culminating in fantastic boss fights that turn into real-time action puzzles as you incorporate  recently discovered elemental mechanics. Plus, even when the combat isn’t being clever, it’s just  good ol’ edge-of-your-seat shrimp mode gaming, ca
refully aiming ranged shots and blocking  attacks, then dashing around to initiate powerful melee combos or cast a huge  variety of skills unlockable through the game’s giant upgrade tree, with branching  paths and abilities unique to every element. I feel like Radical Fish Games’ Twitter bio is  a more apt description of the experience than I could ever write myself. It reads: “We are a small  group of game developers that somehow managed to create CrossCode.” I looked at their website and  it
lists like… twelve people? And the amount of content this game has is unreal! And when I  say content, I don’t mean meaningless filler, I mean boundless creativity and good side  quests! Like, you aren’t just fetching items or conveying messages, you’re rescuing  hostages from flying birds with machine guns, or setting up turrets to play a tower  defense, or riding on a giant cannon across the ocean. Before I started the DLC  - which is also fantastic - it took me over fifty hours to reach the e
nd credits, and  I definitely didn’t experience everything. During each and every play session, I was  re-baffled at how well the team was able to construct that vibe you feel in an MMO,  where you can gun it through the main quest, but you also have the option to dig around for  side content, harvest plants, craft equipment, or spend literal hours solving parkour puzzles to  open chests. And when it comes to storytelling, while “well-written silent protagonist” is a  bit of an oxymoron, Lea is
my new favorite, hands-down. Even with an incredibly limiting pre-programmed word bank - we’re talking like hi, Lea, and bye for most of the game - she manages to not  only boast a strong personality through facial expressions alone, but also establishes herself  as a determined and compassionate character, even as she struggles to remember her past  and establish a connection with those around her. Alongside Lea being the star of the show,  there is a fun, gripping sci-fi storyline with a stron
g emotional core rooted in identity and  friendship - two of the key elements that make MMOs special - and when you toss that into  a game already bursting at the seams with crafty puzzles and fantastic combat… I get why  everyone’s been telling me to play CrossCode! I also just wrote the word “yes” under my notes  for this game’s music, because like… phwaa! As is fitting for the role of an MMO, there  is something deeply human about CrossCode. Not just in the herculean effort of its development
  team, or in its strong theme of human connection, but in every detail of its world. CrossCode never  forgets its inspirations, and it understands that the “Massively Multiplayer” part is what gives  these games life, so even though you’re the only one actually playing CrossCode, it  never really feels that way. There’s an invisible feeling that shifts based on whether  or not you’re questing alone or with friends; a slight sadness when your party members log out  or a smile when you get a call
from them while you’re racing through a dungeon. Everywhere  you go, there are players jumping, exploring, chatting or just taking in the sights together,  and the result is something really special. Alright, that’s seven indie games,  recommended! What are you gonna do now, patiently wait until I put out another  video where I recommend EIGHT indie games? Wait, how did you even play all of them that fast? On a more serious note, I wanna quickly thank all  of you for continuing to support this
series. I love talking about indie games, but after the  first few episodes, I wasn’t super confident about the long-term success of these videos.  After taking a break for almost two years and pivoting my titles and thumbnails, I’ve been able  to reach a lot more people, so as long as there’s gamers on the hunt for hidden gems, I’ll be down  in the mines diggin’ em up! In the meantime, if you wanna protect my canary from carbon monoxide  poisoning, consider supporting me over on Patreon. Thanks
again for watching, and I’ll see you next time for EIGHT  indie games you need to try or else! Actually, is that too many? ‘Cuz  eight is a lot, that’s like… one, two… one-

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