The Indie Game Website's Scores

  • Games
For 582 reviews, this publication has graded:
  • 47% higher than the average critic
  • 13% same as the average critic
  • 40% lower than the average critic
On average, this publication grades 3.6 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Lowest review score: 15 The Amazing American Circus
Score distribution:
  1. Negative: 34 out of 582
603 game reviews
    • 60 Metascore
    • 40 Critic Score
    Despite Sheltered 2’s attempts to pander to this crowd, it largely fails to bring any new ideas to the table. Its mindless interactivity with its post-apocalyptic world, combined with an obtuse crafting system, has resulted in a game that is more annoying than tantalising.
    • 75 Metascore
    • 75 Critic Score
    It’s a bit disappointing to see that In Sound Mind doesn’t quite transcend outdated horror tropes, even though it has the potential to. But that doesn’t take away from the accomplishments that make it more intriguing than many contemporary titles: its thought-provoking puzzles, and its attempts to tell an engaging story without unnecessarily scaring you to death first.
    • 84 Metascore
    • 65 Critic Score
    Had it been stripped away of some of its convoluted system, and instead focused on one or two features and story beats to go alongside its high level of polish and presentation, Unsighted would be a GOTY contender. But in trying desperately to be everything, Unsighted loses sight of the aspects that make it unique in an ever-expanding marketplace of retro-inspired Mentroidvanias. As a result, it’s an enjoyable, but ultimately forgettable experience.
    • 82 Metascore
    • 60 Critic Score
    Blake: The Visual Novel was a promising debut from Ori Mees; Blake made me laugh a few times, and stressed me out over making the right decisions at other points. I felt compelled to read it through to the end, which is more than I can say for other visual novels I’ve muddled through recently. Even though Blake definitely displays the tell-tale, first-project symptom of doing too much in too little time, it has definitely convinced me to keep an eye on the developer’s future projects.
    • 75 Metascore
    • 80 Critic Score
    On the whole, Arboria is a fun spin on the largely established roguelike formula, using its overgrown dark and dank setting to create a series of inventive mechanics, which means that no two runs are ever the same.
    • 76 Metascore
    • 80 Critic Score
    Making an interactive facsimile of Moebius’ style is a daunting task. While it isn’t always a slam dunk, Sable provides handsome eye candy, encouraging you to climb mountains for the view alone. The anticipated score from Japanese Breakfast is even more versatile, stringing the wasteland with theremin, accordions, shoegaze and desert psych. It’s a shame that the initial glider sounds like loose change in a dryer, so I encourage players strictly seeking to vibe to trade up for better parts as soon as they can.
    • 75 Metascore
    • 85 Critic Score
    In the end, Black Book is one game that feels like a great representation of its genre for the uninitiated. It’s a game that exudes charm, despite the depressing landscape it’s set in. Its premise is a perfect match for novice deck-builders, as it creates a solid foundation of understanding for those looking to break into similar experiences.
    • 82 Metascore
    • 80 Critic Score
    Perhaps Eastward’s greatest strength is that it isn’t complicated—gameplay is at once deeply warm and familiar without fading into stale territory, which is surprisingly tricky for a game that presents itself as a spiritual successor to the Zelda legacy. Eastward in motion is an unstoppable force, an exquisitely-animated homage to old-school RPGs that more than compensates for its writing and narrative
    • 72 Metascore
    • 60 Critic Score
    The VR focus allows for a portrayal of human ennui and general hopelessness on a large scale; here is a whole subculture of people running from an unfavorable reality, hoping to eke out a marginally better virtual existence even if the only way to access it is to buy the equipment and pay for a subscription. It’s a good setting that I would be curious to see more of, even if Gamedec’s initial exploration of it stumbles out of the gate and comes alarmingly close to a total faceplant.
    • 73 Metascore
    • 80 Critic Score
    It’s all genuinely a lot of fun. I do think there’s probably a little too much challenge for some people, and the short campaign won’t keep everyone’s attention, but for those who like to look cool and seek high scores, Severed Steel is going to be as hard to resist as an arm cannon through a flimsy window.
    • 79 Metascore
    • 80 Critic Score
    It’s far from the typical hero’s journey. In this game you’re just a kid who listens to cassette tapes, and now has an old camera to document that adventure with. It reminded me of my summer trips to the Isle of Wight, making my own fun in ways only children can.
    • 63 Metascore
    • 80 Critic Score
    SkateBIRD is a beautiful and heartwarming game, and it’s something that will stay with me for years to come.
    • 53 Metascore
    • 15 Critic Score
    A historical video game prioritises and engages with contemporary agency and understanding of the past over the historical document. The Amazing American Circus is not even a historical document, but a media text taking the form of a video game.
    • tbd Metascore
    • 60 Critic Score
    Can Androids Survive is a game that is working to be a simulator (an unruly hybrid in the best of cases) that positions itself as a sequel to a story. If it doesn’t really quite pull any of these things off successfully, there is at least some consolation in the fact that in the end, as promised, the player gets to blow up the moon. I’m not sure that it works as a message, but it’s nice to get some consideration for not having hit the escape key an hour or so earlier.
    • 76 Metascore
    • 90 Critic Score
    Twelve Minutes was one of the most interactive and enjoyable games I’ve played in a long while. Even though playing through the same loop again, and again, and again won’t be for everyone, I found the process of changing up my actions each time and moving forward, little by little, to be oddly satisfying, and the sense of accomplishment whenever I made a considerable leap forward was unmatched.
    • 68 Metascore
    • 90 Critic Score
    When you perform an inaccurate jump and fall to the void, you won’t be terminated until you reach the bottom, which means you can be free-falling for about ten seconds before the round concludes. However, these problems are secondary to the mixed, complicated emotions I experienced–from the pure joy and satisfaction when finishing a challenging area, to more complex and bitter thoughts about our humanity–and our efforts to be better. Hypervisor provokes conversations not only about our daily dependence on technology, our increasing levels of anxiety around it, or the isolation bubbles created through social media, but how our imminent future could be made even worse. Hopefully, we can change this trajectory before it’s too late–if it isn’t already too late.
    • 70 Metascore
    • 60 Critic Score
    This game wants to be very charming, and it sometimes comes very close. The art is rich and beautiful, and the interfaces look great. But every other aspect of the game feels one step away from being memorable. Menus are confusing and difficult to use. Locations are overly greebled with landmarks and winding paths, making it difficult to get around with ease or speed—and the map is obtuse, instead of helpful, at a glance.
    • 84 Metascore
    • 90 Critic Score
    Spiritfarer is a fantastic title that runs like a dream and firmly delivers on its warm aura interlaced with emotional weight. Beautifully executed in its approach to complex subjects, players will be thoroughly engrossed and immersed in the nautical spirit world Stella and Daffodil inhabit, and the carefully built (if inevitably fleeting) friendships of unique spiritual companions. Step through the Everdoor and see what’s on the other side.
    • 79 Metascore
    • 75 Critic Score
    In the end, however, Golf Club Wasteland didn’t need to sell me on its main character for it to work. It tells more than a story about one person or one moment. Instead, its strength is in the world it creates, the microstories of each level, and the layers of social critique in each part of its radio broadcasts. The rich will watch the world burn and complain about the glare―best make sure that golf course is shady.
    • 74 Metascore
    • 75 Critic Score
    Along with having to perform some well-timed maneuvers, this also makes for several terribly clever puzzles, which also makes me feel very clever at times.
    • 65 Metascore
    • 70 Critic Score
    Rustler isn’t shy about its homage to the classic Grand Theft Auto games, as it puts on its persona as a goofy, medieval Grand Theft Auto imitator with unabashed glee.
    • tbd Metascore
    • 50 Critic Score
    In an attempt to elevate itself beyond just an action-based shooter, Green Phoenix has unfortunately become more humdrum than invigorating.
    • tbd Metascore
    • 70 Critic Score
    Escape from Naraka takes the best–and unfortunately, some flaws–of classic platformers; making precise leaps can be challenging when you can’t see your feet. At the same time, it also injects some of the studio’s own culture and twists into the environments, letting you immerse in a Southeast Asian-inspired universe that’s as mystical as it’s alluring.
    • 71 Metascore
    • 60 Critic Score
    Hoa
    Perhaps Hoa is meant to be a vehicle for the art, and if so, there should be an option to nerf the reverse-control section so that we can appreciate said art without wanting to claw our eyes out. It’s also pretty funny how often you get Steam achievements—within the first few minutes of starting the game, you get three achievements including one for literally starting the game and another for moving to the next area (Steam achievements, of course, mean nothing). It’s a nice way to pass the time if you want a relatively stress-free platformer that’s easy on the eyes, but even as Hoa demands little from you as a player, it also offers little as an escape.
    • tbd Metascore
    • Critic Score
    As an Early Access title, Death Trash is still incomplete, with a few more chapters still in development and waiting to be unveiled. But even then, it’s a game that’s incredibly easy to sink your teeth into. Its backdrop of debauchery, monster flesh and body horror, while not altogether foreign, conjures a compelling image of humankind in a parasitic relationship with our post-apocalyptic host. We often hear of hostile worlds that want to kill us, but not so much of civilisations that are slowly and literally devouring the planet, as they rip apart the still-breathing planet muscle by muscle. Death Trash shows us that our insatiable hunger makes us the biggest threat, even as the world is in the throes of death. [Early Access Review = 85]
    • 82 Metascore
    • 70 Critic Score
    The Vale is very much an experience, and it’s one I found interesting, even if it felt a little frustrating at times. The truth is, there just aren’t many games like this, and The Vale’s innovative take on accessible gameplay made it worth overlooking its flaws. It’s not perfect, but it’s interesting, and I’ll choose that over perfect every time.
    • 91 Metascore
    • 90 Critic Score
    Like wafts of familiar scents, moments throughout Psychonauts evoke memories of both Double Fine and LucasArts’ highest highs. Many of Double Fine’s best known collaborators, from visual artists to voice talent, have pooled in. It makes a fine game, one about the atrophy of counter culture, how bonds make finer milestones than accomplishments, and how past failures do not negate future glories. Psychonauts 2 is a rare treasure, one that feels rarer and rarer as years go by, but clearly still possible with the proper gang of weirdos.
    • 79 Metascore
    • 70 Critic Score
    Even with some messy execution on its political themes, Road 96 succeeds at capturing a fractious journey on the road and the turmoil of modern American politics. A deeper exploration of Petria’s history may give more context to the game’s narrative of taking change of your own destiny. But without this background, it ends up oversimplifying its premise by positing that the only barrier to equity and justice is a strongman in a suit. In reality, injustice runs far deeper.
    • tbd Metascore
    • 50 Critic Score
    The story, while occasionally perplexing, is full of heady material to chew through. It’s the kind of narrative that would require an additional playthrough, totally possible thanks to its roughly 2-4 hour campaign with selectable chapters. The gunplay may be a tiring affair of shooting lemmings in body armor, and the other elements are both underwhelming and frustrating, but Foreclosed is a gorgeous game with a big-ass brain. It just hasn’t quite figured out how to apply that yet.
    • 81 Metascore
    • 70 Critic Score
    Svoboda 1945: Liberation is a game which explores how looking back at the past means different things for different groups of people. It’s a story about the difference between those who benefit from the act of looking back, and those who are punished and aggrieved instead.

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