Indie Games Reviews 38 – 11/11/2023

Mr. Lupin by Capybaraforge –

It’s a weird mix of non-sensical humor and creepypasta through deformed entities. Every ending offers wonderfully mesmerizing deviations, some plunging into no-holds-barred innocence corruption.

 Chango by PuKo –

It’s Quentin Dupieux’s Rubber, but it’s a grocery cart this time—a Janky and delirious game design for feverish days.

Something in the Well by ito. –

A short but competent PSX horror game dealing with the anxiety of losing your dog and the reality breach it can activate.

Virtual Death by vmu_. –

vmu_ proposes an interesting UX concept blending FPS and point-and-click adventure through cyberpunk aesthetics. The soundwork is top-tiered and pulls our attention in this cold, plastic, and haunted laboratory.

The Windows Are Gone by Scary Cube –

I appreciate a game that does not shy away from imposing mundane, repetitive tasks on the player and then rewards him with a deep feeling of engagement and narrative unraveling. This is precisely what The Windows Are Gone, constantly playing with guilt, unease, grief, and horror. And it works because it’s an exceptionally well-written and confident game. For example, the VHS tapes are described through text rather than showing cutscenes. It is a brilliant decision that conveys a feeling of dread and despair that would have been lost otherwise. Highly recommended. 

Memory of a Broken Dimension by xra –

I have replayed this recently. I am still hopeful that the Saint Graal of glitch game design will eventually exist in its complete form.

Occupied by CrayonMelon –

Inspiring and exquisite use of noisy broken 3D architectural scan. Kudos for adding a fishing game.

Feast Work by Sand Gardeners –

A short simulation of excremental autopoiesis. Digestion as noise generation. Loved it.


 Nightmare Reaper (PC) – I wasn’t convinced of this roguelike FPS at first, but I pushed through when I discovered this was a work of passion from a fellow Quebecer. And I’m glad I did. While minimal, the visual style grows on you and conveys a visceral sense of brutality. The amount of lore, small details, conceptual levels, and ideas are as impressive as they are dizzying. While it’s a little too long, discovering new weapons (especially game-breaking ones) never gets old.

Concluse (PC) – This is one of the games that inspired me to create interactive experiences. I had to revisit this gem before playing the sequel, and it’s still as good as I remembered…

Concluse 2 (PC) – Unfortunately, the sequel is disappointing. Despite all the released fixes, it’s still broken – even simple things, such as trigger boxes, work one load on two. But even if it was bug-free, the experience is all over the place and lacks focus. I understand this is a labor of love with huge ambitions, promising more than 20 hours of gameplay, but nothing is tight, no sense of wonder or discovery. 

A Dark Room + The Ensign (iOS) – Research for a clicker game I have in mind. Both are beautiful experiences, as was the consensus in the reviews, transposing a nihilistic worldview through rich and engaging writing enhanced by the cycle of violence of the minimal gameplay.

Wreckfest (PC) – I thought I needed a racing game to vent, but this one put me to sleep—no sense of speed, mass, or chaos.