Simov isn't a joyful puzzle like the visuals would suggest


From the outside, I could only think about how cute did this game look. But that was before having tried it, in fact, Simov by nacho_chicken doesn't exactly come with an adorable theme to back up its lovely appearance. It's been developed in under 72 hours, as the developer clearly wanted you to know about it, however, I couldn't understand whether he had to meet a deadline. Does that matter anyway?

Simov is a rather hard puzzle game that starts immediately by letting the player meet several corpses lying on the ground. I was shocked by it, even because when I first looked at the starting screen, I wasn't expecting to find myself in the middle of a bloodbath. The music should've suggested me that, and although it will fade to never come back after less than a minute, it is definitely enough to set the mood of the entire adventure. I've found the move controls a little slippery, but it's really nothing capable of affecting significantly the gameplay that's entirely based on mind-boggling puzzles.

Every floor is one giant puzzle to be honest, and they can be cleared with a clever usage of the many pressure plates that are connected with the relative doors. You can pick up the blocks that are around with your Z key. But since you won't be able to freely carry them wherever you want, you'll soon face problems of routing that often resulted in some tedious backtracking. Just, don't solely take my word for it, it's known that I'm awful at puzzles, and my experience might be much different from yours.

Anyway, aside the gameplay, what I liked the most about Simov is the actual mystery on which the game is based upon. You're going run into a few other people that fortunately, are still alive, but they don't seem all that concerned. And instead, they'll prefer to tell you seemingly unrelated facts about their lives. That, is until you find one of them hanged. It took me quite a lot of time to even reach that point, but eventually, all I could feel was a sense of pure satisfaction when I finally got to the end. It can be downloaded for free on Game Jolt for Windows.

Video Wednesday: Road to Ruin & O Trivial Lobotomy

Fantastic! This Wednesday our two Youtubers picked the games that stood out the most, to me, throughout the past two weeks, I believe. Get something to drink and sit down, because today's Video Wednesday is a quality one for sure.



Leon went straight for Road to Ruin. A slow paced explorative first person game that, as you will probably see by yourself, can't be just left in the middle of the mild action that it proposes. It requires just some patience in the end of the day.



And here's one of my latest finds. These are the games that make me proud of the work I do here at Creepy Gaming. As a matter of fact, when I discovered that Wretic picked O Trivial Lobotomy I was so excited to see his reactions that I almost forgot to even publish this Video Wednesday episode. But hey, I did it.

Leon's channel as well as Wretic's are affiliated with us for quite some time now. And while I'm sure that you're loving what they do, I think that you should consider to follow them even outside of these cyber walls of creepy, and obscure indie games. They're both hard workers and great guys, a subscription is the least you could do for them!

The Wait, you're lost in the desert


Until a few hours ago, I couldn't really imagine how inspiring could this game be. Sure, I had already seen a few screenshots that made me want to try it, but I also learned to keep my expectations low when it comes to try out games that are clearly experimentations. The Wait by Pierre Chevalier, however, didn't really need that treatment, as it took me less than a few seconds to determine whether it was something I could, or couldn't like. Oh, and I liked it in case you didn't understand it already!

I've always been attracted by low res artwork, even better if it comes together with the "weird feel" that I seem so good at spotting upfront. The Wait behaves like a visual novel, but unlike what you should expect, it involves very little narrative. Instead, it wants to communicate with the player through a few images that you can skip through with your left mouse click.

All of the pictures show desert scenarios modified by the developer himself in order to appear unpolished, and definitely psychedelic. If you'll ever decide to play it more than once, you will also realize that they're going to be displayed in a randomized order. Which, taking into account the pretty grim atmosphere created by the music, makes this short experience definitely worth to be tried several times. Even because, although you might get the feeling that the game ends the same way over and over again, something will actually change.

The short verses takes from Haiku by Jorge Luis Borges perhaps aren't always the same. Is there a specific path that makes them change? Or just a strange, senseless way of creating a mysterious videogame left to the player's interpretation. Maybe the latter, I'm almost sure of that, but even if it wasnt I suggest you to try it out online.

A compilation: Harmony Summer Hard Pack Tape 11 in 1


For those who don't already know the magical place that goes by the name of makega.me, I'll try to summarize shortly why it is such a great place to keep an eye on, always. It's a growing forum where game developers can share their projects. But what I love the most about it are the pageants; a one month long jam with a theme chosen every first day of the month, I believe. This July, the games had to be about a song that meant something to the developer. And while there are plenty of entries still in the optimization phase, a few of them have been already released.

Harmony Summer Hard Pack Tape 11 in 1 developed by thecatamites, however, is much more like a collection of weird experiences. There are 11 of them, and they can all be played online directly on your browser. They're all based on songs that you may or may not recognize, though all that matters, is that I finally get the chance to praise this developer's work after a long time. Most of the games can be played with your arrow keys, and the peculiar graphics crafted through a simplistic collage style represents basically the author's sign.

I could spend a few words on every single game, but given the very limited individual content, I sense that it would simply ruin the fun of discovering what to do by yourself. Regardless of that, though, I will mention my top 3 ones. Bears Bears Bears has a cheerful song in the background, and the rotating platforms are a challenging way to keep you interested in jumping between them. Then there's Tarantella Sicilienne that surprised me due to its length. Here you're going to go through the every day life of a peasant, having to deal with the cold seasons and even the obvious harvesting during the Summer. Definitely unexpected, other than being featured with a very complex plot. And at last, I have to mention Valse Sentimentale just because of how psychedelic it turned out to be.

The other 8 ones aren't bad at all, and if was possible, I would've made a single article for each one of them. But I can't, and you'll have to try them out through the compilation's page on thecatamites' official website.

Perturbia, an unforgiving horror game in development


Perturbia, by the small Argentinian Imaginary Game Studio is an appealing project that I just found. You know me, when I think that something is worthwhile, I can't really hold myself. And as a matter of fact, someone might say that I could've at least waited until there was a playable build of it. True, however, I disagree. This game has been submitted on Greenlight, and it needs your votes now!

It's a first person psychological horror that seem to have already a completely functional base on which the rest of the content will be developed. For instance, if you're looking for something to judge upfront without reading any further, there's the one week old trailer which should shed some light on how Perturbia is going to be playing. It takes its main inspiration from classics such as Alone in the Dark and Silent Hill, and exactly because of that, the developers want to emphasize how difficult will be to achieve any progress. Whether it is because of the mind-bending puzzles, or simply due to the incredibly vicious entities that you'll have to run away from it's yet to be said. Though I think it's safe to say that it's going to be a real challenge regardless.

Like in the worst possible situations, everything starts from an innocent choice. The game, in fact, is set in an abandoned building that you, playing as a young photographer, wanted to explore in order to get a couple of shoots of such a fascinating scenario. Unfortunately, an unknown horror is lurking deep inside the dark rooms of the facility, and you'll soon find yourself in need of escaping from what it certainly sounds like a deadly trap. The game will be also made available for the Oculus Rift users. A feature that the more we get closer to the official public release, the more it looks like needed in these kind of games.

Perturbia is being developed for Windows and Mac, and like I said in the beginning of this brief mention, is in need of some help on Steam Greenlight.
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