Quirky Indie RPGs - Depression is optional

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There is one part where you can "kiss" a monster, who is presumed male, but it's so clearly played off as a joke you'd have to be the most prudent prude faggot to have taken any issue with it.
Yeah; guy's clearly portrayed as a gross weirdo and you don't get penalized for telling him to fuck off or killing him.
 
I am weirdly enjoying Fear and Hunger so far. A game featuring enemy dismemberment always somehow turns out to be neat. RNG is a pain but nothing a little save scumming can't fix. Everything having their dicks out is hilarious. I thought it'd be way worse with all the logs and mentions of rape, but that's because the monsters are all fags and I picked the lady knight since everyone else has shitty gear and skills. Dev is some type of scandi so it makes sense.
 
I pirated and played the oddventure early acess and it's a CERTIFIED QUIRKY INDIE RPG ABOUT DEPRESSION (TM) but i hope it's far from finished.

WARNING: LONG
This game is about the main girl Charlie and her little brother apparently getting isekai-ed into an fairy tale esque world for reasons we dont know yet. You start with Charlie being annoyed and searching her brother in the forest who keeps joking around and running away from her. On the way we meet a talking frog that teaches us how to fight and later we get lost in the forest and have "that one depression dream", until a human named jack grimm helps us and tells us to seek the two "animals" (dudes dressed as dodo and rabbit). We find them and lose to a godamn red eyed duck. Then we finally find our brother who was hanging out with the manly dwarves. Our brother says we must find the dwarf brother lost in the forest so we go all the way back.

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(artstyle, graphics and animations are pretty nice. Combat music is kinda bad tho.)

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(this duck stomped in an unwinable fight)

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(we follow a shadow of our brother while blaming him and then run away from some hands. A light tells us to not give up and we wake up)

Okay, so lets get this out of the way. This combat is very unique in a way that is both genius and stupid. So like, everyone has HP and attack like normal but also MOOD and MOTIVATION (why not morale) and the later is reflected in the player portrait and enemy sprites.

To keep it short: Mood defines if you're happy, neutral or sad and depending on which you are your skillset changes, but the thing is, being happy or sad lowers your motivation while being neutral raises it. Motivation is essentially the "pacify life bar" because once an enemy drops to 0 they wave a white flag and you can spare it, but if the player loses all motivation they literally do nothing.

So if you don't want to kill enemies you have to either make them super happy or sad until they give up, which is simple but here is the catch: Character skills affect everyone differently.

Charlie for example can say "nice words" that make enemies AND allies happy but make her sad or "curse words" that make everyone sad but her happy. She can also scold her own allies to lower their mood+motivation. If her mood gets too extreme she can charge a "tantrum" for one turn and reset to neutral.

Dodo and rabbit: can sing a happy song (aoe), hug (single target), sad song or violent attack (single) but being even a little happy/sad locks the other so they're very mood dependent.

Bonzo (charlie brother) can trick the enemy , joke and pet and these affect your team differently and require different moods so he's the hardest to use.

There are some universal things like how getting hit lowers everyone mood+morale and how pacifying a happy enemy makes everyone happy and scaring away makes everyone sad.

This leads to some surprisingly fun scenarios where you have to play not only against your enemy but against your team because if you let Duo and bonzo happy sing + joke and happy spare they both quickly escalate to hysteria and lose turns and motivation, but both actions will make charlie sad so she can tantrum to reset and lower them a little. This isn't simply "be nice and pacify" like undertale, you have to be mean sometimes to balance it out.

Another thing i love is how your "guard" has you choose between blocking eyes, ears or body, meaning you can totally ignore certain "mental attacks" by blocking accordingly which is genius.

But this system is kinda hard to grasp cause there is no bars, battle log or anything so you kinda do an action and suddendly there are +10 different modifyers on screen for 1 second. You have no idea if the enemy is close to giving up or not, only if they're currently very sad or happy.

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(get used to a lot of this)

Another problem is that if on your team loses motivation they become a dead weight. In the first boss i lost 2 units and the duo were depressed and did nothing for +6 turns and died. You might as well give me an early game over.

This system also makes battles take too long, not helped by bizarrely high enemy density (one small room had like +6 battles). You basically attack the enemy mind and have to wait until his "mental health bar" goes down over time.

The first boss was not very fun either because most skills i tried simply forced the boss in a "triggered" state where he did nonstop triple hits on my whole team. It was safer to ignore the mechanic entirely and just attack him, and then the game tells me i "murdered" the wolf which i do not like. This game was not built for this level of shitty guilt tripping.

Anyway, going back to the story we save the gnome and get a new flashback to Charlie's childhood. The thing is, child was a happy average girl that went to school, ate pancakes and heard a fairy tale story to sleep, everyday. Until one day her mother got pregnant and died giving birth (showcased by a heartbeat machine stopping), which is cliche but i dont mind.

And then we go into "depression dreamland" where Charlie walks a corridor and explains how her family broke down and it's her brother's fault. This is very heavy handed and i didnt like at first but i kinda respect the balls to not be subtle at all here.

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There is a certain nobility in making it very clear your MC fucking hates her own brother. This doesn't feel like "little brother helps his big sister rediscover childhood" story, it feels like she hates her bro and maybe she might get some life lessons and learn to not blame him. We then meet our own "monochrome evil version of me that tells me how much i suck", which is so beloved by bad writers of quirky indie jrpgs about depression like omori and In stars and time.

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(holy shit is that JOHN OMORI?)

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(I LOVE QUIRKY RPGS ABOUT DEPRESSION! I CANT GET ENOUGH OF THEM!)

But the irony is that, unlike other games, this game subverts this trope by having this fight happen EARLY. This isn't the emotional climax where the hero defeats depression in gameplay (wow ludonarrative), this is Charlie's stablishing moment. She loses the fight and the game continues.

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(this is the second time we get stomped and called pathetic too. ouch...)
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(The mother walks away... Its just like mother 3 ya know?)

Anyways, Jack grimm says we should find the King Godwyn so he can help us get back home (yadayada undertale). Now here is a funny thing, i SOMEHOW got this flashback before i saved the dwarf which seemingly fucked up my game because the blockade didn't clear and characters walked on it, but thank god i somehow teleported to the other side.

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(probably not intended)

We go on to the cockshire village of egg famers who think Charlie is a witch and bonzo is a hero cause he's dressed as one. They were scammed with fake medicine/poison by a witch that looked like charlie (hmm...) so they thought she was her.

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(I'm surprised its actual humans and not furries. There is one at the inn tho.)

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(I love how Charlie is suchn a edgy nihilistic loser, it's kinda adorable)

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(How many Mother references can you put in one single room? There is a rope snake and one of the pins too)

We get some eggs to make dinner and go to sleep. Bonzo apoligizes for getting lost and say they'll find the king and it will all be ok. And then charlie just wakes up in the middle of the night and stares at bonzo. He wakes up, comments on it and she goes to sleep.

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(lets hope she wasn't going to choke him with the pillow or something)

We get another flashback and charlie classmates are avoiding her. She is sleeping in class when previously she was praised for her scores. She goes home sad and her dad apologizes for not seeing her and simply says he's "trying his best". Music is sad.

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(damn...)

The plants are dying. The sink is full of dirty dishes. The house is dusty. The fridge only has lunch packs and juice. The implication is short and bitter and i admit, it did hit me. This is the strongest writing in the game IMO and dare i say better than jimmy.

I think the reason these games usually suck at conveying "muh depression" is cause they have characters yap too much (ISAT is the worst at this), it has absolutely nothing to say (celeste) or the MC is too stoic to be convincing (omori).

Charlie is not a cartoon crybaby you can fix with one group hug. She has this self defeating cope pragmatism that makes things awkward. There isn't anything you can say to her because she knows it won't bring her mother back or make her brother understand what she went through.

Either way charlie hears a voice in her window telling her "we miss you" and the flashback ends. We play the animals and we invade her INN room and fight the mirror cause they saw "two crazy humans dressed as animals" and felt threatned (these 2 are dumb fucks).

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(i admit, this is a funny battle idea and you cant lose unless you destroy your own morale i guess)
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(actually good joke)

Charlie goes outside to take bonzo to the bathroom and the duo joins too, but then they hear chickens scream and of them don't need to pee anymore (fail trombone plays). We check it and... a fox fucking killed the chicken and there is actual blood and shit wtf

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(I did NOT expect this game to have blood and it's always a pleasant suprise)

We go through a very linear cave with painful enemy density fighting annoying ghost chickens who do aoe dmg + depression, worms that restore their team morale and giant moles with triple hits. For some reason i cant even run away and failing to run loses morale so after some escape failures your whole team becomes useless, which i now realize is fucking retarded. Fortunately, i find out Charlie gets a "light of hope" buff after a few turns of inactivity that gives her some morale and balance her mood a bit but failing to run is still a huge penalty for the other 2 (as if getting smacked wasnt enough).

We finally meet the fox and its the second boss. Bonzo says "many animals suffered so maybe we should just scare it away" which is a bit easy for him to say since it wasnt him who lost a bunch of chickens. I do go for a sad strategy and it was risky but i knew the game would end so i used as many items i needed. The fox summons and you want to block your ears from the screech.

There is no save before the fox too which is retarded. Save points in this game are scarce in general.

Anyway we wake up, everyone thanks the hero bonzo for saving the city from the fox, and they built a statue for him (it looks nothing like him). We go take the road but knights appear and think Charlie is the witch and take us to prison. Early acess end.

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That was... short. Like -3 hour short. This game was supposed to release in 2022 and this is all they got ready? I know covid yadayada but this is a 4 person team according to kickstarter.

Okay so there is some stuff i like and some stuff i dislike. First of all, this really gives painful UNDERTALE+MOTHER 3 BUT WORSE vibes and it sucks cause the combat is pretty original and premise is good, but it lacks a strong "hook" to sell itself. "kill or spare" is already undertale thing.

This does have too much enemy density for an rpg where you get no new spells, the menu is so barebones i cant see my own skill list, the "dungeons" are straight lines and the combat music is bad and repetitive. If i'm running from fights in the first area then something is wrong. I dont know how long this game is expected to be in the end but if its 20+ hours it's too shallow and if it's 6-8 hours then it's too slow paced.

Another thing is how the game reinforces how "choices matter" and there are several endings but i didnt feel anything significant. Jack asks if you find Bonzo bothersome and answering no feels like an out of character lie. You can choose to not help the duo against the duck but i doubt they wouldn't join me anyway. The friends suggest scaring away the bosses but they silent violent animals who could kill someone tomorrow so why should i let them live? Getting a bad end for killing them would feel dumb.

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(wow that sounds like... undertale!)

That being said i really like Charlie is an MC. She genuinely hates her brother and thinks he ruined her life, but she still does what she says cause it's her brother and she has to be the mature sister. I guess deep inside she knows it's stupid to resent him but can't help it. Her depression is very well written unlike these usual games and i want to see more of her.

There is still potential but the early acess isn't convincing. It could be better to deliver a tight bother and sister emotional tale than do choices, unless those choices are significant story changers and not ending slideshows. Imagine if we had the choice to straight up abandon the brother in the middle of the game or at least joining the villain because Charlie only cares about returning.

The early acess didn't sell well so i hope the devs can finish the game at least and it doesn't end in the quirky indie rpg limbo.
 
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So, in all of these years, it's identical to the demo? Shame. Worse, I got burnt with this kind of DEPRESSION, AARGH! plot long ago. I wonder if the devs will have the balls to lead to the natural conclusion for the bad ending/s:

To have Charlie kill her bro or leave him to die.

The references to Mother are waay too shameless and obvious.
 
So, in all of these years, it's identical to the demo? Shame. Worse, I got burnt with this kind of DEPRESSION, AARGH! plot long ago. I wonder if the devs will have the balls to lead to the natural conclusion for the bad ending/s:

To have Charlie kill her bro or leave him to die.

The references to Mother are waay too shameless and obvious.

The demo ends after the first boss and the second dream sequence with no second flashback, but there were a few significant changes.

In the demo you go trhough her memory hallway in silence and then the mom, making her depression and resentment more of an implication but in the final game she comments on each memory and how all her good things are gone and "that damned childed" took everything and the unwinable fight against not!omori.

I think some people will hate this cause it ruins "muh subtext" but i like cause Charlie hating her bro is a much stronger premise than being a morally ambiguous self insert. Her depression isn't the usual "WAA I'M SO SAD SOMEONE HUG ME PLS WAAA!" but more "It won't get better and i already made peace with that so lets move on" which feels way heavier.

But yeah, with how the game is setup now and how they promise big choices, they need the balls to let me choose wether the brother dies or not. Make it a bad ending sure but it needs to be there. Or even subvert this and have the brother leave/betray us by himself.
 
I reached the ancient city. Got Moonless, the girl, and the guy who started everything Le'Garde in my party. I got a black arts scroll in the cave, so I gave it to the girl and now she can snipe enemies I don't want to deal with and actually fight in major battles. Moonless was mostly for tanking until I did a little exploring and found two pyromancy spells, one of which costs nothing. I gave it to him because two moves and the other one to the girl.

Killed my first new god. Surprisingly easy, but I was using Blue Sin for myself and the claymore on Le'Garde while the girl and Moonless spammed attacks on him. I'm more worried about running out of torches than I am anything else. That and mind items. Glass vials to fill with water I can turn into wine like Jesus or All-mer apparently don't grow on trees.

I don't believe Le'Garde's bullshit at all. The girl recognizes him somehow. And the other new gods had some interesting things to say about both. Starting to think it was a mistake to take both along. If that faggot Cahara can try to fuck me over, they probably will too.

Honestly, this game is pretty great. Wished I was in those /v/ threads when it was the new thing.
 
I remember seeing this game's trailer and immediately getting Undertale meets Mother 3 vibes, but I should not have been surprised tha the game rips off Omori. At leas the game is daring to go beyond the Woke Level of Safety (made up tha therm just now).

I kinda wish tha these games would be open-source or otherwise let us modify them into something truly worthy. Some of these have interesting ideas that go flat.
 
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Horror sim ARPG with a chance of depression announcement:
This seems like it would be constantly at odds with itself. If the nightmare world can hurt your crops and friends, that would drag down the farming side by taking away things you've worked to build up. But if they're safe, then what's the threat from the nightmares?
 
I didnt think about this but Oddventure is from poland devs and there is (apparently) a cultural thing in Poland where seeking mental health theraphy is seem as shameful and leads to bullying so people don't bother.

I feel this might be intentional with oddventure and why it's not the usual western overdramatic "crybabies are heckin valid" approach. We see Charlie's friends abandon her and the teacher scold her and that's probably why she she became a nihilistic cold person but it's not like the story presents that as bad and has people tell her she should be happy and nice. She has issues sure, but it's like she is expected to grow out of them by herself.

This seems like it would be constantly at odds with itself. If the nightmare world can hurt your crops and friends, that would drag down the farming side by taking away things you've worked to build up. But if they're safe, then what's the threat from the nightmares?

From the trailer it seems the combat and the farming are completely detached from each other, you work by day and go inside the nightmare when you sleep. The nightmare isn't a threat but i don't think this is meant to be a survival horror game but one of those "social job by day, explore the dungeon by night" games (think cult of lamb, moonlighter, rune factory etc) except its spooky.

This is also another "what if stardew valley but HORROR?" game i see here and i fear it's becoming a trend...

And i'm not sure if it was mentioned but this hyper obscure rpg maker game released a few months ago. It looks certainly quirky/weird and insists how operworld it is, but looks kinda ugly deviantartish.

 
I finished it. I slaughtered the rest of the New Gods, save The Endless who just gave me her soul as long as I promised to lead the girl into what is apparently the remains of an old god.... Yeah, no. Le'Garde died against Francois. And I failed the coin toss against him, which finally got D'arce raped. I was expecting an instant kill, so that Eclipse moment was regrettably a better outcome. I wonder if her getting impregnated by it would spawn another ancient soul like the girl because at this point D'arce has all the other ones like Le'Garde does or whatever the hell is going on with him from what Nosramus says. For some reason, there's dinosaur enemies afterward? Anyway, I fought fucking Sylvian, who took forever to die and drove the rest of my party insane, before meeting my new god self. Picked to reveal myself and fight against humanity, cementing myself as the only god in existence as people went back to tradition.

Good game. Great even. I just wish it were a bit longer. Will probably go for the other endings some other time. Don't think I'll play the sequel because it looks a lot like a game the dev says is one but really isn't when it comes down to it. This game doesn't feel like it needs a sequel either
This song comes to mind to me right now about this whole thing.
 
Got bored and decided to buy and play Termina. My assumption was right: it is a horrible sequel to the first game. I like the expanded hexen and rev mechanics but the combat, atmosphere, and story lack intensity. At the very least, when I was broken as fuck in 1 enemies could still get one over on me if I missed a single time while not wearing the right equipment. I solo'd the entire game with little difficulty (barring the enemies that can mind control you into killing yourself) once I found a weapon that wasn't a complete piece of shit, which is unfortunately damn near every one of them. Enemy design is worse now too. I thought the optional super boss would shred me, and I fucking annihilated her. I killed the final boss in two turns.

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nothing can free me of this sin and despair

There are like three plots that could've been their own game going on and two of them make sense but are severely underdeveloped. I don't want to talk about the one related to the first game. It's just stupid and boring and raises a fuck ton of questions without a single good answer. This would've been fine as a spin-off or something focusing on either the murder deathathon or Alll-mer's evil half having ascended along with him.

I really should've expected as much with a tranny in the main cast.
 
The worst part of the tranny is how it brought all the wrong sorts into the Fear and Hunger fandom.
Definitely. They gave the faggot great abilities in the hexen too. Makes me sick.
This was made by an anti-police sandnigger simp. Unfortunate.

This guy just makes these for indie games as far as I know.
I like his Disco Elysium one.

I got most of the other endings before I decided to play Termina. I was right about Le'Garde and his little bastard. Made sure to slit his goddamn throat with glorious nippon steel. Shame I went crazy after. As for the girl, the fucking gauntlet was harder than her, but she instakills you anyway. Goddammit. God ending where you aren't a bitch and become the one true god is the best. Will try hardcore mode when I have some real free time.
 
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Spotted this weird quirky/horror indie rpg maker in the wild with a demo



In this game you play special agent Diego Corazon and from what i understand his job is to deliver love confessions via GUN. You see, this is cupid island and if people fall in love, they must confess in 24h and be reciprocated or else they turn into monsters.

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(sounds like a shitty place to live in tbh)

We start chasing a woman in the subway and kill a few guards that turn into monsters in a tutorial. Then we meet her and shoot her down since she's our target, but then she becomes a boss and we fight and wake up in the car, talking to our girlfriend mary valentine who passes me our first real mission.

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We must invade this mansion and shoot this lady with our client's love bullet. Sounds easy enough?

So the game is very resident evil inspired. You have limited ammo but you can shoot on the field, including objects that have drops and enemies before combat. If you gun down enemies outside of combat they get downed for a bit, where you can choose to fight them. If you fight and beat them they become a little heart, and you must use a consumable heartbreaker to permanently remove them from the field. There is some mild ammo crafting.

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(Our fist stage is a mansion too of course!)

The mansion is very RE coded. There are doors with star, sun and moon icons that require different keys, safes that require right combinations written in files and even a piano puzzle that i did not get at all and had to use a walkthrough that got it by accident.

Combat is a different story and tbh, it's fairly creative.

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So you basically fight a 1v1 in real time. You and the enemy have a bar, once your fills you get an action point and when the enemy does they attack. Pressing left and right switches your action and holding right mouse button will draw the weapon and M1 attacks, or it will open item menu where you drag an item to you or the enemy.

Since ammo is limited, you end up doing a lot of knife slashes that do low damage. Cutting a few times in a row makes the enemy bleed and slows down their action so it gives you some time to breath and restore AP. Blocking at the right time will make you dodge for 2 AP which is worth it but slows down fights a bit.

The first skill is "scan" that reveals enemy weakspots and aiming there does 2x damage but i find it goes too fast. One enemy has arms you can shoot after scanning to slow them which is nice, but i feel like i shouldn't need a magic scan for this. The game has free aiming, let me experiment and get rewarded for being smart.

Diego also has a super mode called "REVENGE" where he finger guns himself and enters a black and white state where you do a button combination and do A LOT of damage if you execute perfectly. This charges overtime and is your best stalemate breaker.

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(This would be cool if the presentation was better...)

Enemies have their own "finisher" that charge as they take damage too, they deal a ton of damage and work differently, spawning some circles on screen that you must cut with your knife at the right time (i never got it right).

You can buy new commands after leveling up or passives but i feel like the basic moveset is too important. Block, mitigates too much damage, knife is mandatory, gun is gun and gun needs reload and item is item. I guess i can take scan for first aid and now you have "limited mp.

There is also a normal shop in the mansion, where you buy stuff via phone like ammo, a pill that raises max hp or an acessory armor.

Either way, you get the idea. I found combat okay but i started skipping the basement enemies, i feel like battles are a little to long and i'd rather avoid them. A slash does like 9 dmg when enemies have +100 hp. On normal difficulty leveling up heals you which i missed and honestly makes it less frustrating. I didnt use the shotgun on the boss too.

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Anyway, we explore the whole mansion and find some creepy stuff like a tennis court in the basement. I get the final key and meet jessica. Diego tells jessica that he's there on behalf of his client and she should give him a chance, it could be the love of her life, but Jessica says she dont want anyone.

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Diego says he has no choice but to "open... your... heart!" and shoots her with the love bullet. She says it hurts and diego says she'll get better... Except she bleeds and falls in the pool, where a monster spawns.

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(you fucked up diego)

We fight this boss who hits very hard if you dont aim and kill its tentacles. It has 1k hp so revenge is mandatory to burst it down (+300 dmg).

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Mary comes help us and Diego explains the good and bad news. Good news, he shared the client's feelings, bad news, Jessica rejected them. But Diego says "eh, i'm sure he'll find the strenght to get over it", which seems a little nonchalant considering he killed multiple people.

Okay, so lets get this out of the way, this game is a little too confusing for my tastes. I searched a bit and saw the dev saying it's inspired by SUDA 51 and killer 7 which honestly makes it a lot more senseful, it's supposed to be a trippy psychodelic world that doesn't make much sense anyway. But even then the demo gives the vibe of the world being too fucked up.

So like, an innocent woman died for nothing? As far as Jessica is aware, some asshole invaded her housed, forced someone's love into her heart, turned her into a monster and killed her. Maybe she would morph anyway but then she never had a choice?

The game presents Diego as a cool badass but he kinda sucks? If his job is to prevent monster turning than he failed hard. This could've been played as tragic but he doesn't give a fuck about these people that seemingly got turned against their will.

And now the most obvious part i didn't mention until now: This is a very low budget game. It doesn't look or sound that great, which is bad because if you want to sell a trippy horror rpg you should've fixed that first. The premise is different enough but asthetics are not good enough to carry.

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(obligatory twin peaks reference)

Diego sprite is particularly bad, i hate the way his head is shaped and his face is angry.

There are a few things i really like tho. You can call Mary in safe places and you can save or talk to her, and each room has different dialogue which is always cute and their interactions are cute. If you call her on the balcony, mary says she sees you and asks to wave at her, but Diego lies and says he can't see her.

Overall an ok demo but it needs at least significant improvements in asthetics, sound design and writing because it's not really scary or funny.
 
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