Broken Roads
Born of a love for traditional computer role-playing, Broken Roads provides a rich, engaging narrative in which players make their way across a desolated future Australia. Blending together traditional and all-new role-playing elements on top of a classless system offering nearly unlimited character development options, Broken Roads presents players with an original morality system: the Moral Compass. This novel design sees dialogue options and questing decisions influence, and be influenced by, a character’s philosophical leaning.
Features
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All-new post-apocalyptic setting
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Unique morality system influencing dialogue, quests and character development
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Authentic Australian locations and environments
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Blend of traditional and original RPG mechanics
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Up to 5 party members
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Turn-based tactical combat
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Hand-drawn artwork
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A content-rich and densely-crafted world
Read More: Best Philosophical Hand-drawn Games.
Story
Really interesting project, even if you just walk for the most of the time, the number of endings is quite impressing, but i can’t find out how i should get this many endings. It’s kinda weird the interaction with the objects, you can just watch them so it’s hard to tell if something changes when you “use” them. I’m waiting the update that should be released in these days.
– Real player with 0.8 hrs in game
Read More: Best Philosophical Relaxing Games.
Good visuals if you remove the gray filters that make it hard to make out objects, more obstacles in the infinitely long pathways and also the controls are very bad also cinematic mode is weird also the skeleton looks funny running and also the enemies die in 1 hit and also the skeleton bowl doesnt accept my ball so i have to rule the tomb until judgement day
– Real player with 0.5 hrs in game
You Doesn’t Exist
I can appreciate the artistic vision of the thing, really… but it just gets too strange for my taste. It’s like if you find an anime show that you really like… and then the final episode (or two episodes) they try to get all existential and flip the universe on its head and it just ends up being a terrible thing to watch. I enjoyed the first half of this game. I played up to META level 10, I liked it up until about META 6 I think. (META is the point where you change to another scenario.) Then it just got… stupid, for lack of a better word. I might go back and finish it someday, but probably not anytime soon.
– Real player with 4.4 hrs in game
Read More: Best Philosophical Free to Play Games.
If the game didn’t close itself, you aren’t done, and maybe that’s not even the end. I may have only got one potential ending. The dev thinks he is hilarious and clever, not sure if I have the patience to find out if that’s true or not. Yes it takes time to get to the point, yes everything is really generic at first, yes you get made fun of by the characters near the end. That’s the point. That’s probably the only point. Maybe….I don’t know. I may have to try again at some point, see if the first few (…chapters?) affect the rest or if it’s even worth finding out
– Real player with 2.6 hrs in game
Sink
A game about faith, life and soul…
《Sink》 it is a horizontal scroll RPG. In this cruel and realistic world, what attracts us. In the low period of life, do you believe in the power of religious belief, or choose to continue on your own will. There are all kinds of people in this world, what do they think about life, ideals, and society? We have formed this human society together, and when the end is coming, we choose to hand in hand to meet the end, or to fight hard .
Game features:
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pixel wind screen
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unreliable teammates in RPG
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inexplicable plot
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non existent exciting adventure stories
Do you have the confidence to get out of the predicament of life
Death will delete the SaveFile
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In Vitra - JRPG Adventure
In Vitra is a decent game. It is definitely worth the money I spent on it, and I would buy the sequel, if there was one. It is not an especially difficult game, in fact, after a few hours I found out that you could run away from the majority of the enemies, and still progess in the game. I finished the game at Level 14 for all my characters, and was able to beat the final Boss with 19 out of 25 Full Potions remaining in my Inventory (I will say that the Final Boss was a bastard to kill). JRPGs are my thing, having slogged my way through Millenium, every blessed part, and others of its kind, and God knows there are worse games in this genre than In Vitra. It’s kind of basic, but I enjoyed it and hope the producers continue to grow and create better and better product.
– Real player with 12.5 hrs in game
This game I have rather mixed feelings about primarily due to the fact that the balancing in this game feels off a considerable amount. What I mean by this is that the early game is exceedingly brutal and the further you get the easier things become. This is very strange when at the start of the game everything kills you in one hit (no joke) and at the end due to the fact everything is vulnerable to status effects the final boss literally CANNOT DAMAGE YOU, or can’t damage you more than poison hurts him. I swear what is with developers making poison like the deadliest status in the universe?
– Real player with 9.0 hrs in game
Timothy Leary’s Mind Mirror
I absolutely recommend anyone with even a slight interest in psychotherapy to try this game out, not because it’ll blow your mind or because Leary was some kind of genius, but because it’s a solid example of what I believe to be a therapy-oriented game.
Somewhere between interactive fiction and gestalt therapy (not mention the weird words and “archetypes”), this program is for all I have read basically a reproduction of Leary’s PhD thesis. It might well have been a facebook quiz if it was written two decades later! It’s not particularly avant-garde or exceptionally brilliant as far as I’m concerned, but it’s neat to play through.
– Real player with 0.5 hrs in game
The Pale City
I did not know what to expect when I initially dived into the Pale city- but I can say I found myself thoroughly invested in the experience.
There is a lot of effort placed into the overall writing, with some excellent bits of prose helping to underline the grimness of the Pale Citys world. It’s jarring but in a very human way to alternate between the crassness of normal conversation, before it dives into the chilling bits of monologue which help to underline the natures of the character. And there’s an underlying horror to the world at large that would be well at home in a Lovecraft novel- even without the more blatant naming of some of the enemies.
– Real player with 16.7 hrs in game
10/10 - This game is fucking awesome.
It might be a matter of taste but I found it to be an example of my “ideal” game play experience. Story-driven dark fantasy that is mechanically challenging as well. There is a particular way you have to defeat certain enemies. And there are no “random encounters” which I always found very annoying, every fight was part of the plot, to say the least. No grinding or anything.
Do not let the graphics fool you. Although I think that they actually enhance the mood of the game, some may skip this title simply because of the graphics. Do not do that. If you are interested in narrative-driven RPGs, you must get this game. It has the same amount of story and value one would receive from a well written book, making it well worth the price. I paid $3.99, since it was on sale, but I may purchase a second copy to send to a friend because I feel that this game deserves it.
– Real player with 12.9 hrs in game
Everything
If you remember that funny screensaver & ambient noise generator called ‘Mountain’ (has achievements now), you already know the dev David OReilly who’s vastly expanded his idea behind that one in his new creation ‘Everything’. As the change in names suggests it’s really much bigger, but still can perfectly (even better) serve you as a screensaver in autoplay mode.
The thing is built around the famous series of lectures by Dr. Alan Watts, a well-known popularizer of Eastern philosophy in the West & a psychedelic guru - I remember some of those sayings from listening to psy-ambient tracks, where the musicians used them as samples, you know.. along with Terence McKenna’s & Timothy Leary’s words. I’m also totally into wholistic philosophy & esoteric psychology myself, I study yoga & use psychoactive substances - so I kinda represent 100% target audience for this.. AND I FEEL LIKE I’VE BEEN WAITING FOR THIS ALL MY GAMING LIFE, RLY! For games with more serious, deep & grown-up ideology behind them.
– Real player with 313.6 hrs in game
A very odd game that I’m not sure if it’s anything or everything.
The game mostly involves exploring areas and trying to touch every object in them to discover them… no, it’s try to complete the tutorial that takes a couple hours. No wait, it’s just a sandbox to mess around with.
Actually Everything is all those things and none. It’s an odd game, reminding me almost of Katamari Damacy in a few ways, however it doesn’t exactly have a “gameplay” loop. You explore the world, experience lots of stuff, and then either shrink or grow out of that world. You have the option of doing either and you do it through your own control rather than hitting a size limit.
– Real player with 32.1 hrs in game
Sometimes Always Monsters
Games are Art. This is not under debate, but the thing about art is you can get it, you can understand the themes and artists intentions…and you can still conclude the art is unsuccessful. The developers are perhaps some of the nicest and most thoughtful guys in the indie world. They’ve been wonderfully responsive and engaged with improving problems players encounter. However, SAM fails to live up to ASM’s legacy, but more than that it fails its attempts at creating cohesive art. Despite all the worrying the devs indicate they did about whether anyone would “get it”, that didn’t turn out to be the problem at all. The question should have been: “How do we keep those who get our game engaged? How do we tell a good story through our medium and art?”. They didn’t need to remake ASM. They just needed to iron out what fit and didn’t fit their message.
– Real player with 30.0 hrs in game
I really wanted to like this game. This is why I didn’t.
I first heard about ASM in 2015, and played it for about 17 total hours, finished the game two and a half times, I believe. Haven’t picked it back up since 2019. I was excited for Sometimes Always Monsters, because, as memories fade, the issues I had with the original game faded as well. This isn’t a critique of ASM, though, although the two games share common problems. I’ll save that for another time. As the story carries over, however, I’m going to reference it during this review.
– Real player with 25.0 hrs in game
Super/Human Identity
Waking up with superpowers and no memory, five strangers find themselves in a struggle for survival and a search for answers. Pursued relentlessly, will their hardships bring them closer together or turn them against each other? And will everyone make it to the end?
Playing as Subject 5, the number designated to you is your only clue to a former life you have no memory of. On the run, fighting for your life, you join up with Subjects 1-4. Together, you must cross a ruined city to get to safety and find answers. Beset by an external threat as well as internal conflict, you have to navigate your way through alarming revelations and difficult choices before finding your freedom.
Superhuman or only human - you must reclaim your identity, or define who you are anew.
FEATURES
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Choose your avatar, pronouns and name as you develop your main character into who you want them to be with frequent, nuanced choices.
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Influence each of your companions' fates. Will they live or die? Who will they become if they survive?
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Experience different group dynamics as a consequence of your choices. Any two characters can be friends or bitter enemies.
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Romance one of 6 different characters – 3 male and 3 female – available for all genders.
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Think fast and use your telekinetic powers on the environment to defeat enemies. Choose between 4 difficulty settings ranging from Narrative to Superhuman.
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7+ hours long, highly interactive, narrative gameplay. One story with vast variability.
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Stylized, cel-shaded characters and backgrounds, with painted CG artworks illustrating key story moments.
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Epic, emotional, original soundtrack from composer Edwin Montgomery (Warhammer 40,000: Regicide, Wasteland Remastered, Ghost In The Shell, Neverwinter).
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Accessibility features: Opendyslexic font, large UI, self-voicing support with additional descriptive text, captions.