Interesting mechanics and unusual narration.
Pixonic studio producer Anatoly Shestov launched a thread in his twitter, in which he talked about little-known games with which it would be useful to familiarize those involved in game design
At the time of this writing, Shestov listed 14 games. At the same time, the original tweet has 102 likes. With the permission of the author, publishes a compilation.
Renowned Explorers: International Society
What: squad management TBS , which is not ashamed to let the child play.
What is interesting: combat mechanics – three parallel scales of health with different types of influence.
Slay the spire
What: Session ” bagel ” with a drug addict visual.
What is interesting: the combinatorics of a healthy person in session gameplay, a variety of interaction mechanics.
Star Traders: Frontiers
What: Space Ranger bastard son , FTL and EVE: Online without online.
What is interesting: the ideal space with politics, research, crew, plot, pumping, trade – in general all that you can think of.
Thea 2: The Shattering
What: 4X about narrative and empathy.
What is interesting: Survival mechanics in 4X, the setting of Slavic fantasy, crazy fighting on cards.
Risk of rain
What: RPG-bullet hell with a side view.
What is interesting: a ton mechanic with a quality influence on the gameplay, elegant design classes, one of the best speakers, one of the best cooperative modes.
TASTEE: Lethal Tactics
What: controversial TBS .
What is interesting: the implementation of the “ghosts” of where the opponent was.
Warhammer 40,000: Dawn of War II: Retribution
What: a very mediocre RTS with a very cool non-core mode.
What is interesting: Last Stand mode and its meta.
Dead in vinland
What: bastard son of Darkest Dungeon and This War of Mine.
What is interesting: visibility of production chains and activity cycles, discarding game cycles, exploring.
What: visual novel , plus resource management.
What is interesting: bringing the narrative with very cheap means, the setting, the significance of the choice, and the time-pressure.
Ash of Gods: Redemption
What: the domestic clone Banner Saga, where by mistake steep design solutions crept in.
What is interesting: the mechanics of “general ****** get your stats up” with a global map.
Long live the queen
What: Adischensky resource management , cleverly disguised as a visual novel.
What is interesting: the role model, the significance of the choice, the pace of what is happening, the beating of cycles, feedback to decisions
Omen Exitio: Plague
What: text quest for Lovecraft, cleverly disguised as a visual novel.
What is interesting: replayability, progress, pumping, the principle of “yes, but …”.
Orwell: Keeping An Eye On You
What: a text quest , where the UX is one of the tools of the narrative.
What is interesting: UX, parallel plot.
This Is the Police
What: immersive sim , deftly masquerading as resource management.
What is interesting: a vivid example of the fact that expectations on the genre and the setting can be ignored if the product benefits from it; the best narrative in general.