Indie Gem Corner

Non-Surreal Game

This time we have a special recommendation from our local community. This game got everything: Doors. Walls. Even keys. Does that sound interesting to you? Find out, why it should.

Dépanneur Nocturne

You may not know what you are looking for, but the peculiar proprietor of this store will help you find it regardless. A shopping trip about love, divination and petting quantum cats.

Museum of Mechanics: Lockpicking

This week in our Indie Gem Corner we take a trip to a very special museum: On display is a whole collection of mini games that are all about the same theme: What do you do, when you lost your keys? Enter the Museum of Mechanics: Lockpicking.

Indie Gem Corner: The Longing

The Longing

Welcome to our Indie Gem Corner, where members of our team introduce games that deserve more attention! Sascha starts with The Longing, a game that makes you fall in love with it over time – 400 (real) days, to be exact.

Ambiguity in Game Design: What developers can learn from Dear Esther

Ambiguity in Game Design: What developers can learn from Dear Esther

I decided to start this blog with a post about Dear Esther because it was the first game in the relatively new genre of ‘Walking Simulators’. It is revolutionary in many ways, most notably for getting rid of video game conventions and exploring what lies at the core of interactive experiences. What do we really need to present to the player to create a ‘meaningful’ experience?

This post will dive deep into Dear Esther’s creation, intention, and reception and try to draw conclusions from this unique video game experience. Note that this post does contain spoilers and a brief description of the ending, so if you have not yet played Dear Esther you should experience it yourself before reading this post.

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