Banned Memories turns the restrictions of PS1 hardware into a stylistic choice, and why not? Restrictions are great, giving a project a framework to rail against, or to comfortably fit within as you see fit. While the game seems to relish in the low-poly models and texture warping of the early 32-bit days, developer GamingEngineer is pushing against the restrictions of Game Maker: Studio, making probably the most impressive 3D game I've seen with it yet.
Engine aside, this is an atmospheric horror game that stacks up nicely against the likes of Silent Hill and Overblood, even if it's obviously several shades behind those games on account of it being made by one person, rather than a whole team of seasoned professionals. This is an early look at the game, containing a part of a haunted school to explore, and I'm really digging what I've played of it so far. (Via IndieGames)
Zzzz-Zzzz-Zzzz by SaintHeiser
The remarkable Zzzz-Zzzz-Zzzz is set in a dream world, and fittingly its rules have no consistency from one screen to the next. It's called that not only because you're asleep, but because you'll be pressing Z a lot. Z to go through a door. Z to go to sleep. Z to do an interaction, though you're never quite sure what that interaction will be. Because of this, because each new screen feels strange and unfamiliar, Zzzz-Zzzz-Zzzz is one of the few games to really get what dreams are about. It's a delightful, constantly surprising thing—fans of Fez are going to fall in love with it, I reckon.
Liberation, My Love by Newmark Software
A simple platformer embellished with a pleasant art style and premise, about a keytar-wielding robot thing that shoots colours at baddies. (He also has a shield, and a nifty lateral dash move.) The basic jumping and spike-avoiding could feel slicker, but Liberation, My Love's unique setting and look go a long way.
Out of Sight by Isart Digital students
It's a bit like Remember Me, this, specifically those bits in Remember Me where you have to reprogram people's memories (because you're a jerk). You're a woman with dymnesia trying to recover lost memories with the aid of a psychiatrist here, something you achieve by pivoting from one interactible object to the next, in a series of frozen moments from your past. You can examine each object for a bit of background detail, or combine the various sights and smells and sounds and other senses to bring the central memory to life. Writing and UI-wise, this is slightly clumsy, but I think the premise is a strong one. It's a bold and stylistically impressive game too.
Disposable by Martin Cohen
There's not much to Disposable yet, but I did enjoy the look of the world, and the dashy jumping ability I never managed to master. As your little robot explores a facility, looking for terminals to hack in order to open a central door, you'll occasionally need to rely on a tricksy dash-jump-thing that hurtles you through the air at a fixed distance. It's a fun, challenging few minutes of platforming, that Martin Cohen will hopefully return to in the future.