Don't Let Them In by NPJArcade
You might not be letting them into your house or garden in this tense wave survival game, but they'll come in all the same—the (probably zombified) enemies of Don't Let Them In choosing to advance on your position with an alarming clomp or rustle.
Despite the big, chunky pixels and the teeny resolution, this is a surprisingly meaty action game—the crunchy sound design fills in a lot of gaps. The only real negative, and it's a big one unfortunately, is the abysmal camera, which can't decide whether it wants to be over your shoulder, or stuck on your forehead, and which frequently obscures your vision behind parts of the environment.
Visitor Centre by progrium
I played the SNES Jurassic Park rather a lot as a young'un, and I never made any serious progress, thanks to the bastard-hard first-person shooter sequences set in dino-infested facilities. I never would have thought I'd see an indie game recreating those clunky, kinda terrifying indoor sections, but here it is in progrium's Visitor Centre.
Like the original game's indoor bits, this is really bloody difficult. I think more so than the SNES game—because it seems like it might be impossible to advance beyond the first few rooms? While there is a shotgun, that's very limited, and for the most part you have to rely on a short-range electric stun thing that puts you straight in harm's way. I wouldn't say it's a ton of fun then, but Visitor Centre looks and feels authentic, and I'm amazed that it exists.
A Moth Batters Against Glass by Sam Keeper
I found it difficult to decipher the environment in this top-down, low-res walking sim, but there's some adept fantasy worldbuilding that imbues Moth's ambiguous world with a great big heap of atmosphere. I like the colour palette too, which shifts about as you move from screen to screen.
Like roots in the soil by SpaceBackyard
Oooh, this is a lovely interactive 3D thing, which gets even lovelier when you see the game through to its conclusion. Like roots in the soil is only a few minutes long, and consists of two people walking simultaneously down a street. It's the same street, but in two different time periods: one a seemingly post-apocalyptic wasteland, and the other an intact urban environment. Your play no part in the story, but you can rotate the camera to see more of one world, or more of the other, an action that causes the music to transform in a subtle way. I particularly like the little scraps of story that appear at the bottom of the screen, which could, ambiguously, apply to either period of time.
FAUVISTa – Sailboats by Gigoia Studios
The idea of stepping into a painting is a particularly magical one, my imagination stirred at a young age by The Voyage of the Dawn Treader, in which that happens to a couple of the Pevensie kids. You don't end up in Narnia in the oddly punctuated FAUVISTa – Sailboats, but you do end up in a gorgeous painting by Andre Derain, and that's a pretty great consolation prize. 'Boats at Collioure' is your colourful playground here, a small-but-not-as-small-as-you-might-think place where you can learn a few facts from citizens, or simply watch the boats milling into and out of the harbour. (Via Warp Door.)