Finding Good Indie Games Without Relying on the Front Page
The best indie games are usually not the ones being promoted. Four discovery methods surface things algorithms miss.
24 articles
The best indie games are usually not the ones being promoted. Four discovery methods surface things algorithms miss.
A 100-hour open world is not a compliment when you have four hours a week. Here are complete, satisfying games that respect the time you actually have.
The genre's learning curve puts people off before the design clicks. Here's what to understand before your tenth run.
The mobile charts are dominated by games engineered around spending. Here's what's genuinely good, split by whether you want offline, free-with-dignity, or premium.
Split-screen is rarer than it was but not gone. What still supports it, what works with mixed skill levels, and the setup details that matter.
Games tell stories in ways other media cannot. The best ones use interactivity rather than working around it.
Most 'games like X' lists match genre and miss the point. Here's what people actually liked about nine specific games, and what delivers the same feeling.
Scrolling a library of two hundred games and starting none of them. A framework for picking by what you actually want right now.
Cozy is not one genre. Some are about progress, some about tidiness, some about being left alone. Here's how to tell them apart.
What makes a game work for exactly two people, including mismatched skill levels and the problem of one person being unavailable.
Survival games vary enormously in how much of your time they demand for how much they give back.
Strategy covers real-time chaos and turn-based contemplation. These attract completely different people.
Games that reward attention rather than time. Sorted by what kind of absorption you're actually looking for.
Roblox's front page is an algorithm, not a recommendation. Here's what's genuinely good, organised by mood rather than by concurrent player count.
The racing genre splits three ways and buying the wrong one is why people conclude they dislike racing games.
Open world design splits into two philosophies, and one of them is a checklist wearing a map.
Most mobile strategy games are timers with artwork. These are the ones with actual decisions in them.
Most mobile RPGs are engagement systems with a story attached. These are the ones that are actually games.
Games that work on a plane, in the Underground, or on a dead signal — and that don't gate everything behind an ad wall.
Horror splits into several distinct types and people who dislike one often love another. Knowing which is which saves a lot of wasted evenings.
Age ratings cover violence but miss chat, spending and time pressure. A parent-usable breakdown of what to look at instead.
Free-to-play covers everything from genuinely complete games to slot machines with graphics. Here's how to tell them apart before you invest a hundred hours.
Two players or six? Everyone patient or one person always leaving? Pick by group dynamics, not by review score.
Sales made everyone a collector. Here's a saner way to decide what to play and what to let go.