I went to Boston FIG today! Or yesterday. Not quite sure when I’m going to finish this article, so it’s possible neither of those end up being true.

Anyway, the Boston Festival of Indie Games is a small event focused on surfacing independent and in development board and video games. In my case, it’s a good chance to be exposed to some things I might not ever see!
I don’t really give awards, but I do want to call out my favorite digital and board game from the show, before I talk about some other stuff I liked.
Most of these are in development, so I’ve done my best to link to either the Steam Pages/Websites/Socials of the folks making them. If you see something that seems cool, wishlist/follow/whatever else it is.
Without further ado…
Favorite Board Game – Cobalt

Cobalt is in development co-operative deck builder from MILLRAT Studio. It’s clever on a bunch of levels and is probably the best co-op deck builder I’ve ever played even in it’s fairly early state. One of my favorite things is how it includes cards that actually combo of cards your teammates have played. It’s excellent, and my only real regret is that I didn’t get to play more of it.

Edit: As I was writing this, it turned out Cobalt won both Best in Show and Tabletop Best Family Game! So I’m not the only person who thinks it’s pretty great.
Favorite Video Game – Eye of Syn

Eye of Syn feels like a really clever twist on Plants Vs Zombies. Probably the most obvious twist is that you need to play two full lanes of tower defense at once, toggling between the two to build up your towers, but even in the demos, I saw a lot more questioning of the mechanics of the game then I have in previous PvZ inspired designs.
The games second standout mechanic is that the towers buff and modify each other based on which other towers they’re placed next to. It’s a clever twist on the TD formula, and I’m curious to see the final game.
With that said, lets talk about everything else that left an impression.
Dying Kings
By Runaway Parades, this is a push your luck game that reminds me thematically a bit of Crusader Kings, in that I found myself desperately hoping that my maladjusted monarch didn’t croak from miserable malady. I liked it, but I can also see some of my friends being annoyed at the level of luck currently present. It seems reasonably early in development, but it was quite enjoyable.
Scraptactics

Scraptactics is interesting. It’s a game about doing weird stuff to cards, and with cards. My friend described it as a bit like Flux. There’s one absolutely fantastic mechanic present in the game with the marker cards, allowing you to permanently remove lines of text off cards, changing their effects. There’s also a lot of scuffed, and somewhat unpleasant interactions. Our game devolved into a semi-infinite combo in an attempt to seize control of a single card.
There is a good idea here, but this iteration doesn’t feel like it’s found its focus yet. If you’d like to try it yourself, it’s $7 on itch.io, but it does require scissors, tape and markers.
CryptidCam

CryptidCam Pokemon SNAP with free roam and Crytpids! Capture candids of the lochness and flatwoods monster, and throw carrots at a jackalope. I like the idea, and I generally liked the art.
It did feel a bit rough to control, though that could have been the Macbook I played it on.
Fresh Fish

Fresh Fish is Neon White by way of fish and a grappling hook. I like the idea here, but I was just not able to get into it as much as I would have liked at the show. I’d like to try it again on my home PC, and see if this was mostly just controls/setup.
Front Page

Front Page is Papers Please meets a Visual Novel about being a newspaper editor. I really liked this, even if the demo was a bit short, and focused more on the visual novel element then the mechanics.
Monsterpiece

A painty puzzle combat game. It’s very clean, it feels well made, but I just didn’t have as much fun with it as some of the other stuff at the show.
Perilous Pairs

You know those memory games where you flip up pairs of cards, and try to find matches? Do that in real time while simultaneously playing a bullet hell, and you’ve got at least the general idea behind Perilous Pairs.
I thought this was quite clever, even if I might not actually play it myself, as I had a pretty rough time of it in my goes on the demo.












