To me, the top indie games (I like that term - lets use it!) are
Noiz2sa
- For sheer style. Beautiful, beautiful, pure. Excellent combo of graphics and music, together with very finetuned gameplay. Brill.
Extender
- Not stylish, sorry. But very addictive and one-more-go-ish.
FloboPuio
- The puzzle fix. And also nice looking.
I do want to like Spout more than I do, I very much like the consequent style. I just don't play it as much as I like the idea of it
The Minigame Project has some boring ones and some absolutely brilliant - Squares32 is totally brill in its simplicity, more or less the old Worm concept (eat stuff, grow, become more difficult to maneuver), but transposed. Can you tell I like abstract games?
Then, of course, there are a lot of the indies that I haven't played at all, and I play the others I have on my SD quite some, too. But for a indie show-off, I would pick those.
Then again, of course, originality is a hard thing. This field of videogames has seen so many different directions that almost whatever direction you aim your game design, someone with a corncob is going to pop around and say "Oh, so it's another clonegame, but with ugly graphics, eh?" :-/ The difficult part is to come up with a game design that is original enough, yet not too impossible to implement. That is the great draw of coding emulators - The design is already done, literally set in stone (or at least silicon), so you only have to be minute about the details in the spec and then write good code. "only"
We should be less quick to call devs names on "clone games" - because with enough effort, I'm sure we could call anything from the last 6 years a clone. Almost. - and maybe rather point in the direction of games that would be worthwhile to reimplement. I, personally, would go gaga over an up-to-date Xeno game, as in "the best bloody futuristic sports game ever, and on the spectrum to boot"
It's a rhomboid playing field, and the players are represented by two pucks or saucers and...well, it's quite abstract, really