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A member registered May 11, 2020 · View creator page →

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I didn't know what I was doing but I enjoyed doing it!

This game heebied my jeebies, very unnerving vibes. I feel like it could use some creepy challenges or other features, though that might break the feeling as the uncertain becomes more certain. I really liked the idea of leaning so hard into the metroidvania genre that the whole map becomes a small space. 
I feel like the dark areas could have been an obstacle with a flashlight ability, but as you said you ran out of time.
A lot of the dialog felt like it was trying to tell the player how to feel. Show, don't tell, the environment did a decent enough job at it.
The interactions felt janky, particularly when interacting with a door and a light switch at the same time. I recommend establishing a priority order and picking one to interact with, reflected in the prompt of course.
What made it unplayable: I hit E 100 times at the end and didn't get more funny dialog

Overall, quite enjoyable, very impressive to make a game that elicits such a strong fight or flight response in just 4 days.

Creative game, would definitely be much better with audio. The lack of a deletion tool made tweaking my design difficult.

This game has a weird vibe, like a liminal space. Feels good to play, fits the theme, the platforming didn't piss me off too much lol

If you played on the browser version, the VFX are messed up so you can't see the projectiles. Try downloading it.

Oh maybe, I don't think I've looked at that since Germany's new rules came into effect. Thanks for pointing it out!

Very good feeling FPS controls, and I loved the ship design, very reminiscent of Halo. The sound design was satisfying, and the art looked good. The enemies were not very interesting to fight, but for a jam game their behavior and animations were impressive. This could be expanded into a full game, albeit with a more interesting main mechanic and less beeping lol.

Ohhh, are you in Germany by chance?
The game won't have an age rating until it is pretty much finished, as I have to submit it to be rated.

Jumping felt really weird, and was so high that the platforming was kind of pointless. The sensitivity was also way too low, making it hard to aim with the fast movement. The game was very easy to understand, which was good.

Thanks for the feedback! That's a common problem in game dev where the developer makes the game too hard as we play it more than anyone else. If only we had more time to balance it!

Ruptured isn't available in any country currently, as it is not yet released. Wishlists are greatly appreciated though!

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Interesting idea to loop around the planets. I was hoping for more of an emphasis on realistic gravity assists, but it was fun nonetheless. One thing that I would change would be to make the hitbox on the ship more forgiving.

Heh, yeah the balancing could use some work. I'm thinking of polishing this game up and shipping it with my main project Ruptured, as this boss is in that game.

Yeah the way I implemented the physics meant the position had to be updated in the physics loop rather than the render loop, so it appears jittery

Ah yeah you're meant to hold them

Were you tapping the keys or holding them down? 

Nice game, the jump mechanic was a bit annoying though.

It's a feature, ship it! 😂

Very solid gameplay, with some more polish this could be something really great. I like building up my zombie army!

Seems to be a common theme among players, I thought it would be a bit more obvious. I should have explained that in game!

Ah yeah I didn't explain that in game, the box needs to be big enough to have enough weight to hold it down.

Same main mechanic as my metroidvania, Ruptured. I'll be sure to check this one out later!

I ended up finding alternative UTF-16 characters

I tried using characters that are not in UTF-16, and I ran into some issues. I think it truncated the first 16 bits of the unicode, and left me with the wrong character. Is there UTF-32 support? And if not, can you add that?

The irony of you posting this 3 times

Definitely needs actual snake mechanics, it would be cool to have to place the apples so that the snake is forced to run into itself. Or, perhaps make it so that you try to keep the snake alive.

The movement didn't feel very good, and the boss didn't have enough health.

Very manic, I think it gets out of control a bit too fast. Way more micromanagement than crappy logistic simulators like cities skylines and satisfactory!

Delightfully stupid. This could be expanded into a Getting Over It style game. Lots of fun, the physics feel good (though maybe too floaty), art needs work.

Well designed game. I would tweak the balancing so you can get much more bricks like a real game of breakout, and perhaps one or two more tiles of placement distance. It would also be fun to have a block that adds a second ball.

Neat idea. Started off too easy, then suddenly got really hard at level 12 and I couldn't get any further

So the i frames thing I considered, and it actually *is* implemented, but the invincibility time is set to 0. I did this because most metroidvania bosses don't have i-frames, you can just spam hit them as the player.

Actually I made this game ENTIRELY because I hadn't yet made a boss for Ruptured. The only things it has in common really are the basic physics and the graphics. This was my learning experience to figure out how to make a boss, now I just gotta have it pick its own moves and implement it. You can wishlist Ruptured on Steam here: https://store.steampowered.com/app/1987800/Ruptured/

There is also a discord server where you can follow the development of Ruptured:  https://discord.gg/YvW2qBfj5C

Thanks for playing!

Very fun game, with some more units and more advanced mechanics I can see this being expanded into a full game. Also some tiles that produce new units unless they are destroyed would be cool. Would also be cool if there were multiple civilizations fighting each other.

Neat idea, it would've been cool if there was more to it than clicking on buildings.

Didn't find it very fun, but the graphics were pretty solid. It would be nice if you could actually see the war going on rather than units just walking endlessly in a straight line.

I mean when I place a mountain below another mountain it draws behind it

Very chill, and great looking graphics. Found some sorting issues with mountains. I think this game would be a lot of fun if there were actual civilizations living and fighting on your terrain as you build it.

Excellent sound design and visuals, the gameplay is also quite fun. I don't think it fits the theme very well. Also I think I broke it by upgrading my damage and firerate a ton.

A simple idea that has a lot of potential. Very fun!

Very good take on the theme, And definitely very polished.