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Pull the Lever Games

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A member registered Nov 26, 2018 · View creator page →

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Super cute artwork and animations, and the looping enemies into spider web is a perfect mechanic this theme!

I spent a good while tuning the spawning logic of collectables and orders. But I agree there are still many issues with it.

Thank you for checking out the game and providing valueable feedbacks.

This stuff looks absolutely stunning! Please tell me how did you get the environment to look so good? Some pointers on the shader, lighting setup and post-process settings would do. Would help immensely on my side projects.

Beautiful entry once again!

Thank you! It’s still far from the level of polish I’d ideally like, but I’m happy with how it turned out for the jam.

Thank you, kind sir :)

Thank you! I find idle Main Menus as a lost potential in games. Just wanted to add some minimalist effect. Glad you took notice.

Thank you!

Oof unfortunate. The webGL builds were completely broken since they do not support async task calls, and I had used a lot of them in the core mechanic of the game.

I'm so glad you enjoyed the wholesome chaos :D

Thanks for pointing out the scoreboard issue. Honestly, strangest things happen while deployment. My greatest takeaway from this Jam was that "You start taking builds and playtest them since Day 1".  I kept them for the last moment and my web builds absolutely crashed.

I'm happy the mechanic felt intuitive. I had initially thought of making it a fully mouse driven gameplay, but due to time constraints that's a task that forever remained in the backlog.

I totally agree with tail controls to be tricky at times; dynamic rigidbodies are sometimes a pain to tweak around. 

Thanks you for playing the game!

Thank you so much! Hearing it was addictive to play is a huge compliment to me. Really appreciate you taking time to play!

Why was this so addictive! Very smooth gameplay, cool visuals and a banger soundtrack. 

Suggestion - I couldn't see gravity and motor doing much visible changes in the game. Would prefer having some good player feedback there.

Finally found a programming game with loop! Initially I thought of working on a similar concept, but felt too overwhelmed.

This is very well made. With neat artstyle.

I relate so much to this game right now :')

Cool mechanics and great visuals.. Perfect entry!

Immense respect for the amount of effort put into this game- the art style, lighting, color palette, narration, and microinteractions are all spot on.

This is just a small nitpick, but I personally find true isometric games a bit visually challenging to play. The camera movement felt slightly off at times, particularly during the garden wheelchair section. Additionally, the player movement didn’t seem perfectly aligned with the isometric path.

Crazy to think this was made in under 98hours. Getting the hang of controls was a bit tricky for me.

I think we were both going for a similar mechanic in our games (Loop to Kill); I just ended up taking a 2D route.

Great entry!

Interesting game mechanics, and great artwork! I can tell a lot of effort was put into this.

The placement of colliders gave me a hard time while attacking the skeletons.

I love rhythm-based games! Cool artwork and a great entry.

Suggestion: I didn't  find Space and C to be very convenient.

Great entry to this theme. The levels are really well designed. I took so long to beat the level with 4 pedestals next to one another, but once I learnt the mechanic, I was able to solve the remaining ones. Still I felt the difficulty curve was quite exponential. But that's understandable since it's a jam entry.

Waiting for the next update and hopefully a web build.

I used to play a game called Duet on my phone long back. This reminds me of that game!

It's a fantastic twist to that mechanic. Good job!

Minimalistic art with great level designs! Each level I felt like I learnt a new mechanic. The difficulty progression was well handled.

Nice and smooth gameplay. Love the transitions and minimalistic UI design. A brief tutorial in terms of just text would've helped at the beginning.

That's a lot of content you fed into the game in terms of artwork. I couldn't continue after day 1 though.

Such a beautiful game!
I'm really curious how does the game recognize the patterns that players make in order to rate them?

Incredible work! The scene setup, lighting, mirror, everything on point.

Such a lovely game! Thoroughly enjoyed my time playing this.

OMG, Thank you so much! It's always lovely to see your game being played by people full of energy and excitement.

I do agree about the sounds, I wanted to add many SFX and ambient music into the game, but couldn't.

I was originally not certain if the game was worthy for PlayStore since there are already so many similar games in this genre, but you reassured me. I'll consider developing it further *but after my current game's release. (。•̀ᴗ-)✧

I had mentioned that in the install instructions section. I will add that detail in info section as well.

Thank you!

Thanks, glad you enjoyed it!

Thanks :)

Your game was super fun to play around with. I was able to reach floor 5 once and then floor 7.

One of the things I noticed was that you don't seem to clear the level attributes when the player finishes it. Because if during the end of one level if I had my mace out, it will continue to be out when the next floor gets loaded. The same goes for items from the chest.

Also, double jump to throw shurikens I found was a strange design choice, because of that I rarely made use of it. I believe if it were assigned to some other key like 'F' or 'Ctrl', perhaps I could've made use of it a bit more.

I loved the concept that shurikens replenish with each bounce of mace. But it also allows players to exploit the mechanic in a few ways, one of which is the player can keep a solid object between him and mace and try to pull. Doing so will instantly replenish shurikens.

Player movement was quite smooth, but my character kept sliding for a bit, a very small amount due to inertia. I found the jumping aspect a bit difficult to control since it has a very small height and the player can do wall jumps, but I assumed that was the expected behavior.

Finally, in my opinion, I think keeping a limit on how far the mace can go would be better since at times I was at one end of the floor and my mace was far off the screen probably stuck somewhere.

Crystal clear instructions, excellent enemy behavior, and bullet projectile; with that, overall a solid entry mate. GJ!

Hey, thanks a lot for that beautiful breakdown. Originally my plan was to include offensive strats like some jellyfishes (jigsaw pieces) can fire back electric shocks and laser-type shenanigans. But then realized I had only a couple of hours before submission and made it a defense main game XD.

But as you pointed out I'm quite happy making it a defense main game and will probably proceed in that route.

hey, thanks a lot! Glad someone finds it addictive. \(๑╹◡╹๑)ノ♬

You guys are a great team!  Awesome game for the jam.

Thanks for checking it out and providing your insights.  Being a strategy game I do think it needs to undergo a lot of balancing.

This is such a beautiful game! Great job on the artwork. A bit hard to get used to controls, but solid entry!

I was stuck for a bit in the beginning but then got to know the concept of depositing and was able to clear the game. Nice concept and art overall. Could use a bit of smooth movement, however a solid entry :)

Yup, you're right! Thanks for checking it out.

Thanks for checking the game! Glad you enjoyed it.

Thanks a lot! Glad you liked the concept.