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RuneMoth

200
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2
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15
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3
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A member registered Jun 07, 2021 · View creator page →

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This is really fascinating art. I liked that it was (or felt like it was) painted in real life and not digitally. With so much AI art out there these days, this really stands out. 

I had a hard time getting started. I couldn't find the X to close the first window, and after that, I felt like I needed a few more visual clues or a tutorial. I never figured out what the chaos meter was for. 

Regardless, I liked it. It's different and a good jam game.

Translated with DeepL.com (free version)

After a while, I lost my sword and didn't know why. Since I couldn't run or back up, I couldn't finish it :(

This is a very beautiful game. I agree with other comments that it has a lot of potential, but it still needs work on the glitches that can break the experience. That said, I really want to highlight the visuals, because there are some genuinely lovely elements here, even if a few things do not fully match, like the floor compared to the rest of the art style. The color palette and the character designs are gorgeous.

The controls and movement feel strange, and I think the game needs a clearer introduction to what each tower does early on. Even so, it has potential as a more dynamic take on tower defense.

I hate and love this game at the same time. It is such a simple idea, but it works so well. I knew the wall was invincible, I knew the game was unwinnable, and still I tried... and lost.

I really loved the walking animation, and the game is very fun to play. Right now, the level art still feels quite prototype-like, but with a bit more care and attention  (like the armadillo already has), it could look fantastic. I think the game has a lot of potential.

The game is very difficult, but visually stunning. My main issue is that the learning curve does not feel very gradual. You are thrown into a high level of difficulty before you really have time to get used to the controls, so it can feel like you are hitting a wall almost immediately. The bullets are so fast that the game becomes overwhelming very early on. That said, the game has a lot of potential and already feels very polished.

toda la razón 

Interesting concept :) I liked the color palette. I missed the fact that the archer could have been a ranged unit capable of attacking from a distance. I think with a little tweaking, it could be fun to play on a mobile device.

Muy lindo arte y entretenidos niveles. No termine de entender como estaba aplicado el tema eso si., quizás no logré llegar tan lejos, porque soy malísimo en plataformeros.

Eu falo espanhol e entendi um pouco; traduzi para o português caso você não entenda inglês, mas recomendo que você jogue em um idioma mais internacional, como o inglês, para que as pessoas possam te dar uma opinião mais precisa.

Belo trabalho e desejo tudo de bom a vocês

loved the menu and the art. Very cool interpetation, i loved it

Finally I get to play one of those run away games. Nice meme.

· Umbra ·

As others said it's like a 3d Pacman, cool idea.

You can improve the range of the attack of the enemies, it's not very intuitive.

Overall I think that parkour and Pacman is a good choice, just needs more polishing. Keep it up!

· Umbra ·

I think you have potential to make a fun game, but this one is very broken.

Good: You can shoot with both hands, you made a minimap. You've made an ammo system. The art seems great!

Bad: There's no way to realy play, no waves will start, and you can't even close the game.

Keep it up, I hope you get this game to a playable state, seems like a fun and artistic sprite shooter!!

· Umbra ·

Very oppresive and eerie feeling. I like that you can't run, mixed with the tight corridors, saturated audio and the analog mechanics. All of those blend well with the hard to distinguish textures and the filters that make you feel like you are trapped in a nightmare.
The jumpscare was shocking, yet childish, there was no real buildup to it, I didn't yet fear the creature enough. I suggest to put it elsewhere, start with something creeping behind you.

Please make a UI to close the game.

The experience was interesting overall. Keep up the good work!

· Umbra ·

What a great game!! Classic Source-like aesthetics, a little bit of humor and so much fun.
It's refreshing to see the theme well applied into a mechanic, the respawn and also the dialog.
Good tutorial, well paced and challenging levels.
Even good "show don't tell" put in action.
 
Nothing else to say, great one!
· Umbra ·

There's something compelling in controlling a beast that grows as you eat the scenario. I played for a while just to see how the kaiju evolved overtime.

That said, this entry seems just too rushed and very broken. Had to alt tab to close the game, the character doesn't have eyes, the app is named game_name_game_jam with no icon, and the two indicators of the UI were just a white bar and a blank square.

I hope you get to work more on this project because I think you can achieve something that's funny and quirky with this idea. Good luck!!

· Umbra ·

Funny meme, reminds me of Rock of Ages. 
The fog is a bit thick, consider turning it down a bit.
Keep it up!

· Umbra ·

Interesting take on the fist person dungeon crawlers, it has a nice cadence of play, games that let you restart over and over can be very adicting.

The combat system is a bit cluncky, but it has potential. I believe that an indicator when you attack might be great (like a slash, even in the wind) to be more in sync with it.

Overal I find this game classic and elegant, yet cluncky and chaotic somehow. I think you got something very scalable in your hands. Just balance it a little and make the hits more satisfying if you can.
Keep up the good work!

· Umbra ·

Beautiful art and sound design, the ambience of the starting zone is charming, the sounds are good.

Settings menu is functional and what I expect for a submision. It could be refined by removing the "UI settings" name and only activating certain buttons on the playing scenario.

I don't like that the staff just shoots a lazer beam to collect resources, doesn't fit the theme quite well.

Overal I find it a nice, simple but charming  well paced crafting game. keep it up!!

· Umbra ·

What kind of weirdo plays with the crosshairs flipped? Just kidding—my game has that too, but it actually makes sense. Good game tho

Interesting concept—with so many elements illustrated—but I feel like some important ones are missing, like the dialogue boxes or the volume sliders. The stark contrast really stands out. Good game. 

It's a really good game—the theme is nice and well executed. But the mouse sensitivity ended up being frustrating for me, and I couldn't finish it.

5/5 really nice game, fun mechanics, lovely art, solid game jam submission

The game may have some flaws in terms of graphics and performance, but it's really fun and does a great job of bringing the theme to life. I loved it.

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daaamn the athmosphere is awesome! I missed some colliders tho

We tried to make the theme more narrative-driven, where the sea, death, and the game were invincible. Thank you for playing!

i loved the drawings and the concept, but i had troubles to understand the spellbook. I just saw the browser issue on the comments. 

fun game and cool art!

good game, awesome art and made my so fucking unconfortable (in a good way lol)

Saludos al equipu, estoy viendo el stream. Habia descargado el juego para jugarlo en la noche, pero aprovecho de saludar :D

El juego esta muy bacan!

Tampoco entendí como se jugaba, pero recalco el arte y sobre todo el cuy cocinado de los creditos 🤣 detallazo

Me costó mucho entender al principio, pero despues es disfrutable

No entendi como jugar, pero el arte está increible!

uy, yo preocupado y lei los comentarios, mucho exito para la proxima!

🤣

Creo que la tematica se cumple solamente con el desarrollo de tantos juegos jajaja. El que mucho abarca,... pero esta vez si apretó.

muy lindo juego, lindos fondos, lindos colores. Me encantó. 5/5

yo tampoco pude, pero creo que era la idea para explicar el concepto del vacio 🤔