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TalDSRuler

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A member registered Jan 25, 2017 · View creator page →

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10/10 no notes. 

Absolute gremlin energy made manifest. 

no, pika, YOU'RE peak!

But seriously, glad you enjoyed it

Hi Tsuneko, thank you so much for playing the game and making a video about it! I loved hearing your reactions live. That does sound like a very unique issue, and I think we'll need to debug how that exactly happened. I never thought our build would interact with SteamVR, so that's going to be very interesting to try and replicate this one!

Very clever piece! Definitely gets very challenging, very reminiscent of puzzle games like Awaria and Helltaker. Thankfully no move limits, but very solid piece overall! 

My one critique is that the music can get rather repetitive over time. 

Delightful usage of sound and atmosphere, excellent choices on the artist front. The spells are varied, and they have solid effects. The levitation mechanic is, I think, a bit too clunky to really take advantage here- it takes too long to move anything, limiting its use cases and making it a significant drain on resources. At one point, I just resorted to running in circles, using the levitation spell to move objects out of my way. 

Excellent atmosphere, solid enough gameplay loop. Good use of sound and visual design, and excellent commitment to the central theme. 

Solid presentation all around! 

In all honesty, not much of a game to review here. I do like the assets, and the idea behind the mechanic is very interesting- that said, as the game is in its current state, there really is not much to review. I do hope you play around more with the concept- I can already see some potentially fun shenanigans once could pull with targeting and tethering. 

Hookshots are never boring. 

Anyways, hope to see more from you!

Ok, so there are a list of issues, Nine0Wands probably put it better than I ever could, but here's my two cents on it. After the update, I can see that there was some effort put into balance, but here's what I would say as someone playing the game. 

First in terms of presentation- there's some cool asset work at play here, though I can clearly see some stock material in there (there's a certain logo I'd suggest removing in your next iteration). The character controls well and is reasonable responsive. 

There is disbalance of progression between the player and the enemy. Even when the player can double up their attacks, the enemy's bullets grow quicker, and last for far longer. The player's bullets have a distinct range that gives the enemy such an advantage that the player is not going to make up the gap.

If you revisit this, I would suggest finding a way to give the player more varied power ups than health- say increase their velocity or even give them additional shooting points to provide them with better coverage. The best suggestion I can offer, however, is to give the player's bullets one screen space's worth of range- screen coverage is very important for these bullet hell types of games. 

You also have a really neat mechanical idea with the red bullets. Unfortunately, they tend to spawn in with yellow bullets. If you're going to include a parry mechanics, perhaps it would pay to spawn more red bullets so players have a chance to adjust and utilize the mechanic in question, or better yet, have their parry shield block the yellow bullets- otherwise, the parry mechanic is functionally unusable. 

I'm sorry y'all, I crashed. 

Please find our intended submission below: 

https://taldsruler.itch.io/magical-gear-nezumi


Give it a play if you'd like! The team did a great job and I think they ought to be proud of the final game they built!

Depends on the theme, I might go with it. 

Megascans makes life so easy.

Eyo, I am a programmer who's worked on mostly Indie games. I'm down to join if you still have an opening!