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TheRulerMeasure

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A member registered Sep 01, 2021 · View creator page →

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Very interesting concept, I may be bad at vocabularies, but I beat all except the dragon. This was fun.

I though this would be another simple Metroidvania, but eggs and crabs beat me up in the early game. Most areas were so difficult, but it was that the way to deal with most enemies Weren't just run and attack. I completed the game with some collectables, the game was very nice, and polished.

Was it supposed to be that difficult? I must have missed something. I couldn't get pass the first enemy.

The game looks very good by the way, the art is so detailed, I wish I could see them all. And the gameplay is very simple to learn(I think).

I sheared those herd like a hurricane, produced thousand yarns per second, and finally broke the count.

Really nice progressive game, the piano and string sound effects really works with shearing mood. I do feel like the yarns could be use to buy more than just more hands, Could be re-roll or upgrade a hand kind of items.

Nice mix between brain storming puzzles and agility sections, The bridge puzzle was the most difficult and one of my favorite, the last level was extremely long, but I beat it and I felt so much weight lifted from my shoulder.

Things I don't like would be the trapdoor and the pit hitboxes, I only set one toe on it, and it just considered me fell. The pit can just be invisible walls, so any puzzles involve getting close to the ledge would be more convenient. And I think all character's collision can be at the center, because all characters are one block tall anyway.

Fun game, it so simple and fun, but I think it would be better to start without obstacles for Ten seconds, even more better would be scripted waves, but I that may be too much. And would consider recording a high scores too.

A little bit different from any regular platformer I've played, almost similar to marble platformer game, but with another marble and connected to each other. Nice and simple.

Good puzzles, I finished it all in minutes. The button and door could have some symbols or line connected to each other, so that it be more easy to tell which one opens which. And the player seems to be sliding a little bit while not moving.

This would be the one that has the best theme interpretation for this jam ever. Very creative, and puzzles are nice. But some NPCs could be scripted to their path after using scare, it wasn't hard to predict the path overall, but there was a level where I needed to time and aim a little too much.

Was hard to find items game, I had to make a couple more returns to find keys and figure where to use it to be able to progress. The shock attack was nice, I like the way that it just knockout an enemy for a short while instead of taking them out. Then I found an exit after some time.

Good looking environment, The placement of the assets are appropriate.

Very awesome, so much flashes, effects are overwhelming. The character movement feels so smooth and fluid, but the last level was a bit mean, there may be variable jump height and coyote time, but the game shouldn't demand such accuracy, I had to shorten my shortened jump held time to made it through that one stage.

Those agonizing screams. The game is pretty simple, the difficulty never arrived, there should be some obstacles to avoid.

I would mostly skip dialogs and text-walled visual novels, BUT this one was undeniably effective and some of them have physics interaction, I hardly skipped a word in this game.

I hope this inspires many others to make interesting and hard to look away dialogs like this game.

Bullet hell, nice! I wish there's a feature to make the player move slower. The last level was surprisingly hard, but I beat them all. Bullet patterns were appropriately scripted, they look beautiful.

For a game jam, this is the most informative tutorial ever. The game really turned a hard topic into an engaging one. Quizzes were so shocking, tension raised every time when needed to answer byte length binaries.

A little confused at start, but it didn't took me long to understand, and then I felt like the I could keep going for very long, because the difficulty never arrived.

Overall, the game is fine, simple mini-games, nice art.

I wasn't sure at first that I did it right, because the sound the rod makes after collected. But the game was actually really simple and partially automated. Would be a bit too long if I overlook the collect percent upgrade. I got to the endless level, the game was pretty nice and relaxing.

Very satisfying combat. I enjoyed the first minute of this so much, I felt unbeatable. Kept playing, still unbeatable, oh. The game looks and feels incredibly good, it got me addicted for a while, the lightning ball is my favorite.

Nice ambient, works really well with headphones. The hidden key may be too hard for some to figure. A little UI icon on the interactable objects would help, but would also break immersion a little. After played the entire game, this game seems fine. I like the environment, and the story.

A Good turn-base. I do wish there would be more features to play with, but the current amount is good enough. I beat all levels without restarted, and it was my first play.

Yes the fork climbs a ladder, creative puzzles, the long ladder one was the hardest level.

Very hard game, this may be one of the game that makes the player hates parrying. Pressing a button at the right time has been a thing for rhythm games and some other games, and I do believe there should be windows for Imperfections just like most rhythm games. I mostly parried imperfectly and the punishment was the same as taking a normal damage. Attacking an enemy feels very difficult, I feel like the arcade player wouldn't even get a chance to beat the final boss.

But the game is somewhat addictive. The amount of polishes are things that made me replayed the game multiple times.

The game feels surprisingly balanced. I though I could exploit by melee attacking enemies forever, but they always being able to do damage no matter what, and those moments where the abilities are necessary. I do want to use the shockwave more often, but the strong ability cost a lot.

Overall, the game is well balanced, the visual is good, but more would be better, and I like those footstep sounds.

Oh, I completely miss that, I though the images were telling me that my ability got a cooldown. Thanks for telling me!

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Would be nice to include some input maps, the game may not be that attracting, but at least give your potential players an easier way experience your game.

Looks polished, and cool. The main ability feels very zappy, but a bit out of control, the feeling of accidently dash into the trap was very shocking, even more shocking is when there are easy chances for both the player's character and the enemy to get destroyed after dashed into them.

All the technical issues aside, this game do look interesting, expecting to see more in the future.

Sprint CTRL key bind is such a pinky torture. But it wont be a problem once the player or the game could have a way to rebind keys.

Overall the game seems fine, each levels weren't  so vast, so it didn't take me long to get back on track after getting lost.

The moving spikes are so mean. 😫

Nice finite runner game. The hamster looks cute.

I got 111 scores!

The game is very easy understanding, but it's a bit hard to hit the target. Do make powerup sprites stand out more and put them in the top layer, I sometimes missed the powerups because they were behind the UI and blended with the light posts.

The game looks very polished and fun, but I felt a bit uncomfortable with this character movement, especially when I tried to find secrets. I think, it's just me not played enough SEGA games.

However, the game looks very nice.

It was so satisfying to bunch them up and zap all of them at once. Creative mechanics. Can't wait to see the poishment.

This game was made Four months ago.

I speedran through one level, didn't take out any enemies, then I completed the game not knowing the game was that short. So I restarted the game, tried take out enemies, and found out that it was possible. The player's slingshot was too slow and the enemies are fast, these were factors that make me think that the combat option was risky and wasn't worth attempting. Could use some mindless dummy NPCs moving back and forth in a level, so that the player may find some uses for a slingshot.

However, the art look very good, and story is somewhat text-walled, music and sounds are fine. Good.

Having multiple endings, a good way to add replayability to the game. But I couldn't get more than two endings.

Good scene, and good little stories.

Very good, the visual is stunning, some levels are puzzling, some are luck based, and some are intense chasing. I like the chase so much. I wish the game got some audio.

Spawned into the game, tried to move, didn't realize that the character moved until I saw the wall. Mistaken the enemies from collectables, ended up collecting a couple of enemies instead of dust.

But, it was pretty satisfying to see evolving and faster progressions, I though it would take very long to complete the game.

They are exactly the same version, the colors differences are due to compression.

There seem to be so much in this game and I could see so much effort was put into it, but the technical and performance issues are the things that prevent me from experiencing it all. The view overshoots all the time while trying to look around, and I only get 13-20 FPS.

From the premise, I could say this may be a game for me, but not a game for my current device, as my PC isn't very good. And custom engine is very interesting and all. I hope my performance feedback be useful for you.

Game felt surprisingly well, I didn't expect a Geometry Dash level. The label and buttons moved with the player character, felt a bit like debug elements, I don't know if those were intentional. I completed the game without skipping a single level, and one level without a retry.

This feel like the level design and the objective go Against the selling point of the game(greatly). Items were hard to spot and slowing down felt wrong doing so. The first level was fun to move around, but the objectives were killjoy, the second level felt like funs were taken away.

Overall, the game is looks undeniably polished, and I know that, the game balance isn't something to expect from a fresh build. If there will be an improvement, I would really like to look forward to it.