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TheRulerMeasure

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

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I'm so happy that I beat the Hard difficulty without restarting on my First try. The game was well challenging and fun. The visual was fine, but the color codes were a bit too similar. Projectiles, pickups, and I do understand why there was an option to disable particles.

Funny game, the beat was so intense. The game feels fun to play and the theme interpretation is nice. A little note on the platform specific issue, try not to hard-code CTRL key input especially for a web-only game, most browsers have tab commands bound to input combinations(CTRL+W closes the current tab for example) that has CTRL key in it.

Very happy to see difficulties selection menu, I beat the game on Normal, and tried Ultra difficulty, but could only reached the boss. I wasn't so comfortable with normalized movement, the movement also felt too slow, so I was mostly move up/down without firing. I had fun playing, the boss section was really nice.

The game was extremely hard, the boss's health barely moved by a pixel. The ability was fine, but there was so little and can't gain more in the boss section(maybe there is but I wasn't skilled enough to see the whole thing). The theme interpretation in this game seems as fine as a text.

However, very nice art, the most I like in this game would be the character designs. And the UI hand putting/taping animation is so creative.

That was the most agonizing scream I have ever heard.

A good twin-stick-shooter game, the ability is nice and valid to the theme interpretation.

Such an art-style, looks like a game from Win95. That was such a story also, poor Crokit, it was hungry.

The second battle was a bit more creative, and the last battle was quiet a challenge.

I think the very last scene was just music or it was supposed to be the credits?
The music must be the best selling point of the game, I really like the flute instrument in this game, my mood shifts every time when I hear it.

Evaded the enemy and found a spot to hold my ground, was extremely hard to pull of, then I cleared the game. What a surprisingly high difficult curve on the early game.

That was unfair! I just took One step when there was a little shake shake, and I got to play from the beginning. The scene looks incredible by the way, very good use of low polygon assets.

The puzzle was confusing at first, I had no other choice but to brute forced, I think that's the puzzle's intention. The camera angle captured such good aesthetics, but also mixed visibility advantages, because it can't rotate.

Nice and simple mechanics, was a bit unexpected with the new enemy appeared. Sometimes it was impossible to not take a damage, but it wasn't so challenging.

Nice art, these characters designs are very admirable.

Really strong atmosphere. The gameplay is simple and engaging, well done incremental mechanics. The visual elements are the reason that I kept playing.

What a nice outdoor cooking experience. It's nice to play some cooking game with out worrying about impatient customers, very easy to play. Visuals are nice, but a little more VFX when cooking and cutting would be better.

The pits were the hardest part, it required too much precision. But this is a nice little runner game. Cutscenes are nice addition.

Good story, the game is predictable, but it's nice still. Nicely paced progression, wasn't too long, or too short to see changes in the character as he's descending.

I can feed a tree and eat a meat, very cool mechanics. The eating noise sounds so tasty.

Nice little ability in the early game, such a short duration and long cooldown makes escaping a bit easier but still a challenge. I beat the game and played a little endless mode.

The enemy emitted such quiet noises, but it wasn't very hard because the enemy spawned at the same location every time. The enemy's design is admirably spooky.

Would probably walk as slowest as possible to get most scores because leaves seem to fall the same everywhere anyway. Very nice and atmospheric, the hand-drawn style looking great.

It's fun to discover new flowers. The UI is very big, but it's nice that the game is very mobile friendly. It's a bit frustrating that the storm, wind, and rain are sometimes occur for longer than 3 days, but that's a nice bit of challenge, just a bit unbalanced. And the music fits the vibe totally.

Thanks for trying out my game! I truly though making a game about finding things in an open area would be wonderful. Little that I feel that it may be too difficult.

However, the findings are never be too far, just only one be visible at a time.

Very addicting, it's very hard to achieve the last flower, the physics so risky and unpredictable. But the core gameplay is really effective. I played for hours.

Absolutely love that walking animation. The horror tag on the page is unexpected, interested to see more of the project, if possible.

I don't know how to save the carrots. But I did get much plates done.

Such unexpecting changes in genre. There were so much in this game, I quickly get back to my controller a few times, surprised that the game wasn't end yet.

The platformer gameplay was fine, but would be better with a little more vfx, giving an approximate visual of the melee attack(bite attack) could hint a safe distance between the character and the enemy. And I got stuck at the projectile deflecting part for too long, not knowing that bite attack makes better deflecting than other attacks.

Music sounds so incredible, the third piece is my favorite. Very nice art. The rhythm platformer is a very nice idea, but it's a little tough, and rhythm gameplay doesn't feel very strong with some stage elements(the platforms for example) don't follow the beat.

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.