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TheRulerMeasure

746
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A member registered Sep 01, 2021 · View creator page →

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It's weird because enemies couldn't be destroyed, it's not like any other Shmup or Bullethell games, I've played Bullethell games that only allow avoiding bullets, but this game also allows attacking, But enemies can't be destroyed, I assume that attacking enemies only give the player scores, and abilities.

The game looks very polished, especially the menu options and UI.

The second level was my favorite.

Nice Shmup game. I was getting used to the player's arch projectile. The theme interpretation idea seems similar to mine.

When the player's character traveled in such speed, I knew that, this is gonna be a very difficult game for me. I wasn't spending too long time on each level much, but the level 24. And I couldn't get past the level 24. It would be good if I could see the entire level before beginning the level.

It was hard to predict the launch direction when pull back the tail, would be better to visualize the launching as stretching a sprite instead of positioning the tail endpoint.

Nice art, the most unexpecting thing in this game was that, each stars has it's own unique music.

I was wondering why the third phase was hard and long, I know now. Very polished little bullet hell game.

There are so much descriptions for a short game. It was hard to figure out how to play at first(it may be hard for me only because I don't like reading), I was immediately explore the level as soon as I got the ability to move around, not realizing that I miss some objectives.

The game got a good story, but I feel like it struggled to tell the story at some points. The gameplay was admirable, but shame, I got to do just a few things in it.

Overall, a beautiful game, there are always room for improvement in expressing ideas through game designs.

Impressive visual, simple gameplay. The gun modification was creative and funny. I wish the enemy can do more than just stand and shoot.

The biggest challenge in this game would be, to find the collectable items. There should be some kind of hint to guide the player to the collectable. Avoiding the red circles weren't really a challenge for me.

On the technical side, the gameplay on HTML version showed signs of incremental stutter over time, and the EXE version is missing the PCK file.

However, this was a good simple collect and avoid game. Tail effects were nice, and the ending was funny.

What an epic ending. "You can fuse animals together!", that's absolutely the reason why one must try this game.

Easy to pickup and play, nice and challenging, I couldn't get past room 8, but the gameplay was nice.

Really nice stats building features. It was fun to hunt for pieces of card and built high fire rate. Didn't want to farm too much, there were so many pieces. The game was also nice and challenging, wasn't very hard. The artwork is as good.

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.