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A member registered May 11, 2020 · View creator page →

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Yeah the way I implemented the physics meant the position had to be updated in the physics loop rather than the render loop, so it appears jittery

Ah yeah you're meant to hold them

Were you tapping the keys or holding them down? 

Nice game, the jump mechanic was a bit annoying though.

It's a feature, ship it! 😂

Very solid gameplay, with some more polish this could be something really great. I like building up my zombie army!

Seems to be a common theme among players, I thought it would be a bit more obvious. I should have explained that in game!

Ah yeah I didn't explain that in game, the box needs to be big enough to have enough weight to hold it down.

Same main mechanic as my metroidvania, Ruptured. I'll be sure to check this one out later!

I ended up finding alternative UTF-16 characters

I tried using characters that are not in UTF-16, and I ran into some issues. I think it truncated the first 16 bits of the unicode, and left me with the wrong character. Is there UTF-32 support? And if not, can you add that?

The irony of you posting this 3 times

Definitely needs actual snake mechanics, it would be cool to have to place the apples so that the snake is forced to run into itself. Or, perhaps make it so that you try to keep the snake alive.

The movement didn't feel very good, and the boss didn't have enough health.

Very manic, I think it gets out of control a bit too fast. Way more micromanagement than crappy logistic simulators like cities skylines and satisfactory!

Delightfully stupid. This could be expanded into a Getting Over It style game. Lots of fun, the physics feel good (though maybe too floaty), art needs work.

Well designed game. I would tweak the balancing so you can get much more bricks like a real game of breakout, and perhaps one or two more tiles of placement distance. It would also be fun to have a block that adds a second ball.

Neat idea. Started off too easy, then suddenly got really hard at level 12 and I couldn't get any further

So the i frames thing I considered, and it actually *is* implemented, but the invincibility time is set to 0. I did this because most metroidvania bosses don't have i-frames, you can just spam hit them as the player.

Actually I made this game ENTIRELY because I hadn't yet made a boss for Ruptured. The only things it has in common really are the basic physics and the graphics. This was my learning experience to figure out how to make a boss, now I just gotta have it pick its own moves and implement it. You can wishlist Ruptured on Steam here: https://store.steampowered.com/app/1987800/Ruptured/

There is also a discord server where you can follow the development of Ruptured:  https://discord.gg/YvW2qBfj5C

Thanks for playing!

Very fun game, with some more units and more advanced mechanics I can see this being expanded into a full game. Also some tiles that produce new units unless they are destroyed would be cool. Would also be cool if there were multiple civilizations fighting each other.

Neat idea, it would've been cool if there was more to it than clicking on buildings.

Didn't find it very fun, but the graphics were pretty solid. It would be nice if you could actually see the war going on rather than units just walking endlessly in a straight line.

I mean when I place a mountain below another mountain it draws behind it

Very chill, and great looking graphics. Found some sorting issues with mountains. I think this game would be a lot of fun if there were actual civilizations living and fighting on your terrain as you build it.

Excellent sound design and visuals, the gameplay is also quite fun. I don't think it fits the theme very well. Also I think I broke it by upgrading my damage and firerate a ton.

A simple idea that has a lot of potential. Very fun!

Very good take on the theme, And definitely very polished.

Yeah I realized that too but I would have to expand the player AI to be stronger and have more abilities to balance that, and I didn't have time for that. Thanks for the feedback!

Tight gameplay overall, and an interesting spin on chess. That being said, it is WAY too difficult, and the hitboxes, especially on the king's sword, are too big and do not match the visuals. The UI is too big and often obstructs gameplay. Also only the first 2 cutscenes played.

Very polished, quite fun. The score screen might be the second worst thing my ears have experienced. You should scale the rate at which points are moved based on how many points there are so it doesn't take 2 minutes of the same repeating noise to count all the score.

Pretty neat concept, definitely could use more time to flesh out the controls and gameplay loop, but a solid base for sure. Definitely needs some more challenging levels too.

Cool idea, really buggy. I think it would also be better if you restricted the ball to a 2D plane, as you can't really control it in 3 dimensions. It definitely has potential with a lot more work.

Fun little puzzle game. I just wish I could choose which puzzles I do and retry ones I failed. The kevin macleod music is a classic but definitely gets old after a while

Confusing to figure out, and the zombies can hit you from WAY too far away. Art was good, but the sprites did not fit in with the background.

Very creative take on the theme, I haven't seen another game where you move the camera independently of the player

Yeah I definitely think that could be a lot of fun too

It's only individual cooldowns, and you can't attack at once because most game bosses can't do that. 

Ah yeah the cost issue only exists in the webgl build, it just means you've reached the max upgrade. Usually it says 0, and on the standalone builds it correctly says max.

skil