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Pull the Lever Games

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A member registered Nov 26, 2018 · View creator page →

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OMG, Thank you so much! It's always lovely to see your game being played by people full of energy and excitement.

I do agree about the sounds, I wanted to add many SFX and ambient music into the game, but couldn't.

I was originally not certain if the game was worthy for PlayStore since there are already so many similar games in this genre, but you reassured me. I'll consider developing it further *but after my current game's release. (。•̀ᴗ-)✧

I had mentioned that in the install instructions section. I will add that detail in info section as well.

Thank you!

Thanks, glad you enjoyed it!

Thanks :)

Your game was super fun to play around with. I was able to reach floor 5 once and then floor 7.

One of the things I noticed was that you don't seem to clear the level attributes when the player finishes it. Because if during the end of one level if I had my mace out, it will continue to be out when the next floor gets loaded. The same goes for items from the chest.

Also, double jump to throw shurikens I found was a strange design choice, because of that I rarely made use of it. I believe if it were assigned to some other key like 'F' or 'Ctrl', perhaps I could've made use of it a bit more.

I loved the concept that shurikens replenish with each bounce of mace. But it also allows players to exploit the mechanic in a few ways, one of which is the player can keep a solid object between him and mace and try to pull. Doing so will instantly replenish shurikens.

Player movement was quite smooth, but my character kept sliding for a bit, a very small amount due to inertia. I found the jumping aspect a bit difficult to control since it has a very small height and the player can do wall jumps, but I assumed that was the expected behavior.

Finally, in my opinion, I think keeping a limit on how far the mace can go would be better since at times I was at one end of the floor and my mace was far off the screen probably stuck somewhere.

Crystal clear instructions, excellent enemy behavior, and bullet projectile; with that, overall a solid entry mate. GJ!

Hey, thanks a lot for that beautiful breakdown. Originally my plan was to include offensive strats like some jellyfishes (jigsaw pieces) can fire back electric shocks and laser-type shenanigans. But then realized I had only a couple of hours before submission and made it a defense main game XD.

But as you pointed out I'm quite happy making it a defense main game and will probably proceed in that route.

hey, thanks a lot! Glad someone finds it addictive. \(๑╹◡╹๑)ノ♬

You guys are a great team!  Awesome game for the jam.

Thanks for checking it out and providing your insights.  Being a strategy game I do think it needs to undergo a lot of balancing.

This is such a beautiful game! Great job on the artwork. A bit hard to get used to controls, but solid entry!

I was stuck for a bit in the beginning but then got to know the concept of depositing and was able to clear the game. Nice concept and art overall. Could use a bit of smooth movement, however a solid entry :)

Yup, you're right! Thanks for checking it out.

Thanks for checking the game! Glad you enjoyed it.

Thanks a lot! Glad you liked the concept.

Really enjoyed the game. The concept and artwork for the game are very cool. The controls sometimes glitched for me, where I could not select the right piece. Overall, an awesome entry!

This game is amazing! Great work on level design, music selection, and game mechanics.

The boss fight could use a health bar.

I would love to play more levels.

Good job on you for getting close to beating 3rd level. Even I find that difficult at times XD

You're right about the timer, I wanted to make a radial progress bar at the bottom to represent what kind of piece will spawn when, but at that point, I had a few hours left for submission and entire enemies logic pending.

Thanks for checking it out!

Really unique entry for the Jam. Loved the level design.

I just could use a thicker sliding bar where instead of dragging I could click easily. Or if you chose to remove that mechanic, disable the ability for the slider to be clickable and only make it draggable. Also, death effect seems very bland.

But conceptually an awesome entry. GJ!

Yeah, I had kept that initially when 2 platforms connect, the cluster will be the sum of their defense value + half of the total. But then while playtesting I noticed I could get a defense value of up to 3000 when high order platforms connect. But you're right, I need to make the connection feel more rewarding. 

Thanks for checking it out!

Thank you for trying it out!

Yeah, I believe you; it's just super well-executed :D

This is the most beautiful game I've seen in this Jam, but not very much fitting the theme though imo. Love your artwork and surprised to see you get all this done in 48hrs!

Nice little game with neat artwork! I had a little difficulty with controls though.

Awesome little game. 

But I did not know the point of having a jump mechanic here because it didn't help me anywhere. Also, in my opinion, an indicator for how long rope can extend before instant game over would be better

Btw, I wanna know so bad how you got the rope thingie to work so well in 3D.

This game gave me flashbacks of Getting over it! Nice entry. I would personally prefer if I were able to detach some of the enemies to get into some close spaces.

Nice minimalistic game. Love the fact that you heavily focused on creating so many unique levels. I just wanted an option for the instant restart of the game.

No way you did all that art and polishing in such a short time, that too being solo dev! Great entry dude.

This is such a juicy game with physics, trail renders, SFX, I could keep playing it for hours!

I see excellent artwork and very smooth controls. The concept perfectly fits the theme.

Here are a few places I think you might want to touch upon- When I collect an item, a quick particle effect followed by making it disappear. When you hit an enemy you just see a floating bubble showing damage dealt; enemy knockback with very minor camera shake would do. Prevent the player from shooting when you are interacting with a UI element. Also, during level generating, I could not understand how the count of the platform affects you, because even when I did not drag the platform the count was decreasing. 

Overall, I would guess you lean more towards the art side and you've done a great job being a solo dev!

Yes, Rotating the pieces as you mentioned would definitely enhance the gameplay. When the pieces get spawned, I do rotate the pieces randomly, but for some reason didn't cross my head to allow the player to manually do it.

Thanks a lot for your feedback!

Thanks, this means a lot! Originally the idea was set in space where our goal was to align clouds (hence you see cloud overlay sprite), and clouds had the ability to fire back. But the 48hrs and asset limitation resulted in this :P

Hmm..  you're right. It does prevent the player from using a strategy in advance. Each fish has a different speed and I found that slowing down the speed of animating fishes too much looked ugly. I'll need to think of some other solution for this.

Thanks a lot for pointing it out!

Thanks a lot for checking my game out with such detail!

I understand that if you make a cluster large enough, you will end up with a structure that prevents you from using all the tiles. I'd like to say that's a design choice because if I were to allow players to fill the entire grid that easily, then the player will end up with a literally invincible defense line and make the level extremely easy to clear. So the strategy is to combine tiles into clusters only where necessary and keep some tiles as a sacrifice.

But if it ain't fun, there's no point. So I appreciate the suggestion!

Great concept of using magnets. Haven't found that in most entries even though it seems obvious, Other than that, I agree with the below comments about the camera switch.

Cool idea and great artwork. Level design was cool but I found myself stuck in a couple of places.

Nice concept to control both gravity and movement. Great design levels!

I take you're not an artist, but you seemed to have used your skillsets quite nicely for this! Nice entry for the jam and fits the theme perfectly :)

Really interesting concept. I wanted to cover my character from all directions with weapons but I suck so bad, and kept restarting the game (which you know is annoying) :`)

The slow-motion effect is nicely handled in the game. I found little difficulty in knowing when jump resets.