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Rectus

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A member registered Apr 20, 2018 · View creator page →

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Unfortunately not (that I know of at least).

Thanks for playing it!

Yeah, I forgot to put a distance check in. The ghosts spawn at set spawn points at the edges of the map, so it would be possible to get instakilled if you teleport onto one of them. 

I made the ghosts should play a weak laugh effect when they get close to you to prevent them from creeping up on you. If you didn't hear it maybe I set the sound level too low or something.

Great job. The puzzle design feels really polished and the physics work surprisingly well.

Ah, no problem. I bolded up the text to hopefully make to make it clearer.

Do you mean the title is staying up in front of you? Which VR headset are you using?

Thanks! I forgot to test it the last time you mentioned the responsiveness, but I increased the interpolation speed on the movement a bit, and it feels a bit better to control. 

I was planning on having more enemy models and more dynamic UI elements, but had to turn down the scope a notch. Regarding the juice, yeah, I think the player getting hit event in particular needs to feel more "severe". I probably should have used more screen shake in some situations. Also, It shows a representation of the hitbox in focus mode, but I don't think I made it clear enough. The ship model could probably use some detail on the center for the player to focus on.

Thanks for the detailed analysis. You've given me a lot to think about.

Thanks for playing it. How far did you make it? There are three levels, and the last one (also accessible through the sequel button) is the only one that's kind of theme related. 

Absolutely hilarious. What are you waiting for? Hit that download button RIGHT NOW!

Yeah, that coin thing is a bit unclear. The only real issue that caught my eye (and stomach) was the screen shake getting a bit excessive on high combos.

Cool concept, would love to see this finished. 

Nice intro and consistent art style, and some cool gameplay concepts. The game becomes trivial once you figure out how to kite the cops though. Also it would be nice to have an option not to submit to the leaderboard.

Good gameplay concepts and a nice amount of things to do. Both gameplay and graphics felt very unpolished though. In particular, the rod physics makes reeling it in hard while moving, and it's hard to see if you're damaging the bosses. I had the same issue with the angler fish as sedgr did. Still a pretty fun game.

Pretty funny and has an interesting spinning mechanic, but there is not really any game behind it. Could be cool if this was extended to a Warioware like series of minigames.

A very fun and addictive game with a neat art style. Apart from the second-to-last level, most of the levels felt pretty easy. The guide arrows might be a bit too much help on most of the levels. 

Also, nailed the landing: https://imgur.com/a/NG3mPzS

Pretty fun gameplay and moderately challenging. Overall a fun game to play. Character movement feels a bit sluggish and awkward though, and touching against obstacles stops your movement. 

The ones down by the river. The two raccoon things spawn on the ledge after the first one and can't move onto the log. I could kill them without them being able to get in attack range.

A fun game with a cool coherent art style. Plays well, but it's hard to know sometimes whether you have control over the player or not.

This is a very cool concept, and the art/music fit well with the game. My main issue with it is the lack of feedback to the player. There isn't much difference in how player and enemy ships are presented, and there isn't much impact when the player ships die, so it's hard to know if you're doing well.

A neat game with a cool art style. The combat starts feeling a bit samey pretty quickly, it could probably use a bit more complexity. Also fits the theme well. The only issue I noticed was bullets still doing damage during level transitions.

The combat felt spot-on, and you nailed the difficulty for someone who has not played a Souls game before. The only issues I noticed was enemy pathing being broken on the logs, making it very easy to dispatch them, and there not being a volume control.

Overall, great job!

Cool. Thanks for the feedback!