Ruya Miracle Tea Studios A game of tranquillity through the art of matching cute characters in Ruya’s world of dreams. Visit surrealist landscap… $1.99 Buy Now Watch Media DetailsA game of tranquillity through the art of matching cute characters in Ruya’s world of dreams. Visit surrealist landscapes, decorate yourself in flowers and introspect. A calming minimal experience with juicy interactions and cool colour combinations to make you feel at ease. The ethereal dreamlike soundtrack will tickle your senses and pull you into a state of peaceful flow. ====== "Ruya is full of love. Every little detail in the game, each animation, all of the meanings behind everything shows this. Its a relaxing puzzle game I love playing when I want to unwind." - Jupiter Hadley "Ruya is different. Ruya is calm and quiet and meditative. Ruya might be a game about matching things, but it's something more than that." 8/10 - Pocket Gamer "Ruya is a fantastic gem of a puzzle game for those seeking a zen like experience." 9.1/10 - AppAdvice ======= FEATURES ◆ Challenge yourself with 64 handcrafted puzzles. ◆ Swipe, slide, pop and release cute characters to progress and unfold Ruya's memories. BEAUTIFUL & HEARTFELT ◆ Decorate Ruya in flowers as you play, and shake them off at the end of each level to purify Ruya's mind. ◆ A heartwarming illustrated visual narrative that will have you smiling. SOUND ◆ Tweak binaural beats, allowing you to sink into a state of deep relaxation. ◆ The sound of rain, falling snow and whistling wind will help you to immerse in 8 surrealist dreamscapes. ======= **Tranzfuser Winner 2016** **Game of The Show, Game Anglia 2017** **They Delivered, UK Games Fund Awards 2019** **Best Visual Art, UK Games Fund Awards 2019 - Nominee** **Causal Connect Europe 2018 - Official Selection** **Causal Connect USA 2018 - Official Selection** **14th IMGA Global - Nominee** **Causal Connect Europe 2018 - Official Selection** **Causal Connect USA 2018 - Official Selection** **Causal Connect Asia 2017 - Official Selection** Information Seller:Miracle Tea Studios Genre:Family, Puzzle Release:Nov 01, 2017 Updated:Jul 18, 2024 Version:1.8 Size:96.0 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Subscribe to the TouchArcade YouTube channel iTunes Link: https://itunes.apple.com/gb/app/ruya/id1221679100?mt=8 DonnyDJ76 Well-Known Member Nov 1, 2011 1,793 58 48 Male Teacher Hackensack, NJ #2 DonnyDJ76, Nov 2, 2017 This looks really cool. I'm just wondering if there is Game Center integration# psj3809 Moderator Jan 13, 2011 12,971 722 113 England #3 psj3809, Nov 2, 2017 Damn you do like asking that dont you ! Quite like the look of this. Might pick it up. Nice week of releases so far DonnyDJ76 Well-Known Member Nov 1, 2011 1,793 58 48 Male Teacher Hackensack, NJ #4 DonnyDJ76, Nov 2, 2017 I know lol, getting repetitive... Years ago, the GC icon actually appeared on the game's iTunes page, but that was for a brief moment. Still in my denial phase about GC points. If this gets good reviews or is in new and noteworthy I might pick it up. sugimulm Well-Known Member Aug 28, 2010 2,457 46 48 The last time zone for iOS game releases :( #5 sugimulm, Nov 2, 2017 No GC, only a login acknowledgment when you enter the game. I didnt see any achievements. You do however play it unlock worlds. Game is pretty unique, not your typical match three. Basically you have preset patterns you need to fulfill while dropping down flowers to make the patterns. Really nice game, fun and some progression involved. For the price a steal! Wighead Active Member Apr 4, 2017 34 0 0 Human UK #6 Wighead, Nov 3, 2017 Last edited: Nov 3, 2017 Thanks dude, and yeah there is Game Center integration. We have achievements and leaderboards hooked up at the moment. You currently unlock an achievement for each world you solve. We still need to work out some kinks with our leaderboards but that should get fixed in our next update. Screenshot here. Wighead Active Member Apr 4, 2017 34 0 0 Human UK #7 Wighead, Nov 3, 2017 Hey dude, thanks for the kind words. There's some free codes going in this thread if you're keen. L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #8 L.Lawliet, Nov 3, 2017 Thanks for sharing the wonderful game. However, looks like the codes in that thread were used up since yesterday. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #9 y2kmp3, Nov 3, 2017 I am utterly confused about the game's 3-star system. Can you elaborate? In particular, what determines how frequently (and when) a "flower" appears in a new character tile? It seems to me that these special character tiles are the ones that I need to match, but their appearances seem random (at least to me). Also, how many of these character tiles with flowers do I need to collect to win a level with 3 stars? Lastly, there appears to be a deliberate imbalance in the numbers of different colored character tiles. Often I would finish matching the number of character tiles for one color but waste many matches while waiting for a character tile of a different color to be made available to be dropped onto the map. Is there some "absolute" minimum of moves for each level that represent the best possible or optimal solution? Wighead Active Member Apr 4, 2017 34 0 0 Human UK #10 Wighead, Nov 3, 2017 Ta for the heads up, added a couple of fresh codes for you guys here. Enjoy! L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #11 L.Lawliet, Nov 4, 2017 I appreciate you sharing codes! Looks like I missed them again but I may pick up your game in the future when I get a chance, spent $200 on iOS this month so no more spending for now. Next time I recommend asking people to PM you for codes so then you don't get lurkers taking codes. Anyhow, have a good weekend and cheers! Wighead Active Member Apr 4, 2017 34 0 0 Human UK #12 Wighead, Nov 4, 2017 Hey, thanks for taking the time to check the game out. It's our first 'proper' indie release so it's been super overwhelming for us. So basically 3 characters with flowers will get spawned randomly in each level. You have to swipe all 3 of them to get a full (3 flower) rank in that level. As you use up moves the petals get removed one by one until they eventually disappear. It's an attempt to give an incentive to players to go that extra mile in a level. The fact that there is some confusion about this in particular means we'll be focusing our attention on improving clarity of flower ranking in our next update. At the moment the spawning of the coloured characters is random but we have an algorithm that tweaks the spawning according to what colours the players needs. We will give it a little increase to try and reduce the waiting around in our next update for you. We're open to suggestions for improvements tho. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #13 y2kmp3, Nov 4, 2017 Thanks, Wighead. Your explanation is very helpful. As the spawning of the characters with flowers and the different colored characters are both random, does it mean that there is no truly optimal solution for each level? This is because even if you played the level perfectly, you might end up wasting moves because the spawned characters just happened to be of a different color than the color you needed. What about all of the other flowers I get by completing swipes as well as the flowers that are gathered automatically when a level is completed? Do they represent some kind of scores? I don't see any pattern to those. Sometimes I have more; sometimes I have less. Wighead Active Member Apr 4, 2017 34 0 0 Human UK #14 Wighead, Nov 4, 2017 Last edited: Nov 7, 2017 No worries at all, glad it was useful. You’re correct in that there is no true optimal solution for each level. In that sense the wasted move issue is perhaps a little bit of a design flaw. We kind of tried to do something a little different to a lot of puzzle games. It’s kind of cool to try and break conventions. I’m a bit of a weird designer in that sense. There is no direct score in Ruya, everything that you work for in each level is kind of meaningless. It’s just for the sheer joy of watching her shake the flowers off when you solve a level. Everything on this floating rock we find ourselves on is temporary and we wanted that to be felt in Ruya. The inspiration for this comes from those Buddhist monks that paint beautiful carvings in sand and then just let the tide wash them away. The idea of working for something beautiful and just letting it get swept away speaks to me deeply. It’s sort of a liberating feeling that I wanted to try and subtly get across to players. Probably not very well put across but it’s fun to experiment. The reason for the decisions we’ve made in regard to its gameplay is to reinforce a lot its themes. In many ways Ruya is about parents that are depressed and all they have is their children. The idea is that she gives little parts of herself away to make her children happy. When her children are happy, they flourish (spawn flowers) and that masks her depression (covering antlers). That feeling is only a temporary fix hence why they disappear after each level. It’s probably confusing for people but something we wanted to explore and build on in the future. Basically, the better you do the more elaborate the antlers are. We did have an actual score system built in and even a multiplier at one point but a lot of that has been stripped away cos we ran out money / time. Wouldn’t take much to bring that in back because it’s just under the hood of the game. It’s that fine balance of keeping a game pure, meaningful and cohesive. We’ve already got a list of improvements going. Hope that makes a little more sense? Wighead Active Member Apr 4, 2017 34 0 0 Human UK #15 Wighead, Nov 6, 2017 Woah $200 is more than I have in my bank account haha! xD Okay I shall do that in future in regard to giving out codes. I'm pretty new here so ta for the heads up. Slowly figuring out how things work. I can PM you a code if you're still interested in the game? Let me know. ^_^ DaveMApplegate Well-Known Member Oct 28, 2016 104 5 18 Orange County, California #16 DaveMApplegate, Nov 6, 2017 I missed the codes but am downloading the game : ) How long did it take to make this? Wighead Active Member Apr 4, 2017 34 0 0 Human UK #17 Wighead, Nov 6, 2017 Hey thanks so much for checking it out! It took just over a year to make. Our team is small and we all work dead end jobs full time so development was slower than we woud've liked it to be. We're super happy it's out though. Wighead Active Member Apr 4, 2017 34 0 0 Human UK #18 Wighead, Nov 6, 2017 You'll be happy to know we'll be adding a handful of additional achievements in our next update. kbirch Active Member Oct 7, 2016 32 4 8 #19 kbirch, Nov 7, 2017 I absolutely love your explanation of this game! As a mother of 4 daughters it really resonates with me. Its really a beatiful idea and a beautiful game! DaveMApplegate Well-Known Member Oct 28, 2016 104 5 18 Orange County, California #20 DaveMApplegate, Nov 7, 2017 Last edited: Nov 7, 2017 I'd be really proud of what you did : ) This is impressive. The storyline is so much fun. How have the app sales been? My team and I are in the process of making our first iOS game and I love to hear other people's stories. You should try posting the game to ProductHunt as well. I've had some good success on there. Cheers, Dave (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Damn you do like asking that dont you ! Quite like the look of this. Might pick it up. Nice week of releases so far
I know lol, getting repetitive... Years ago, the GC icon actually appeared on the game's iTunes page, but that was for a brief moment. Still in my denial phase about GC points. If this gets good reviews or is in new and noteworthy I might pick it up.
No GC, only a login acknowledgment when you enter the game. I didnt see any achievements. You do however play it unlock worlds. Game is pretty unique, not your typical match three. Basically you have preset patterns you need to fulfill while dropping down flowers to make the patterns. Really nice game, fun and some progression involved. For the price a steal!
Thanks dude, and yeah there is Game Center integration. We have achievements and leaderboards hooked up at the moment. You currently unlock an achievement for each world you solve. We still need to work out some kinks with our leaderboards but that should get fixed in our next update. Screenshot here.
Thanks for sharing the wonderful game. However, looks like the codes in that thread were used up since yesterday.
I am utterly confused about the game's 3-star system. Can you elaborate? In particular, what determines how frequently (and when) a "flower" appears in a new character tile? It seems to me that these special character tiles are the ones that I need to match, but their appearances seem random (at least to me). Also, how many of these character tiles with flowers do I need to collect to win a level with 3 stars? Lastly, there appears to be a deliberate imbalance in the numbers of different colored character tiles. Often I would finish matching the number of character tiles for one color but waste many matches while waiting for a character tile of a different color to be made available to be dropped onto the map. Is there some "absolute" minimum of moves for each level that represent the best possible or optimal solution?
I appreciate you sharing codes! Looks like I missed them again but I may pick up your game in the future when I get a chance, spent $200 on iOS this month so no more spending for now. Next time I recommend asking people to PM you for codes so then you don't get lurkers taking codes. Anyhow, have a good weekend and cheers!
Hey, thanks for taking the time to check the game out. It's our first 'proper' indie release so it's been super overwhelming for us. So basically 3 characters with flowers will get spawned randomly in each level. You have to swipe all 3 of them to get a full (3 flower) rank in that level. As you use up moves the petals get removed one by one until they eventually disappear. It's an attempt to give an incentive to players to go that extra mile in a level. The fact that there is some confusion about this in particular means we'll be focusing our attention on improving clarity of flower ranking in our next update. At the moment the spawning of the coloured characters is random but we have an algorithm that tweaks the spawning according to what colours the players needs. We will give it a little increase to try and reduce the waiting around in our next update for you. We're open to suggestions for improvements tho.
Thanks, Wighead. Your explanation is very helpful. As the spawning of the characters with flowers and the different colored characters are both random, does it mean that there is no truly optimal solution for each level? This is because even if you played the level perfectly, you might end up wasting moves because the spawned characters just happened to be of a different color than the color you needed. What about all of the other flowers I get by completing swipes as well as the flowers that are gathered automatically when a level is completed? Do they represent some kind of scores? I don't see any pattern to those. Sometimes I have more; sometimes I have less.
No worries at all, glad it was useful. You’re correct in that there is no true optimal solution for each level. In that sense the wasted move issue is perhaps a little bit of a design flaw. We kind of tried to do something a little different to a lot of puzzle games. It’s kind of cool to try and break conventions. I’m a bit of a weird designer in that sense. There is no direct score in Ruya, everything that you work for in each level is kind of meaningless. It’s just for the sheer joy of watching her shake the flowers off when you solve a level. Everything on this floating rock we find ourselves on is temporary and we wanted that to be felt in Ruya. The inspiration for this comes from those Buddhist monks that paint beautiful carvings in sand and then just let the tide wash them away. The idea of working for something beautiful and just letting it get swept away speaks to me deeply. It’s sort of a liberating feeling that I wanted to try and subtly get across to players. Probably not very well put across but it’s fun to experiment. The reason for the decisions we’ve made in regard to its gameplay is to reinforce a lot its themes. In many ways Ruya is about parents that are depressed and all they have is their children. The idea is that she gives little parts of herself away to make her children happy. When her children are happy, they flourish (spawn flowers) and that masks her depression (covering antlers). That feeling is only a temporary fix hence why they disappear after each level. It’s probably confusing for people but something we wanted to explore and build on in the future. Basically, the better you do the more elaborate the antlers are. We did have an actual score system built in and even a multiplier at one point but a lot of that has been stripped away cos we ran out money / time. Wouldn’t take much to bring that in back because it’s just under the hood of the game. It’s that fine balance of keeping a game pure, meaningful and cohesive. We’ve already got a list of improvements going. Hope that makes a little more sense?
Woah $200 is more than I have in my bank account haha! xD Okay I shall do that in future in regard to giving out codes. I'm pretty new here so ta for the heads up. Slowly figuring out how things work. I can PM you a code if you're still interested in the game? Let me know. ^_^
Hey thanks so much for checking it out! It took just over a year to make. Our team is small and we all work dead end jobs full time so development was slower than we woud've liked it to be. We're super happy it's out though.
I absolutely love your explanation of this game! As a mother of 4 daughters it really resonates with me. Its really a beatiful idea and a beautiful game!
I'd be really proud of what you did : ) This is impressive. The storyline is so much fun. How have the app sales been? My team and I are in the process of making our first iOS game and I love to hear other people's stories. You should try posting the game to ProductHunt as well. I've had some good success on there. Cheers, Dave