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Cherry's Trial's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #53 | 2.098 | 2.200 |
Enjoyment | #59 | 1.907 | 2.000 |
Presentation | #60 | 2.193 | 2.300 |
Overall | #63 | 1.978 | 2.075 |
Design | #68 | 1.716 | 1.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Ellie Morales
External assets
Metroidvania Controller by AisuKaze Studio
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Comments
Cute idea. I like the premise. The player sound effects were pretty good. I think I ran into a bug because the boss thing would not die no matter how many times I hit it. Also I got softlocked a couple times when landing from a high jump (once landing on the ground, and another time landing on a ghost).
Real question, can I still join dad's fanclub? I love characters like him.
As the comments before said, really needs some direction and scattering abilities along the way instead of giving us all we can't hold at once and a sandbox I'm at the other end of before dad ends his lecture. I really like the way you implemented the dialogue box (not interrupting the gameplay) and it would make for a great intro if it was connected with more guided level design to accompany us figuring out the mechanics.
I like the artstyle a lot and it is a decent prototype with a fun idea at its core!
I want to bully more ghosts...
★ Enjoyment: 3/5
I don't really understand the point of the game, but I won, so ... I guess it's ok(?)
★ Design: 3/5
Not much clue on what to do, but the movement part is kinda ok
★ Presentation: 4/5
Art style is so-so, and the beast is terrifyingly scary.
Notes: I got a weird bug on the '10x blades box'. Also, the beast actually jumpscared me.
Thank you for the feedback! I realize that I have to work on the design as to make it clear what the player has to do, what's going on within the game, and just overall polish. That's great that the best is scary, I was afraid it looked more on the goofy side.
Honestly I didn’t get very far with this one. The level design needs some work. I quickly got to a point where I couldn’t get back to anywhere else and got stuck. I did notice that double jump is available right away, but I was still stuck.
Never trap a player in your game. At least not actually. They must always be able to make progress. Of course having a bit of a puzzle to do that is OK, but there must also be some clue that making progress is possible.
I tried very hard to ensure that players never got stuck in our game. We would love to have you try it and let us know how we did! Did we make it too hard. Could the level design been better? Please let us know in the comments on our submission page! Oh and of course give us a rating too! Thanks!
Hey! Here are my notes:
First, this does seem like a promising start. Basic critique:
Concrete suggestions (you're the designer, though, so take 'em or leave 'em!):
Overall I think it's a promising start; it just has some rough edges that need ironing.
Thank you for the feedback! I agree with your points, definitely needs some more time in the oven. I originally intended for the ghosts to be more integral to the game, like being able to move them to solve puzzles and being NPCs that give hints to the player. However, I bit off a bit more than I could chew so a lot of what I had designed had to take a back seat. I'll definitely keep your points in mind! All feedback helps since this is my first published game, seeing what I should prioritize and work on is extremely insightful
Yeah, it seems like just a start. I like the premise, though—the dad reaper is especially amusing. Like Cormorant42 mentions, the movement is really free—you can wall jump single walls, basically climbing the wall—which can be some troublesome for level design.
Also, pushing ghosts around and off platforms is oddly satisfying '^_^
Thank you! I hope to work on this game later on to flesh it out way more. I agree that the movement is a little too free, in that the level design needs some work. I appreciate the feedback!
I like the movement, but I also see a lot of issues with this game.
Thanks for the feedback! I am aware of some of the issues you mentioned, I reasoned those would be issues that could be overlooked as I worked on bigger problems. However, this critique really opened my eyes on what I should prioritize instead for next time, given my limitations. I really appreciate the critique, thank you!
That's fine! I realize I didn't really say anything that positive about it, but that doesn't mean I thought your game was bad. I really did like the movement, and in platformers/metroidvanias getting movement right is a really big deal.
Awesome entry! See my comments in the main game page :)