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A jam submission

Cherry's TrialView game page

Submitted by Ellie Morales — 34 minutes, 44 seconds before the deadline
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Cherry's Trial's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#532.0982.200
Enjoyment#591.9072.000
Presentation#602.1932.300
Overall#631.9782.075
Design#681.7161.800

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

Submitted

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). 

Submitted

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...

(+1)

★ 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.

Developer(+1)

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. 

Submitted

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!

Submitted(+1)

Hey! Here are my notes:

First, this does seem like a promising start. Basic critique:

  • Cute game!
  • And fun dialog!
  • Controls feel mostly intuitive but a little awkward still. Admittedly subjective, but the walljumps particularly didn't feel great to me.
  • I'm not sure I needed the dash at any point.
  • Moving the ghosts around is, as noted elsewhere, oddly satisfying.
  • The boss seems to take a LOT of hits (for me, probably upwards of 20? and it wasn't clear if either weapon was actually better to use than another or even what was doing damage. (It is cute flying around though.)
  • Trying to shoot a lot of tranqs resulted in Cherry getting turned around from right to left.
  • I was able to softlock myself under ghosts in one playthrough; in another I was stuck moving left no matter what (I think this was when I was trying to hit the gate with my scythe.) 

Concrete suggestions (you're the designer, though, so take 'em or leave 'em!):

  • It would be nifty to have to use the dash and the ghosts somewhere--the ghosts mainly got in the way and I seemed to put the dash mostly to the use of dying to the boss.
  • I think normalizing the horizontal speeds of different actions would help overall feel.

Overall I think it's a promising start; it just has some rough edges that need ironing.

Developer(+1)

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

Submitted(+1)

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 '^_^

Developer

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!

Submitted(+1)

I like the movement, but I also see a lot of issues with this game. 

  • Typos in dialogue
  • No visual feedback for hitting things with your blades/darts
  • No distinction between blades and darts (I have no idea what they do)
  • Darts and blades use the same sprite when going different directions, meaning you'll get backwards blades and darts when shooting while facing left
  • The movement is nice, but giving your player that much freedom can often lead to game-breaking sequence skips, so I'd be careful
Developer

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!

Submitted

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.

Submitted

Awesome entry! See my comments in the main game page :)