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CruelPear

6
Posts
3
Followers
5
Following
A member registered Jul 14, 2021 · View creator page →

Creator of

Recent community posts

Really cool game and nice music. Though I got stuck when jumped near the above floor.

Really fun game. The art style and music give out a really cool and alien(in a wholesome way) vibe. Movement felt smooth but the first jump sound effect felt a bit off. The health UI was placed in a weird position in my screen for some reason. Animated signs looked really cute too.

Really hits the roots of a metroidvania game. I got stuck where I couldn't open a door and I had to backtrack all the way back to the starting area where the double jump was needed. Then on it got better with more mechanics being added. Music matched with the way the player jumped where the entire body rotated was pretty cool.

An issue I ran into was the aiming where it didn't have full 360 rotation but fixed angles on where the bullet should go. The charged shot having some particle effects when hit and adding a knockback effect with some invincibility frames might make the game feel better. The art style which felt unique but also felt like something was missing or the areas felt a bit gloomy.

Overall the game was really good. You have built a really good core with mechanics that work well.

Really cool concept, I had one issue of the player being reverted to the looking down animation after I pressed left, right or up maybe this was a a design decision but it felt a bit odd for me. The text in the pad if  it was more of a sci-fi-ish font it would be more immersive. The puzzles were well thought out but maybe adding a health bar might make the game a bit more easier especially in the late game where I had to do everything  all over which was a bit annoying. Overall it was a really good experience.

Hi, thank you for taking your time to write this review. Originally we had planned multiple boss fights and multiple areas but as it happens in game dev we ran out of time and only had time for one area and a very buggy boss and enemies.  At first we were planning to use a dragon that comes down and burns the village but we didn't know (still not that much) how to do a cutscene in Unity.

The cave part is going to be redesigned from the tile palette to the actual level design. Also darkening the actual cave as we descend is a pretty cool idea. 

For the  cave due to time constraints we used a prebuilt tilemap and maybe that was the issue of the colliders. The technical side needs a lot more work to be done and that's what we're focusing on right now. 

Hi, thank you for reviewing our game. The vibe was inspired by Shadow of the Colossus and I'm really glad that it got through.  We're now focusing on the technical side of the game as well as the level design which after playtesting at the last moment felt pretty bland.