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CECIL

17
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A member registered Aug 27, 2019 · View creator page →

Creator of

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Glad you liked the game! We are in working progress to bring it to a longer game with more surprises to come. Stay tuned!

(2 edits)

This game is very well polished in both aesthetic perspective and gameplay. The art is pleasant and very delicate with details. The illustrative style does not take the players out of the context and the gameplay experience at all. In aggregate scope, the casual and leisure presentation of the game is an appropriate approach, as the game is entertaining for fun chills, and just enough challenges with a right pace of level length to ensure the players are invited back to win rather than pissing them off with un-purposeful frustrations. The challenges are very orderly introduced in the game, where the explorations are based upon player's own trial and error, which makes the game even more engaging. However, as the level progresses, the more interconnected challenges might be even better with more approachable introductions as players first attempt the new challenges.                      

This game looks fantastic! I hope I can acquire a VR headset and try it out, but unfortunately I don't have one right at the moment. However, from seeing the trailer and the itch page, the aesthetics of the game are gorgeous. It is absolutely a right choice to go with the cartoonish styles rather than a more realistic visualization, the entire atmosphere hence feels significantly more pleasant and welcoming, as if I would actually want to chill and cook! (Washing the dishes are tiring though...) Keeping HUD to none is a great approach for this game, and the fact that you implemented the menu as a virtual menu instead of a very artificial and flat tutorial is a very nice approach. This is a great example of utilizing the virtual perspective and cogniton of VR experience. The arts and assets are all clean and polished, they manifest no visual disorientations at all. Also, as a film and narrative person, the introductory comic slides are wonderful. I would highly suggest going crazy with it to the next level - making it dynamic, anything! There are much less constrains in a virtual world, so go crazy! However, I did notice (at least for me), the particle effects when something is dropped onto the ground. Instead of using *it seems like a default Unity particle in some ways* particles, perhaps consider keeping the consistency of the cartoonish styles of all the other assets; using something illustrative such as the smoke from your gif in the itch page would make it look awesome! Would really love to see more updates on this game, and would definitely play this game when I have a VR headset.

The premise of this game is absolutely interesting and entertaining. As a multiplayer game, the collaborative features are very engaging for parties of the members. The aesthetics of the game is very humorous, and that definitely complements to the already party-ready and funky causal gameplay itself. However, the features of the players can be improved to elevate this game to even a better level. The handling of the car are a bit slippery, but that can be included as a dynamic feature to the obstructions that could be imposed by other players. Dynamic pedestrians would contribute another level of challenge and fun to the game. Lastly, amplify the obstructions!

This game is very stylized and coherent to its gameplay experience. The overall visual designs goes very correspondent to the level design of the game, which that there are no extra and abundant assets that can impose as obstructions to the players. The difficulty progression in this game is interesting. The obstacles in the game are well instructed to the players. Splendid job on implementing checkpoints in the game to ensure a smooth and progressive gameplay experience that constantly encourages the players to continue rather than restarting over with frustrations.

The atmosphere and tension in this game is well manifested. The aesthetics of the game are very pleasant. The illustrative sprites are very clean and polished, while the details in the more pixelated sprites are delicate, and does not take the players away from the gameplay immersion. The tension of the game is really well crafted, with the short FOV, moody environments, and sounds, I can definitely feel the pressure of escaping from a very very immanent threat. Despite that, improving the rotation of the player and the orientation of map obstacles would make this game even better. 

This a very distinct game in its abstract form of visuals. The manifestation of the atmosphere and its correspondent moods are very well created.  The diversity of visuals and styles in this game is very intriguing and does impose very distinct characteristics to the game. Although diver in styles, this game holds it integrity to the narrative. The mirror is easily one of the most astonishing asset of the game. the dynamicity of the mirror under a static and consistent environment draws emphasis onto this specific item, as it revolves crucially with the narrative. Lowering the mouse sensitivity would improve the gameplay experience :)                   

This is such an addictive game!  Starting from  the aesthetics, the low poly  and cartoonish assets are very coherent to this game, as they reflect directly upon the very entertaining nature of this work. The mechanisms and controls  of the game are very intuitive in respective to the fast-paced gameplay. The difficulties of the game are distinct, while it may be quite challenging for first timers, the smooth playable loop and fast paced  progression of the game encourages players to constantly retry and adapt to it.                                                                                                                                                          

The aesthetics of the game is coherent to the ideal and environments you are trying to create. The controls are intuitive, which is more than appropriate for this game, as it would not be ideal to distract the players from its very articulated styles. The exploration aspect of the game is very well presented. It would be recommended to incorporate more forms of interactions that can complement and elevate the tranquil and visual experiences of the game.

As a horror game, this game is a good example on how to manifest fear through less conventional approach. The aesthetics of the game are very well polished. Even though it's in low resolution pixelated art styles, the image of the game is very coherent and  articulated, that which won't disorient the players, but definitely does distress the players with unsettling responses under its horror settings. I especially adore the perspective puzzle, as it is a well demonstrated example of how to utilize a virtual and 3D space to its creative potential. 

This is a very unique game. The resonation extracted from this game is phenomenal. NYC metro is a unique place to whomever has experienced it. The progressions, settings, and interactions of the game is very intuitive and representative to the experience of riding the NYC metro. The radio, squeaking of the tracks, emptiness of the station... you have grasped the essence that renders the resonation effectively. This game is minimalistic, but definitely not simple, especially the research behind the control panel for the music interface. One minor suggestions would be that even though the metros in NYC are dull, give it some life with a few passengers waiting the train or even the mascot rat on the track would bring this entire game to the next level. Nice work!

This is one intense game! The graphics of your games are always clean and coherent. The gameplay of Fighter Zero is fast paces, and the responsive and intuitive controls definitely complemented the game's pace well. As for recommendations, it would be helpful to improve tutorials.

Such an interesting and polished pixel action game. Instantly from the delicacy of the sprites of the game, one would be able to tell the degree of completion of this game. Likewise, the mechanism of this game is intriguing and challenging, which complements the theme and the style of the game perfectly. The controls and its accompanying animations are very smooth and intuitive. One recommendation would be that make some improvements on the free practice range for effective tutorials. 

This game has such an interesting and intriguing foundations and hook to the players. Speaking solely from its mechanism aspect, the objective and controls of the game are very well defined and coherent. Disintegrating an already complex organic mechanism into mechanical game controls are good choice. The balancing of the physics in the game is on point, as it is difficult enough for create obstacles, but effective enough to overcome the challenges of the game. The art style is very pleasant. However, in perspective of a multiplayer game, the control of the game seems to able to function a bit too independently for just one person. 

Thanks for the feedback!! Really glad you enjoyed the game. Also, thanks for pointing out the typo, it may seem like a minor neglect, but the instructions are crucial to the players!!

The player thrust problem is fixed now.

Very interesting indeed