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clarelee

13
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A member registered Sep 03, 2020 · View creator page →

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I know that you encountered a bunch of bugs and technical problems that make development difficult, but the gameplay that we did get to see was fun and showed cool variation! I love the sketches of the cat and the concept behind the game. Your animations are gonna look dope. I know it wasn't intentional, but the way the cube spins is really fun and adds so much movement.

This game was really fun and I love the fast-paced nature of it. The parry mechanic was smooth to play and well-implemented. The pixel guy was also a simple but fun character to play, and the balancing-scaling was very well done and didn't feel like too much or too little. I think it would benefit from a background, tilemaps and objects (interactable or not) would help the player orient themselves while navigating. The sound effects were fun and a nice touch as well!

The UI for this game was seamless and added to the loose, playful vibe overall. The concept is amazing and well carried-out. The controls are also smooth and feel good to play, I like how the game meters out difficulty and makes you assess the situation with the mechanics you have so far. Keep at it I'd definitely play more of this game!

The sprites are so dope and the animations add to the vibes this game has. The controls are straightforward and the gameplay was really exciting and made everyone competitive, which was fun. I also love how we started experimenting with different strategies for the astronauts. I think a pause menu/restart button would help, but other than that, great game!

The Meowmeow universe is amazing and I hope you keep making games starring Meowmeow! I love your art and I think making some custom sprites for the UI like score and health would add polish. The music's dope and fits the game well. The controls feel good and are smooth, I think adding deeper difficulty for more levels would be good gameplay.

The game was really fun to play with everyone, I got a real sense of excitement and competition. The visuals are really fun and well-done, it adds a silly and playful vibe overall. The directions are clear as well, which is helpful. I think fixing the bug of sticking on the walls would help the gameplay be smoother. The music is cheerful and it's a great concept for a multiplayer game!

The vibe of the game is clear and the fear I felt was very real, although I can get spooked easily. I like that you guys didn't rely on jumpscare after jumpscare, and really built up the anxiety and tension one feels walking through a creepy place.  The models were well implemented and didn't sacrifice framerate. I think a trailer would be a good touch for the page! The haunted toilet that kept coming up in playtests was a really fun part.

The lasers coming off the hands are a nice touch and help the player track what they're pointing to or holding. I appreciate the sound design and effects, it adds such a vibe to the game on top of engaging and polished graphics. The different levels are memorable, and I like that there's a clear narrative to follow, with an ending that wraps things up in a satisfying way!

I love the detail of the food eyes and pots and pans hats on the coconut mountains it made me smile. This game is really whimsical and makes me want to go cook up and eat a bunch of food! I enjoy how the different levels all have different feels to them, like how the city is more vibe-y and the gingerbread house is magical. I think frame rate improvement is the only criticism I have.

The level of polish is very impressive and really blew us away. I love the scale of characters and levels that makes you feel excited that even more is somehow coming even after you've just played so much. The switching mechanic must've taken a long time to get working smoothly, which I appreciate as both a player and a classmate. As always, your sprite work is so fun to look at and adds to an already dope game.

A really exciting and satisfying multiplayer game! The bear's so cute and a great switch up in power balancing VS mode since he's stronger but only 1 vs 3. I think it was easy for everyone to gang up on him and eliminate that player first though and then play against each other, since it was obvious that he was more powerful. The map is well thought-out in terms of barrier to free space ratio and felt like a manageable and non-intrusive map. I think some balancing for the characters with special abilities like the fireball one could make for some more varied gameplay.

I love how the game turned out! I overestimated my ability to manage the smaller space of the tutorial but was quickly humbled when I saw the maps for the harder levels! As an artist, I really appreciated the detail that went into each room as they all had different furniture but it was a little hard on the eyes as the rooms got smaller with larger maps and it visually became very busy. I think this worked for the difficulty scaling and keeping track of everything, however. I didn't realize at first that the paths changed from red to blue and it was a fun challenge that I had to switch up my strategy. The tutorial level and pop ups with instructions are a nice touch. I think some light camera shake when a new helicopter shows up could be good feedback for the player to realize they need to figure out where the new wave of enemies are coming from, because the message pop ups blend into the background for me when I'm intensely focused on managing what's happening behind them.

Tarot Academy was really enjoyable to play, I played with my brother and we had a good time! I want to print out the cards and play physically next time. I liked the music and title screens, it adds a fun element that I wasn't expecting because when I think of tarot cards a moodier vibe comes to mind - but what you guys chose fit the game very well and was upbeat. The visuals are beautiful on the cards as well. A small note but an escape button/menu would be helpful, and making the How To Play text a bit larger would help for readability (although that might be a bug on my end)