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Paraave

116
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3
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A member registered Nov 18, 2020 · View creator page →

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Agree, i would love to create an online ranking or statistics. Yeah, the ending heart is badly designed, the player is supposed to swipe the heart to go back to the main menu and retry with a different batch of questions. Hope that disnt't disencouraged you to try again.

Thank you very much for the feedback and trying it out!

Loved the cuphead style of the bosses! The rabbit one was a little bit frustrating to fight against because its "area carrot attack" covers the whole ground even though it doesn't look like it.

Wooow, I certainly did not expect that! Loved the quotes from the boss and its laser attack. The sfx were on point too!

But does the bosses' health bar really decrease when he gets shot at? Because it didn't seem like that. Besides that, it felt like the jump was getting delayed a bit? It didn't jump immediately after pressing the space bar. Also, I would have loved that getting on top of the platforms was easier, maybe not colliding with them when jumping from below would be a great addition.

All in all, what a great experience! The SFX really made a difference in this game. Top marks!

Yes, the artstyle looks pretty cool, can't wait to see a prototype to check it out!

The game is not even playable hahaha

Yes, sometimes we don't get the amount of time to work in the project. Nevertheless, I loved the assets and the character animations, good work on that!

Loved the assets, but wished there were some cool sfx when collecting the eggs. I didn't quite understand the "rooster", the one that is supposed to cost 100, does it increase the amount of eggs produced or its value? Would be nice to have an upgrade that recollects the eggs automatically, it got tedious to run around all the time following the same path recollecting eggs.

All in all, good job!

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Spooky atmoshphere. Loved the assets, sfx and bg music. At the beginning I didn't understand exactly what was te purpose for the "door compass" on the bottom right of the screen, but then it became clear. But does the maze change every 4th door used? And does it have and end?, because my maximum was 13 escapes and I was still trapped. 

It became a little bit annoying after a while that when trying to escape through a door you got automatically reset to the starting position. 

Loved the assets and sfx. The AI behaviour was very well polished too, because you were not constantly followed by the enemy ships. The minimap was also a good great addition to find the remaining enemy ships.

Loved the assets and the overall structure of the map. I had a crash I couldn't manage to finish the game. I wished it had some sort of coyote timing for the jumps, because sometimes it felt frustrating when jumping on the edge of some platforms.

Would have loved to see an ending scree of some sort when collecting the 5 fish. It also needs some sfx. Loved the low poly assets used!

Loved the basic assets, made it very clear from the beginning what was happening. Nice sfx too. I was hoping the levels got a little bit more difficult by the end.

Loved the black and white retro assets. The music fits the game too. Wish there were more levels to play more!

Thank you! Got inspired by the tinder app system. For the feedback, did try it out more than once? It picks up the questions randomly from a database.

Yes, I also had the same thought but ending up removing it because it distracted when thinking about the questions.  Thanks for the feedback. Btw, did you try it out more than once? It shows different random questions each time. 

Thank you very much for the feedback. Btw, did try it out more than once? It picks up the questions randomly from a database.

Lovely game! Few levels but really well polished! The only thing that I missed was a button for restarting the level, because once I ran out of paint it was pretty much a death sentence haha. Loved the visual art and the sfx.

Loved the fact that when dying, it also provides useful information with the blood splatter.

Extremely well polished game, the movement feels fantastic with the controller. But there is something I didn't quite understand, for some reason when stepping on some of the platforms I am allowed to make a some sort of double jump (similar to the default one when stepping on normal ground) without activating the ghost platform. Loved what you did with the shot point mechanic and the level design overall!! I couldn't get past the 12th level after dying more than 100 times. Truly addictive game. 

Loved the gloomy art and the sfx.

Glad to see another quiz game out there haha. You can try and check mine out too! Some fake facts are hilarious and difficult to differentiate from the real, I loved it. Really funny to play with friends or family.

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I tried the newest version, where the gate on the first level takes you to the next stage. I couldn't get passed the 4th level, if you die in that level it respawns you in the 3rd one, and I felt a little frustrated after spending some time and effort getting past all the enemies in the previous stage. I liked the gadgets at your disposal, specially the smoke grenade, if you throw it while you are being pursued the enemies will stop looking for you, I liked that interaction. 

For the level design, It felt a little bare bones, specially with the cool mechanics you have with the different gadgets, the enemies patrolling, the rock-paper-scissors mechanic between gadgets and enemies... I would have loved to play around the environment instead of hugging the walls and waiting for the perfect moment to move, because the game has a lot of trial an error until you find the blind spot of the patrols. Adding some default walls or other places to hide around the environment will make the game feel much more organic and alive. Because adding more enemies into a room and call it a new level doesn't make a game better, and the level difficulty escalated really quickly.

I didn't quite like that the enemies detected you the single frame you enter their vision cone, you should make it more permissive to players. All stealth games give a couple of moment when the player is detected until the enemy realizes you are there and pursues you, maybe adding a sound cue when getting inside the cone and changing its color would be the perfect addition.

That being said, I truly believe you have a great game in your hands, it is an excellent prototype to try out all these mechanics. Also, thumps up to the artist, because I loved the art! If you continue working on the project, I can't wait to see the progress!

It was very clear from the beginning what was the purpose of the game, even without reading the description. The drag and drop mechanic worked perfectly and was very intuitive, even when selecting objects that were really close together. Loved the fact that sometimes more than one "real" toy appeared making it easier to find it.

Replied it 3 times and got a score of 1080!

Liked a lot the assets and the interpretation of the theme, good job!

WTF, few games have made me this angry XD. Y played it around 10 times to get in time, and I swear to god that the last try I was in the middle of the stand and still counted as a lost the game. 

If you make just a slight mistake, even starting the race half a second late, it is impossible to make it in time. I mean, that was the objective of the design I have to congratulate you, because there is no way that anybody play testing this though it was a good idea to just give 70 seconds to make it through all the obstacles and goddam flamingos! 

Hated the collisions of pretty much every object in the game. And you can spam the jump button in front of all the obstacles because the player will still jump them, making the light platforms obsolete.

That said though, I loved the art. 

Final review: the sausage is a lie/10.

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The bosses felt like sponges, they took way too many hits to kill. That and the fact that you die with one hit made it a little bit frustrating. Hopefully, you made a perfect sound cue for the wolf and the players can know when to dodge the attack. The slime has a blind spot at its right were you can pretty much kill it with your sword without getting hit by its water/hammer attacks. Loved the art of the bosses.

Strangely addictive, at the beginning I found really weird that some platform didn't work at all, but then I realized that they were flipped and was much easier to get higher (175 points). Liked the jumping SFX too, 

Loved the original idea, but I found the difficulty way to hard. Also, I would have liked that when you character gets too much hail and slows down to be able to drop it down or maybe being able to run again after a short time. That said, I loved the UI design.

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Loved the assets, specially the character with its hand drawn pencil design and oriental design. Somehow the platforms decreased velocity until they suddenly stopped for some reason, and to reactivate them I needed to go to a lower platform, didn't understand how that worked. When I reached the 2-minute mark, the game ended and loaded me to the main menu again. Would have loved to use the WASD keys to move also.

Liked the assets but wished there was some sort of sound cue or feedback when hiting the enemies. 

Ah, I get it. So the ghosts are in reality birds? Would have loved to hear some bg music or sfx. The game also needs a retry button, otherwise players need to reload the page to play it again.

Loved the blood splatter effect. I enjoyed a lot figuring out that the enemies blood covered the invisible platforms. I didn't finish the game and stopped playing at the 4th run, I wished there was a checkpoint system of some sort or perhaps not dying in one hit. 

Loved the trail asset. However, I found the controls really hard to use. And for some reason even when I shoot the blue lasers they don't seem to do anything?

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Wished the brower build worked, sounded like a cool game to play.

Loved the introduction. I also liked a lot the moments where you can squeeze through the different obstacles, felt really natural and your "nightmare" never got stuck. The main issue I had is that the bg muic didn't quite fit the game theme. Besides that it is a really enjoyable game!

Yes, the real ones are hahaha. I should have introduced the bibliographical reference or a fragment from the news. You can check them out online 

Wished it had a little bit more of depth like multiple robots, a cooldown for placing the coin... this way it can be more challenging. Some sfx when placing the coin or the robot catchs it would be also great. All in all, good job.

Nice little game. Loved the hand made assets and the object colliders were quite permissive. I wished the game escalated in difficulty at some point, I felt it was too easy once you got the hand of the controls.

Enjoyed all the puzzles except for the first one because it felt trial and error, having to respawn multiple times to find the correct path was frustrating. There are a lot of interactable objects that didn't know they were until I pressed randomly the interact key, would have been nice to know beforehand which things I needed to pay attention to, because you only did it with the messages on the computer. I would have also changed the Z and X keys for other ones, that position tired a lot my hand. The sfx were ok, but the music looped too early for my taste. Besides that, I loved the assets and the narrative was fascinating, can't wait to see more of it!

Would have loved to be keep shooting by keeping pressed LMB, besides that really good job!

Got very frustrated at the ball mini-game, specially the third level, I stopped playing it after my 4th try. I felt there were few walls, it should be way easier, specially comparing it to the previous mini-games. Besides that, I like the other mini-games and the assets!

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Loved the atmosphere and the snowy sfx on the background, I really felt immerse in the game. Loved the moment when you go to bed and hear some footsteps approaching and the next day you realize someone has stolen the codes. Liked the tiny psychological horror moment when reading some messages broadcasted, or when someone starts knocking at the door. 

The only suggestion I can make is on the snowy background sfx, it felt really obvious when it started looping again and broke my immersion a tiny bit. It also felt a bit tedious when messages with very high or low frequencies appeared on the computer because I had to spend awhile turning the knob.

What a shame that the exit door was interactable from the beginning of the game. Nonetheless, I enjoyed a lot this game, top marks!

Wished the controls were easier, had a hard time only to understand them. Next time would be better to use the W or SPACE keys for the jump. Loved the assets.