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Shear's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #31 | 4.481 | 4.481 |
| Fun | #72 | 3.750 | 3.750 |
| Theme | #448 | 2.635 | 2.635 |
| Originality | #529 | 2.481 | 2.481 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
Shear fits the theme of Slick through its fast paced often times close quarters level design and character movement. And perhaps a few tricks
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Comments
Fun game, I like platformers and precise jumping. I found a bug, though: if you die in the screen when you get the key (the first one, I don't know if there is any other), the character seems to respawn outside the screen, and the game gets stuck in this state (you can't reenter the room because you can't see you character, the camera being locked in the uppermost part of the room).
Great art and polish. As a feedback, I was fighting the sticky walls more than the level.
The controls feel good, the level design is well done, the music is chill, and the sprites are cute! I especially liked the little touches like the opening/closing book in the main menu. Nice work, everyone!
Celeste was obviously a huge inspiration for this game, and it pulls it off very well.
The art and music are very beautiful, the controls are sharp and easy to use, and it was a nice difficulty. That along with the amount of content you managed to make over the course of the jam, bravo! 🎉
The only criticism I have is one another commenter had as well, the wall jump, it just feels like it locks you to the wall sometimes. It wasn't a big deal overall though.
Oh, wow! The gameplay elements, controls, graphics, music, sound effects, menu designs, and level designs were all exquisite! The game's overall mechanics and presentation reminds me a lot of Celeste, but your project had some cool distinctions, such as the gliding ability and the fantasy aesthetic. Shear is definitely one of my favorite games I've seen from the game jam so far! Fantastic job all around! :D
Fun platformer! The art is excellent too, and I really want to accentuate how wonderfully done the background elements are. It's so easy, at least for me, to make backgrounds sprites too visible. It makes the style noisy and affects the gameplay even, but there's no problem like that here at all. It comes together nicely.
Presentation on all fronts was amazing! I thought the level design was great, the last level specifically.
Damn the pixel art on this is really nice! +1 to the fellow artist :D
Nice game. I like the pixel art & sound, very consistent. The gameplay feels good overall, even without enemies. The only thing I would mention is that sometimes when I was climbing a wall after falling down there was no way I could climb up, it always jumps far away without letting me control how far. Other than that, excellent job!.
Really amazing entry! Love the movement, art, level design and music. Well done!
This is a very pretty game that sounds wonderful and feels great to control! It's clearly derivative of Celeste (compliment), it's well polished and the levels are well designed. I had fun!
I love when artists wear their inspirations on their sleeve ♥ This game is so wonderfully presented and displays a surprisingly high degree of polish for such a short development cycle.
My one and only criticism of the game is how "sticky" the wall jump feels; I often found myself unintentionally clinging to walls for extended periods of time while trying to avoid hazards.
Overall, y'all delivered such a beautiful little experience and should be super proud of what y'all accomplished!!
Thank you so much for the kind words! We really wanted to deliver something as polished as possible
It feels like a full game, which is so impressive considering the time constraints. The audio, visuals, and fluid controls come together to make a very cohesive experience. Because this game feels so complete and polished, I will be nitpicky. The level design could use some work. As a player, I don't want to complete the same trick too many times. It feels recycled quickly. I was really hoping to see more interactive enemies, I think they would have added a lot of depth to the layout.
Great job.
Thank you for playing!
dawg the character design is good why is the elf so adorable! and using the orange cock to contrast the blue background to make the character POP excellent color theory! On top of that the controls are smooth and fun the floating mechanic is genius! also for someone who sucsk at platformers glad you all made plenty of checkpoints and didn’t implement a life system! Awesome game!
The floating mechanic is a great take on the celeste platforming that makes it a lot more forgiving and chill to play through! I liked the level design and squirrel tutorials, and would love to play more in this world! Unfortunately I got a little too cheeky and tried to wall jump to the top of this area cuz I thought there was a secret, and I seem to have soft locked myself hahah. Well that's on me! Very fun game!!
I didn't even think it was possible to get up there haha! Definitely a missed opportunity to put an easter egg up there!
This is a really nice celeste style game! The art and music are really amazing for a game jam. I really love how wall jumping moves you more horizontal than vertical. I think that's a really cool mechanic that opens up a lot of design space for you.
I think there should be a way to unstick from the wall. Maybe if you just input a direction away from the wall when you're stuck do it you can disengage from it? Also I think it's not clear if you can progress downwards or if you'll fall to your death. I think there was one sequence when that was the intention because there were spikes down certain paths, and I don't have a problem with that actually. But there are other situations where it's not clear if there is more level down there or if you'll just die. I think hollow knight solve the problem really well by giving subtle visual indicators if it's safe to descend downwards.
Really nice game. Well done!
I LOVED the presentation a lot, the art and polish is clear to see
I'd love it more if I didn't magnetise to the wall so easily, there were so many unintended walljump hangs. It's also quite unfamiliar, or at least felt awkward in my head, for the player to not slide down for so long, almost like it was 0.1-0.2 seconds too long of a hang
As someones said as well, the part where you fall and cannot see what's the correct path is frustrating to play, I think you never want the player to feel beat or cheated by the level, especially if the goal is to make them feel slick. I think the level with lots of windpushes where you could mostly walk one direction and jump at the correct time felt the slickest to me. Good stuff
I see another celeste fan in the chat. Will be playing tonight for sure.
Finally got around to playing. As I expected this is a fantastic entry, kudos to the artist, everything about the visual representation was excellent. The character controller was very well done as well, super intuitive to play and well rounded entry. Great work to the whole team. I liked the walljump implementation where if you spam the button you can just fly up the wall stretch, this added a lot to the intuitive nature of the controls I mentioned previously. There truly is so much celeste here and I'm happy to see it, it's a game that was done to perfection, so it serves as a great inspiration.
Nice art and feel :D