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Uploaded
Mar 24, 2012 | 4:37 PM EDT
  • Daily 5th Place March 26, 2012

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Author Comments

THIS GAME IS LESS THAN 12 MINUTES CAPS-LOCK. It IS a demo, so there's a few issues unresolved, but I'm working to fix them as I get feedback!
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--edit 2-- HOLY SH*T! Front page! Whoooo!! Thanks Tom and thanks Newgrounds! And yes, I'm looking at all your comments, really appreciate the feedback. :D
--edit-- tweaked some balance issues, upped the framerate.
CRU is a side scrolling shooter/exploration game. This is a SHORT ASS DEMO, which means I can only show a bit of the exploration, the bulk of the demo is the shoot-em-up section.

Controls: (once you get to the shooting part!)
_----==** Z: shoot X: shield C: charge beam **==----_
The beam gauge charges when you kill an enemy; If you slaughter them like the beast you are, you'll charge it up, dude.

ANYWAYS have fun ng!

Reviews


somarvielsomarviel

Rated 4.5 / 5 stars

The art is cool. Art game? Because there are no sounds for the shots or bullets when getting into the enemies. Maybe is my computer but at sometimes the game gets really slow. The lives of the ship what does it mean? Just a Marble? I know it's a demo, but at least you can put a little of history. I really liked but the one thing i didn't like it was that every illustration was bicolored



bomberboy57bomberboy57

Rated 4 / 5 stars

Its good, but again, its just a demo. A suggestion I would like to make is either respawn invulnerability or a forced respawn location in the middle. This is because while fighting the boss, the part where he attacks from behind he can end up killing you multiple times before you even have a chance of moving away due to the fact that you respawn where you died- right where the boss has located itself. Other than that the mechanics of the game seem fine and make a decent demo. I would like to see where you take the gameplay, whether it be the type of game where the player levels up or not, whether it has shifting gameplay, or if it has a major plot. I also look forward to how you deal with future graphics such as leaving the game as a mostly colorless experience or if you are going to add some kind of coloring to add to the personality that is already present. Overall, this is pretty good for a demo. 4/5 stars, and I look forward to seeing this evolve into a full game.


LordDF responds:

It should respawn invulnerable, but you might be experiencing a glitch. I'll look into that. Secretly, I think it's fun to kill my players in frustrating ways once in a while. >:)

Thx for review!


rubikksrubikks

Rated 4 / 5 stars

brilliant - gameplay, art and music are all phenomenal, but I was disappointed in the game's progression, or rather, it's lack thereof. This game was great fun at first, but moving through waves of the same enemies and navigating a seemingly endless asteroid field got fairly repetitive VERY quickly. Had there been more variation in the level design, I could have gladly given this game a better score, but for now, it's stuck at a 4 with high potential.


LordDF responds:

Thanks man, good review! I'm bringing much more dynamic gameplay into the final.


grailasgrailas

Rated 4 / 5 stars

As a proof of concept, this shows promise. Granted, it was a bit "thin" in content, but it IS a demo.

The audio and music is well chosen. Could use a little more bass or something, if you asked me. A sound telling you that you've taken damage would be nice, too.

Graphically, this game is pretty neat. A quirky, hand-drawn universe. It looks as if some bored students' notebook, filled with doodles and drawings, has come to life.

How? Why? Don't know, could be that the book which contains all these drawings has a few notes that might shed some light on that part... Or maybe there simply is no explanation. In either way, I hope the full game will have at least a tiny story-line.

I like the thought of a customizable ship. Different weapons, shields, ect. Seeing some of the concept art at the end containing what looks like to be swords, I could imagine such an equipment being able to deflect incoming enemies (not bullets). The stronger the enemy, the more charge (like the shield in the demo) it would take to deflect and kill. All sorts of items, like passive force-fields, regenerators, large but slow cannons, quick but weak machine-guns, ray-guns, homing missiles and the likes spring to mind.

I'll look forward to the final results ;)


People find this review helpful!

madjemas03madjemas03

Rated 4 / 5 stars

Beautiful. Simply beautiful.