Unity - The Cradle Of Nurtured Eggs [v0.1.35a] [JaShinn]

  1. 5.00 star(s)

    Aemix

    Just started playing but the 3D work (physic, character design etc...)is amazing not even need to play more to make this review.
    Probably going to be the best Side-Scroller of this year. Don't hesitate to play and to to donate to this amazing dev!
  2. 3.00 star(s)

    theorangefox

    Pleasant however not everyone's cup of tea.
    This game would greatly benefit from corruption of Fem MC. The graphics are pleasantly well done although quite barebones. It would be much better if the dev decided whether he wants monsters (mosquito, burly double-shafted dude) or chicks with dicks. If its the former I would not mind seeing more of this dev's projects. If the latter, I'm not really interested.
  3. 4.00 star(s)

    Rizzoning

    Played on v0.1.33

    Good: the 3D models. You sometimes get to see the sex scenes from different perspectives. Run speed is fast and you can run past many of the enemies without getting hit, which is great for backtracking. Enemies aren't too tanky, the pistol beats them fairly quickly. The girl's belly swells up a little bit more each time an enemy fills her up. You can escape battle fuck attacks pretty easily if you don't want to see them. You can stay on the ground after getting grabbed to get picked up again, letting you see the same scene again. There are pre-rendered, animated game-over scenes.

    Bad: you still take damage if you stay on the ground. Sex scenes take a long time even if you mash "E" to speed them up. It is annoying when enemies only hit you for damage when you want to see the sex scene. Healing is finite. Bandages only heal a very small amount of HP and you always have to re-open the inventory to use multiple. The scalpel attacks are completely useless. Some animations don't look good yet. You can't reset the cumflation if it ever bothers you. No gallery. No sound settings. Only 5 enemy types, of which 1 is a reskin without unique scene. Only one area.

    It is a good demo. That's all I can say as long as there is so little content.
  4. 3.00 star(s)

    bouioasduncoasd

    For a short snippet/demo, this is pretty okay.

    Animations are good, the 2.5D mechanics work fairly well and the spooky atmosphere works a bit. Sound design is actually pretty neat, with distance and the wet slaps of bare feet being a neat giveaway for zombies, pistol feels punchy and reloading sounds nice.
    The JIGGLE PHYSICS are great, even the zombies on getting hit have a bit of jiggle. It's quite an impressive thing, least to me. Same goes for the outfit modularity and the physics therein.

    BUT
    I do have some issues for it *as a GAME*
    because it's a game, not a scene-viewer:

    1. Recoil:
    Specifically in the animation and the abrupt, downward motion the screen takes when shooting. I get its trying to simulate screen-shake but this ain't working. It's outright making me motion sick shooting . What makes it weirder is that it doesn't really even need to be there:
    There's no actual recoil or inaccuracy when you shoot.
    Where you point, bullet goes without any bloom or real effect (afaik) on accuracy when spam firing beyond the screenshake to disorient the player.
    I don't think its needed, or if its a necessary creative decision, needs to be toned down or incorporated into gameplay.

    2. Mashing-For-Fuck-Speed:
    Something I noticed is that, unlike Syahata, Cradle doesn't seem to have a clear way of escaping H-Attacks post-initial grab. Now that wouldn't be an issue if the on-screen prompt was mainly to progress through the animation sections or maybe even as some "squeeze mechanic" to slow down thrust speed to prevent the enemy from cumming after a set amount of time, lessening damage.
    Nope, what the "E" prompt is there for, from what I can see, is to speed up the animation if you mash it.
    Now lets compare with something like Siren of the Dead and Vampire's Knight. In those games, they at one point had a mechanic post-H-Attack Grab:
    Hit E-in-Rhythm to escape.
    If Cradle HAS this mechanic and I missed it, it's not properly conveyed.
    If Cradle DOESNT have this mechanic, then it actively detracts from the H-Attacks animations by forcing a mash of the E-Button for a desired speed to enemy H-Animations and doesn't need to be there.
    I do like the idea of controlling the speed, or having a possible battle-fuck derived from this that can impact the various gauges (like how much they actually cum inside/if at all based on how rough they get to get, etc. Allowing possibly for unique enemy behaviours in said mechanic)
    But this current iteration gets in the way, is confusing as to WHY its there, and I genuinely feel it can either be reworked or removed.

    3. Tanky Main Character / Lack of Threat
    Now I imagine this is a weird one but compared to Syahata, the impact of H-Attacks and general Damage feels toned down here. The player feels tanky in spite of their light frame and generally H-Attacks feel like scene-players and the pleasure/cum gauges rise far too slowly given the metric ton of cum enemies inject into said player character.
    And afaik, no discernable impact is had for said cum levels unless (maybe) they're near or at max. Same for the pleasure gauge. But getting to that point is grindier than desired, arguably harder than completing the main area.
    Another reason as to the lack of threat is resource control. See, this game gives you a pistol early on. That's fairly normal,sure. But unlike systems like Bioasshard or the like is that:
    Hit placement doesn't matter as much. Hit the head? 4 shots. Hit the body? 4 shots. Whilethe consistency is nice, there's no incentive to aim nor for the majority of enemies is there really an incentive to fight (the only reasonbeingfor the mosquitosis that their hurt-box reaches out more than the typical zombie, and the twin-dicked brute at the end can run faster than 99% of enemies in the rest of the map.
    Additionally, ammo placement everywhere. Which certainly doesn't incentivize accuracy either.
    If I had to rely on the scalpel more, and a dodge/dash mechanic (ala RE4 Remake), with only a few shots at any time, at most one magazine or two(with headshots being way more valuable), I could see this game working really well.

    4. Slow Slow Slow
    Player moves real slow at base, sprinting while running doesn't zoom out or give any idea of space. Can't zoom out on command or get a sense of where my character is looking. Gets even worse in areas like the bathroom with odd camera angles and no player control (even with just a zoom out/zoom back in button)
    I don't mind the ability being nerfed to provide suspense if we could only zoom out when sprinting/running and if we get grabbed while zoomed out & sprinting, it could even insta-H-Attack or make it harder to avoid/do the QTE.
    But as it is, it feels claustrophobic and not in a good way.
    I think the reason why it was fine in Syahata was because it had way more explorable, confined classroom spaces, sewers, and forests that incentivized this compacted, tight and close CQC spaces with sparing use of long hallways without a room to enter.
    THere's hints of that here, but i feel for this beta, its too many long combat hallways at too slow of a speed.
    Combined with how tanky and powerful we are, and each arena of sorts feels more like a lackadaisical trudge than it is a scared tiptoe.

    5.Enemy H and Game Overs
    Less of a serious critique, but one I feel should be mentioned since it IS here.
    Some game overs aren't present, like the futa nurse and the twin-dicked brute. Not bad in and of themselves but would be nice if the enemies could do a "instant loss" version of their standard H-Attack before it just fades to black.
    Frequency and WHEN an enemy will H-Attack is also unclear, and I feel there's a ripe oppurtunity to use the 3D models and the jiggly physics to convey it in a non-intrusive way:
    Show the Enemies being aroused.
    FOR EXAMPLE:
    If the Futa-Nurse sees the player, have the dick start twitching and getting semi-hard, throbbing and the like up and down.
    But if the Futa-Nurse is going to GRAB the player for an H-Attack, the dick should be fully erect and a unique enemy growl/snarl should play, maybe even just a pitched up/down variant of their usual attack snarl to convey they're gonna try something.
    It can also vary between typesof enemies:
    For the Tongue-Nurse, could show her dripping more and more as she notices the player, then on H-Attack, show her thighs shaking and gushing out like she's squirtin' at the thought of rubbing scissors or something. Voice should be pitched much higher in her H-Attack Grab-Growl Sound Thing than the other enemies.
    For the Mosquito, show the dick poking out and peeping once it notices the player character. Then, for H-Attack, show it fully sliding out & throbbin like crazy.
    For the Brute, do the same as the futa but to convey how gnarly the H-Damage (should) be, have him shoot ropes of jizz out or the lack just before he lunges from the excitement.

    Little telegraphs like that fit the lewd aesthetic, enemy design, and even give players a non HUD-dependent way of noticing if an enemy's noticed them, and/or is winding up for something lewd.
    Even bridges a bit of that player/character gap so it can immerse us into the erotic-survival-horror fantasy this game (and its predecessors) want to convey.

    Anyway, that's all I got atm.
    I do think this game has potential, just like Syahata did at matching parasite-in-city and Anthophobia, maybe even filling that niche with its 3D animations to set it apart.
    But I do feel atm its a bit incomplete and lacking as a game, let alone an H-Game.
    It's a good alpha/vertical slice, but just an okay Beta.I wish the developer the best and I'm looking forward to what he does with this

    *Edit:
    And I almost forgot,the inventory bug.Idk exactly what causes it, but after acertain point, I couldn't access any inventory boxes beyond the first one to get ammo and a bandage.That definitely needs a fix before it enters 1.0, let alone another stage
  5. 5.00 star(s)

    xxfirxx

    Rating on v0.1.32 mid-development.

    I love JaShinn's works and he's attempting himself at this 3D style. I really love the style and am eager to see more of it, as I already loved his previous game Syahata's Bad Day

    The game manages to have a neat balance between the good art, execution and a calm gameplay - not too fast or hard, not too slow. This is still early in development, but I like what I am seeing. I hope I can cum buckets to this again.
  6. 4.00 star(s)

    HelloThere677

    Gameplay is amazing and the h scenes are great for a first release. Though there are bugs that do take away from gameplay.

    Attempting to access any menu(inventory, dresser, and loot container) while you are attacked or currently in a h-scene basically locks you out from interacting with said menus, needing a restrart of the game.

    English translation for dialouge isn't implemented, evne though the option is available.(Probably come in at a later date)

    Melee combat is pretty atrocious, so any long form exploration that requires resource management will become tedious. I recommended switching the scapel to a more linear thrust animation, for distance purposes.

    Mashing "E" for faster hentai is pretty bad. Switching it to holding would be more user friendly. Especailly since there is no type of gameplay reward for getting out of the animation faster. Quick time events with button mashing should be saved for events that result in the insta-death of your character or unlocking entrances in a chase.

    Enemies respawn when you leave the room, resulting using more bullets and other resources, since melee sucks.

    Aside from that and considering this your first 3d game. Pretty good. For the future, would love to see:

    -Double team from enemies
    -Different/multiple positions from same enemies
    -Faster melee attack animation from Scapel, since it weighs like a couple grams
    -Engaging in intercourse with a downed humanoid enemies that was taken down with melee, to at least reward players that use the scapel to down an enemy
    -And if possible, a resist and submissive mechanic for h scenes. Allowing the character for more interaction with a scene rather than just getting caught. Resist allows to character to struggle whiling costing health(cause you got caught). Submissive allows for more lust acquirred and decrease health cost for subsquent rounds of sex with monsters.
  7. 5.00 star(s)

    Just__mate

    The game looks quite promising.

    The demo so far feels similar to Syahata's Bad Day, the dev's previous game, but with a few changes to make the game a bit deeper.

    The gameplay has gotten a bit deeper, allowing the player to freely aim and featuring both an inventory and a wardrobe.

    The artstyle was the most surprising to me, since I was a bit sceptical back when the dev announced that their next game would be 3d rather than 2d, due to how badly 3d art tends to age compared to 2d.
    I do have to say that JaShinn absolutely nailed it with the art, especially with the blend of 3d characters on 2d backgrounds.

    Melee combat definitely needs to be looked at, since it's quite useless.

    The demo is relatively short so far, but it's still worth checking out and if JaShinn continues with this quality it might even become one of the best side scrolling hentai game.
  8. 5.00 star(s)

    gnasieoufbwegwerga

    Fantastic game by JaShinn, already feels like it will be a worthy successor of the previous game.
    For now, its still in the early stages. Game systems are in place, as well as 4 different enemies with 1-2 Animated 3D sex scenes each.
    The graphics are nice, animations clean and honestly really hot.

    The controls are a massive improvement to the original, which makes the game even more enjoyable.

    Highly recommended!