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Aeph

20
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2
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A member registered Sep 18, 2020 · View creator page →

Creator of

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Good idea, great art!

Lack of sound is disappointing. The combination of the boulder that spawns close to the portal, the lack of boulders in general and the difficulty of mining anything once 2 or 3 enemies catch up to you means that the only way to do anything is to just farm the first boulder and run back to the portal, which isnt very fun. It would also be nice if the portal had an indicator instead of the coordinates.

Fun game! Good visuals and sound and fun, addictive gameplay.

I like the depth you get with all the different powerups even for a relatively simple game. I think the difficulty curve was good, though getting repeated characters past a certain point was a little frustrating.

Hey, thanks for checking out the game, I appreciate you sticking with it as long as you did even through the issues. Sorry for the frustration!

This is my first game overall, as well as my first time using construct and posting on itch, which is the source of some of the problems. The jump is the part of the game I'm most unhappy with, I never got it to behave the way I wanted and I got so used to the controls that I also didn't lower the difficulty accordingly. It is possible, but the controls are really finicky, needing a run up to clear basically anything, including jumping up onto a small ledge.

I realized after it was too late to change anything how easy it would've been to give alternate controls and fullscreen, that's just an oversight on my part.

Yeah, i could tell it was something you were going for on purpose. Maybe it's the speed of the enemies that's the problem or even that the knockback from getting hit often knocked me into a pit and felt like too severe of a punishment for playing it a little too tight. Either way, the animation itself definitely captured the retro feel i assume you were going for, but in the context of everything else it kind of wasn't as fun as i think it could be, at least for me.

Not being able to attack while jumping also added to the controls feeling cumbersome i think.

Fun little game! The jump arc was a little weird in some way, but i enjoyed planning my path back to get all of the collectibles. Good use of the theme.

Check out my submission if you have the time!

Cute game, does the theme well.I liked the art style, but I don't think i enjoy getting slowed down by carrying stuff much, but i understand that the interaction between that and the ghost speeding up is the whole point. 

Graphics and sound are on point, good interpretation of the theme. Cool game!

Please check out my game if you have the chance!

Great game, a little too hard. 

Graphics and sounds are great, the animations make everything feel substantial. Cool idea for the theme. Descend rate was too fast I think, even after getting the powerup that slows it. Otherwise so fun i kept trying even though i couldn't beat the 3rd level.

Check out my entry if you have the time!

Cool game! Good graphics and sound. I really like the character designs. I liked the idea of having the characters wanting different items as fetch quests, but i would like if they didn't feed into each other so much, like if there were more of the key items out on the map instead of being rewarded with most of them. The only other problems i had were sometimes i got 3 of the same room in a row and i wish there was something interesting to do while backtracking to the NPCs. Otherwise a fun game and a cool take on the themes.

Check out my game if you can!

Very clean little game! I can see an expanded version with different ores that have different effects and i think it'd be fun. 

Nice graphics and satisfying animations, good sound design. It's a little short, but that's to be expected for a jam. My only criticisms would be the goblins' hitboxes are a little weird and the spikes look very similar to the ores, so i couldn't tell what was damaging me at first.

Check my submission out if you have the time!

I think my favorite game of this jam i've played so far. Love the take on collectibles, collecting tales is really cool, and the interpretation of "there and back" is also interesting.

Good visuals, good sound, fun gameplay. Only complaints i have are the little gramatical errors that would pop up with the modular sentences, and i think a better indicator of who wants to listen or tell stories would be nice. Even just being able to back out and come back to tell them a story when you have a better one would be good.

Fix those little things, add more content and some longer time goals or progression and you have a game i'd pay money for. Great work in under a week! 

Check out my submission if you'd like!

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Very cool idea, having drones as your abilities, and a well realized mini metroidvania. The visuals and audio were very good, and i liked that the game got more complex as i progressed. The only thing weighing this game down is the controls. They're unresponsive enough that fighting wasn't very fun, and I found myself frustrated by deaths that didn't feel like they were my fault and trying to avoid enemies all together.

That didn't stop me from finishing it though, so the overall package was still good, and definitely a lot of meat for being developed in just a week, I just would've liked the combat to feel as fun as everything else.

Check out my entry if you'd like to and have the time! I wasn't happy with the controls in mine either, but i'd like to hear more feedback.

A fun idea, but i think needing more apples as the game went on would've made for a better difficulty curve than lowering the time. It might even work well if you have the time limit lowering every level, but be able to collect as many as you can in the time limit without knowing if you sold enough to beat the level until the store animation. Having to only collect 15 apples every round also made it so i didn't need to go beyond the first line of trees.

Thanks! 

Yeah, I was definitely trying to make it feel like an old gameboy game! 

The jump is what I'm most unhappy with. This was my first game and I couldn't get the character to maintain momentum midair without having him be slippery on the ground. 

Thanks for playing!

Really love the music and the style a lot. Laughed out loud at the time wizard. Those aspects are really fun! 

I don't type well without looking at the keyboard so i couldn't keep up very well, and the first level starts off really easy and suddenly gets much more difficult, definitely too difficult for me. 

Maybe it's because i was very bad at the game and couldn't unlock any, but it doesn't look like the collectibles had any mechanical impact. I'm not sure what it could be in this game so i don't blame you though!

It was hard to learn the associations between actions and the effects they have, but once i understood i saw how this can be a fun puzzle game. Unfortunately i got stuck on the third level. I think I know what the puzzle is, but i just can't figure out how to actually do the jumps to beat it. 

Very cute game and a fun puzzle mechanic, but too confusing. I usually don't like tutorials, and the main mechanic where picking up coins changes the level when it's night is good and i got it pretty quickly but not knowing things like what the arrows mean leaves me feeling like i'm stuck on a level because i'm missing a mechanic.

Cute game! Got a score of 30.

I liked the way the hourglasses make the pathfinding more interesting as you have to quickly come up with an efficient path to pick up both collectibles, though the time you get from the hourglasses isn't enough to keep playing forever even with efficient pathing. 

Fun to play for a while but i think i would like if there was one more thing going on to distract me and really test my memory of the traps and I think it would be cool if the objective had some mechanic to it besides just being needed to beat the level. 

Hey, thanks for your nice comments! I totally agree about the jump being weird. The problem i had was if i had it maintain momentum better while jumping, movement on the ground was really slippery. This was my first game, so i know for the next one to put some time into figuring out tighter controls!

I think i may have made deaths too punishing on the score, i didn't realize how hard the controls made the game because i got really used to them, but i wasn't happy with them. I struggled to find a balance that let you maintain momentum while jumping without having you slide around a bunch. 

Thanks for playing and reviewing! I'll be sure to check out your submission when i go on my rating spree tomorrow.

Hey, thanks for playing and letting me know what you think! I was wasn't so sure about how the exit sign thing would work out, i had an idea about having something at the beginning to tell players to explore and then come back, but ran out of time to implement. 

I realized a little too late that the game was a little too hard, given the janky controls because i got so used to it in testing that i was speedrunning xD. I'm definitely not happy with the controls. I couldn't get the jump to maintain much forward momentum without having the player slip around into hazards too easily while on the ground.