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Aeron

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A member registered 30 days ago · View creator page →

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Thanks so much! I will!

Thank you! :)

Thank you!!!

Thank you! I'm glad you got the chance to relax :)

This is cool! I liked the chaos of trying to keep my good tiles off in their good tile corner while clustering the baddies while not letting the good tiles blow each other up. Great colors, too, which made it very readable.

Quite challenging! I feel like this has great bones. Your sprites are fantastic :) 

Gonna go play Timer Tiles next!

Really tough to read the text (esp the spell text on the scroll since it's almost the same color), which made it tough to work out what was going on. I'm not entirely sure I played correctly? But I killed some monsters, so something must have been right haha. Overall I think this is a really cool concept. The spellcasting method felt so delightfully wizardy! Your monsters were also fantastic. I think the squishy slime was my favorite. :)

Thank you! I'm glad it was relaxing for you :)

Ohhh got it

Fantastic game! You made this Go variant so so so approachable!

More coins, plz!

Breaking boxes is my passion. I'm so impressed that it only lagged when I accidentally filled two islands completely with boxes.

Awesome work! The character is so cute and I love the "out of time" animation.

So relaxing! It was wonderful to have a gameplay excuse to look at this beautiful artwork so closely. It was clever to use parallax like that to hide the critters. Some audio bugs in the browser version.

Neat little story!

I'm not sure how much control I actually had over the score etc., but the sounds were impeccable. It felt like generating a little random song to the beat, which was a lot of fun. Neat take on the theme!

Giving strong Escapists vibes but medieval themed, which sounds so cool. Not really playable (I was able to pick up another inmate, but not interact with anything else), but y'all got a lot done for working in a more limited timeframe than everyone else. I hope you had lots of fun and enjoyed yourselves!

SO fun to punch these little guys. 10/10 would collect their souls again. My devil got stuck on the jester in the tutorial, but it resolved itself within a few seconds.

I just played both haha--kudos to you for making two games!

LOVE the sketch-style art and the strong theme. Music was also very cool. The jump felt a little low and the respawn placement felt a little off (usually spawned too close to the platform/spike combos to be able to jump onto the platform then over the spikes unless I hit jump exactly at the moment of respawning). Also, encountered an interesting bug on Gluttony (RAD boss design by the way!) where the sword animation looped indefinitely and I got trapped moving backwards at great speed. But this is a really cool project and I hope you keep polishing it!

Cool concept! Unfortunately, I couldn't get the bomb to go off at all. The trigger disappeared after clicking (tried both left and right).

Cool idea. You added a shocking amount of juice for a text-based game, which I really enjoyed. Solid art (and some fun cameos--was not expecting Rambo haha). One criticism I have is that the text appeared realllly slowly, which was frustrating for me. I wanted to dig into figuring out what systems were in play in the game, not wait for the text to finish typing. The writing quality was good, though. Good work!

Excellent title, wonderful movement in-game, great timing challenge! I love how zippy the lil guy is and how satisfying the sword hits are.

Thank you!!! Also, hi haha glad you found it! :)

I like the idea of counting down to hibernation, and your title is great--love a good pun! However, for me, there wasn't much playable game here. The berry minigame respawns all berries immediately after picking them all, the fishing minigame is a little too easy (and can fill up your whole hibernation bar in a few seconds!), and I could only find one beehive (hidden behind a tree!) which I immediately lost because my mouse was in the wrong spot at the start. I think it may be a good idea next time to think about what experience you want the player to have and what mechanics are going to help accomplish that. If it's more of a survival game, i.e. "you're a starving bear with limited time to prepare for winter," limit food sources and make it risky or difficult to successfully get food from them. If it's more of a cozy game about preparing for a long nap, focus instead on making the process of obtaining food satisfying. I hope you keep making games and improving, because you seem to have very creative ideas! Keep at it! 

Great music and I love the card theme--clever work on the boss cubes! Shots sometimes didn't register and the game froze for a few seconds on loading and when the cubes showed up (browser), but neither was game-breaking. Cool game overall!

Unfortunately ran into the bug where the cowboy gets stuck to the player character on contact both times. I'm not sure if the count eventually wakes up, but it didn't happen for me and eventually I had to throw in the towel and stop mopping up the puddles. I love your descriptions of the known bugs ("does not obey the laws of physical boundaries" is hilarious).

I like the idea of firing packages out of the back of a delivery truck, but the controls felt pretty temperamental and it seemed odd to me (and maybe unintended?) that charging the shot made the package shoot straight up in the air. That said, I found quite a lot of charm in the goofy physics and the complete disregard for both package integrity and pedestrian safety. I think you could easily lean into the chaos factor if you decide to keep working on this. :)

This was an absolute delight! Way more challenging than it appeared, but the floofs' giggles and the cat's paw smacking away/nabbing the floofs were so charming I barely noticed how poorly I was doing until the round was over, at which point I simply had to try again. I finally got it on the third or fourth try (I forgot to count!) and the floof biscuit was the perfect prize. 

I'm glad you appreciated the breather. Thank you for playing!

Desktop, running on Chrome on a Windows laptop :)

I generally dislike first-person platforming because I find it too difficult to get a feel for where the ends of the platforms are/when to jump, but the story and atmosphere of this game were so intriguing I gave it a go anyway. Unfortunately, because of the aforementioned being-bad-at-games, I wasn't able to get very far. I feel like being on the moon would be a good excuse to make the jumps even floatier. That said, I really like the visuals (that child-drawn aesthetic against the blackness of space) and the intro was lovely! 

Love the little crow!

I like the idea of this, but I'm not sure all the card effects worked (the numbers on cards in hand never seemed to change?), and I think the deck tuning could be more interesting (I really wanted to be able to have fewer fives and more 3/2/1 cards). As it is now, it was mostly waiting on/dragging cards to the redraw timer over and over again trying to get the last 1s I needed. Loved your background art and the jazzy beat in the background!

The controls were a little too finicky for me, but I thought this was a creative idea! Wish there'd been a "restart now" button or key. The tutorial was definitely necessary and very clear and helpful. 

Quite simple--right now the only challenge really is remembering the numbers after they disappear, which wasn't really enough difficulty to keep me engaged--but I think you've built a solid base to add onto or iterate from. I liked the character design!

I tried a few rounds, but I'm not sure I know where I'm meant to be/how I'm meant to move to survive. The cursor just goes straight through the dots (which I think I'm supposed to collect?). Really cool visuals, though, and I liked the music and the movement-on-rhythm mechanic!

Love Rummy and had a good time with this! Wished the card stacks were easier to rearrange, though.

I enjoy "study a fake thing" games, so I adored your system of potions making--I found looking up the ingredients in the book to decipher the hag's horrible storage system delightfully immersive. There were some bugs (the one you noted, but also the sound didn't work at all for me and the tutorial got stuck in a couple places), and I would have liked smoother stirring and some kind of visual feedback that the potions I'd picked up off the shelf were going onto my bench, but I can definitely see your vision here. I think with more art and polish this could be a fantastic game and I hope you do keep working on it! :)

Not particularly challenging, as some other folks have noted, but cute enough to make up for that in spades. The juice is certainly there! The pixel art reminded me very fondly of the old Pokemon Mystery Dungeon games. Good work! :)