Thanks so much! I will!
Aeron
Creator of
Recent community posts
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. :)
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!
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 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!
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!
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 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!
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!
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! :)
