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Aphrael

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1
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A member registered Mar 11, 2022 · View creator page →

Creator of

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On the submission page for your project there is a button labeled "Remove this submission" which you can use to remove anything you didn't intend to submit.

Respin is _sooo_ strong.

I really enjoyed this. My first run I breezed through on high respin chance and then massively buffing  my attack, so a large number of fights were over after my first spin. The fact that I went through zone one and then died to the first floor boss tells me that I was mostly just lucky on the first tun and that the game isn't just too easy.

Nice work all around. 

Short and good. Played this while I have a fan trying and failing to cool me down, wishing it could cool the whole world a bit. The trivia was a great addition

This was really good. I lost on my first run due to taking a few turns to figure out how it worked, but then on the second attempt it was a breeze. It probably could have done with a higher cap. I also never really got a hang of the rock paper scissors with the three classes and types of skeletons, but found that just avoiding what combat I could was a good strategy anyway, gems rather than kills are how you get points, skeletons are just in the way ( In a good game design way)

Checking from my work laptop (shhhh, don't tell my boss), and I'm seeing it differently scale badly. I'm unsure if there was anything cut off on the left side, but I got all the status stuff in the top right, and the text was fine.

I'm wondering if it is something odd with the browser window size, but it is also super odd that the text shows up fine for me, and it is just the rest of the game that is incorrectly scaled.

Opaque here meaning that it wasn't very easy to tell what it did. I could tell that it did _something_, but I didn't get a good handle on what it was doing by the time I completed the game. I basically just hit shift whenever the timer ran out on the assumption that I should be doing so.

The slot machine mechanic was pretty opaque. Like, I got that it changed the weapon somehow, but I have no idea how it did so. The lack of real feedback on hitting the boss meant I had no idea how I was doing until it suddenly sent me back to the main menu (I guess I won?)

Ok, that game was really neat. Shame about the jam page getting messed up, you made something very cool here.

Not sure what's up, I'm getting a page that says "The developer has not uploaded a game yet..." instead of the game. A spinning ring tower defense seems interesting, so I'm a bit sad to not be able to try this one.

I can't figure out how to win in this, I just fall off the stage every time, and wasn't able to knock an enemy off the stage at all. Especially when the big one shows up, that one is a lot.

That was neat. I couldn't get the level of precision needed on the level that introduced the cannons, but found the concept and execution to be quite good, I just got frustrated by repeatedly hitting cannon balls.

The music was top notch and the art was cute. Great job all around.

That was a really cool concept. I loved the tradeoff between speed and control, with the spin direction controlling how turning was. It worked really well.

The music was uncomfortable to listen to in headphones due to all the panning effects that cut off the tails of notes though. Probably fine on speakers, but in headphones the panning was deeply unpleasant.

That was a fun little game. It took me a little bit to figure out how the jump worked ( I thought I needed to click and drag for some reason), but after that it was pretty smooth sailing. Or jumping as it were. One thing I couldn't figure out: Is there any control over how fast the spin is? I wasn't sure if it was based on jump angle or power, or it was just random.

This is  a very cool idea, and the motion feels good. It took me a couple dozen attempts to get across each gap, but I think that it was just me having trouble, not anything wrong about the game. It would have been very cool to see this taken past the tutorial level.

Got to the maze and got stuck like others due to it only going counterclockwise. An option to speed up the text would have also been nice, waiting several seconds for a couple words to pass is really slow.

Level two seemed a bit chaotic, and I spawned out of bounds ( or immediately clipped trying to leave the elevator? ) on level 3. I really like the idea of this, but it was too chaotic for my tastes.

The wheel spins slowly enough that it is really just a complicated way to choose which card you want next. With the correct answer seeming to always be alternating between "Block incoming damage for two turns" and the biggest attack. It needs more of a tradeoff when turning up the spin speed, which means it needs to be harder to control.

I see what this is going for, but it was frustrating to try to figure out the math all the time. Maybe some tutorials would have helped?

Had like 4 rounds in a row where the bottle landed in invalid spots.

I ended up giving up the key and walking away in the end.

Spooky vibes are good. The phone powerup was _really_ unimpactful, every time I used it I was told there was a 50% chance of red ... which I'm pretty sure is the base odds just based on math anyway. Pills, on the other hand were by far the best powerup

I got a score of 300000 by grabbing pills whenever they were offered and going green most of the time.

The cube needed a lot more gravity and to not clip through walls so easily. The concept was good, and the maze levels were well designed, but it was frustrating to actually play due to how floaty the cube felt, and how much I just had to focus on not clipping through walls.

A game where you shoot slot machines to pay off the mob has the be the most American thing ever. My biggest complaint is that the game is a bit long. It doesn't seem like there is really any more content after the first few rounds of upgrades, so it is just the numbers getting bigger and more guns

The cat is cute. I also really liked the effect of the cards building up, it just looked good.

Music is great, visuals are great. A little more variety in content, especially in survival mode would be appreciated, but it is fun overall, and has impeccable vibes.

It could have gone longer, but the jam was wrapping up

I'm really glad I played this one. The writing was great, and the animation style was fun too.

This is a cute little puzzle game. I tried 3 times to get past level 3, but my failures are a me issue, not an issue with the game I'm pretty sure.

Ghosts are no joke!

This was great. I wasn't really sure where to click for the one where they were exhaling, but that is my only complaint. The art was cute, and it felt good to play. I loved the little animation when the ghost was expelled.

The resolver reload time felt very slow for the amount of enemies and power level of the shots. It was also very easy to instantly die if for some reason you let the mob of grouped enemies touch you, as there doesn't seem to be any hit cooldown. I did really like the idea of having a random shot type on each shot though, that was neat.

I couldn't figure out how to make anything happen once the actual space part happened. Not sure if I was doing something wrong, or if there was just a bug.

So far as I can tell there is no way to increase the orbit speed, so rockets can spawn behind you and then have long enough to launch before you pass them again. I also didn't know what was going on for quite a while, as it took a long time for the rockets to start to spawn. I liked the idea here though.

Couldn't play it because it was somehow spilling out of the allowed window rather than scaling down, and the full screen button wasn't enabled.

A lot of the mechanics here felt pretty opaque. I couldn't figure out what luck was doing, and I wasn't really sure how armor worked (is it just temp HP?) The combat felt pretty good though.

The music was great. There were some platforms with bats that didn't feel great, as you couldn't easily get far enough away to throw at them without falling. The boss fight was great though, as was the music.

For some reason it just didn't work at all on firefox.

I couldn't figure out how to throw the ball to the flag platform on the first level. It kept only going way too high and instead hitting the wall that hangs down from the ceiling. It was also very easy to  get the ball stuck in the corner at which point I had to reset the level.

Cute little puzzle. Not a fan of there being correct looking paths that are wrong, but it isn't the biggest deal.

I took longer I would like to admit on puzzle 2 before realizing that I didn't have to use all of the tiles.

It is really a matter of having feedback on everything. More feedback on getting hit and on hitting enemies would make it clearer. The other thing that would help would be even a basic spinning up animation to transform the player into the spiral.

I can't say I really understood the scoring, just that the harder to complete strands seemed to be better. The visuals were very good.

Disappointing to see that AI was used for the code here.

Fun little game. It wasn't really clear how boosting luck worked, but I _seemed_ to win more as I boosted it?

I didn't realize at first that the spinning thing was a mega-attack after killing enough slimes, I thought they had overwhelmed me and I lost.