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Aphrael
Creator of
Recent community posts
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.
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.
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.
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.
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 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.
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.
