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hawthornbunny

36
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4
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A member registered Mar 03, 2025 · View creator page →

Creator of

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Thank you muchly for the review! <3 I wanted to get away from the usual hack and slash and make a chill game about mushrooms :)

Thank you for playing! <3

Really cute and fun! I like the wait-and-digest mechanic, although I couldn't figure out if there was any benefit to waiting or if I get the same effect by digesting on the move.

Haha, I did wonder if the door sound was a bit much, but I decided to leave it! Thank you for playing :)

Love the traditional feel to this! I played the web version and had some issues with the key repeat (it was too easy to perform a double action by holding a key for too long). Also the colors seem a bit off, as rooms appear to get darker when I enter them.  Cool use of the LOVE engine though :)

I like the smoothness of the animation and the nice camera pan to reveal new rooms. Showing the HP visually on the glyphs is also a nice touch :)

This is cool! I really like the touch of using different versions of glyphs to represent HP, and how you can use the hazards of the arena against the enemies.

Definitely a roguelike prototype for sure :) I was amused that inanimate objects seem to use the same data structure as enemies (and behave like party members, even though they can't do anything). Implementing a fog of war would be good to force the player to explore, since otherwise you can always see where the elevator rope is and just go directly for it. I was a bit confused by the game sometimes referring to party members by name, and other times simply referring to "You".

Really cool! The combination of real aiming with turn-based action works very well. I really like how you have to close in on enemies to increase your chance of hitting, and how cover matters. I found it pretty difficult, though. It seemed like the enemies had much more accurate weapons than me. :)

This is fun! I usually don't like games where you have to control a whole party, but the recruit mechanic and auto-battling make it really easy to deal with here. Nice simple graphics and interface.

That's one chonky bird :) Smaller graphics would allow for more action on screen. I never needed health or ammo at all because the gun is so powerful and the enemies never get stronger. I like the gamble button :)

Simple but fun, and the epic soundtrack certainly helps. ^^

Great idea and the graphics are superb! I did have a bit of trouble reading the numbers though :) I also got confused on my first couple of tries and thought setting off the mines was the same as marking them (before I realized you just avoid them instead of marking them safe). One problem with having a character traversing the minefield is that they sometimes block the numbers from view, but it never caused me any issues as I could always just step out of the way. A really impressive result for a 7 day project!

Very barebones but a good effort :) It took me a while to realize I was switching between two different characters, but how can anyone not love a space flamingo. I like how you can see yourself when you look down (which also shows that the character's weapon hand is already holding something else ^^).

Thank you! The tree is in the center of the map, behind many meters of solid dungeon wall (your character starts in the top left). The idea is that once you're strong enough, or the map has eroded enough, you can tunnel through the walls to reach it :)

This is brilliant! The reversal seems so obvious in hindsight and yet I've never seen it done. XD The game it made me think of, weirdly, is Radiant Silvergun - a shoot 'em up where you have all the weapons at the start of the game and can use them at will by pressing different combinations of the fire buttons. I also love what you've been able to do with a grayscale PICO-8 palette!

This was adorable and fun :)

Made it to level 7 (Mechanized)! The person finder helps a lot :)

I like the Mac aesthetic! The alternating white-and-black squares are a bit harsh on the eyes when moving orthogonally, but maybe that was normal for the Mac :)

I have a few suggestions:

* A message to say when something has been picked up would be useful.

* When selecting a wand from the inventory, you have to then close the inventory before you can use it, but there's no guidance for this

* The teleport wand says "Select an enemy to teleport", which is inaccurate as the wand has to be fired at the enemy.

Love the tense sonar action! However I couldn't for the life of me figure out how to kill an enemy sub :) They always seem to get an immediate shot on me and any attempt to strike always resulted in me blowing myself up.

Nice! I'm pretty terrible at tower defence strategy so I couldn't figure out the best ways to deal with the tide of enemies, but I like how it combines with roguelike exploration and foraging.

I'VE NEVER BEEN SO SATISFIED TO POUNCE ON A GODDAMN BUTTERFLY

Loved this! The aesthetic is really cool and the incentive for risking the hawk's wrath to get an extra swoop is great. :D A choice of different perks would be good for extra roguelikeyness. The only issue for me is the lack of ramping difficulty, it seems to get easier over time :)

oh god merging, my addiction

This is really neat! I love how merging is used to manage health too, a nice mechanic.

I did not realize how stressful solving nonograms against the clock could be. XD I like the health mechanic and how it lets you risk in exchange for potential health loss. It's also nice that running out of time isn't an instant game over.

Very cool! I found the runegrid rather unintuitive to use (I guess you can't place freely but have to slide runes in from the edges?), but I love it as a concept and the way groups of runes multiply their power is super neat. The graphics are a bit indistinct and I had trouble making out what some things were.

I did encounter a bug on my first play where I could move onto the portal but it wouldn't take me to the next level. I couldn't reproduce it afterward though.

Thank you! <3

Love this concept! I think it's a bit overgenerous with health potions, but I do like the risk/reward factor of using enemies to control your path.

The spaceflight is very satisfying! I can't hit a damn thing with the guns though. XD

It took me a bit to figure out how to properly start the game, since I didn't know you had to drag the turret icon into the rectangle (and the drag isn't visually indicated until you're in the right spot). After that, I like the gunning action, although realistically I can only concentrate on controlling one turret and I just left the others pointing in mostly the right direction :)

Very cool! The double element/spell cards are a nice mechanic. And I do like how the game grudgingly has graphics. XD

Super cool idea! I love the dismal tone to it all :D

I found a somewhat critical bug - I can't scroll down on the "Welcome to Hell" sign as there are no scrollbars, and since the sign is very long this pushes the "Continue" link out of reach. I got around this by zooming out my screen.

I explored the library a little and went down to the bottom floor. I don't know if the game is actually supposed to be completable given that it takes place in library hell, but it was fun to wander :)

A neat little game! I do love anything that does fun things with cards, and this could work as a real life game too. My best escape was 5 moves, but I guess if I play long enough I'll eventually win on the first turn :)

My feedback:

* It says "Press to play again" when you lose, but it doesn't say what you should press (only Return worked for me)

* The tiny cards are quite hard to read, I couldn't really tell at a glance the difference between diamonds/hearts and clubs/spades.

This is so cool! Love the clean style and the mechanics are really fun. My only issue is that it took me a few rounds to realize why each round was ending (I didn't see the goal score at the top, I was too focused on making lines!)

Love this game's commitment to the soft toy theming! Lots of little fun mechanics too :)

Oh darn, that is a legit bug. Never found that one (not that I had long to playtest!). Thank you for playing!