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ecaroh.games

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A member registered Mar 25, 2017 · View creator page →

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Yay the crash is fixed!!

Really fun concept and I love the three sections of gameplay that was really close to being a super addictive game loop. Discovering potion recipes was fun, but I think I would have appreciated a recipe book that unlocks them once I learn a new recipe. That way you can have some experimenting and discovery but don't have to write it down on a piece of paper. (I instantly forgot how I made my first Magic potion and didn't write it down lol)

The game loop also ended when I realized I didn't have anything to buy with the gold from completing potion orders, so I didn't have an incentive to keep going.

But I had a lot of fun on my first few runs! I liked the collection mechanic and felt really good to get a ton of resources. I also liked the drag and drop system in the lab, making the potions was fun too.

Overall great job and look forward to seeing if you expand this! A fresh take on the survivors genre.

The new EXE runs until I clicked brew on my first potion and then it got the DLL error again :(

I really want to play this though!! I really liked the concept I saw so far of having the potion segment then going into the vampire survivors battlefield! Hopefully you can fix the crash so I can fully review!

Love the little character you have started! And no worries if you missed out this one. Hope to see you next time! Feel free to drop into the discord if you want to share your game once it's done and want some more people to see.

Neat concept and well executed!

Talk about X-TREME!!!

Is it supposed to fill the screen like this? haha

It was fun but short! Nice job I like the space monster designs :D
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It was cool being able to explore a variety of different environments. The characters felt lively and I like the way their text pops up over their head. I enjoyed playing your game, thank you! Nice work

Also liked how the character's hair matches the flame colors!

High score I got was 110. The slimes are very fast!

Really fun! Love the 2D/3D aesthetic. Music was really nice and gave a nice atmosphere, along with the snow particles floating around. Love the concept of the Calimagi as well! Could definitely see that becoming a full universe of characters.. very unique!

Wasn't a huge fan of the turning controls with the mouse, but after I got used to it, I locked in and I was able to beat the game! Flamethrower was so strong :)

Very nice game, great work!

Love the way you used the theme graphic, really great old school gaming with old school difficulty! I tried my best but was only able to get to level 3 in my best run before game over, but I had a great time!

Love the spell interactions and the level designs, especially finding secret passages and hidden areas! Love the attention to detail like the piles of bones that kick up underfoot. 

Love the crunchy chiptunes as well! Great work all around :)

Fun concept, SUPER fast (maybe a little too fast?). Biggest wish for me would be have restart bound to spacebar or another key so I wouldnt have to take my hands off the keyboard to restart and i could stay LOCK IN! 

Fun concept and I like the bat pet you have for flying power. Quite difficult to reach the checkpoint when they are far away. It would drain all my stamina and it was hard to get enough back for the next round. Bat buddy saved the day for most of my playthrough :)

Also a bug report: something softlocked the game here and got stuck in the restart screen

Congrats on your first project in Godot! I can tell you learned a lot and appreciate the level of polish you put into it! Love the lighting effects and the animation of the flame while you're moving.

Some of the mechanics were really cool like being able to go up the platform by lighting the fuse and traveling through it. That kind of unique mechanic would be so cool to see expanded into a bigger puzzle platformer.

Nice work!

(PS: sorry my video got cropped in too tight so some of the screen is cut off)

Love the style and background music! This is a really fun idea. Love the concept and pixel art - transforming them back into foxes is really cute. Music was really catchy too and I found myself humming along with it after a few levels haha. Great work!

Aw man... the final boss (i think it was final at least) bugged and made me fight it again... and I really didn't have enough gas in the tank for a double fight... Would have been so nice to get some sort of ending even if the game's going to keep expanding! I felt like I earned a victory but the game didn't reward me!

I was also confused by one of the dialogues saying "make sure to use your stat tokens when you level up!" cus I never found anything about that in the menus?

Anyway those issues aside, this game was awesome!! The quirky, mysterious, trippy atmosphere was really unique and the sound design made this really feel one of a kind. Awesome work!

Such a clever twist on the pacman formula! It really changes the whole way you approach the game and navigating the paths. Love the sounds of picking up the treasures! Great work as always!

Cool atmosphere to this dungeon crawl RPG! I think I might have cheesed it by clicking "attack" really fast though, oops. But you gotta do what you gotta do to save the Eternal Flame 🔥

Actually a pretty fun clicking accuracy trainer, like target practice for a first person shooter. Fun to see how fast you can react. Nice work!

great game! 😭

Awesome that was really fun! Love the lightning effects for the cave and fireballs. The multiple objectives/resources to manage (health, mana, and fire) made it quite a fun balancing act! Only wish there were some way to get mana back faster because I end up using all of it eventually.

I had a pretty good first run but wanted to see if I could break 1000. Great work!


Cool little platform shooter! I liked the rendition of the fire graphics done in the vector style. The transition effect between levels was also really cool.

A little bit of sound design would have been nice, just so it would grab my attention when the fires spawn or level layout is about to change.

Overall really nice and I also liked that you added lore to it! Nice work

First off, congrats on the demo!! I remember playing Fishtellations and really enjoying the concept. I was excited to see this demo announced! Controls are really intuitive and easy to pick up, the audio is really nice and polished, and I love the color palette and graphics as well.

Some feedback from my demo playthrough:

  • Level Transition: After completing a level, having to manually connect the stars felt a bit like a chore. Could this process be automated while still showing the constellation forming? I liked seeing the lines form but I was usually sitting and waiting a moment before I realized I had to do it manually. It would make for a nice reward for completing the puzzle.
  • Fish Momentum: The very low friction can lead to fish gaining too much momentum, making them difficult to catch again to correct their course. On level 2, for instance, my fish kept bouncing off each other and getting knocked out of the star repeatedly, which became frustrating.
  • Top-Left Buttons: I noticed the R button no longer resets the level. Additionally, the top-left buttons could benefit from hover text—like whether the arrow is for resetting the level or exiting to the menu. Initially, I hesitated to click it, unsure if it would go back to the main menu. Typically I associate a more circular arrow with a "reset" and this looks more like a "back" type of arrow.
  • Fish Knocking Out of Goal: After 4-5 levels, I found the mechanic of knocking fish out of their goal to be more of a hindrance than a fun challenge. The game feels best when it’s fast-paced and fluid, but this mechanic made me play more cautiously and slowed things down a lot.
  • Mouse Wheel Sensitivity: Scrolling the mouse wheel feels overly sensitive, doing a natural scroll of my mouse is clicking it 5-10 times per scroll so i have to be super precise with my mouse just doing one tiny click. Perhaps a slight input delay so one mouse wheel direction does not input more than once per ~0.1 seconds to avoid double-inputs? (You could still rapidly alternate between up/down directions and not trigger the delay)

Glad I played again ! Way better once you start collecting powerups and weapons  :D Froze on level 7 boss's death ray, so I'll see if I can beat it later

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Loved the Gameboy intro jingle! The soundtrack and graphics were perfect.

You've really nailed the Gameboy aesthetic—there’s a great old-school vibe to the whole experience. I can see a lot of passion behind it! That said, I found it a bit challenging, even for someone who loves a good test of skill.

I noticed some progression quirks: starting at level 16, beating the boss, and then getting an instant gameover felt a bit jarring (and the message made it seem like I could have done something to 'collect the wish orbs' like they instructed, but I don't think I saw any..). When I select continue from the main menu, it took me to level 17, but it was really intense! So much was happening so quickly, and I found it hard to react. Maybe toning down the intensity or giving players a LOT more shielding could help everyone fully experience the awesome content you've created.

Overall, great job on the execution! A little extra balancing and playtesting could really make it shine. Nice work!

 

Nice short and sweet platformer game :)

Was there a wish orb hidden somewhere? I looked around but couldn't find

Love the way you integrated the story with the gameplay. Super creative!

I won't lie this definitely tested my patience on the last obstacle lol. But I persevered – the narrative was definitely what compelled me to keep trying and not give up! This is a great example of how story can be so important for gameplay and player experience. 

Really fun to play with a controller. Great job :)
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Woooo! Love the speed of this game! Nice use of graphics and I like the particle trails of the wish orb and the character.  I also *really* wanted to catch that wish orb!!  

A few small notes: the music didn't loop so it got very quiet part way through my run, and I noticed a small graphic glitch on the character's sprite. I've had this problem with godot animated sprites before too. I found the solution is exporting the spritesheet with extra padding of empty pixels around the border to avoid the issue. It's probably something to do with subpixels. I suspect the small gray line is from the shadows in the sprite sheet row above the current frame. Sorry for blurry screenshot - you may be able to notice it in my playthrough video too. 


Overall had fun and the feeling of speed was great. I also liked the little intro cut scene to give the game a little story as well. Nice job :) 

Wow super cool concept and executed really well!! Love the music,  the soundtrack was excellent, and I liked the visual style you brought to the 'wish orb'.  Really nice work on the whole UI and interactions.

I'm not a big puzzle gamer so the tutorial was kind of a lot to absorb all at once, but I managed to figure it out after a bit of trial and error. The reference chart on the left was really helpful. I was a bit confused about unlocking elements and so I used the 'Refocus' a bit too much at first, but then I found out I can unlock them by combining nearby elements. Still kinda difficult to do everything I needed to do before the enemy attack phase, so I didn't survive super long. I also had a bit of trouble figuring out the multi-colored element for the magic missile, but overall it was easy to understand the spellcasting mechanic which was really interesting!

I liked how there were multiple avenues to attack and figure out the optimal decisions based on the enemy HP. Do I go for a straight attack or use a few turns to charge up a spell? My only trouble was resource management and keeping the board unlocked. Quite a challenging puzzle game!

This is also a small detail but one animation made it harder to follow what was happening on the board as the combining wasn't happening where my cursor (and therefore my eyes) were focused. This might help with readability to show the combined element exactly where the player is already looking, then slide in the orbs to fill the gap (mockup of my suggestion vs how it is in game currently)


My only other wish was that the 'wish orb' tiles acted more like wild cards that could be used to cast any spell! Right now they felt a bit more like a dud/blocked element since I didn't have any spells that could utilize them.

Awesome entry and great job!!!!

Wow this was an awesome concept for a deckbuilder! I played a couple rounds to get the hang of it, then also recorded a playthrough. Definitely a challenge! I was able to get to the 3rd round on my best run. This is an awesome concept that I could see expanded into a really fun roguelike with lots of cool interactions. Amazing work! Sound, music, and visuals were fantastic.

First off, I have to say the music in this game was fantastic! It set a great atmosphere and kept me engaged right away from the title screen. The core gameplay loop itself was fun and engaging, but it started to feel repetitive after about 10-15 minutes. One suggestion might be to add more strategic layers or decisions for the player. For example, managing different types of orders at the bar—some who need a drink from the left side like you have, and others who you need to serve food (or braaaains?)—would add an 'Overcooked' style mechanic that could spice things up and make you plan your  optimal path between the left/right. I think also making a certain type of enemy actively fight you and force you to use combat every once in a while could be cool too, cus I was able to keep ahead of it and never had to fight anyone in my play by just serving the whole bar with drinks.

I did encounter some technical issues during my playthrough. I softlocked in my first run and didn't realize till about 3:50 in my video, which was frustrating as I wasn't sure what had gone wrong. Also, figuring out the keyboard controls wasn't immediately intuitive for me. I got my controller out, since the controls were explained, but the softlock made me wonder if something was broken with it! Seems like some bug that wasn't activating any of the hitboxes on the bar.

Luckily refreshing fixed everything and it was smooth sailing from then on out.

I had a solid run up to day 7! At that point, I felt like I'd experienced most of what the game had to offer and decided to wrap it up there. You've built a fun and engaging game here-- just needs a few tweaks to add a bit more depth and variety. But I had a fun time!! I think my movement build was def the way to go :D

Great game! Tonssss of recipes which was really cool, but a little overwhelming. It was hard to memorize the combos since the ingredients were RNG, so less chances to 'practice' brewing the spells I wanted to get. I mostly brewed whatever I was given and it seemed to serve me well enough. I had my fill after the Dracula fight, that would have been a great final boss for this!

Really nice graphics, sound, and well made gameplay loop with a well polished menu system. I appreciated the recipe book!

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Such a cool concept!! Love the sound effects and creative level design. Also love the thumbnail design!!

Got soft locked I think when I died with the rat on lvl 2 unfortunately. The controls felt very sensitive there which was a little frustrating cus the shadow was so fast and maintained a tiny bit of momentum when you changed directions so it was hard to do 90 degree turns.

The attack was nicely animated! I really like the main character design so it'd be awesome to see it fully developed with running animations too.

Took me a little while to figure out the controls, but once I learned how to control the orb, it was a little easier. I like the super power mode! Really satisfying to clear the screen and get full HP.

I wasn't able to figure out the objectives so a bit more direction for that in game would have helped. I still had fun in my playthrough :) Nice work

Very cool lightning and atmosphere in this game. That's definitely the strong suit of the design. Really nice graphics. I love the green glow and bloom effect from the attacks. The transmutation mechanic was also really cool! Great work!

I really dig the concept of this and love the NPCs in the potion room! Each character feels really unique and has interesting design! The writing was also good for their dialogue. With the gameplay, I also really like the tradeoff that each potion has to impact gameplay.

 My one critique is I think you could lower the difficulty a bit to make it easier to complete the game in one sitting. The reset from level 1 felt a bit harsh, especially since there were some one-hit-kill mechanics at play. I would have kept trying to beat the game if I could have continued the level I died in.

Overall, a solid start with a lot of interesting choices for the player to make with their potion arsenal, even though I only used the starter potions. Good music, art, and atmosphere with a lot of enemy designs filling the dungeons. Nice job!


Really nice art style and impressive graphics tech! I was amazed how fast and responsive the gameplay is. It runs sooo smooth for a 3D web game and the details like cast shadows and reflections was so cool to see. The mirror room gave me a bit of a jump scare! Such a cool idea.

I don't have much to really critique, it was a really solid demo and proof of concept. I'd say the environment design is probably the area I'd focus on for improvement. Perhaps  at the very least a few more landmarks or decorations to help navigation?  The one room which splits into four paths was easy to get disoriented and forget which door you just came from, since it all looks similar. Different floor tiles textures, colors, candles, door frames, etc are some suggestions that could help a lot with that.

I really loved the soundtrack too! Especially for a short game jam, I really enjoyed just having some fun high energy music. But just like my previous suggestion for creating distinct zones, sound design and atmosphere could really enhance the feeling of progression and distinctive areas. Jonas Tyroller has a really good video talking about atmospheric sound design and lighting. I feel like with your raytracing tech, there's so much potential for atmosphere and mood with both light and sound.

I was also really intrigued by the potion brew system you had outlined in the GDD! Would be really cool to see it developed :)

I had a lot of fun in my playthrough! It was also the perfect length and difficulty. Really excellent work!!

Hey we're font buddies! :D

I really loved all the character designs in your game! Amazing art style!!

 I'm not the best detective or word investigate gamer, so I'm glad I got super lucky with my accusation lol. On a technical note, it would have been cool if the click-to-move had pathfinding . Still enjoyed my playthrough tho :) 

Very cool concept! And congrats on taking the leap into making your first game jam—huge accomplishment! I really liked the idea of using moving light sources and having shadow platforms only affect your shadow character. It's quite unique and well executed.

However, I did have some trouble understanding the solutions at times. My expectation was that my shadow would appear in the same spot it disappeared, so there were moments when I felt a bit confused about how to approach solving a level. On the last level, I think I just got lucky!

I also appreciated the little detail of having a jump button but no jumps ;D

Great work!

Wow thank you so much! I'm really glad you enjoyed playing!

Initially I had  actually planned for Kelfric to have all three abilities available at the same time, but I was running into the problem that the combat was not really deep enough to justify it. Whenever I had people playtest, they always favored the punch over everything else! I wish I could have had some more enemy attacks that could have warranted the full 'super smash bros' control scheme and required different strategic approaches to different enemies.

Thank you for playing and leaving a review :)

Glad you discovered the dual keyboard support! I know it's a matter of preference so I tried to accommodate everyone at the same time. (I'm also a keyboard + Z/X player). Thanks for playing :)

Thanks so much :) I'm glad you enjoyed punching goblins. If nothing else, I wanted that part of the game to feel good so I'm glad it was! Also glad you liked the sounds. I had fun doing my own foley for it haha