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ecaroh.games

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

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I really liked the essence of this game, and agree with other comments it's really strong but has a few parts that stood out like the sound fx being repetitive w/o much variation. Overall it's super polished and well crafted!

I really enjoyed this sort-a-thon for the first couple levels, then it started to feel repetitive and slowed down once I got to the BIG room level 3. Kinda wish I Had some magical helpers to auto-sort while i kept manually collecting so it'd go a little quicker. Despite a few sound fx being repetitive, it was also super relaxing and meditative after a while. Especially once I discovered you can carry up to 4 at a time!

The sounds when you complete a shelf 100% are great (๑˘︶˘๑)
Overall i definitely felt hooked till i hit level 3 and it felt like too much to do back to back right after level 2

AmaZing Audio design
and atmosphere (✦ ‿ ✦)

it was really well done and a little bit eerie to play through, like something in it was haunted

Very N.I.C.E. (Neat intricate creative entertaining) game


sick bullet hell roguelike! the loop is awesome so far with meaningful upgrade decisions. Felt pretty build-defining going for my glass cannon build. i played more with GODJAR and kept playing after recording for a bit. I really like the upgrade mechanics to customize your wizard. Also really nice you have a minimap included, so it's very accessible and easy to play. I really like the variety in monsters and AI design, but some of the rooms getpretty hectic! Really fun and intense gameplay. Had wishes for different magic types and bigger AOE. The final boss was really intense, even with cheatcodes!!

BAZOOKA IS SO FUN!! Really cool concept being able to invoke your spells from drawing the sigils. Really well done!! I had a great time blasting toast. A funny bug (?) at the end where my slope caused my whole game camera to slope to one side. Awesome game so far and very ambitious to do in 3D! I ran the download version and it ran smoothly for me. It gave me similar gameplay vibes to Dark and Darker

A cool premise for this kind of turn based game where you have to play support! I would have liked to explore it more, but my game got softlocked I think (UI disappeared), plus it was a little tricky to control the units so I wasn't very effective in battle. I liked focusing on just the support wizard and letting the other wizards auto-battle. It's a really good start to a turn-based tactics engine and an interesting twist on the unit you control!

Awesome tunes for the boss fight, but it funnily ended very abruptly whenever I defeated the boss, and then I think it got stuck? I couldnt figure out the doorway even on the 2nd try. I thought it was interesting use of the theme making everything breakfast themed :D It was also interesting having the two-directional attacks and fighting an aerial boss. Playing as the bread hero was fun,  great job!

Very cool incremental format pure defense TD. A little overtuned with how difficult the waves are. I hit some friction and plateaued on my income progression to unlocking the tree, and it didn't seem I had much of a chance to progress further. Nonetheless, really enjoyed it so far! It has a really good game loop. So far, i haven't reached the boss, but I unlocked a few tiers of the skill tree.

Nice it was really cool how the swap ability could speed-run to get the JAM, but then actually requires solving the puzzles on the return trip back to home base. I guess i won because I got the JAM back HOME ! Really cool game!! Loved the character design


Really cool dig mechanic with the critical hit sound effect ✨ It's not every day you see a dig wizard, but i really dig it.  game was awesome

at first, I had a really rough first run while i learned the timing, until I figured out the dig+defeat dual mechanic. Then it was really satisfying and I stopped making so many mistakes with it leading to losing. I had technical difficulities once my run got going onto level 2 where i got frozen with music still playing, but i think it was from my recording software glitching out with me running too much stuff at once in the background. so i played some more offline.

Great game overall with an interesting unique school of wizardry. I ran an AMAZING cheat code to try a boss battle and got pwnd pretty quickly :D Quite a challenging skill ceiling for sure, especially requiring mastering the items to defeat the boss.

I tried to hit them all, but the respawn time was so fast! I wished that I could blast the metal cans in one shot if i charged up. Pretty fun and satisfying to hit the ducks and jam since they were tricky and blocked by the metal can

Matching game with the twist being having to hunt for specific ingredients on the alchemy recipe! I thought it was pretty interesting but since it was just a match-2 game I was glad I could beat it in <5 minutes. It was nice and satisfying with the clicks & sound effects when you win.

a nice short puzzle game with unique sandwich-stacking mechanics that was surprisingly tricky once you introduced the wind and ants mechanics. It was just the right amount of challenge to be satisfying when I won the game :)

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Yooooo this was amazing. Music was JAMMIN

I had a really fun playthrough, tho quite challenging with some very tiny platforms at times. I tried the boss a couple attempts, but will have to come back to try again with VFX off, as it started to lag a bit at the end. The heat wave effects were smooth the entire time up to that point and was really cool, it added a lot of atmosphere. The boss battle was awesome so far... love all of the bespoke animations and interactions. Really well done!!!

edit: got it!


Great tutorial level and intro to the game. Once i got to the first level, i got stuck on a tough jump! I think I got stuck because I couldn't quite make the super far jump timing. i liked the short hop + double jump mechanics though. It was fun to jump around  ٩(^◡^)۶

I had s little trouble following all of the rules but I gave it a couple tries (lost both rounds). I understood the main mechanic to pick numbers +/- and but couldn't figure out the rule for which # got to be "skip" and how close we were to winning, or when the optimal time to Eat was. It seems that Bro finished his plate and won the round. It was pretty cool anyways and the nice limited color palette and overall design and the unique premise made it really memorable. 




the multi-screen panning was interesting. is it going to be a multi-tasking management game or are they going to be independent? i've seen that kind of multiscreen switching in idle apocalypse. definitely an interesting premise and i liked the use of the theme using the animation for UI selection!

I read your game's description and  I'm Sorry to hear you got sick and couldn't finish the full scope of your plan for the jam, but it's really cool so far!  Hope you feel better!! What you have is already really impressive and interesting. i love the graphics and music so far, and the visual style is really nice! I could plant all the different colored vineyards with nice pixel art, and make all of the jam trails/paths with all the colors, but no ants have spawned yet or interact with the paths/vineyards.

super cool demo already! it's an interesting premise and i was definitely hooked to see where you're taking the idea with the ants and wine-making process! sounds like it'll be really cool 

Super chill!!! I started to really get into a flow state with it. There's surprising depth to the strategy dodging the lobster claws. I realized I probably wasn't going to farm up 100 JAM for the super lure, so i set my goal to be catch a fish from the deepest depth. Gotta catch em all. It was so satisfying to get the fishing rod upgrades and explore deeper in the ocean. The shark was a big surprise! One time the jam bonus from catching a fish gave me a legit jump-scare. Kinda wish that was more chill like the rest of the game... i loved how the music changed to underwater as you're fishing. Made it very calming and relaxing so the jam sound effect jumps out with the sudden trumpets xD Other than that, I liked the sound design very much. Awesome game great work!

Super fun and intense gameplay! It was a lot to manage at the speed the fruit were spawning, so i definitely didn't complete a lot of orders successfully. It was really challenging having three jars to swap between but i enjoyed the challenge of it + managing the potions hotkeys too. Great work!

Awesome use of the jam asset!! I love rhythm games so I really enjoyed my playthrough of World on Fire.  Great music and animation in the background! It had a really good atmosphere and i loved how the alchemy going on in the background also had musical effects. Felt like classic Disney magic. Really nice work on the art direction!

The music gameplay was also really interesting. I think i got up to 100 combo! The sugar stirring was really tempting every time you had those sections, but it usually led to mistakes like how i dropped my 100+ combo right after some sugar section in the song. But i think i entered flow state right before that. Really fun!

hmm weird

this doesn't work? https://discord.gg/SqHcfVKp4c

Wowwwww!!! Short and sweet! I loved the length of it and how well this proves the concept!! Could see this being a full gameboy style metroidvania. Such a unique mechanic! Was super fun and satisfying!

Art was amazing, music and sound was perfect, gameplay was well balanced and responsive. My favorite little detail was the stinger that plays when you pick up the totems :D

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The artwork here was awesome!!! I loved the color pallette! Character writing was great with a lot of personality, but a little bit long, and not always helping me instantly understand where to go. Got annyoed a few times pressing A to progress through the dialogue, but then it forced me into a dialogue selection and I accidentally selected it, or pressed it again by accident when walking away from an NPC and then talking to them again.

ALso i got to the secret path in the trees "that i should check again once i return the crown" but alas, i got stuck there. I didn't quite understand where to go!

PS fullscreen didn't let me fullscreen 

Incredible game!!!!!! Music...AMAZING. Graphics...INCREDIBLE. Game design and scope...AWESOME. I was really looking forward to checking this game out.

I loved the intro cut scene!!! Super immersive and interesting story, very clear, and i love the characters!

I'm incredibly impressed by the game, but now I'm going into GAMER MODE and will be a bit harsh with how my experience was. Because my inner GAMER really wanted to collect more relics and experience the whole story, but my inner GAMER had some friction getting there.

Overall it was a little frustrating and I couldn't see myself getting to experience everything in the game at the pace I was progressing and having to retrace my steps whenever I mis-managed my toxicity levels. I wasn't a big fan of that mechanic tbh.

It's 100% MY fault, but somehow I never noticed when my toxic levels were near lethal. I needed to pay closer attention but I never quite made the connection why my attacks were causing it. Felt like enemies should be the one making me get toxicity rather than the other way around. So it's just a matter of chugging Detox potions all the time?

Whenever I died, it was very abrupt every time (I think usually i had 2 more squares on the toxic bar so it felt like it happened too soon?).  Suggestion: a classic low-HP/Poisoned alarm sound so I know I'm about to die lol.

The sprint mechanic was cool! When I first started I was tapping B and the player felt a bit unresponsive because of the feedback it caused. Maybe something should happen for short taps instead of the Press+HOLD sprint? Sound/visual cues could help too.

Combat system was super cool! I loved how the weapons and relics were each getting their own custom input system. Note: I didn't immediately understand the Fire Cannon mechanic and if you just tap A to select, like you normally do in the menu, you have already committed to a WEAK attack because you're expected to press+HOLD for the fire cannon chargeup. I didn't know this the first time I used the attack.

The Paper Mario style overworld encounters were cool too, but they instantly felt a little bit grindy, a little bit repetitive and I found myself wanting to just avoid all contact with basic enemies even if gaining dust was going to be helpful. Suggestion: make perfect timing with shotgun just do critical hits, like in Pokemon doing a Super Effective attack = basically guaranteed 1-shot kill. I don't really have fun killing the basic enemies in 3-4 hits each over and over. But wiping the floor with them from crits would have been super fun.

When I found the BIG ENEMY at 13:12... I really wanted that to be a BOSS BATTLE, but was a little disappointed it was just 3 basic enemies again.

Softlock bug: I softlocked myself in the first cave lol (around 8:17). 100% my fault, but still kind of funny and no reset available from the menu so I had to refresh the browser.

A few little details like names being cut off like "Fool's gol" or "shotgun" being lower case for some reason, just kind of stood out to me, but now I'm just being nitpicky.

All of that critique aside, this is an incredible game and EXTREMELY IMPRESSIVE LEVEL OF WORK for 10 days!!!!!!!!! If the early game was a little more easy breezy to progress in the story, I'd definitely return for a full playthrough cus I'm very intrigued by the game world you've built!! Amazing work by everyone on the team!

really nice lo-fi beats for the background was nice for the puzzle platformer mood. It was a cool concept and i loved the dithering style with the light radius - but controlling the sliding platforms felt a bit funky and i got stuck pretty early because of it

inspiring and cute! love the style!

and i like that you told a whole story without any dialogue.  the sound effects were delightful!

Got stuck on the little ledges a few times but otherwise it worked as expected. Really clever mechanics! And excellent artwork. I'm a little sleepy right now so the yawns at the end of each level made me super tired. 5/5 for theme haha

the dreams were very cool, replaying the level each time a little differently with strange things out of place was kind of spooky!

i think i made it to the end?

Thank you for the controls feedback! I can easily accomodate adding some secndary buttons that could simulate clicks so it may be playable with a trackpad (somewhat, at least). After more thought, I'll be adjusting the controls in general to not use the right+left click regardless which should help too

Thanks for playin! 

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haha nice kaizo!! I enjoyed getting past a few of them, very precise inputs and timings since he moves with modest speed and jump heights

The art style was excellent both in-game and during the cutscenes, though the two styles didn’t quite feel like they belonged in the same universe. When I first got into the gameplay, it wasn’t quite what I expected after the main menu (the sleepy kid) and the opening cutscene (the little cloaked wizard character with am ominous nightmare creeping up behind him)

the introduction made me expect shadows and monsters chasing me so the puzzle platformer was an unexpected surprise

But that was just a minor high-level critique because I loved the pixel art style of both parts, and in-game the style made the kaizo threats really visible. I had fun! But I got stumped on 5-2.

Great concept overall and perhaps a groundbreaking way to ease kaizo game difficulty if it was entirely optional!! :D

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nice art style pallete and little sheepies! I love the designs and how you incorporated everything in one screen (the menu, level, and the ladder going up to the 'boss area' all seamless) I tried restarting and found a secret shortcut to win again really fast haha. Unless it was a game over, not sure

The audio was nice and made me sleepy! GG WP

congrats on your first finished project! You really made an incredibly eerie atmospheric game, the minimalist art style really enhanced it and made it feel even more tense for some reason, and the click sound effect that sounds like a knock at the door through a wall... i was on the edge of my seat expecting a jump scare at any moment... (im thankful there wasn't one tho!!). Great art direction!

Thank you for playing! :)

TROGDOOOOR

Really nice themed game with a relaxing chill vibe! I enjoyed all the detailed animations and sound design especially

also liked the main menu palette swap!

if there was one thing that i think could make an improvement? it'd be some better feedback highlighting the clickable object. a few of them were not immediately obvious which part i need to click on --> and also when i played the first round, i thought i had to keep clicking frantically in order for the Zzz bar at the top to move -- i was just imagining all of this, so a bit more UI feedback would be greatly appreciated. I clicked the guitar like 100 times (just in case) haha.  But luckily it was all clear once I played through my 2nd attempt and won. GG WP!

haha i'm glad you got the references :D

i remember seeing your art on the discord as well, i love how the title screen and background art turned out! AMazing artwork and gameplay!!

Very very fun game!  It's really fun zipping around at max speed. I love the freedom of all of the mobility  skills!

One issue i sorta had was that the levels are quite long for a strict pass/fail condition that had me retrying levels 3-4 times in my playthrough (some not in the video) and the problem was the levels are kinda long to redo. On the last level i played, i got to like 95% and failed so it was like a big momentum loss to try the level again.

Also felt like it stung because i already played the first level twice before i stopped and finally read the instructions (facepalm). I learned i had to press "E" on the windows lol.

So i'm a bit ashamed to admit i played level 1 twice just eating the lightning bugs and moths

(i tend to jump into games without reading cus i wanna test what the game teaches directly and what i might accidentally gloss over or miss that causes confusion). I think a tooltip " [E] Harvest" pop up over the windows would make it foolproof to foolish wizards like me who skipped all instructions. If you didn't catch that instruction somehow, the small "E" tooltips were so short on the screen since the bat moves fast, at first glance I actually thought they were little energy caniesters I was collecting like these:

Really really nice work! Had a blast playing :)

AMAZING GAME!! I love the dithering on the 3D graphics style, it's super clean. I had a blast playing once i got the feel for the car, veryyy buttery smooth drifting once you lock in

because it took me a minute to get used to the car handling, it felt bad when i lost the first race because it was 8 whole laps to re-do!!! maybe 3 laps for a tutorial so if i am too slow at least it's short

but then 2nd attempt it was so fun going max speed!! The controls are really nicely dialed in, and a great sense of speed. I loved how easy it was to turn going fast. I was enjoying everything about it but playing multiple levels revealed upgrades didn't feel too impactful since i was so rich, and only had the choice to repair/coffee so it was obvious to spend it every time, unless i missed something in the repair shop. So I didn't feel compelled by completing races since I didn't feel like my car was progressing or upgrading. If i was slowly adding acceleration each round i might have wanted to play longer!

I also really liked the sleep mechanic and it was kind of terrifying!!! (Like IRL sleepy driving). One suggestion to make it a bit more fun might be to leave the compass visible on screen only, so you're still driving blind but aren't completely removed from the game cus it was a bit disorienting when the UI disappeared, while i liked the idea of the mechanic it felt slightly unfair. Really liked the sleepy blur effect! Amazing work!!

That was SO COol to know this actually runs on a gameboy. My review of the game has that in mind, because the difficulty for me *right now* was too high to beat in one go. But for a authentic GB game.... that'd be perfect!! The first few levels were so fun to play that's basically what old nintendo GB games were designed for -- super fun satisfying mechanics and a few easy fun satisfying levels, then ramps up to impossible difficulty with ornate discovered teleport mechanics. That part with the teleport room was so cool!

I also enjoyed the nuances of the jump dash and walljump, it all felt really good to control. I got a bit frustrated towards the end with the precision and memorization needed but i still had a great time overall!

i loved the interpretation of the theme and having the literal sounds be your foes, very clever and unique

i loved the art style! i didn't feel super challenged by the difficulty, but it was enjoyable!!

AMAZING GAME! it took me WAYYY too long to beat, but it was too much fun! Solid platforming with a really good rhythm! And i wanted to get all the unlocks. However i feel so silly for how long it took me to remember i have the E-dash ability unlocked T_T

bug note: you are able to misclick on items you already bought, which i wanted to test of course to see if the game would llet me stack multiple (˵¯͒〰¯͒˵)

I liked how satisfying it was to unlock a new upgrade each run. Great work!