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Super Ecarohvania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #6 | 4.316 | 4.316 |
Execution | #17 | 3.842 | 3.842 |
Overall | #17 | 3.842 | 3.842 |
Enjoyment | #18 | 3.684 | 3.684 |
Metroidvania | #30 | 3.526 | 3.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot 4.2.1
Team/Developer
ecaroh.games (solo dev, art, animation, & sound design) & brorwincek (music and sound fx)
External assets
https://xeleph.itch.io/side-view-grass-tileset (edited)
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Comments
Totally awesome! Sound and music were amazing, and the world you've created is crazy! I really liked all the small effects, like the distortion on the edge of the screen and the wavy speech text, even the health UI looked really cool. And that berry-eating animation! I feel the same way as everybody else here about how cool it was! The only real issue I ran into was that sometimes one of the crabs would walk into the floor if it was on a step below me, and it could damage me without me knowing it was there. You could still kill it, but I don't think these crabs are the burrowing kind :P
I'm a little confused by what the big eyeball guy said... so I get all this money for killing crabs from his crab army, but he's ok with that and rewards me with the bubble of doom? I mean I'M ok with that but I bet the crabs would be upset if they knew it. Great job!
Wow the visuals here are so tight! The world feels really well put together aesthetically, with the sounds and visuals working hand in hand. We could tell immediately that a lot of work was put into this - great job!
Also super impressive that you included mode options in the menu - Unlocked and Ultimate - so cool that you guys were able to include those. We did something similar, including our boss battles on the main menu, to try and get people closer to the content as much as possible. Ultimate Mode is also so fun haha.
The camera work was really interesting here. At first we were totally on board with the swaying and adjustments based on your movement. But after playing for a little bit I think something a little more fixed would be a better option. We ended up scrapping a similar idea, where our character's camera would zoom out a little bit whenever their velocity hit a certain threshold - but we decided to keep it slightly more fixed because our game featured a lot of motion like this one, and the constant camera movement wasn't ideal.
Exploring the world you made was a lot of fun! You have something really great here. Hopefully this project will continue to get made, because it's fantastic!
A magical game! Really fantastic.
Congrats on such a cool entry.
What a title screen, 10/10. The vibe of this game overall is super unique and compelling. Well done. Plus, your character controller is solid, too, which is a must in these kinds of games.
It's easy to get lost and not know how to progress, partially due to your area locks being literal locks rather than unique and memorable places I can't reach due to lack of ability. Larger scale levels like this are hard to pull off without including some form of map to help players orient as well. All that said, I did enjoy the visual uniqueness of the different locations, they felt like distinct places because of this.
There's some solid design here and I'd love to see how your level design skills evolve over time.
the pixel art is excellent, especially the character animation! i loved the visual effects and color palette. the audio is fantastic too, the sparkly jump and shoot sound effects are very charming and i think the presentation of the game is top notch for what i'd expect in a jam!
i got lost after getting three keys and the super sprint, and without a map or notable landmarks it got quite hard to navigate. i ended up not finishing the game because i felt like i ran around the map twice without finding anything new. it was a little frustrating thinking i had a red key but two different reddish shades of doors weren't opening. i also had to play the game in a small window because the camera zooming effects were really disorienting even at half my monitor's size.
the movement generally feels tuned quite well! the acceleration feels pretty good and i like the triple jump with how the last jump is the most powerful. the super sprint was fun and i would have liked to use it more. there's a couple things that got in the way of movement feeling especially fluid: hanging on the walls to do walljumps felt too sticky and occasionally i wanted to jump up a wall but i hit it too early and it killed my vertical velocity, but jumping off the walls was far less effective than the triple jump. also, hanging when you slide down the bottom of a ledge felt like it hindered my speed without me ever noticing a place where it was intended to be used in platforming. these were more on the nitpick side though and i think the movement was like, 95% of the way to being fully shippable.
really it was just the camera zooming that made me stop playing though, im not normally someone who gets nauseous playing games but it was bothering me quite a lot (and the greasy burger i had an hour ago probably didn't help 😭)
Impressive visuals! It could use a map because areas are big and mostly same-ish looking except for being color-coded depending on which key is needed to unlock them. Not sure where to go after getting the big-kill-sphere-around-you upgrade.
This is definitelly one of the prettiest looking games on the jam, there's no doubt on that. Amazing pixel art and really gorgeous animations, all of them have a lot of charm and personality, and I really appreciate all the little details like the diferent spins for each jump and the interactions with ledges, makes the little mage dude look much more alive. I really like all the aesthetics in general tbh, the chill music, and the little dialogues as well.
Gameplay is kind of a mistery tho. In theory, it haves everything I could ever ask on a good platformer, fluid controls, lots of speed, cool effects, but for some reason, I didn't quite click with it in all sincerity. I don't really know why, but if I were to guess I would say that this is probably fault of the level design. I really didn't feel like the world really made sense or that it was actually made with the char's moveset in mind, it's kinda just a lot of caves with a few platforms and crabs thrown around. There was no real actual challenge anywhere, nothing that actually taught or tested any of my skills. All of the crabs are also just pushovers, they really feel more like just a nuisance than anything. Combat itself is not really fun tbh, more because the enemy design and movement tech don't get along well. Movement tech wants you to go fast, jumpy and pirouette-ly, while the enemies are small fast moving targets with contact damage, plus more often than not they're just spammed on random corridors with no real rhyme or reason, and sometimes it's too narrow to even try stomping on them. There are also a huge lot of blind jumps, you can't really see much of the screen when you're not dashing, so I died quite a few times by landing onto the spike ball dudes before I could see them. (Granted, I did forget about the slow fall until I was at the end of the game, but still, a mechanic that serves as a bandage doesn't fix the issue)
Also, I'm afraid you got kind of the wrong idea of what a metroidvania should be. Idk how active you were on the server, but if you stay there for long enought you'll notice that most of the active community members agree that your upgrades to explore the map should not be things that can be narrowed down to "keys to a door", wich this game actually did quite literally, and a lot so x)
The only real metroidvania "key" we have here is the dash, but even then it's only ever needed to grab a single other "door key", and never more.
Anyway gameplay vid!!
(Sorry if it's laggy, I actually almost didn't manage to run the game as well. Downloadable didn't work, and it didn't open on my usual browser either. I eventually managed to make it work on chrome, but it almost refused there as well.)
Also, I just assumed the game ended after I got the kill aura, I had no clue where I would have to go after that.
Thank you for the in depth feedback! Your critiques are all totally spot on and I agree with all of the above. I think I need to overhaul the enemy and level design completely to be more cohesive with the movement and not feel like an afterthought. I had originally planned to start the game with no weapon and only 1 jump unlocked, and have a proper metroidvania level progression with each new movement tech in mind.... but that was sadly neglected and I ran out of time. I'll definitely take that critique to the top of the priority list for the super jam!
I really appreciate the screen recording that will help a lot in my revamp phase. Thanks for playing!
REALLY COOL! love the dreamlike aestethic, the acceleration feels a bit low but thats just a nitpick
Thanks for playing! I'll definitely buff his movement just a bit for the super jam!
Great unique visual style and moveset! Killing enemies was very satisfying too. Maybe it was a bit uncanny that you had to jump to go faster before getting the dash upgrade though. Don't know if it's just me but the pink key was very hard to see because you went past it so fast, I was stuck there for a good while.
Thanks for pointing that out! I think I'd like to add some sort of compass mechanic to help players find the next key objective point.
The movement in this game was totally slick! Though I feel like it might have been a good idea to split up the character's move set among multiple powerups instead of starting off with so many options right off the bat. It took me quite some time to realize that the character has a triple jump and can dash by double tapping a direction. Powerups in metroidvanias typically (and quite sneakily) act as a subtle tutorial for each of the characters abilities by telling you what the ability does and then providing a scenario in which the ability would be useful. Spitting up a character's moveset into powerups would let you use the abilities themselves as keys! Just be careful to build the maps so that the players don't softlock themselves... Or you can include a panic button so that players can respawn when stuck.
There is a softlock where if you take damage when crawling through a gap you get stuck. Fortunately, this game has a save system (may want to despawn the items that the player already collected on reload and drop the player off at their last checkpoint). My game has its fair share of softlocks and minor bugs too though, they can be really tough to notice before submissions.
This is one of the few games where the in-game art is better than the cover. Both the sound and art design were phenomenal, and the movement and mechanics are about as satisfying as they get! I was looking forward to using all the character's different moves in a bossfight, but I understand that one only has so much time for a game jam.
Out of curiosity, does the ultimate power upgrade mark the end of the game?
Yep! You reached the end if you got that far. Maybe I should have written an ending dialogue to be more clear about that. Not that there's much incentive, but I thought it would be a fun sandbox mode for a few minutes to jump around with all the abilities.
Thank you for the feedback and helpful critique. I'll definitely take that to heart for the super jam revamp. I definitely need to design some subtle tutorial to make sure players know every ability they have, and put each movement ability into a separate unlockable. And yes, I definitely need to design a boss fight for the super jam as well.
Thank you also for pointing out that softlock bug. There was one bug with wallsliding I hadn't squashed yet, but I totally missed the crawl damage one which is actually really critical. Appreciate it!
As someone who loves feeling like I'm on a sugar rush this games did wonders sensory wise for me. Loved the sound effects and zappy mechanics all very satisfying. Saying that it does sometimes feel I'm not fully in control of what I'm doing. Some things felt toggled like dashing, and when using the gold boots I didn't feel like I was doing anything special to activate them. I understand it's by jumping on things but I didn't see an indicator of how many actions I have with it so it felt a little random. Oh and I would have love to shoot with the mouse button but that's really minor tbf and more about habits. Sometimes a little lag too especially when jumping. Awesome immersion overall really enjoyed the high!
P.s: Any feedback on our game would be truly appreciated also!
Glad you enjoyed! :)
I'll try to come up with a way to make the boots ability feel more impactful and in control. And noted on performance issues — I think I could improve some things with the lighting effects and shaders to be more performative. Thanks for playing!
The game feel is amazing; I love the art and animation. The sound effects and music are pretty good too. I felt that the constant switch to walk mode and the low air acceleration don't fit so well with the otherwise amazing movement set, making the controls feel a little sluggish. But overall, it is still very fun to play.
Appreciate the feedback! I have a few ideas I might try out to make walk mode feel less like slamming on the brakes. I think that's a good observation. I tend to play very "jumpy" which avoids the walking mode most of the time, but when I play more "grounded", I definitely notice it. Thanks for playing glad you enjoyed! :)
The game seems cool and all, the metroidvania aspect is respected i love it, but on the net the game lags and i have a bit of trouble with the movements.
But it's great :)
Thanks I appreciate it!
I want to implement some quality/performance options when I have time. In the mean time, I also added a Windows build for download, which might have better performance than in the browser. Thank you for the feedback!
Very pretty everything, especially I like the wand attack, it is very cute and minimalistic. I see a lot of efferts put into animated everything, even the character standing on the edge has separate animation. The only thing I had issue with was camera - when jumping it was too fast and disoriented. Also I wish I could increase brightness level. Overall, great entry, good job!
Thank you for this valuable feedback! I made some tweaks in the jam's grace period and increased the overall brightness and overhauled the camera logic. Thanks for playing and leaving a review :)
This is the entry I was looking forward to the most and you didn't disappoint! The movement is definitely the highlight of this, it just feels so good and satisfying! There's a lot of ommft on the game feedback too. The animations are hella smooth too. I also like the visual aesthetic
Thank you for playing! Glad you enjoyed :)
i really enjoyed the art for the characters and the sound on this one! everything had a lot of charm. the movement was okay for the most part. i think the delta between walking and running might be a bit too large but that could just be personal preference. the enemies don't put up any sort of fight since you seem to be able to spam the wand with no cooldown so i was surprised when the first upgrade i found was a combat item. the levels are also very haphazard which i imagine is due to the movement (infinite neutrals and the triple jump from the start). there was also a bit of slow down. that all said, i still had fun because of the effects and animations! i hope you carry this into the super jam, i think it'd be a great fit there.
Thank you for the feedback — I really appreciate the early review!
I started to take your notes into account with my grace period update this weekend and started to improve the map layout as a short term solution. I think your other notes are also spot on as well — I definitely need to implement some better enemy AI and variety! I also had planned for the wand to act as a stun mechanic rather than damage, but wasn't able to properly balance it for this jam and so now it's a bit of a spammy DPS attack. I'd also like to transition the double and triple jumps into upgrades eventually and design a proper starting area!
Thanks again and I'm glad you had fun with this first version! I'll definitely be expanding it for the super jam!
glad to hear it! i'm in the discord so i'll check it out again after the super jam!
Great game! The movement felt really good. I especially like the triple jump. The experience was solid & I liked the visual aesthetic. It reminded me of Spyro mixed with a Sega Genesis era graphics. All of the visual & sound effects are perfect. I suggest adjusting the camera zoom & adding a map to the game. The camera zoomed in too close at times & made navigation difficult.
Thank you for the review! The camera feedback really helped me focus in on the grace-period update, where I did an overhaul of the camera zooms to be much more consistent, and hopefully prevent any inadvertent zoom-ins. Glad you enjoyed the graphics! thanks for playing :)