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bekirmfr

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A member registered Apr 02, 2023

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(1 edit)

Every keeper has the same story eventually: you feed the fire, you hold back the dark a little longer than last time, and then one wave too many rolls in and the light goes out. Until now, that story lived and died on your screen. Not anymore.

The Hall of Embers is open, and the Global board is liv in Emberwatch.

Two boards, one hall

Open the Hall of Embers from the menu or the end-of-run screen and you'll find two tabs:

Your runs — your personal top ten, kept right on your device. It works whether or not you're online, and it's always there as your own private record of how far you've pushed.

Globalnew — every keeper's best run, from everywhere, ranked together. This is the one that turns "that was a good run" into "that was a good run… for now."

Each entry tells you more than a number. You see the score, the watcher you played, and how far you actually got — Wave 12 · Day 4, that kind of thing. So the board reads like a wall of little legends: the cautious Avcı who nursed a fire deep into the long nights, the Mage who burned impossibly bright and impossibly briefly. Same leaderboard, completely different ways to climb it.

How you climb

Your score rewards the whole shape of a run, not one trick: waves held, days survived, levels earned, enemies put down, and how high you dared to stoke the fire. A patient defensive watch and a reckless all-in push can both land you near the top — they just get there by different roads. Find yours.

Your local board always records your run first, so nothing you earn is ever lost to a flaky connection — the global board simply layers on top when you're online. And since Emberwatch speaks several languages, the Hall reads in yours.

Go set a mark

The board's still young, which means right now is the easiest it will ever be to put your name near the top. Fire up a run, hold the dark off as long as you can, and go see where you land.

Then come tell me what wave finally got you. I read every one.

Feed the fire. Stand against the dark.

Since Emberwatch went playable in your browser, I've spent this stretch on one thing above all: how the game feels second to second. No new biomes or classes yet — instead, the existing loop got a deep polish pass so that every hit, every kill, and every dash lands with weight. Here's what's new.

(New here? Emberwatch is a top-down horde-survivor roguelite where a single campfire is your level, your safety, and your bank. Feed it the remains of what you kill — but stray too far from its light at night and the dark drains you. Free, in your browser, made solo.)

Combat hits harder now

The biggest change is feel. Landing a blow now actually connects:

  • Crits and big hits punch the camera and freeze the frame for a split second — that little hit-stop is the whole secret to making damage feel meaty.
  • Sparks fly from the point of contact, in the direction of the blow.
  • Overkill blows burst when you massively overdamage something.
  • Enemies pop when they die instead of just vanishing.
  • Clearing the last enemy of a wave triggers a brief slow-motion beat and a zoom — a small breath of "you did it."
  • The hit sound rises in pitch as your combo climbs, so a streak sounds like a streak.
  • Muzzle flashes on shots, a ghost-chip trail on your health bar when you take damage, and a flash on each ability the moment it comes off cooldown.

Misses finally look like misses

The quick enemies dodge — and now you can see it. Before, a dodged attack still visually connected, which was confusing. Now:

  • Arrows whiff straight past a dodging enemy and keep flying instead of sticking.
  • Lightning bolts crack wide of the target.
  • Dodged foes aren't shoved — no more phantom knockback on a clean miss.

If you see "miss," the visuals now back it up.

Remains feel physical

The old glowing pickup orbs are gone. Slain enemies now shatter into a spray of little pixels in their own color, scattering out like debris — a tight cluster near the kill, scattered bits further out, and a fine spray flung furthest, all scaling with how hard you hit. Each pixel sits with a bit of height and catches the firelight, casting a small shadow that points away from the flame. Then you sweep them up and carry them home as before.

The dark is scarier

Wandering out of the firelight at night was punishing you, but quietly. Now the danger is loud: a red warning glow pulses in from the screen edges the moment you're Exposed, and it beats faster and brighter the longer you linger — a quickening heartbeat — with a matching pulse on the on-screen warning. Hard to miss now that your life is draining.

Movement & abilities

  • Each class's dash feels distinct. The Mage blinks — a true arcane teleport. The Ranger tumbles and can slam into what it hits. The Knight lunges with weight. All of them stretch and squash through the motion and recoil on impact.
  • Reviving now comes back with a shockwave that clears the space around you and a dramatic rewind into the action.

Plus a pile of smaller things

  • A new storm hazard: telegraphed lightning strikes you can read and dodge.
  • Enemy projectiles glow and streak, with proper impact effects.
  • You now start the run right beside the fire, not stranded in the dark.
  • The ability bar and satchel button share a cleaner bottom bar, and the fire grows more gracefully as you level.
  • A family-friendly pass: the combat is tuned to read as impact, sparks, and dust — punchy without gore — so Emberwatch is appropriate for all ages.

How you can help

This polish pass came straight from watching how the game plays, and the next direction depends on what you tell me. Play a run or two and let me know:

  • Does the combat feel good now? (That was the whole focus this round.)
  • Did the core loop — gather remains, feed the fire — click?
  • Did you want a second run? And if you stopped, why?

There's a pinned feedback thread on the community board — a couple of honest sentences there is worth a huge amount.

Thanks for being early. Feed the fire. Hold the dark. 🔥

Added a gameplay video. hope this helps.

(3 edits)

Hello everyone. I've just released my new game Emberwatch. It's a hord-survival game around a central camp 🔥.  Feed the fire, level up and survive the dark.  Still in development but I'd love to hear your constructive comments. Please play, enjoy and let me know!

https://bekirmfr.itch.io/emberwatch

Emberwatch community · Created a new topic Welcome rules.
(1 edit)

📌 Welcome — and read this first (feedback wanted!)

Hey, and thanks for playing Emberwatch.

This is an early build, made and maintained by one person, and I'm sharing it specifically to learn what works and what doesn't. Your feedback here genuinely shapes what I build next — so if you played even one run, I'd love to hear from you.

The three things I most want to know

If you only answer one thing, make it one of these:

  1. Was the combat fun? Moment to moment — did fighting feel good, or did something feel off (too easy, too hard, floaty, unclear)?
  2. Did the core loop click? The fire is your level — you carry remains back and feed it. Did that make sense, and did it feel rewarding, or confusing?
  3. Did you want a second run? If you stopped after one, I'd really like to know why — that's the most useful thing you can tell me.

Quick stuff that helps a lot

  • What class did you play, and how far did you get? (wave / day / level)
  • Anything break or feel broken? Bugs, weird behavior, something on mobile.
  • What's the one thing you'd change first?
  • Please fill this Playtest Questionnaire and send it to bekirm_fr@hotmail.com

How to post

Just reply to this thread, or start a new topic if it's a specific bug or idea. No format required — a couple of sentences is genuinely valuable. Be honest; "I got bored at wave 3 because X" helps me far more than "nice game."

A few things worth knowing:

  • It runs in your browser, no install. Play it over the page here (not by downloading the file) — some browsers won't run a local copy properly.
  • It's in active development, so things will change, balance included.
  • Found it too hard or too easy? Tell me which class and where — that's exactly the kind of thing I'm tuning.

Feed the fire. Hold the dark. Thanks for being early. 🔥