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ecaroh.games

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

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i was having a great run!! until i got overwhelmed and couldn't keep up with the circuits. Couldn't track where I made a gap in the wire.

The mysterious atmosphere and sound design surrounding the puzzle game - it really elevates it a lot conceptually! great work

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really sick wizardry animations!!

i liked the variety of spells and the way you can build up your arsenal, or upgrade a spell to be better. Could probably use some balancing but it's pretty fun with really cool spells!! My build was weak on the left side, so i eventually lost to that... it was my achilles heel. Thanks for the fun game!

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quite an interesting game that had a lot of glitches for me to exploit and, after some time it grew on me as more and more intriguing as i could never predict the respawn/wall-collision mechanics but found a few shortcuts (part of my FUN playing it was actually finding/exploiting them haha). The problem was i never really knew where i was even heading cus i didn't know what the exit was!

I was lost almost immediately (im not the best with spacial directions) so it was very mysterious as i uncovered new doorways! Quite a cool concept, like the game Closure

i enjoyed my time!! maybe you can tell me if i was close to winning or not? or getting to the end? I found a final door that was JUST too far above me to jump.... and i had already been exploring really far

also this is my one REAL feedback -- the ropes... are too much of a red herring, or I just could not figure out how to climb them? If they are climbable -- it should maybe have a tutorial how. But If they *aren't* climbable, it should be some other kind of decoration that doesn't appear like a ladder/climbing point. I kept trying to climb the ropes lol

very nice!! the lightning path mechanic works incredibly well and was visually clear, even when things got hectic.

loved all the background animations of the clouds and trees! Great work

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i couldn't figure out what i was supposed to do, but the bubbles effects were cool!

cool schmup! not the biggest fan of overload mechanics ( i hated the plasma rifles in Halo :P)

Hmm i guess I didn't understand the electron collection mechanic, because when you collect electrons the lightning rod explodes and I thought that was a bad thing happening


This the first 3 min of me playing. I relaunched and started properly collecting electrons and got 54 in one round!!! I was playing it incorrectly the whole time in my video :(
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SUPER FUN and polished!

I am not good at this kind of game though... the struggle bus starts at 2:00 in the vid

It felt great to reach the end though!! i definitely felt like i earned it! I appreciate the unlimited checkpoint respawns so I could finish the game :)

soft lock?

this happened when i refreshed again too

nice enemy patterns were really easy to get entranced by this game!

2560x1440

super engaging and interesting variety of gameplay mechanics that  was fun to levelup!! Definitely getting 5/5 for theme because you really went above and beyond to make some nice electric visuals with so many different types of effects!

The guided lightning being the star of the show definitely works well to make this game feel unique

but there was some jank with the 'complete the circle' mechanic which made it kinda difficult to consistently blast enemies, so throughout my playtime, i felt like i was doing 'good', but it was difficult to do 'great'. 

The Full HP OVERCHARGE heal did provide me with a crucial decision as a player, which was satisfying because I think I saved it for the absolute last round before i would have died. But then i ran into the same problem later in the run: I felt like i was constantly bleeding HP and would inevitibly lose cus there wasn't any way to recover HP again and my DPS was just not able to keep up. Maybe Electric Pulse is not the meta?

But in any case, it was super fun to play! Great job!

jankalicious!

LOVEEE the sound design

The strike attack felt SO JUICY!  The sound effect of strike is my favorite, and great use of screenflash/shake etc.

The whole concept of switching between modes was also really interesting and well executed!

Difficulty-curve ramped up significantly on level 3 and the overheat mechanic made it feel very overwhelming to do enough DPS so i lost pretty swiftly.

Had a blast playing tho, great job!

Fun concept and well executed, great music and nice art style.

I appreciated the difficulty level, allowing me to continue even if i ran out of time made it fun to keep playing without getting frustrated by those silly sheep! The littlest rocket-powered sheep were tricky!

QOL request for the power to have inverse-square relation to distance clicked to allow so light feather-touches if you click far away, and power blasts if you click right next to them?

Overall really nice and I had a great playthrough!

i am intrigued, but confused

i am lost

i am fallen down the elevator shaft...

Seriously high-concentrated levels of juice!!!!

I love all of the FX work especially the lightning death effect, but the frozen enemies were also badass

Moment-to-moment the game felt amazing to play. The feedback is great and I love the mechanics.

But as a whole i noticed a pattern:

the game WANTS me to go fast -- the teleport is a bit out of control and makes you feel a bit chaotic and FUN to zip around.

what the game ACTUALLY has me doing is a lot of STOPPING and WAITING for timing cycles of the laser hurdles...

This felt a bit antithetical to the core mechanic and I got a bit annoyed by the kaizo deaths.

A small nitpick but i think has a big impact... every death felt like there was a slightly too-long pause before I got to retry. Check out this comparison to Celeste. I timed up the exact frame the death is triggered and you can see the "player uptime" is quite a bit higher so you never feel like you lose your groove as a player.


I also felt awkward using the rightclick as my slow-mo button (it was easy to misclick Left/Right click,  like driving a car with two feet-- one on the gas and one on the brakes), so I think I would have preferred the slow-mo button being separate on teh Spacebar or something.

But man that was an awesome experience, and I loved soaking in the visuals and music. Amazing work all around on execution -- mechanics, sound, art, music, visual clarity... all 10/10

Would love to see level designs go through more iterations to be more streamlined and fun/flowing

Nice rhythm game! It was a great choice to only have 3 arrows for each finger, that made it strike a good balance without being too overwhelming if you had basically two DDR tracks with 4 directions each

Overall nice start! The music in the first two songs and menu are all great chiptunes

I didn't explore it further but it's also really cool you included a level editor!

Seriously impressive execution and scope!! Art style looked great at first, hurt eyes after a while (played fullscreen, so very pixely).  Key objects didn't really pop out to me with lots of visual detail in background. I only found one key. I definitely felt the survivor-horror feeling of claustrophobia and being underpowered and vulnerable!

The realtime shadows on zombies was especially cool with the dithering effects. Performance was kinda bad in browser though and audio was very garbled throughout.

My most specific design critique/complaint was being annoyed a few times from camera breaking the 180-rule...exiting from right -> entering from left in the next screen and then accidentally backtracking because I'm holding Right arrow... like at 4:35 in my gameplay vid-->

A cool concept and clever interpretation of the theme!

My first impression was that I was going to be an entirely non-physical ghost, interacting indirectly through hauntings...

But then the guard started chasing me! There was no chance for me to hover my mouse over anything at this point or appreciate any of the detailed descriptions/writing for the arcade machines. It was cool when I was able to phase through the desk to avoid the guard temporarily... but i don't know if that was intentional. I think it'd be cool to lean more into being a non-physical ghost and phase through walls and stuff! Or what if instead of guards chasing YOU, it was a patrolling repairman who fixes haunted machines?

EDIT: I just realized you can hide in plants.... This does change a lot!! Unfortunately I did not discover that on my own at first because I was too busy running

The art was excellent and i love the ghost character, music was a great fit, and i appreciate all the attention to detail in the UI! Great work!

No more levels or did i break the XP bar somehow at the end? I couldn't upgrade anymore, so it was GG WP for me, but it was overall very fun and satisfying with ultra-minimal clean 1-bit graphics. i really enjoyed the lightning bolts animation! Definitely had me wanting more! Great work

Cute lil game! I liked the illustration of the hamster, although it felt a little morbid reviving him from cardiac arrest for some reason haha

The minigame sometimes felt a little unresponsive and i think i broke it at the end by spamming Spacebar oops!

Nice atmosphere and weather effects! Blocking/bottling the lightning DID feel very satisfying, but i was never able to grasp the trick to it, so it always felt like i just got lucky.

no you're just a god of i-frame dodging :D

sorry for the disappointment though, it was unfortunately just something I didn't have time to implement properly, so I opted for letting the juice flow without damage. But health and damage is definitely the first thing on my TO-DO list for expanding.

And then there's the broader question of stakes / game objectives....

So just curious, what kind of stakes would you find fun to go from here?
I've been thinking of making it similar to dome keeper's vibe where you have phases of exploration vs. defending the home base, but i could also see it being a full tower defense (defend the well), or full vampire survivors-esque (focus on character's HP only)

I wanted to listen to some tunes, but clicking the radio froze the game for me. Luckily I played enough in the practice round to have my fill and i was pretty satisfied with my experience already. (Honestly I wasn't really looking forward to "time to work" when the real game began)

although I didn't want to continue after 5 minutes, the game was presented very nicely and i enjoyed it!

nice atmosphere, relaxing, and well presented topic! A good edu-tainment type of game with an interesting clean art style. I could see this as a fun homework assignment in middleschool/highschool. Well done!

glad you enjoyed! And glad you liked the dithering effect!

typically i would use markdibarry's shader to add bayer dithering effects, which i credit in almost all my games: https://godotshaders.com/shader/arbitrary-color-reduction-ordered-dithering/
and then i found this vid by acerola where he talks about the IGN dithering pattern:

which seems to be super helpful in 3D enviornments for efficiency with shadows/transparency...

but it's also really cool in 2D too when you plug this in for the dithering pattern instead of the typical bayer pattern!

If you turn off the shaders, there's a lot of transparency and gradients so the IGN dithering has lots of in-between values to blend, like with the fading cloud particles around the Cloudotaur

some seriously awesom earthworm jim, jazz jackrabbit, and dynamite heady vibes incarnate!!!!!!!!!! super cool game and pixel art

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lol loved the wizard design

sound track was 🔥

camera was my worst enemy lol. i also played on the downloaded version and had some rough frame stutters for a bit in the beginning

i definitely struggled to actually use the designed mechanics properly, i just couldn't get the feel for drifting (I also prefer racing games w/ arrow keys right handed instead of WASD left) and the bomb powerups started betraying me and blowing up instead of giving me the speed boost? it was a lot of trial and error, emphasis on the error and giving up and going to basically WASD only and avoid all powerups/bombs

even without using speed boosts, it had a good sense of speed! and overall style was great!

that was awesome! It brought me back to playing Bridge Builder on the school computer lab in tech ed class!!

That was a blast! And an impressive technical achievement!!

Strafing around was really fun and I liked the bomberman gameplay.

Uncle sam bombs are so fun!! Really nice pixel art and theme across the board. I loved the little sound of the upgrade/organ capsules opening. I had a fun playthrough only problem was one capsule didn't give me an upgrade after i gave all my organs at [1:43]

The build potential is actually crazy!! My obligatory wizard run was so fun-- so many stacking particle effects filling the screen!! Awesome job!!

REally liked all of the weapons and passive item designs. Chicken bomb was my favorite attack (cus of the sound design) and Shrapnel was my favorite passive.

Pixel art was really well done all around! the wizard fireball was my favorite one.

The two runs I played were both really fun!! -- died at level 8 in both of em

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Such a sick concept!! The card deck design was really impactful and interesting for this as a really novel roguelike concept! What you made for the jam is a super impressive systems design and in a really good state! No bugs or glitches detected (besides the BSOD....)

I really liked the game loop in the end, but it took a bit of getting used to at first----

First off the CRT effect was like 80% too high imo. So im glad you made a settings menu! the main menu settings did not 'stick' when i started the run, but luckily you included a 2nd settings menu in the Edit Deck sub-menu!! So i was able to disable it again, and it worked this time.  Helped a lot for me to focus on learning the mechanics

There was a lot to absorb all at once... i think partially due to the map size. Something like a 3x3 or 9x9 would have felt like good training wheels to get used to all of the mechanics (esp the cards). I was sometimes a little confused what my next move should have been, so glowing buttons or arrows could help just make it really clear what i need to do next. I think i got it? Shunt x3 -> Mine x1 (hopefully blank) space -> Use up Operations cards -> End Turn -> [repeat]

A few other UI hurdles my eyes had to get used to: Shunt was a word i was unfamilar with, at least in the context of planting the flag in minesweeper so i wasn't immediately sure what that meant and i was afraid to click it. Also the bomb icons were the same bright white color as the numbers and gridlines, making them not stick out immediately and i had to really scan over the board to find them - so something more contrasty or with red (like the shunts) could help make them stand out?

Audio was all really good and cohesive, but I often felt confused hearing an explosion sound when I "Mined" to end the my turn. I don't know if that was a sound I wanted to hear...?
I was often rewarded with a new card so I think a different sound for successful turns would make that instantly click whether i am doing the right thing or not...

...cus since I got the blue screen ending, it made me question everything I was doing for the past 20 min and I wonder if i missed the main objective of the game completely? 😂

The music and vibes were really immersive into the vibe of the game and gave a great atmosphere... i could see this having a lot of potential as an inscrytion-like creepy/spooky narrative with the creepy character across the table genre... or some sort of grim reality-parallel to the Minesweeper game like in Planetenverteidigungskanonenkommandant

Overall super cool with tons of potential!! Power Shunt was my favorite part of the whole game really cool design!!

Edit: I never clicked the Read Me.... lol whoops

dang i just realized my review post isn't here... i must have not clicked "Post" with my full review yesterday. So sorry I don't have all of my notes fresh in mind from yesterday!

Very solid and SUPER polished. The music added so much from the prototype i playtested earlier! Art design is top notch, and the character writing was funny. Everything super well executed!!!

Level designs were also pretty interesting, varied, and satisfying to complete. I especially liked the secret solutions to some of the early levels with a hidden lever off-screen!

A few of them felt a bit auto-pilot though (didn't really require much aim or timing --  just spam the bombs and the clever rube goldberg level design plays itself)

The camera movements and long(ish) intro/outro animations started to feel like the game was pumping the brakes on me when i just wanted to GOGOGOGO and PLAY!!  Would be awesome if holding a button would Engine.time_scale = 2.0 (Or 4.0...) to speed things along. Skippable intro cutscenes/outros etc. Sometimes you wanna pump your fists in the air as the victory music plays, other times you wanna just go STRAIGHT into the next level without any pauses (there's kind of a delay in the timing of Generator Trigger -> light turns on ->  (long pause) -> Camera pans -> (pause) ->  Elena disappears -> camera pans -> (pause) -> Elena appears) | *disclaimer: 100% ADHD gamer note :P

Also unfortunate soft lock at the end cut things short. not sure what happened there!

Haha oops I didn't realize you could shoot bombs with J!! I think I ALMOST defeated the wizard boss... only with jump bombs!

Fun but veryyyy challenging with 1 hp!

Wow that was really fun!! Even though I basically got the gist of everything after a few runs, I really wanted to get everything Maxed out and I played a lot longer than I expected  :D

really fun gameplay. A little hard to pay attention to the enemies and also watch the stress bar at the very far right of the screen -- some audio feedback (like a heartbeat increasing rate, or just the sound of a bomb fuse getting louder) would have helped a lot to cue me to stop moving when i was so focused on the enemy patterns

I like the variety of enemies and the frantic pace of the gameplay!

Nice twist on the classic pong game! Pretty fun and challenging and the powerup system is unique

One critique for the powerup system: if it had a UI or text popup "+Power" or "-Speed" whenever you press a button, it would help player memorize the buttons faster and be more intuitive. I know it's only 6 buttons to memorize but it's hard to immediately remember everything before you start playing with zero context, so something in the gameplay to help is always welcomed as a new player

Only other note was maybe adding a visible solid barrier for the top and bottom -- the bomb doesn't actually bounce at the screen's edge -- it bounces like 20 pixels from the edge so it actually threw me off a few times not being able to predict the bounce since it's an invisible barrier

My strategy was mostly to increase bomb speed but I think I should have gone full damage instead!! Getting the win was sastisfying though cus it was actually pretty challenging! Great job

Pretty cool concept! The limited bombs made it very strategic, and since the tetris pieces are all automated, it's a pretty chill game. I couldn't master the timing getting blocks mid-air, so my strategy was mostly wait and use bombs carefully to clear any stacks with least # of bombs possible.

Has a bit of roughness around the edge, which is normally not a big deal but a couple bugs impact gameplay:

 (main one is actually instant-gameover when the tetris pieces switch from Left -> Right falling mode and instantly overlap) you can see at very end of the video [4:27]

The other UI glitch was seeing the echo tetris pieces that are stuck on screen and the yellow highlights in the middle - for a minute I thought I had to stack tetris pieces to fill the yellow squares

Overall very fun and challenging game! Nice work!

Glad you had fun! Hope  to  see some BLINGUS assets in another alchemy jam some day :)