awesome tool!! I found it randomly when you popped up on my youtube feed. great work!!
ecaroh.games
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my wizard brain is too low INT i think, couldn't manage a single magic missile :(
had a lot of performance hiccups starting up and then throughout crosshair going a bit haywire.
it was a cool concept tho! I especially liked the moon map for the somatic portion of the spell. The Material one was really tough and the UI was trickly cus I didn't know what I got wrong exactly because of a few missing fonts in the popup when i failed hte magic missile
greetings wizard! that was an interesting game with an ominous atmosphere because of the foreboding introduction and grave nature of worlds being ripped apart... combat got a bit confusing tho because it lacked some UI elements to convey what was going on precisely. But i knew turn-based combat was occurring so ... POCKET SAND!! Very effective? It was hard to tell but alas, 60 seconds was not enough time to save the world, this time... GG WP
Really cool game! Kind of reminded me of that one Black Mirror episode. I love how alive everything feels with them animated and walking around on their own.
Gameplay concept was interesting but kinda funny that none of the rules really affect me at the end of the day. I just have to wait for it to countdown all the way to 0 so it doesn't matter if they change colors or swap numbers.
The moonkeys and environment art are really good!! I loved the artwork and overall aesthetic!
really impressive complexity that was quite a challenge to micro! Idk if it was just me, but it seemed very difficult balance-wise to manage everything, especially with raids being unreliable and seeming to lose all my minions AND not get enough cheese supply. It was tough! But i loved the art and style of everything. and it definitely captured a frantic mood of a kitchen with limited ovens and prep stations!
The tutorial was a bit overwhelming, but I'm still appreciated I got an overview. The game was actually fairly intuitive to pick up and play, just a lot of information from 3 distinct gameplay areas to manage. Glad the tutorial covered that so I knew to click the 3 zones immediately.
Really fun and technically impressive game! great work
The rhythm and timing of the wizardly pogo -> fireblast was reallyyyy satisfying. A very good wizard spellkit!
Some good sound+music would have put this into SS wizard tier but it was ~ a silent zen experience nonetheless.
Perfectly balanced for a gamejam. 1 failure (almost won), and then 1 win (barely won). I really enjoyed the gameplay!
i love the character and the artwork! I liked the concept for the crystals puzzle, but navigating through the maze didn't pose much challenge so it felt a bit repetitive once I solved one big maze on level 4. I kind of wanted a big reward because the level took a while and I didn't wanna do another maze after it
i liked how clean and minimalist the art style is, and has a lot of cool features (like the allied ship upgrades) and excellent sense of SPEED from the star scrolling background. Lots of variety in patterns too and it feels like a nonstop high-speed chase.
i think i had a pretty good first run, it felt really satifsying
loved the title music and really started to groove with the main game BGM too
Also, i didn't read the manual until after my playthrough, and it was very clear! I understood what everything did just from playing
Great job!!
Wowwww it's always so cool seeing full 3D games for short jams like this. Awesome work all around, i had a pretty good time with the game all the way through! I hope more people will take the time to download and try it out.
One technical note: small loading hiccup (Caused Windows popup "this program is unresponsive" when launching (long empty gray screen... i suspect particles/shader cacheing cus that's Godot's achiles heel...). My PC is decent so the long freeze was unexpected. But I knew to wait cus Godot ALWAYS loads, though it took maybe 60+seconds...it loaded up!
I really appreciate the work on audio and voice work to make the game feel more alive. The animations were also really good and I liked the shopkeeper dude. My favorite detail was the zombie animation stuck in the traps, and their death sound fx lol. I think the gun sway animation could be toned down just a tiny bit though it felt a little wibbly-wobbly when i was moving around while holding it
There were some little issues like not *exactly* knowing where to go next and kinda just wandering around till i found the button (which wasnt a huge deal because your levels were designed nicely so it was easy to wander and not get lost!) I also kinda got confused during the boss fight and assumed I needed to kill him. (I didn't read the game description fully)
Oh and my last favorite thing... the save game music! I had a blast playing, Excellent work!!
yea definitley some web export problems!
1st time (didnt record) i got frozen when i clicked Play. Refreshed, launched again and i could get to the first level! But still kept freezing.
luckily the .exe works perfectly!
i love how alive and animated everything feels. the music and gameplay was really energetic and fun even though it was pretty simple and straightforward. The minigames were cool!! Boss fights were either a little cheesy or straight up impossible to win? I Couldn't figure out the bear fight so it's a good thing I found that last! :D
The main hopper trap game was definitely the most polished... the parallax effect made it really immersive!!
Overall it looks really promising and the overworld for game selection was nice!
OUuuch my poor little robot got BEAT UP in lvl 1-1 haha
The little backtrack after the checkpoint...brutal lol. I got pwned by the big drop so many times in a row thinking there was some hidden secret or thinking the enemies were some hand-hold thing i could reach... until i FINALLY realized there was a hidden backtrack switch...
One gameplay suggestion is allowing you to HOLD jump to bypass rails. There were a number of times that I needed to jump-dodge full height from a threat or enemy, but was forced to grab a rail. If you only allow grabbing when you aren't holding jump, youd have a few tech options for those tight situations
But as always the visual polish and cohesive vibe is incredible! My favorite part was the rumbling earthquake debris that falls. Really nice detail that makes the game feel alive. And the music is top notch as always too. Overall Great work!
kinda quirky when i figured out how to play, it felt like i was playing the game incorrectly...but it ended up being really fun!!! the first few rounds i tried to play what felt natural... but i would always take damage too quickly. I guess what felt weird was the method I found seemed to bypass damage 75% of the time so I wasn't really understanding the rules of when enemies attack me vs. when i can damage them. But regardless of that, the gameplay was fun!
The music was especially great and i started jamming to it... made it feel almost like a rhythm game maybe you could lean into that even more!
Great game!
Challenging and fun game and the random curses really made it a memorable experience
the parry curse was the hardest one to deal with i think! NoWalking messed me up too at first til I realized I was allowed to dash. And the Wall Bounce curse was a really interesting twist that made me play differently to exploit it :D
Also, I had to wait in the main menu for a minute... because the music was so good!!











































