Hahaha, thank you so much! Really glad you enjoyed it! 😄

Eakka Labs
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I really liked the idea of treating memories as “old gold” to recover, and the story is handled nicely with concise dialogue.
The gameplay side felt a little more limited to me, and I wasn’t always sure what the little clouds were for beyond progressing the story.
Still, it’s a really nice concept, and I think a bit more interaction around recovering the memories could make it even stronger.
Really interesting mechanic, especially how picking up the golden artifact changes the map and turns the escape into the main challenge. It felt pretty fresh.
The visuals are really well done and have a strong Game Boy feel, and the music fits nicely too.
One small suggestion: it would be great to have a button to skip or speed up the final score calculation instead of waiting for the whole sequence every time.
I really enjoyed this demo! It reminded me a lot of Sunset Riders, which is a game I spent a lot of time with, so that immediately worked for me.
The levels and character sprites are really well done. I think being able to shoot diagonally, and especially while moving, could make the action feel even more dynamic.
I also really liked the boss, although I found a spot directly underneath him where I could avoid all of his attacks and keep shooting safely. He also takes quite a lot of hits, especially for a first boss. Maybe giving him a bit less health but adding short invulnerable phases could make the fight more varied ( for example, having him hide behind the saloon counter while throwing molotovs).
Really promising!
Really charming game! The fishing part is especially well done. The screen communicates everything clearly, and the fish sprites are really well made.
The character movement and animations felt a bit rougher to me, though. On the boat, sometimes the character moved up and down and sometimes stayed still, and I couldn’t really tell if that was intentional or a bug.
Still, you can really tell a lot of care went into the fishing itself!
Really nice little rhythm game, and definitely a fun surprise to find in a Game Boy jam.
It took me a little while to realise that Space was the button used to hit the notes, so a small control hint at the beginning would help a lot.
Once I figured that out, though, it was simple, charming, and fun to play.
Thanks a lot! That’s a really interesting perspective, especially coming from someone who doesn’t usually play autobattlers.
I actually considered critical hits and a dexterity/accuracy stat that could cause misses, but as a solo developer during a 10-day jam I had to cut that pretty quickly. 😄
I also had more attacks and spells in mind, and one idea was a Party menu where each character could equip 2–3 attacks from a larger pool of unlocked abilities. I wanted some active abilities during runs too, so the player could intervene strategically instead of just watching.
Different damage types, though, is something I hadn’t really considered, and that’s a genuinely interesting idea.
I’m definitely planning an update, so keep an eye out if you’d like to see where it goes!
Thanks a lot for the detailed feedback!
The SFX/music balance definitely needs another pass, and eventually I’d also like to expose separate volume controls in an options menu.
The float-to-int issue comes from wanting to show both the health bar and a clean HP counter without ending up with something like 115.4/200 on screen. But you’re right that it can make the underlying damage feel a bit odd, so maybe dropping the numeric HP entirely could be a cleaner solution.
And more animation variety is definitely something I’d like to explore in a future update. The abort-run idea has also come up a few times now, and it makes a lot of sense.
Thanks a lot! Glad you enjoyed it. 😄
The transition between the upgrade menu and the runs could definitely be clearer at first, so that’s something worth revisiting.
And yeah, you’re not the first person to mention the SFX/music balance either, so I definitely need to take another look at those volume levels.
Thanks for playing and for the feedback!
Nice game, and I really liked the art style.
The controls felt a bit too fast for some of the platforming, which made a few jumps more frustrating than they needed to be. I also found the camera movement during jumps a little distracting.
With a bit of tuning there, I think it would feel much smoother to play.
Thanks a lot for the detailed feedback!
The auto-advance idea is definitely interesting and worth considering. My original idea was to keep the game mostly passive, but add a few active abilities to use strategically during runs rather than making it fully idle.
I also agree that auto-restarting after death could go a bit too far, since coming back to the tree and choosing upgrades is an important part of the loop.
And the separate music/SFX controls and volume balance are both good suggestions. Thanks for taking the time to write all this!
Really nice incremental take on this kind of game!
I had a lot of fun seeing how you handled the progression tree and upgrade balance, especially because I wrestled with very similar problems in my own game and ended up solving them in a pretty different way.
Definitely gave me a few ideas to take away from it. Great job!
Thanks a lot for playing all the way through and for the feedback!
I actually had active abilities planned for each character during runs (that’s what the empty space in the bottom-left was meant for), but of course I ran out of time during the jam. 😄
And yeah, the QoL suggestions make sense. Making maxed-out upgrades easier to spot would definitely help.
For the gold counter, I originally wanted the run screen to focus only on the coins earned during that specific run, but you're not the first person to mention wanting to see the total as well. At this point, it might be worth finding a way to show both.
Thanks again for the suggestions!
Really loved this one. The visuals feel incredibly faithful to the Game Boy style while still looking polished and modern, and the controls feel super responsive.
I also really liked the progression through the items dropped by enemies, and the music is fantastic.
Honestly, I had a great time with it. Really impressive work!
I really loved the visual style . The palette works incredibly well, and the very minimal art still feels full of small details and gives the world a really strong atmosphere.
I did miss having sound, though, and from what I played most of the interaction was just exploring and reading. I would have enjoyed having a few more things to actually do along the way.
I didn’t reach the end, so maybe there’s more later on, but visually this really stood out to me.
The art and combat effects are really nice, and hitting enemies feels surprisingly satisfying.
I think the main thing holding it back is the lack of variety. Fighting the same enemy over and over gets repetitive pretty quickly, and the enemies rarely put enough pressure on you to make the fights feel dangerous.
With a bit more enemy variety and more aggressive encounters, I think the combat could become much more engaging.
I really liked the palette and the music, they give the game a really nice atmosphere.
The traps were probably my favorite part but I did find restarting the whole level after every death a bit punishing though, especially once I had already repeated the same sections a few times.
Overall, a nice little platformer with some good ideas.
Really nice RPG! The combat animations are especially well done, and I really liked the enemy designs.
The alchemy system is a great idea too, especially when it becomes part of exploration instead of just being another combat mechanic. The environments are also really detailed and pleasant to explore.
The only thing that felt a bit odd to me was the movement, there seems to be a slight delay or sliding feeling after each input, almost like walking on ice.
Overall, really nice work!
Really enjoyed this one! The music is fantastic and always fits the moment really well without ever becoming annoying.
The story was also a really nice surprise, and I had fun with all the minigames except that damn pendant, which kept coming back to haunt me. 😄
I also liked how the story slowly made the characters feel more familiar as you went on. Really nice work!
Thanks a lot! You definitely read the Fighter correctly. He really is carrying most of the party right now, and that's something I'd like to rebalance in a future version (maybe by adding a fourth hero).
I see the Archer a bit differently though. His main value is being able to target enemies further back in the formation, and while he's not as strong as the Fighter, he's actually pretty close. Still, if he feels noticeably weaker overall, that's definitely worth checking.
And yeah, Quick March is probably the odd one out. It improves gold-per-minute by making runs faster, but unlike most other upgrades it doesn't really change what happens during combat. That's something I'd probably rethink too.
Thanks for the detailed feedback!
That's actually a really good point, and something I hadn't considered.
You can end up clearly being stronger and surviving longer, but if it's still not enough to beat the next enemy, that extra progress doesn't really give you anything and the run just takes longer.
An abort run option would solve that pretty cleanly, and it should also be very simple to implement. Really good suggestion, thanks!
A really good start, especially for a first jam!
There are definitely a few areas that could use some more polish. The cleaning mechanic is quite hard to use, and since it doesn’t lock the player in place, it’s easy to accidentally move around or interact with other things while doing it. The music cuts out completely in the excavation area. I understand wanting the digging beep to stay clear, but lowering the music instead of turning it off entirely might feel a bit smoother.
The movement could use some refinement too, but even with those rough edges, the game is still genuinely fun to play.
Really good work for a first jam!
The lockpicking mechanic is really well done and genuinely fun to play.
I also liked the idea of having different districts. I would have loved to see a bit more variety between them beyond just the difficulty, but the overall structure works really well.
I think simplifying the rest of the gameplay to give more space to the main mechanic was absolutely the right choice. If I had to nitpick, I think even a few simple sprite animations would add a lot, since right now the characters mostly move around as static sprites.
Really nice work overall!
The dialogue itself was fine! It gives some context and never felt too long.
What slowed things down for me was having to confirm almost every little action: buying bait, choosing a spot, using the bait, selling the fish, taking the blessing, leaving, and so on. After a while it felt like there were a lot of extra steps between me and the actual gameplay.
Then, once I was fishing, the main interaction was basically pressing A repeatedly to catch the fish. Since that's the main active part of the game across all three days, it didn't feel very exciting to me personally.
So I think reducing some of those confirmations and giving the fishing itself a bit more interaction or variety would probably help the pacing a lot. :)
Thanks a lot for the detailed feedback!
I actually don't mind having to do a couple of runs before reaching a bigger upgrade, as long as that upgrade feels genuinely game-changing when you get it. Things like Mend or Camp Recovery were meant to work exactly like that.
I'm a bit less convinced by the idea of adding lots of smaller upgrades, because I think there's a risk of making each individual choice feel less meaningful. That said, I definitely understand the pacing issue you’re describing.
I originally planned some active abilities during combat to give the player something to do between upgrades, but that was one of the things I had to cut to finish the game in time.
Thanks for sticking with it and for the thoughtful feedback!




