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

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the theme is only the animated assets we use 

Image

^ these were all of the past themes


Game doesn't have to be a "magic game"

You can revive old projects. The goal of Alchemy Jam is to make something new during the jam period (not just resubmitting a project you previously finished)

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!!

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amaazing NES feel and a really fun game concept!! The hitboxes felt funky tho so the inconsistency made it a little confusing, but still really fuN!

You'll see me miss so many dives that i kinda
gave up on trying to accumulate points 三 ┏ ( ˘ω˘ )┛

Really great character designs!!

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it's cool imagining what old classic NES games could have been if they had modern genre spins like crafting/collecting in a NES zelda... this is definitely nailing that concept and aesthetic!

Balance/progression creates a bit of a grindy problem as you mentioned i saw in a comment -- and it's brought more to the attention from the lack of music/sound. After i realized i wasn't gonna grind up all the resources (esp if i lose everything when i die right now), i decided to explore for 5 minutes. A lot of cool stuff in this game!! I got to fight the slime boss and I'm glad i got to find the dungeon and check that out too

interesting idea for a stealth mechanic!

cool game the pixel art is great!!

the mansion is VERY big, so long empty hallways and only 3 candy. it is a lot of walking!

but nice music, nice game

the dash move was SOOO SICK

love the art direction and really cool interpretation of the jam theme into gameplay!

amazing game! especially for your first game here

it had a reallly good authentic NES feel and the umbrella weapon was cool!

it was funny doing the walk of shame when i died because the rooms were empty lol. I think you could just let them restart the room if they die, since i just have to walk back no problem

i really liked the progression up to the final boss room! I also liked the cutscenes you had at the beginning/ending, and seeing all the monsters at the end thanking me for playing was kinda wholesome

my feedback is about the dialogue cus i got kinda stuck in a dialogue loop trying to start the adventure!

i tried both options but i got stuck back in the tutorial -- the intro cutscene text was also kinda slow cus you couldn't press Z to skip. And lastly it wasn't a big deal at first, but once the game started, the small dialogue windows had animated text reveal jumping lines constantly while it was being revealed which was distracting.

If you're using RichTextLabel this fixes it:

text.visible_characters_behavior = TextServer.VC_CHARS_AFTER_SHAPING

From what i saw, it has a very interesting combat system and the art was great! I also loved the theme song that played throughout

pretty cool boss gauntlet! the kind of NES game you need to hand the controller to ur older brother to get past lvl 2  (i definitely got a bit frustrated with the movement in lvl 2 haha)

definitely had an Arcade-era NES feel to it and i liked the concept of the rotating cursed!

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TAKE TWO! Thank you for mentioning i could use LMB for attack! that clicked a lot better and now i actually realize my ragequit earlier was just frustration for killing my wife accidentally while i was learning which button did what, so i think you could make it so she cant get insta-killed accidentally if i pressed attack instead of spacebar by accident to become murder wolf ᕕ(╯°□°)ᕗ 

i did a lot better in these attempts! and it was really fun! absolute carnage, great attack animations and sound design!

lol i'm sorryヽ(゜~゜o)ノ

i know i'm probably just  weird  for having this control preference/blindspot in my dexterity coordination... but i really cannot use WASD + Jump on my left hand if i'm using my right hand for another action (the J key for attack). I can't use my right hand to Spacebar + J either xD

So basically what i might have been able to handle is J/K + WASD/Arrows, or Z/X and Arrows i've seen in a lot of games. 

loved the style of graphics, the subtle drop shadow on the main character was a nice touch that did a lot

really nice art direction and music was jammin!

i also thought the choose-your-own difficulty with the Love heal system was genius. Great job!

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has some serious potential  with the unique movement system!!! it needs soem tuning though cus i could really not get the rhythm from how fast everything was. it needs a lot more telegraphing i think to know which way i should dodge/parry and i died so fast!!

i'm certainly hooked by the concept, though! and i really liked the art direction!

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nice stage design and the yo-yo street quest was really challenging!!!

i got very close to cracking it, but i have to admit defeat!

PS i checked if i could hold Down to drop through the windows in the house... "There's no hidden stage here" so of course i tried a bunch of things lol

the control scheme you chose was a lil funky and making it so easy to insta-GameOver made me ragequit  O_O

(and my gamepad did not work either)

incredible soundtrack, artwork, and the best CRT filter i've ever seen!

really nice game and roguelike concept, but a rather anti-climactic abrupt ending haha. I did not expect to get a game over when i ran out of dice! How do you get more? I  could easily see that being the actual  roguelite loop point where you just have to start over with a new run, new random equips, and slightly MORE dice so your next  run is a bit longer?

It was really fun!

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this game has so much speedrun potential!!!

I really had a great time and was gratifying to stick around to keep replaying "world" 1 until I beat it. The switch to world 2 was super cool, and I am definitely interested what else there is in the game if i can ever beat it! "World" 2 has a lot of potential, but i suffered from platform readability a little bit. The timing and usage of the new item was instantly interesting , really really fun to use it, but guessing "is this gonna be a platform or not?" was more frustrating than challenging. It wasn't all of the platforms, some of the colors were very clear and indicated what i needed to know, but there were a few confusing colors and platform types i got tricked by several times. Not sure if the trickery was intended since it doesn't really have any kaizo feel to it other than the first falling platform surprising me!

the NES feel with difficulty, precision inputs, music, sprites, and color were all PERFECT.  because the NES aesthetic was so perfect, the black rectangle scale tween during screen transitions bothered me a little bit more than it should. (To critique the game's art, i have to resort to critiquing the screen transitions... xD)

I think my favorite part of the game was learning the timing of the gold enemies. The enemy designs were really well balanced and challenging overall. Definitely reminded me of MANY old NES platformers my cousin and I would replay over and over, but only ever beat 1-2 levels whenever we played it haha

And last but not least... thesoundtrack... Old Mines was such a banger!!!!!!! GG WP!

Amazing NES feel and soundtrack. Really awesome parallax to the outer space part.. the artwork overall was incredible!! The fuschia/cyan color scheme on the title was what really caught my eye

the battles were really fun! I liked the battle music! I enjoyed the levelup process unlocking more abilities. BOLSTER OP!! I really like the 1-shot combo with Bolster -> attack.

The world felt a bit sprawling and battles began to feel a little bit repetetive, so I called it a solid run after a small visual glitch with the town menu at 6:30

Overall was really fun and was high in the NES-feel!

super cool shader effects and funky beats in the background music. I liked the tricky challenging platforming, but lack of checkpoints made it a little frustrating especially getting stuck on the section with two slimes. I couldn't get past!

THAT WAS SOOO GOOD but i am soooo bad at the superjump combo :)

i spent the whole time playing just trying to get the knack of it consistently, and didn't do so great haha. SUPER satisfying when you can speedrun, and really funny when i accidentally slingshot straight off to my death :P I never quite got the timing down perfectly.

but The movement mechanic overall was super buttery smooth and fun!! And a lovely kirby inspired atmosphere you really nailed it both aesthetically and NES-styled.

DEFINITELY had the NES feel for sure. I really liked the sprites in the battle sequences! The sound design and music was very NES retro and i liked how N E S W had different music (from what i discovered so far)

I had a hard time in battle though, getting pwned by some lvl 3 monsters haha whoops i guess i needed some more levels before i ventured out

thx for checking out my game!

next NES Jam, i think i want to really  try to stay more close NES limitations! I got carried away this time even more than before haha

nice fun RPG! i was starting to get into it and the levelup systems and unique class for each character is really cool

starting to grind up some XP and feeling the power! But then i got a gray screen of death :( and i couldn't reload the page either RIP. But it's okay i had a great time anyways! I'll check out your full playthrough to see the rest of the story.

Great atmosphere and creepy, semi-weird (in an Earthbound kinda way) environment! I liked all the character designs both enemies and allies.

i also got a bit overwhelmed by the number of resources, until i settled in to realize "oh it's just a color progression and fabric/ore are the same systems... they all just level up like copper -> silver -> gold -> platinum in WoW"

but indeed seeing them all at once from the very start feels like it's gonna be a LOT of resources to learn (expecting them all to be unique)

maybe if the upper tier resources were locked at first, player would only see 2-3 resources and not feel so much overwhelm at the beginning

thanks for checking out the little test scene!

one peculiarity with Godot is for web exports it can cause lag spikes when a new particle system gets rendered for the FIRST time so i render every particle during the pre-loader to get all of the lag spikes done at the start

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all good! for anyone else having trouble playing this, i apologize


here's all the gameplay you're missing

SUPER FUN GAME LOOP! i got addicted and had to keep going until i had like 10 slime monsters

At 2:18 in my video, I restarted the game. First 2 minutes I was confused how to play!! I think one thing that could have immediately helped is a sound FX when the sunflower gives you $$ in the beginning. I totally missed that because it's silent currently, so I didn't understand how to earn $$

Once i figured it out, it was really fun! I loved how each plant is so profitable-- $10 seed for $50+  and then infinite $$ from the grape trees felt great. I liked the cloud animations too

Only one small glitch to report: at 5:47 when I plant the 4th tree > the seed rolls on the ground and plants the tree in the air 2 pixels too high from ground -- and the problem is can never reach the top grapes because of itImage

but other than that it was smooth and easy to play great work!!

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ooh okay nice! that helped! and congrats on your first game!! A lot to be proud of for sure !

i liked the upgrade systrem and the sound design worked really well, going for ambient atmosphere rather than music really worked well! I liked the scenery and style of background art. Level was a bit spread out too much perhaps, a lot of empty screens so ends up feeling a bit like walking simulator. Why not have a nice dense cluster of trees with 3-5 apples on a screen at a time so you can do the first quest within 5 screens instead of ~25?

i also had trouble when i fought my first demon, and ran out of energy pretty quickly fast. And i wasn't sure about waiting fifty seconds for full energy since I was probably gonna lose the fight again :P

Great job again and especially for ur first game!!! ヽ(•‿•)ノ

that was an intense boss fight!! i hit a skill issue wall pretty early on but it was really fun so far! Solid platforming and i especially liked all of the sound designs

Slime boss maybe overtuned or just lacking prediction telegraphed abilities.. because i was trying my HARDEST and still couldn't out-damage the slime! His fireballs were devastating cus they were fast and i couldnt dodge in time; so my strategy was to tank it and just try to deal maximum damage possible with perfect DI input, it was quite tricky to actually keep the attacks while staying slightly distanced from the boss! I had fun but it ended up feeling impossible without a HP bar to guarge my progress. maybe i was 1-hit away from beating him?!? I would have 100% tried again!!

Hmmm i cannot eat apple or anything? ╥﹏╥

i will wait to see if it's a bug/glitch. When I press E nothing happen

i think the arrows shoul move up from the bottom to give mor time to react it's super super fast right now! or i'm just too slow haha

cool art and interesting concept to make a DDR be the fighting mechanic!

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super cool seeing the 2d  theme asset brought to life in 3D!!

game was pretty fun and challenging! I would have loved a crosshair to help aiming a bit sometimes it was very precise and i'd aim just slightly off, which puts me in a dangerous position to kill them

i didnt realize there was a recall button!  I glanced at the controls on the page but didn't scroll down to see everything oops! (ᗒᗨᗕ)

an easy trick i stole from tbleazy is to put icons for the buttons in the UI and highlights when the player presses it so they can just intuitively learn the ability on their own, at the very least. (when you dont have time for a full tutorial since it's a jam). Just pointing out there's not a way to learn to press E (in-game only) unless you did it accidentally

Overall really cool tho and i love seeing 3D web games in the jam!! great work

that was a really well balanced game design! i love how snappy and responsive the controls were and how it ran super smooth on the web

i love the balance in all of the materials and upgrades - the combat progression felt great to go from very weak --> SUPER STRONG, you really feel the power curve in the game.

but the half XP loss was pretty brutal and caused me to have a rough time getting started early game, then i felt super overpowered for a bit, but still got 1-shot on occasion with surprise deaths (altho i didn't buy many upgrades for defenses it still felt like too much damaage?)

But still, SUPER fun! i love the mix of collection rooms vs. danger it had a nice flow of gameplay. Would have loved tool upgrades to break more rocks at once or break them faster.

COOL HAT ALWAYS IS THE BEST CHOICE :) but would have been sick if it actually gave an OP ability or something like Link's master sword projectiles.

JUst wanted a bit more than simply adding to the incremental stats.

These were all just the wishes I was having while playing because I was fully hooked on the game loop!

Amazing work this is a really cool game!

downloaded your zip and i see you have the whole project folder in the .zip

you need to export it for web like this : https://foosel.net/til/how-to-export-a-godot-4-game-to-run-on-the-web-on-itchio/

but luckily i have godot and i got to test it!

pretty cool game start to a tower defense!

the machinegun is already fun i like the fast bolletes and killing slimes!!!!!

great job congrats on 1st itch upload (✯◡✯)

Wow that was awesome! I enjoyed that a lot more than expected because I was anticipating getting motion sickess from the camera movement, but your design was actually genius to mitigate that almost entirely for me with universal gravity that always points straight down.

It felt really great to control and had the gravity tuned really well! I even had a few perfect runs on the first try. The spike obstacles with bright red bloom made them instantly pop on screen even when the camera was panning quickly - great readability and the overlay shaders added a lot without distracting

Great intro cutscene too! I had a great time playing

it has a cool ability set for a slime platformer! I think each move was interesting

there were some bugs with the platforming though, so it was a bit difficult to control

and it took me a while to realize i click ON the soldier to eat them.

that was when the game became really fun!! Up till then it was a bit confusing

great job!