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ecaroh.games

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

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Fun and quirky with simple, clear mechanics! Although.. I was a little unclear how much tilting affected me. I would get 12-15 boxes and start losing them no matter what, so I felt like that was close to the maximum. 

I think with the time allotted, there was enough time to do delivery quests! Like returning them to a checkpoint and see how many I could gather in the time allowed. For now, I got 12-15 and just kept going around for fun but wasn't sure what my objective was.

I liked the music and at one point I couldn't help but steer to the music lol. Also loved the cat character and the art direction overall! Fun times, good job!

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A very cool start to a very customizable ARPG. I liked testing out several of the abilities until I found my favorite.. Lightning Bolt!! How it felt once I got that equipped :D

I think it would be nice if the Tab menu paused the action so I could read more details without dodging enemies at the same time. Also I noticed one of the Bullet spells was hurting me too :(

After I played for a bit, I noticed in your screenshots there's even a levelup menu? I killed a bunch of monsters, including the giant eyes, but never leveled from it. But it was cool! Great job so far!

That was fun! I liked the dice mechanics and the choices of each round! I didn't really struggle with most enemies, partially because the vine DEF was soooo good! I didn't mind it being too easy though, because it made my playthrough fun and light, so I could enjoy the story. I liked the little cutscenes and story text! Great job :)

Very cool concept for the gun-crafting! Loved the ability to forge and mutate the guns. I could see this being super interesting with even more unique traits & effects that you can blend together!

A couple note on the UI: At first I think I was clicking too much and some of my guns disappeared! Later on, I had so many guns it was hard to track which one was the new forged gun. Could be nice to just add Mk. I, II, III... and so forth to show how many times the gun has been forged? Not sure how that would work if you forged a Mk. I with a Mk. IV... so maybe that's not gonna work either. Other technical notes: the camera movement was a little disorienting. It seemed to track to my mouse position if I was centered in the battlefield. When I moved to the outer perimeter, my camera got panned way out and was hard to see where enemies were located.

Overall, it was a fun survivor game with a unique meta mechanism. The pixel art for the guns was also really cool! Great job

That crazy cat!! I love the whole concept of the cat driving a runaway train. Very funny

Love the sense of SPEED the train has, and the hectic energy the game brings as you rush to clear each obstacle just in time. The variety of obstacles was also very interesting! Had a blast and I'm glad no one was hurt by the train crash! Cat just needed a nap

Also at the end, I lost because I doubleclicked the 'next obstacle' button accidentally. Perhaps you don't actually need the 'next/previous' buttons? Like it could just auto-scroll to the next after you clear each one? Only reason to click 'Last Obstacle' is if you misclicked, and by that point you're probably already out of time. I was going to try again but I happened to get my lucky number 23! So that's where my video ends. 

Nice work! :)

I had a little trouble figuring out the tutorial at first I missed the instruction to click the fish icon to feed the cats. Dang, they're hungry! I found it really difficult to maintain their appetites while also accumulating enough mana to upgrade them, so my runs all ended a bit short and I didn't really know what I could do to win. Those brooms just kept coming!

The pixel art was excellent and I loved the broom animation. Very detailed! I also loved seeing the cats in the upgrade armor, especially <null> cat. Would be really interesting if each cat had special attack properties! The names and visuals of the cats just felt so cool, like if it was an XCOM campaign style game, I'd grow attached to each one in the party. Of course I'd make <null> my overpowered party leader and feel really cool.

I think one thing that might help is keeping the upgrades even after the cat runs away for food? I felt a bit disappointed when I spent 25 mana and lost everything from not clicking the fish in time.

But overall it was really nicely done and I had fun! Definitely didn't expect a tower defense from the title, but it was a pleasant surprise!

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Very cute and charming game! I love the graphics style with the soft shading pixel art. The wizard was also super cool and loved seeing the cat. There's something always appealing about talking animals so I really enjoyed the vibe of this game and I liked the minigame quests. I could imagine a full storyline with more animals in the forest, each with their own unique minigame as part of the story. The music was also very nice!

A few technical notes you'll see in my video: some tiles had weird seams showing up (1 pixel white lines while camera was moving). And I didn't get to finish my puzzle! It was actually pretty satisfying to hunt for the right puzzle piece and have it snap when I got it right. But I wish I could have finished it for real

Had a fun time playing, great job!

Okay that was SUPER COOL I love the alchemy mechanic using the resources AROUND you, not having a stocked up inventory or mana or anything like that. Could see that being really fun if expanded further!

I also REALLY loved the aesthetics of the procedural fire spreading. Something was really enchanting about the visual style overall. Great work!

A bit glitchy and I kept hitting invisible walls, so the combat/collisions could use a bit more polish, but overall the direction this is going is really interesting!

Technical notes: I definitely had better performance when downloaded vs. the web version! Might want to look into the multithreaded stuff more, because if I recall, godot web exports don't really support threads? I'm not an expert on the technical stuff so I could be wrong, but it may explain your performance drop on the web version if you were designing everything to be multithreaded

Mouse duel!! It was  very very difficult  so I am going to call the ONE ROUND i won a TOTAL VICTORY. I beat the game!!

Concept was fun and I liked the playful music and nice graphics. I think I would have rather played this from a different perspective though? The FPS view made it so I had very limited information as a player, since I would be faced away from the mouse/cat when I was going for a point. Maybe a top-down perspective so you could see everything going on at once and be more strategic?

Now THAT'S what I call a VIBE

Very interesting and creative project! I loved the photography!

Awesome little mini metroidvania with a really nice environment and objective storytelling. The dialogue helped a lot with staying on track and never feeling totally lost or wandering, I knew generally which way to go to get the next objective which was great. Loved all the powerups and environments. I think the very cool color palette of the whole world really gave an opportunity to make some of the enemies pop with a more red color scheme, they would have really been striking and clear. One of the ground smashers got me, kaizo-style, because I legit didn't see it at all blended in with the backgrounds. There were also some red herrings with the visuals, quite a few foreground horizontal lines that were not actually interactable. 

Like in the beginning, the grass line going across feels like it should be a "Castlevania" staircase, where you can stay on ground level without going up the slope. Likewise, the dotted line platforms convey "this is a Down+Jump type platform".


After the softlock, I restarted to speedrun it cus I was really interested to see where the story went! Until...the boss. I think I discovered something about myself... i *hate* reverse control mechanics. Going upside down to fight the boss was really frustrating. It was a combination of issues: First it seemed I NEEDED to crouch to hit his vulnerable spots.. which means holding UP while on a platform... but if you're holding UP and JUMP you'll do a SLIDE (straight into the boss and take more damage... AND lose your vantage point so you have to wait for another cycle). I was not coordinated enough to do all that and gave up lol. 

Fun and chaotic physics madness :D

A little confusing where I should go from here, but I explored quite a bit in both directions and didn't find any objective to win. Had a bit of confusion from random respawns when I didn't think I was being damaged by anything either. A lot of funny little moments where I got carried away by flying zombie enemies and got wayyyy up in the air. It was fun though :D Is the giant cat the final boss? I got it to spawn once but couldn't figure out how to defeat it

Thanks for the fun afternoon metroidvania! This was a fun one. I liked the unique attack/dash mechanics, was fun and challenging.

Got a little lost finding the last coin dropoff location - partially because the colors of the coin didn't match the zone colors, and the lack of landmark on the minimap so i was wandering the green zone for a while.

When I found the 4th coin location for the fire zone, I went in the backdoor via the purple zone, so it felt a bit easy. The coin was only 3 screens away from the entry! So I didn't feel like I really 'earned' that one by going through the full fire zone. (If you enter the east entrance via the green zone... that would have been super challenging cus it's like 20 screens away from the save point!!)

Love all the clever puns with the ingredients :D Graphics were nice and the music was really relaxing and atmospheric.

One small bug that interfered with my play the most -- when the animation is playing as you add ingredients, you no longer get the tooltip in the bottom right about what bottle you're hovering over. You have to move the cursor off the object and back again to highlight it. Since the ingredients mostly just varied in label color, it was a bit tricky to memorize all of the ingredients without the tooltip so I relied heavily on it. Maybe some art on each bottle could help player memorize them!

I did a little testing and noticed you can sometimes add an extra ingredient and still get credit for the recipe. I liked that it was a bit lenient, but I'm not sure it was intended?

I had a great time playing! Nice work

THIS WAS SO COOL!!! I love how you achieved the really unique 3D effect while staying 100% true to NES feel. That was REALLY well done!


VERY cute, VERY cozy... but I had a few moments where I was asking myself "is this game trolling me"? Because I think the item spawned in such a way that it made me take the LONGEST path possible to collect everything. If you make the wrong guess and start walking to the right (alllllllll the way to the princess statue... which is kind of a red herring because it never did anything) and the item isn't there... you have to walk ALLLLLL the way back to the left side. And unfortunately I made a few wrong guesses, so my player experience had multiple: "i made a bad 50/50 guess and now the game's wasting my time".  Everything about this game's aesthetic and atmosphere was on point tho. Excellent graphics and colors, likeable characters, and cool CRT + weather effects and all that... but the gameplay undermined it a little bit for me.

A few suggestions: Have hints or clues where the items were lost so you get a good starting direction where to search. Even better-- Have breadcrumbs of clues from other characters so you're more engaged with the little world instead of just holding left or right until you spot the item. Have the objectives be a little more within reach instead of on opposite ends of the map too. It's been a while but I think the game Spiritfarer had some fetch quests that could be good design inspiration. And lastly, adding some extra movement mechanics, even just a run ability could solve a lot of my issues too cus at least the traversal would have been quick and a bit more fun to get from point A to point B!

Really nice presentation though and i loved how you described it like "how NES *felt* as a kid"

Loved the QUack Quack! samples in the music! Really fun and energetic. At first the game seems simple, but once you add a few enemy patterns on top of each other, a lot of complexity starts to emerge! The levels were really well designed and easy to understand everything visually at a glance. It felt like I was getting really close to the end, but I gave up on the 3rd level. Had a few frustrating 'bad patterns' from the bouncing crystals after the skull room that killed one of my runs. Overall, REALLY felt authentically NES. I especially liked the detail of sprites disappearing during the room transition animations!

At first I missed the control instructions, so I spent a few minutes flying around with just the spacebar (attack) and was a little bit confused what was going on. Discovered the A/B buttons and then was able to interact with the gemstones to get some story/dialogue and dash! I liked the worm fetching mechanic and the animation was funny! But there were a few issues with the physics and the boss spinning around made its health bar rotate with it. I was unable to defeat it :,(

I think the interactions with the worm is really clever and the most unique aspect. It's an interesting concept where you are not able to directly interact with the environment, but you can control the pet worm instead!

Sooo charming! I love the little storyline and how each level adds a new mechanic to your arsenal. I really enjoyed the short mechanic tutorial cutscenes to start each level too! Really great artwork and music! All of the hamsters have a lot of appeal and the boss design had some great details like the bite out of his ear. Great job!

What if WarioWare came out on NES in 1989? This game answers that question! Really fun and gets really intense at the higher difficulties!

A few small technical notes. At 3:10 in my video it shows I'm perfectly under the floppy disk but it didn't register, and I lost. When you fail, the graphics revert to the Easy mode books instead of floppy disks.

The other note is that in "Pull The Hair" the first 2 pulls work as expected, and the 3rd pull you don't have to release the button. It will register as success the moment the indicator reaches the green area.

Overall I loved the minigames! They were all individually fun and equally quirky. The "Feed the Princess" one feels like it's straight out of WarioWare haha. Great job!!

PS recognized you were the dev who made Shinvu last year! That was one of my favorites!

Amazing game!! I think the first room of 1-1 being FUN even when I had to backtrack for getting all 15 stars is a sign of how good this game is. I didn't mind backtracking to get the 15 stars because it's just a joy to play. Kind of like how we've all probably played NES Mario Bros 1-1 a billion times, but it never gets old. Your stage design was really cool! I liked how a few of the stars eluded me at first until I learned how to reach them later on through experimentation. I also liked how you could bypass stars and had freedom to explore a bit before you had to focus on the objectives.

The movement and the hidden advanced mechanics (like the powerup star) felt so satisfying to use. Only suggestion I'd have is to make the groundpound Down+Jump or Down+Shoot instead of just Down. I played on an old controller with a sort of wobbly D-Pad so I had quite a few accidental ground pound inputs from that control scheme.

Really fun experience start to finish. Love the graphics, audio, and boss fight design! Incredibly authentic to NES style. Great work!!

Pretty cool concept for an NES deck battler! It could be cool to expand it into a full deckbuilder that lets me choose my cards too. I liked the overworld map and mission briefing storyline. I got a little confused on the second battle though. I admit I was just wailing away, but it seemed like nothing I was doing had any effect so I wasn't sure what to do to clear the mission. 

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Love the fluid animation of the power pitch! Really cool twist on the mechanic replacing megaman's chargeup shot. I liked how the speed of your throw affects solving puzzles too! Could definitely see that expanded a lot further with other interactions. I also like how it was crucial for defeating the boss. Very well balanced! Gave me a good challenge, so the respawn point was VERY appreciated so I didn't have to run the level over and over. In the replay, you'll see a few hitbox glitches with the boss where I think it *should* have damaged, but it didn't. But otherwise it felt fair and challenging enough! A nice mini megaman adventure with a funny story around the whole thing. Well done!

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That was really fun! Definitely challenging with the *slight* delay of the chops. In some ways, i liked the challenge of having to get perfect timing, but I think I would have enjoyed it more if it would instantly register my chops to whatever the scrolling bar was touching on the same frame. Loved the vibe of the game presentation. Felt kinda like an old DOS game (from the recorded voice audio) mixed with NES graphics!

That was a really fun adventure! I love the dual character puzzles at the end! This was such a perfect length game for a jam, and I really enjoyed my time with it. The core mechanic felt really good to use and created a lot of interesting choices in the gameplay. Map and layout of the puzzles was perfect. Great job!

Really nice art style! A little button mashy with the controls, and since the game resets when you die I tried to cheese it a little with some jump strats. Wasn't able to carry me tho

This DEFINITELY feels like a real NES game. Great job on the authenticity category. And same with the NES difficulty level! I wished it could continue with infinite lives tho so I could keep going where I got a game over! Really unique game. Love the sounds and music!!

Another Kuro classic! It felt like a true NES game I might have played as a kid. Really impressive amount of content and scope to this. I was able to finally track down the whip but couldn't make it back to the save spot... I wish the item progression got permanently unlocked so I didn't have to backtrack again and again. I also feared that I missed a crucial item early on in the game and would have to go ALLLL the way back to proceed. There were a lot of branching paths which led to dead ends that made me unsure if I was going the right way. I'll definitely have to pick this back up now that I know how to get the whip!! Very cool itemization so far! The scale of this game is quite grand and was really fun to play. Nice work!

PS I wish my sword could have killed those worms! It's always funny how a very weak looking enemy can somehow dodge the hitbox and is practically invincible because of it :P

Really nice game, especially on the authentic NES feel .Love the graphics and music! I'm not sure what I was doing wrong, but I couldn't get past the first stage for some reason. Tried a couple tower combos but didn't seem like enough to get 300 in a minute.

I couldn't escape!! I blame BREAD. Really interesting stealth mechanics and I love the contextual skill designs between the characters. Could be really cool as a CO-OP game concept too!

Really fun puzzles! But I got pretty stuck on Stage 4! The simplicity of the concept is deceptively deep and really had me strategizing my path. Wish I could have gotten past level 4 to see the story ending! I loved the little cutscene between stages

I enjoyed the speed of this game! it really tests your reflexes when you get a good rhythm going.

Really fun game loop!! High score: 4700!

Really felt like an NES adventure game, love the design of all the special items I found so far. One more nostalgic thing this captures is going onto gamefaqs to find a walkthrough on one puzzle I'm stuck on. I tried some tricks to get both buttons pressed with the princess, but I'm wondering if i missed a crucial item somewhere?

Greatjob! The giant crab battle scared me for a second haha

Ahhh refreshing! it was quite a fun game with difficult boss fights!

The soundtrack instantly pulled me in, making me feel like i was about to embark on an epic adventure. And it did not disappoint! Very fun, although a bit simple and straightforward sokoban puzzles. I generally could see the solution right away but it was still really fun to complete them. 

If I had one wish? To be able to stockpile multiple bones so I could take out more than one enemy!

The creativity with the bombs and the flower/vines was really cool! It was interesting having more dimensions to the puzzles with those additions. Very well done as always, Kuro! GG!

Really mind-bending puzzle mechanic! It started to get really tricky after the first few recipes. Very interesting and unique! I love the alchemy theme, sound, and graphics. Only issue I had was getting stuck on the narrow hallways between rooms! You have to be pixel-perfect sometimes haha. Really nice game