Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Eraser TailView game page

Help Eraser Tail the dragon get his treasure back!
Submitted by qtip, JordanBWolf, Binjovi — 6 hours, 28 seconds before the deadline
Add to collection

Play game

Eraser Tail's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#34.6844.684
Accessibility#223.2633.263
Overall#243.5713.571
Fun#323.3683.368
Originality#383.6843.684
Controls#403.3163.316
Audio#413.3163.316
Theme#653.3683.368

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.3

Wildcards Used
Shopaholic

Game Description
Eraser Tail the dragon lost his treasure. Luckily, Giacomo Foxarini has the magic erasers you need to get it back.

How does your game tie into the theme?
The goal of the character is to erase pencil scribbles that block the treasure

Source(s)
N/A

Discord Username(s)
N/A

Participation Level (GWJ Only)
1 member - First Jam; 1 member - 5th GWJ; 1 member - 6th GWJ

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Great entry! The art is so good! I’m a bit torn on the cutout size, it messed with my head and I think I felt like everything had a larger collider than they did. I kinda started to feel a little cheesed getting the last gem but being able to play with a controller was so good, I finished it.

Submitted

Beautiful art and fantastic visual presentation with the cutout style and subtle shadows.

Submitted (1 edit)

Love the picture book comic style. I had to lock in in order to get enough coins for the upgrades. It was tough!

Submitted

Very pretty :D

Submitted

Cute dragon and gopher! I think the web version the sounds was clipping a bit, not sure if it has the issue on downloadables

Submitted

Very cute game! The bunnies are too cute to be enemies. The game was kinda frustrating to play. I didn't like how sometimes I would get one shot by a bunny and other times it would do 1 damage.

Developer(+1)

Yeah, I've played through the game a few times now and the enemies having different levels of damage without any kind of indicator that they're more dangerous is an issue.


Despite recolor being an easy thing to do, with as much art as we were pumping out for this project, it was one of those things that just slipped through the cracks. Thanks for playing, and sorry you had a difficult time with it.

Submitted (1 edit)

This is an amazing game. The art is so unique and catches your interest right away. The music is a perfect fit, and the game play fits so well.

I don’t know which one of you decided to disguise a souls-like as a cute dragon adventure, but when I got dive bombed by bunny after fighting for my life, I knew I had to lock in.

Really good job!

Edit: Also I didn’t see anyone mention this, but the sound effect changes depending on which area your in, like the echo in the cave. Wow.

Developer

Thanks! Funny enough, I started writing some code to drop all your coins where you die, but ran out of time :)

Submitted (1 edit)

Good Thumbnail, which lead me here. Super cool Artstyle. Very cute characters, Good Music. nice sound effects.
I really like the "rewind/slowdown" sound when you die.
I died several times and nearly quit before i finally got the hang of the game.
Also before i came somewhat overpowered i found the balance was kind of unfair, because i could only see so little of the world in the view. I would prefer if the camera was zoomed out a little bit more.
Some of the enemy placement is also kind of unfair until you know the level a little bit. I often endet up spamming fireballs all the time to kill everything which would be in front of me. Also it seems some of them do a lot of dmg... which is kind of frustrating when you cant see anything in front or below you, than jump or fall onto an enemy, die and loose half of all gems etc. that is too harsh. Because the player can`t do anything about it, skill is not the issue, it is the too small amount of cameravision. In the end got a little bit frustrated about that mechanic and stopped playing because it felt i waste too much time when i die.
There is a lot of gameplay time in this one. I played at least for over an hour to get all the upgrades. 
I enjoyed the verticality later on when you have the double/tripple jump ability. And that which each upgrade more of the level becomes accesible. That part is very cleverly done and well designed. 
Also very good control scheme
Very good entry!!! well done!
Only thing which I would change would be the difficulty and the camera zoom, other than that, super!

Developer(+1)

Thank you so much for playing the game. I'm sorry that the game frustrated you 😅. I think you've hit the nail on the head with the zoom level. I tried to let you change the window size to see more of the game, but the fullscreen shader was a little buggy under those conditions so, in fear of breaking it, I set it to viewport scaling which is why you can see so little. The two wonderful artists I worked with made very big art that I didn't want to ruin by scaling down, however in hindsight I think it would've been worth it because, yeah, you can't see much of the screen. I could've also maybe moved the camera to the right so your character is on the left half of the screen (but that would've made problems in other parts of the game).
The design I cooked up right at the start was a sort of clicker game. You start by getting only a few coins at a time at the beginning, and as you upgrade the rate goes up and up to where you're just completely overpowered and can easily just waltz through to the end. This requires careful level design and attention to the upgrade pricing curves. I think this is ultimately what I missed the mark on the most. I didn't get around to play testing until the last day or two of the jam so I really didn't give it the TLC it deserved and your comment shows that. If I had another day or two I'd tune things better.
Funny story, I had originally made it so you lose *all* coins when you die, but switched it to half right before I submitted. I think I should've gone all the way and just let the player keep the treasure haha.

Anyway, thank you again for playing!

Submitted(+1)

What a beautiful game!

Submitted(+1)

Fantastic platformer and brilliant art style! You all did a wonderful job! the unlocking new level areas with the shop abilities was very good and most enjoyable part for me. 

Submitted(+1)

The art style is really good! I like the concept a lot.
My one thing is that I wish the jump was a bit faster. I find jumping up platforms feels like I'm having to wait and hold jump while waiting for the dragon to fully ascend the platform every time.

Also, the rabbits were a bit frustrating when starting out, since unless you go really slow you just fly into them, and with the low health you die so fast.

Very cute game and very fun, the art style is so nice (like OtulissaXIV said it reminds me a lot of paper mario) and the gameplay very smooth, I like the upgrade mechanic to advance. Indeed the bunnies were the hardest enemy. Overall superb job!

Submitted(+2)

This was a lot of fun, though frustrating at times (stupid bunnies!). The art though is absolutely top-notch, and I predict first place in graphics. Great job!

Submitted(+2)

Great game, art was really good. How did you do the drop shadows on the different layers? I was able to return all gems to my hoard. The platforming was pretty good though I did feel a bit floaty but then again I was a dragon so maybe thematically it fit. I agree with OtulissaXIV the bunnies were the hardest enemy.

Developer

> How did you do the drop shadows on the different layers
I'm glad you asked :P.

If I had done a 3D game with paper cards, it would've worked with AO turned on, but AO is seemingly not available for web builds. I wanted to use a shader param and give each sprite a height value to write into a custom height buffer, but godot doesn't have any support for multiple render targets. I tried  having a phantom sprite behind each sprite that painstakingly matched its shape and position, then had that draw its height to a subviewport which I could use to compute drop shadows, but that would be IMO a lot of effort.

In the end, I created 8 separate "layer" Node2Ds and 8 corresponding SubViewports. Each subviewport had a Camera2D set with a visibility mask to render only one of the 8 layer Node2Ds. In a full-screen-quad ColorRect shader, I attached all 8 SubViewport textures as inputs and assigned a "height" to each one's alpha channel (this gave me the silhouettes I needed). For any pixel, I could take the "highest" of all 8 inputs et viola, I now have a height buffer. After that it was simply a matter of computing a sort of AO.

Why not include a drop shadow on each piece of art? First, it wouldn't give me any differences in heights, and secondly it wouldn't allow me to "kit bash" sprites on any individual layer as they'd all have conflicting drop shadows.

Submitted

Very neat. Seems like a lot of work but the effect was well worth it.

Submitted(+2)

The art is adorable, and I like the upgrade progression -> go back to the map and get further in loop. Those bunnies can be quite tanky!

Developer

I'm glad you liked it! I had to tweak the HP and drop amounts a bit to try to get the progression loop. This meant the bunnies ended up with a lot of HP relative to your attack in the first bit of the game. If I had more time I would've tweaked things more, but I'm OK with how it came out. Thanks for playing!

(+1)

This game was so cute to play! I enjoyed fighting my way through the levels and getting upgrades to make things easier, as with each upgrade I was able to explore more of each map. The art style also reminded me of the paper mario series which I loved as a kid! This was a nice nostalgia trip and a fun journey in this little dragons wide world!

Developer(+1)

Thanks for playing, I'm glad you found it cute! Paper Mario was definitely an inspiration for the style as well as games like Kirby's epic yarn, yoshi's wooly world, and others.