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DDRKirby(ISQ)

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A member registered Sep 09, 2015 · View creator page →

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"nowdays,  a quick search will tell you the truth"...usually!  We all know the internet can be an unreliable source at times...:P

Playing this brought back to memory a "bogus faq" written for FF6 (FF3US) that was a tongue-in-cheek compilation of fictional secrets in that game.  I remember having a good laugh at that!

The interesting thing about this is that you CAN catch mew in pokemon gen 1; There are all sorts of obscure (and maybe not so obscure) glitches in these older games and sometimes reality has an interesting way of being just as incredulous as playground rumors.

As someone who runs A Link to the Past Randomizer for speed, some of the tricks that I pull off on a semi-regular basis really do sound like this sort of crazy thing!  "Shoot three arrows into the wall, then lay two bombs, and jump into the water, then you can swim without the flippers!"

Maybe that is something that really appeals about speedrunning and glitch hunting, it feels like you are going through these games and having the experience of actually having these "secret tricks" be real! (and not just urban legends that never seem to pan out)

Hi!  Please contact me via email regarding translation/localization for Goodnight Meowmie.

Hi there!  Our games use a few different methods to prevent unauthorized websites from copying and rehosting them, unfortunately this means if any of those technologies (http referrer, etc) are blocked on your browser, they will not function correctly.

Safari 16.2 seems to load this fine on my end, so for now I'd simply recommend playing this game outside of itch.io on the original cocoamoss site here if you're having problems.

Pretty cool!  I like the riff on the motif for the battle music theme vs the exploration theme.

I am unfortunately too impatient to wait 30 seconds multiple times for die rolls in order to open the appropriate doors, so after collecting 2 of the powerups (which felt very rewarding!) I unfortunately succumbed to the inevitable onslaught of enemies.  With some additional control over the doors or a way to simply speed up the rolls I'd want to play this through to the end!

Hope it goes well!

Huh, quite interesting.  Having the dice rotate automatically and no objective / points makes this feel more like a sort of zen toy rather than a puzzle game.  Feels like some soothing music and pleasant sound effects would really elevate this in that regard.

Like the idea of a dice + card battler.  Would be interesting to see how you add more player agency to the game.  My intuition is that staying with the current card is more often than not the correct choice since as soon as you have one dead card every dice roll is a potential game loss.

Pretty interesting!  Like our game, there is a surprising amount of strategy to be had after learning some of the mechanics in the game.

You guys took a different spin on player agency, more of a top down strategy approach with how to manage each day (more like "economy" balancing?) vs. our game which was more minute with "step by step" decisions.  It's interesting to see the differences.

Also, damn those firewood prices!

Intriuging!  The theme usage tie in requires some suspension of belief here but I don't mind it, it looks like it inspired an interesting mechanic.  I think some of your levels are not as "elegant" as they could be but I think that's a given for a game jam game.  Some platform heights / collisions maybe could be tweaked a bit, but overall it was enjoyable to go through the levels.

It feels like the default canvas size on your itch io page is relatively small given the scale of the levels (?).  I think my main critique would be that since the strength of the gameplay is more on the puzzle side rather than on the tight platforming execution side, overall the experience might be better if the gameplay is slowed down a bit (slower gravity) to allow for more lenient timing.  I didn't find it too difficult, but again I personally just feel like difficulty in execution gets in the way of letting your interesting mechanic shine.

Always nice to see an idle game since I can leave it running while playing a separate one ;)

The theming is great, love how you tied in the elements which made an otherwise bland concept (dice of different shapes) into something more flavorful.  The beginning was awfully slow especially given that there's no mechanic to click as fast as you can to speed things up, so this really was a game that I could only see myself playing on the side with something else going on, but I guess that's fine.

Little rough around the edges, but I like the theming around the 8 ball and how the enemies were dice with the d20 as the big bad, it makes thematic sense.  I found the "health display" a little unintuitive at first, I thought that was some sort of display that affected how often my shots turned out as no, but I guess that was maybe unrelated (??).

Hi!  Now that the itch.io servers are more stable, we've added some instructional images that should hopefully help!  Sorry if it wasn't clear that you need to drag the ingredients to the recipe cards!

That issue (along with others) has been fixed in v2.02.  Thank you for the report.

That issue (along with others) has been fixed in v2.02.  Thank you for the report.

This issue (along with others) has been fixed in v2.02.  Thank you for the report.

This issue (along with others) has been fixed in v2.02.  Thank you for the report.

This has been fixed in v2.02.

You can skip the following unlocks:

- Menu Music
- Menu Graphic
- Menu Particles
- Health (meaning, one hit kills you always)
- Background Art
- Buster Ammo
- Autofire
- Health recharge (not that it does anything anyways since your max health is 2)

Hi -- a Korean translation has been worked on but not published yet.  It will be coming soon!  Thank you.

I've just uploaded v2.01 which should fix this issue.  Thanks for the report!


Re: health pickups, there are no "regular/random" health pickups.  Besides the initial health upgrade at the end of level 1, there's a health refill before the boss room, but that's it.

Gotcha, that makes more sense.  I'm able to reproduce that and will look at that today, thanks!

Hi there!  I've just tried running the itch.io build and wasn't able to reproduce this behavior.  Perhaps you could try again and/or provide more details for reproducing it?

Please just download the mobile app instead!

Thank you for creating this story :)  It was a foregone conclusion how things would end for me and I'm happy that this path was explored, as all too often it is neglected in other fiction.  Mm, now I want a cinnamon roll...

My mistake!  I had accidentally uploaded the threaded html5 build instead, which is incompatible with itch.io.  That should be fixed now (though you should still use the threaded version for Chrome/Firefox, please follow the link in the description).

Here it is:

From the project page:

This is a flash game, which means it will not play on modern browsers past December 31, 2020.

To run the game, please download this Flash Game Archive and follow the provided instructions to run locally on your computer.

If you haven't already, maybe you could consider sending a DMCA request (instructions are actually available at https://kbhgames.com/terms-of-use).  Sadtimes =(

If you'll read the actual directions:

This is a flash game, which means it will not play on modern browsers past December 31, 2020.

To run the game, please download this Flash Game Archive and follow the provided instructions to run locally on your computer.

(1 edit)

Actually, the game automatically saves your progress, but it looks like that is broken on the itch.io site despite working fine on both cocoamoss.com and ddrkirby.com.  I'll investigate this.

Edit: So, this is due to the way that chrome/safari/etc block cross-domain access to indexeddb in conjunction with how itch.io hosts games in an iframe.  I'd need to implement an alternative saving mechanism in order to get this working on itch.io.

In the meantime there are two workarounds:

1) You can enable third-party cookies (in chrome this is called "allow all cookies".

2) You can play the game on cocoamoss.com or ddrkirby.com.

(1 edit)

Interesting.  Progress should actually be saved automatically, but it looks like that isn't working on the itch.io site for some reason, probably something to do with how itch.io embeds/sandboxes the game.

I'll have to look into this, but in the meantime if you play the game at https://cocoamoss.com/nyamos-adventure/nyamos-adventure.html or https://ddrkirby.com/games/nyamos-adventure/nyamos-adventure.html the auto-save functionality should work.

Edit: So, this is due to the way that chrome/safari/etc block cross-domain access to indexeddb in conjunction with how itch.io hosts games in an iframe.  I'd need to implement an alternative saving mechanism in order to get this working on itch.io.

In the meantime there are two workarounds:

1) You can enable third-party cookies (in chrome this is called "allow all cookies".

2) You can play the game on cocoamoss.com or ddrkirby.com.

https://ddrkirbyisq.itch.io/goodnight-meowmie

Feel free to download the html5 version, either directly or via the itch app.

Thank you for playing.  I'm glad that my game was able to bring forth these feelings.

Fading the opacity of the UI elements, designing the levels in such a way that this isn't an issue, or simply increasing the height of the viewport so that the UI occupies a separate space.

This issue should now be fixed in v1.1.1

Thanks for the bug report!  This should be fixed now in version 1.1.1.  Thanks for playing :)

Thanks for the report!  I'll be fixing respawn bugs in a few days hopefully!

Feel free to download the build, or use the itch.io app.