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KuroGamedev

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A member registered Jul 16, 2023 · View creator page →

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I kinda like that my games don't need 100-800mb just to play.  None of them have yet to exceed 300kb in size, yet they all come with graphics, music, etc.  Crazy stuff...

Demo 2nd track.  I noticed on the ramp that where you start (vertically) is nowhere near where you land when jumping over the ramp.  The game does not appear to factor how high to relocate the cart when jumping up.  Jumping back does not appear to be an issue, but you can end up so low you risk hitting the track wall.

It is wise to research 'how' the data for these AI setups was obtained before you consider using it.  

Your assessment of AI being banned and what you compared it to is reasonable.

Thank you! :)

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Piminook bounces around.  Use the bounce to your advantage and hit it with bones when you line up.  It is possible to have every available pickup before encountering it.

Indeed I am.  I mainly work with web oscillator for my sounds and music and one needs to be careful when operating oscillator notes.

Not a problem.  Great job for making it to the end!  :D

Well, hopefully, despite this unintentional setback, you find the conviction within you to finish the game.  The water area is the 2nd last location to explore.  There is also the matter of finding the good ending, which hopefully you will be able to! 

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I think I see where you are going with this.   You can get in there from the right with boots and blue armor, but if the fire door is there and you are out of magic, there is no way back. This vania does not have any enemies that spawn without limit, so there is no way to recharge magic as things are.

The best course of action is to include a little platform at the bottom of the water, just enough that can you jump back into the previous room...  especially because I also noticed an even bigger problem down the road with that path.  Without a way back, if you did not grab the super fireball, you are equally trapped.  So yeah, this map room needs the means to return to the previous room, which I have added for 1.03a.  

Nice catch.  Thanks!

Listen to CryptRat.  When he speaks, your INT stat. will always go up. :)

Did someone say Metroidvanias?  :D

https://kurogamedev.itch.io/mi-ni-mi-2

https://kurogamedev.itch.io/mi-ni-mi

https://kurogamedev.itch.io/infaustus-fortuna

https://kurogamedev.itch.io/the-tales-of-sir-regal

https://kurogamedev.itch.io/super-mini-jumper

The gameplay time of these games vary, but I can do these games within 30-90 minutes.

I figure it was about 18 months before my average view count starting getting above 1-2 a day.  Hitting it big with some more popular jams helped a bit (Both submissions in one annual jam made it to the top five out of 100+ submissions, each, and both are now among my most viewed projects).

It gets the Kuro of Approval!  Nice job!

I like how this worked out.  Nice job!

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You have a point.  I just checked the in-game data and it says when it comes into contact with a target, it will do 1 dmg.  It is also possible to hit the target for more than 1 frame during the attack, so a better description would be to give it a range. 

I'll make the update now.  Thanks.

For me, my challenges are tied between: Making sure the sound script I create for my games works and making sure the same sound isn't called upon more than once in a game frame, or else it would sound weird and it runs the risk of crashing a chrome browser.

Ah, okay.  I picked Druid and did not get an 'attack Goblin' option (at least I could not see one). 

Curious: Is it possible to have enough to upgrade a weapon?  I could not find where gold was kept, so I followed the amount collected as I went along and was not able to earn enough before the upgrade offer was made.

https://kurogamedev.itch.io/alchemy-wallbomber

Thank you for your feedback, of course!  It will be a bit before I can look at the suggestions; I am in the middle of working on a jam, at the moment.

You have my praise!

Did you do something to level 4?  It seems harder.  5 was the icing on the cake, for sure.  There would be no complaints if there was more, though the means to go back to the start menu would be nice  (gives a sense of completion, if nothing else).

I'm sorry, but I have looked through every image on that page and I cannot find anything that looks even remotely offensive.  So...  What is the problem?  Your page looks perfectly fine!

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https://kurogamedev.itch.io/shmdown

Super Highland Mechanical DOWN is merely an overextended term for SHMDOWN, an upside-down shooting game.  Complete 7 rounds loaded with pickups and enemies.  Choose difficulties that award different point levels.

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Oooh!  I'll go grab it by the horns, then!

Level 3 is a bit of a thinker.  Nice.  Level 4 was a bit easy.  I still liked!  :D

Here have been my observations, based on responses to my projects, view counts, etc.

  • Do not make your games difficult.  If you want difficulty in your games, either leave it closer to the end of the game or have different modes (Like Easy vs Normal vs Hard).  A game that is difficult at the start is a serious turnoff.
  • Do not make your games too long.  Your typical itch game should be complete-able in about an hour.  If you want your game to be longer, it's a good idea to mention it (somewhere) that it will be a longer game.  Even then, I would cap your full gameplay duration at 2-3 hours.
  • Metroidvanias and other action-oriented games seem to do better.
  • Heavy text-based games seem to be iffy; might work or might not.

Sweet, you are here!

I can always use ingredients for my homemade lemon meringue pies! :D :D :D

A visual novel will (no doubt) be a LOT of art, so unless you are planning something that is lower resolution, expect that to take a fair bit of time.

A minigame would get something on itch much faster, so that might be worth exploring, first.

I got this error when I booted up the game:
Uncaught TypeError: Failed to resolve module specifier "react/jsx-dev-runtime". Relative references must start with either "/", "./", or "../".

I tried the other one, but Google is on my hosts file, so I ended up with seven different errors during the 'authenticating' stage, so I am unable to play it.

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I take it the game is done at Level 2.

This is not a ba-a-a-a-a-ah'd game for sure. Ewe outta keep ram'in the lamb'astic effort and make this game a graz'in old time! :)

(Sorry, I was kinda chop'chopping away at the sheep jokes, there...)

This was fun.  I noticed a few bugs:

* On the last level, I dropped a desk on the old guy and he clipped through the floor, putting him out of bounds.  He was stuck there until I reset the level.

* I was able to make cabinets hang along the sides of walls.

* Cabinets can get stuck in retractable doors with no means to grab them.

Have you decided on your first game to make?

Remember: Don't tackle anything that can easily overwhelm you. Start with very small games and get a feel for what you want to make and where your strengths lay before you try to work on anything bigger.

https://kurogamedev.itch.io/allos-arena 

Allo's Arena. A series of timed minivania maps.

 

They are all less than 300kb in size (unless I get off my butt and get my fps done).

https://kurogamedev.itch.io/
I figure it would be easier to just post the entire account.  There are almost 30 submissions there, all the games are (filesize-wise) small and nothing has to be downloaded to play them.

Exactly!  They even brought their own N64 controllers with worn out analog sticks!  You get it! :D

Even back in the 80s, once game companies realized you could combine pictures with words, you could create a hit game.  I think there is something about the 'visual' that adds to the depth and appeal of the game, even if it sacrifices a little bit of player imagination.

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No no no no no, there is no way I would tie you down on some sacred altar, bring around 20 hooded strangers, all holding onto forbidden artifacts as they chant a weird language no one but them knows; none of that!

Just a few drops is fine!  :D :D :D