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KuroGamedev

498
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A member registered Jul 16, 2023 · View creator page →

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I shall attempt to not restrain myself.  Thank you. :)

Hi hi!  A long time ago you played my Isekai: Budget demo.  I have long since fixed it and added additional support like a randomizer that scrambles chests, shops and encounters (assuming you beat the game once since it's a more difficult play by this method).  Since then, I have expanded upon what sort of games have been made and posted on itch.

Linky to the Kuroverse.

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Can't agree with that more.  You will be able to create your own games from the ground up using this method, even if there is more of a time and mental commitment that is required.

Welcome to the search engine, where, if you are lucky, 1/4 of your stuff may end up there.  Most of my stuff won't show up, either.

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MP3 is proprietary.  You should avoid using it.

WAV will work, but it's a bit bloated for projects and is more useful to store a raw source for the audio created.  OGG is old enough just about anything should be able to support it.  Even old school WInamp can support it.  The only issue I have with MIDI is it depends on what sort of sound font is setup on the player end (Yeah, I know, people get irate for me calling it that, but I'm going with that because it's easier to understand).  Like, with me, I have a custom font setup because I have worked with MIDI before, so the file would sound quite different on my end as opposed to someone using a default setup.

Mine is almost unheard of here, but I use web oscillator for my projects.  I have been working with it over the years to try to make custom waveforms that sound a little more like actual instruments (I do have a fairly mean-sounding bass and pipe organ waveform) and it has a  ridiculously low filesize since it uses the web browser itself to generate and play the music.

And it undermines jams, big time.  With a snap of a finger, you can have the AI (which I have ethical serious issues regarding the source of the data) generate a project for you and it's done and that is supposed to compete with those who slave, toil and work their butts off to come up with their own games and projects.  What is the point of a jam or challenge or competition if the 'cheat' option is allowed?

Hello.  I am the pre-epitome of boredom, so I don't know if I qualify being greeted.

And the biggest worry is people don't see any problem with this.

I guess that depends.  With everyone going to engines and AI because making a game is too much like work these days, it is becoming one of those things that seem to matter less as time goes on.

Oh, okay.  It's just...  It was so small.  I was expecting this was something you made entirely by yourself.  I am so used to seeing bloatware games these days.  Still, I stand by the rest of what I said!  :)

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I think most people here just don't give feedback, unless you are in a jam.

It took me the better part of a year to get to a point where I was actually getting daily views.  Don't get discouraged.  This stuff takes time.  You will gradually gain followers as time goes on.

I f you want to try to push for views and follows, sign up for jams and get involved with them.

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Thank you.  I appreciate your comments and sorry I put you through 20 kinds of hell with that STUPID bug you found. :(

Looking great!

Zoinks!  That means you figured out I was playing the web browser version.  I've been found!  

*hides*

Had the same problem with Ecaroh's game on my end.  I try to start up the game and it crashes before anything happens.

At least this one wasn't too critical, though a negative value selected item would have caused a crash.

Thanks for the find.  You rock!  \o/

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If this is your first time creating a javascript game, you are off to a good start.  You even accounted for your game page (possibly) scrolling up and down as you use the arrow keys.  

Keep it up.  You got this!

Could you add an eventlistener to disable your arrow keys and spacebar under normal circumstances?  That will keep the page from scrolling up and down while playing the game (Same applies to the spacebar).  This should not impact anyone adding comments since the game is embedded in an iframe (or some equivalent).

Within the keyup brackets ('ArrowUp', 'ArrowDown', 'Space), you can add e.preventDefault(); along with your variable updates

Example:

if(e.code == 'ArrowUp') {
    e.preventDefault();
    upPressed = true
}
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Thanks to tbleazy for finding a couple annoying / inconvenient / pain in the you-know-what bugs.  :)

From scratch?  Really?  That's even more awesome!  :D

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Sorry, I was unable to play this.  The .exe would crash on me and the web browser has an fps rate of 1.0.  I think you need to tone the effects down a bit or find a way to implement what you want without taxing browser resources.

Those evil orange slimes did more damage to me than everything else put together.  They were my greatest nemesis (apart from the player mechanics that made the more micro-intensive moves difficult for me).  Otherwise, this game is super solid and the usual tbleazy effort I would come to expect.  This is the problem you have: Your quality is pretty good, so it is expected that your submissions would be constantly top-notch! :D

The use of two 4-colour palettes was an interesting design choice. The music is adorable and solid.  Your music maker knows their stuff!

It shows up for me fine in full screen mode, if that helps.

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Ah, YES!  This was the one I was looking forward to playing the most.  No Game Maker.  No Unity.  No Godot.  No Pico-8.  Just raw effort and it definitely shows.  It has a bit of an NES feel to it, though it reminds me more of PC Engine given the colour setup you use.

Also, as of when I posted this, this game only has 2 ratings.  That is criminally underperforming and I find myself disappointed at the jam for everyone not dropping what they are doing and playing this.

Ecaroh pretty much covered what I would have said, though I find your penalties are far from brutal.  It's all part of the incentive to stay alive, after all.  

As for compatibility, I had zero issues playing this on my Windows 7 base setup.

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You want brutal penalties for dying?  Go play Zeliard on the PC-8801.  That game makes you lose ALL your gold, ALL your collected Almas and half your EXP for the next level up if you run out of health.   This game is letting you off easy.  :)

Ah good, a game with a strong, sturdy plot!  You know what is going on from the start!  And to make things more interesting, a "To Be Continued" has been included...  This must be pondered.

Aside from the mentioned animation issue (namely Sir Knight), the gameplay is definitely stronger than expected.  Nice job!

I would suggest instructions on how to play the game on your game page, so people what keys do what.

Notes:

  • I think I found a way to cheese this game.  But constantly spinning the player around (up, right, down, left, repeat for instance), the morning star is spinning around full-time, leaving you open to worry more about dodging incoming enemies.  I see you included that as part of your tips later on.  XD

Bonus:

  • YES!  Pause buttons!  I REALLY like that game makers are starting to include these in games.   Sound on/off is also a nice touch.

Yeah, time is always a non-luxury with jams, sadly.  Fortunately, I GET that bugs happen (Being the Minister of Bugs in My Games, and all), so I am always forgiving when they show up.

Sorry, the game crashes upon starting for me.   I was unable to play. :(

You audio and graphics rock! I like what I see here.  With a 'touch' more polish, this would be an excellent addition to itch. :D

Notes:

  • I know this was made in one the usual "easy to make game engine" thingys, but an exit button is of little use in the web browser version.  XD
  • It seems like on levels 3 and 4 there were platforming elements I was unable to reach.
  • No pause button...  :'(

Bonus:

  • The eye!  THE EYE!  IT FOLLOWS ME ON THE MAIN MENU!!!  I'll have nightmares for the next week over this... ;-;
  • This OPTIONS page concept is really starting to take off, these days. :O
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Unfortunately, I cannot play it.  I do not have Godot, so the zip is of little use to me.  I am sad kuro, now. :( 

Too bad.  This looks interesting.

It took 2 minutes to cause severe lag on my browser due to the shear number of bubbles on the screen!  I figured it would take less time!  :D

It is a fun little toy, indeed.  The sound effect is a bit on the loud side, I have to agree with that.  I also noticed the bubbles tend to cluster around the middle of the screen and avoid the edges.  

A fine effort on your part. :)

It looks and sounds good, but I was not able to get anywhere in the game.  Mouse and keyboard are the worst for me and I had trouble with 2 soldiers, let alone the rest of the platforming. I found trying to jump was unresponsive; I would have to tap spacebar multiple times just to get the slime to jump once.   It was simply impossible to get beyond the tutorial.

Bugs:

  • After dying during the tutorial (since I had not found any key that allows me to eat the targets), the game reset, but input become unresponsive, leaving me unable to do anything except restart the game.
  • Blue lines between the tiles could be frequently seen while playing the game.
  • Are you normally supposed to be able to grab onto the walls at specific points?  Seems like a detection issue that is treating the wall as a floor tile and the slime 'lands' on it.
  • WASD and arrow keys = move around.  
  • Spacebar or UP = Jump  
  • F = Explode (nearby) or range attack, depending on slime recently destroyed.  Use mouse cursor to aim.

Whoever thought old dwarves still had it in them, huh...  I like how this turned out.  A puzzle game with some combat mechanics and (with some levels) more than 1 way to beat them.  Whether by accident or by design, it's still an interesting outcome.

I like the music.  It's quirky and fun. :D  I like the sound effects too.  They have a real 'homemade' feel to them, if you know what I mean... :3

Bugs:

  • I fell out of bounds on the first level (right side) ... :(  I do not think that was supposed to happen.
  • Music did not start on the 5th level.  It did after a death.  I think there is a problem with music not looping during gameplay.

YAY I beat the first stage!  ... Oh wait, that was the tutorial...  >_>  Yeah, the 2nd level was driving me nuts with all the spikes, I kept hitting the same one no matter how carefully I tried to work around it.

I liked the intro.  It reminded me so much of flash videos from 20 years ago, I couldn't help get get a chuckle out of it.

Bugs:

  • Clicking on 'retry' multiple times while the game is starting over causes the screen to stop it's animation from the dead screen to the new screen, resulting in the game jumping over to the new game.

I got so big I couldn't move...  I guess this is what excessive calorie square consumption is all about... :(

You did alright.  It was certainly worth checking out :)

Oh my Kuro, there are two of them at level 5!  And the spear guy can move 3?!  THAT'S CRAZY!  XD

I agree that the difficulty ramp up at level 3 is crazy, but this is an interesting puzzle game, for sure.   It is a good idea and you made nice use of the theme.

Gah!  Those evil dark slimes have such an easy time hunting me down!  So unfair!  ;-;

I had fun playing it for sure, but yeah, I agree there is a massive platforming difficulty spike once you start exploring the 2nd area.  I found stuck in the bottom-left corner with no real way out, it seems. :(

Ah, I see.  It's one of those sort of games that doesn't really have an ending.  It was certainly fun to play.  The zipping back and forth, planting stuff (though I kept dragging the seeds back with me) and the helper slimes (though I am unsure what they did to help), all the little elements add up to a small and simple game.  The NES-style music was kinda interesting and I could tell you have a decent composer on this project.  Good job, overall!

Notes:

  • Seem a bit odd that the grape trees turn dark along the front, but if the player runs in front of them, the front leaves show up again.

Bugs

  • Exit button did not work for me.

I am woefully unskilled with mouse-based games, so this was a bit heavy of a challenge for me.  I did make it to the 5th room, but the surround at the start of that room was an instant death for me.  And that was after me dying about 5 times in the first room trying to make heads or tails over how to get started.

The 3d application of the slime was interesting, for sure!

Overall, I would say it was alright! :)

Notes:

  • It was hard me for to hear the sound effect when the slime had been picked up.  Perhaps it being louder or a different sound effect would have worked out better.
  • I never got Recall to work. :(

If you are playing the web browser version, the lag spikes can be due to a set of code trying to run for the first time (enemy fireball, throwing a slime, loading the room for the 1st time).