I shall attempt to not restrain myself. Thank you. :)
KuroGamedev
Creator of
Recent community posts
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.
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?
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.
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
}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!
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.
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.
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
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.
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. :(


































