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! :)
KuroGamedev
Creator of
Recent community posts
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. :(
I know how everyone is saying the game is hard, but to be honest, I found it easy. I plopped the normal towers on the right and left sides of the map and put the fire towers in the middle. From there it was like the game took care of itself. It was a bit tricky early on, but well-placed bombs meant that enemies were not getting close to the castle. It was easy enough to reach the "You win" screen.
A fine job, overall. You got the mechanics of a tower defense down well. You kept it simple and reasonably effective. The addition of limited bombs helped to cover for early game weaknesses and is a good mechanic to add on.
Notes:
- I found trying to click on a tower to build AND having the airship move towards the bottom-right corner to be annoying at times.
- I had to go to full screen to play the game.
I hereby say "You're welcome!" to the greeting blob.
I know I have long list of bugs to report, but this is not done out of annoyance or spite. If I see a problem I will say something; that is how I am (And this is coming from the Minister of Endless Bugs in Kuro games, so yeah, I am one to talk...).
If this is your first game, I would say you have nothing to worry about. You are off to good start and we will hope to see more entries to Alchemy Jam from you! :)
Notes:
- It is really difficult to read the facts as they pop up, since the background colour along the bottom of the screen is close to the font colour.
- What is the difference between Speed and Slime Speed?
Bugs:
- During the game opening, the 3rd(?) dialogue "I'm a blob who gets bigger and bigger by eating the edible" has text exceeded the size of the speech bubble.
- You can still move blobby around after you get the item descriptions and it is set back in the middle. This can make the next dialogue section appear odd because the speech bubble will not be above it.
- "Facts and Tips" will still appear above the status page if you pop it open at the start of the game.
- The 'apple' does not disappear during the eating process, allowing the player to gain unlimited P points early on.
- If you pull up the status page while your objective pages is open, the objectives page text will appear.
- For a brief few frames after the slime disappeared, I was taking damage.
- On occasion, I can hear an apple eating sound effect on a screen where there is none (happened 3 times during a playthrough).
- Blob died during the transformation from medium to large while eating an apple.
- Something... 'odd' happens to the apples after eating one when going from left to right (backwards), then back again. They sometimes respawn; I have even seen them up in a different position and up in the air. Seems to be fine when going forward (right to left). The inverse seems to happen as well when you skip an apple, go forward, the backwards; it seems to disappear. It's possible if you keep flags for apples that it is checking for the opposite value.
- The god slime spawn was all messed up; the king slime battle was covered over by a 'warning' screen, making it impossible to see my main target, though it stayed on the far left side of the page, based on where it's projectiles were coming from. When the God slime appear, rocks spawned on both sides of the screen (where blobby was), trapping me on the right side. It made the fight ridiculously easy since the falling rocks could not touch me and my health recovered between times with the God Slime would attack.
- "And I really appreciate
toyou for playing this game. I hope you had fun :)"
Bonus:
- I like how you included a tip about your little studio in the options page if you hung out there long enough. XD
- THANK YOU for including continues. That was how I was able to identify the issue with dying after getting bigger while eating an apple.
- Wait, it's name is ACTUALLY Blobby?! I was using that a placeholder. I did NOT expect that to be it's actual name... O_o
I see everyone else is liking the descriptions, myself included. Those kind of details help make a project more memorable, for sure.
I like you gave the sprites some sort of animation, even if it is just a basic movement for isekai adventurers. Background, ehh... is a little odd, but it works in highlighting where your boundaries are, so it's still good. :)
To be candid, on the surface, this looks and feels generic, but once you dig into all the little details of the game, you realize it is far more complex than you might give it credit for by not giving it a shot. Nice piece of work!
Bugs:
- Your wall angles you can partially slide along, which is good, however, the up direction works for the angled walls along the top half of the screen and the down direction does not work on the lower half. Left and right appear to be fine.
- Your shadow text greatly exceeds the boundaries of the box it is supposed to fit in and is partly covered by the [EXIT] / [RESTART] buttons.
- Is the green slime supposed to dash, based on the description provided? It seems more like it slows down...
Kuro Bonus Points:
- You have an option to pause the game. Thank you!
- Oooh, Options Page. You can 'customize' your game. ^,,^
- I like that your adventurers have varying difficulty levels and the levels change what they do. Most interesting. I added a Gameplay point because of that. :D

Ecaroh and the Invasion of the Dark Slimes
https://kurogamedev.itch.io/ecaroh-and-the-invasion-of-the-dark-slimes
A platformer that involves defeating dark slimes, climbing ropes, breaking torches and beating the game at least once so you can play any stage you want.
Thank you!
I am bad for tough boss battles, aren't I? Must be my NES blood boiling inside me... XD
When I beat it, I threw every knife I had at it to keep my distance. I know there is also a secret weapon in the 1st stage (check some odd-looking walls) that can be used to make this battle ridiculously easy...
At least with game overs, all you have to do is spend 500 points and you can pick up where you left off.
Okay, I went through my maps again this morning and I don't think it was me. I found the same problem on 5 other maps (mostly going the other direction) where the starting point on the map was given a +9 to it's value. I swept through it with a condition check and fixed the other times where the value was altered. Either something was corrupted when going from the laptop to the desktop (it seemed to be happening on the laptop) or there is something odd going on with my editor (though it's unusual since it's not something that has happened in previous games).
I thought of something else... Maybe there was a problem with the map editor build on the laptop (not as new as the ones I was using, perhaps?). I somehow missed and it was messing with a few values. I tried anything I could think of that would mess with that value on the desktop and none of the (new this, move that, click here, click there) was changing them.
Rocking the world, you are today! \o/
































