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KuroGamedev

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

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Yeah, I have heard of a couple 'comments' about the boss.  I actually nerfed the boss a while ago (It used to be harder).  Luckily, you can have everything but the statues by the time you reach it.  Perhaps having almost all the items will help?

Yay!  Fresh blood!

I mean, welcome!  ^-^

All I merely said was this was familiar, so I merely explained what I noticed, tried different ways around the problem and found something that worked.  I don't see what other problems have to be focused on, here. :/

That is fine, of course.  You have one that works.  I am merely saying I do understand what the person is going through, because it is familiar.

Unfortunately, Edge will not work on my setup. :D

No, I know exactly what this person is going through.  I have entire web browsers that itch disallows from uploading content.  I have to go back to a chrome version build in the 80s just to upload content.

Sorry, could you better describe what you are asking? I do not understand.

Which second boss? Both Mushou and Peminook can be played in either order.  One suggestion I will always have is: If you are having trouble, you may want to go around and collect more upgrades.  You can have everything but the last two statues before facing these bosses.

That 'should' be enough to get the job done.  He does start jumping a LOT faster as his health depletes.  Each bone does 20 dmg and I think his health is at 350.  If you got the Spread Shot upgrade before facing it, that will help with damage as well.  The mouse bombs do 4 damage a hit.

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Thank you.  Glad to hear you had fun!  :D

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Well done! :)

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That is the Spread Shot upgrade.  It adds 2 fireballs shooting in different directions.  That one is hidden near where you fought the first boss (about 2 rooms or so before you fight the boss).  It is hiding in a 1x2 room and you will need to shoot a right-facing wall to open up a path to it.

Ah yes, you found the secret path.  In my latest patch, I tried to make it a 'little' more obvious there was something there.  You are on your way to winning!  :D

Excellent.  Hopefully you had a good time!

Severe?  Nah.  A little, sure, because in my head I am like, "Okay, what bugs did I miss, this time?"  :D

Mi-Ni-Mi 2: A Fancy Reversal.

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

Despite a successful rescue of Mrs. Kitty from the wily fox's lair, Mr. Kitty is kidnapped while traveling home. Mrs. Kitty, not knowing where they took him, returns home and finds her magic wand. Surprisingly, the wily fox also shows up. Feeling a bit guilty over what happened before, he tells Mrs. Kitty that Mr. Kitty was taken to Snappy the turtle's lair. Despite it being a dangerous place, Mrs. Kitty is brave and will stop at nothing to rescue her lover.

Explore a labyrinth subdivided into smaller sections. Find 33 upgrades and power-ups, collect the 3 special statues and open up the secret path to Snappy the turtle's lair.

  

Are you referring to 'going outside', like back to where you started the game?  

Curious when bug fixes break something else, huh. I wanted to fix a problem with the music in that room starting before the player goes into the cave, but instead, I break the whole room.  I saw the same crash, went back in, fixed the issue, played until I reached that room and it's working fine now.

Thanks for bringing this to my attention. Credit given (of course) and I hope to see you take another crack at this game! :)

I don't really follow what other creators do much, mostly because I am making them rather than playing them. I appreciate the little bits of info I can get. :)

Thank you! :D

What I gave you prevents what the spacebar would 'normally' do, if that helps.  You can still use it for your game, of course. :)

Excellent.  Glad to hear! Those numbers are for the up key, down key and spacebar (spacebar can cause your webpage to scroll down).

I left a comment on your page.  I think you need to do something about the screen sliding up and down while you try to play the game in regular mode.  I also left notes on what can be done to fix it!  :)

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I would suggest adding something to control your keyboard movements. Trying to use arrow keys results in the screen sliding up and down (You have to go into full screen mode to play this).  Since you are using an eventListener for the keys, you may want to include this in your event line (And substitute 'e' for whatever your variable is):

if(e.keyCode==32||e.keyCode==38||keyCode==40){e.preventDefault()}

Otherwise, I like the challenge of having to control both sides of the board at the same time. :D

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

Despite the successful rescue of Mrs. Kitty from the wily fox's lair, Mr. Kitty is kidnapped while traveling home. Mrs. Kitty, not knowing where they took him, returns home and finds her magic wand. Surprisingly, the wily fox also shows up. Feeling a bit guilty over what happened before, he tells Mrs. Kitty that Mr. Kitty was taken to Snappy the turtle's lair. Despite it being a dangerous place, Mrs. Kitty is brave and will stop at nothing to rescue her lover.

Explore a labyrinth subdivided into smaller sections. Find 33 upgrades and power-ups, collect the 3 special statues and open up the secret path to Snappy the turtle's lair.

The game includes the means to save your progress and quickly warp around the various locations in the map.

NOTICE: This game doubles as a prototype for my extended web oscillator player. I can do custom waveforms to sound like other low-end synth instruments. I can also make use of pitch changers, stereo support and I can change effects as a track channel is being played.

    

I don't think is going to work as a .gb file.  This was made with raw javascript and it uses my custom resource file, so unless there is a miracle converter around, it would have to be built from the ground up.

Well, you made sure that even if the cops chase you down and arrest you, you would be back out on bail again, regardless of what crimes you committed, right?

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metrovia?  I like that.  I am totally stealing that one. :D

I don't know how you would tolerate a solitaire game...

Most games, no doubt, work better with music, but I do think there are exceptions where it would be more of a distraction than beneficial, plus not 'all' music is good.

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You know, I could swear you based this game is based off of what is really going in Toronto, but that is just me being delusional... right?

That was a fun demo! :D

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I was hit in the Norfair wanna-be area, along the left half of the area somewhere, though I suppose the problem relates to if every warp trigger is coded separately (which I have seen people do) or if you made a 'jack of all trades' function and treat the warp areas as objects (which is what I do).  I think it was down to the exact frame where I was hit as I was being warped to the next room, so I would call it a rare bug, but one that happened to hit me (pardon the pun).

I got to the "To be continued" screen, yes.  I remember seeing that room with the tall thing and the four different coloured blocks that resembled your key system setup, so it was not hard to figure out.  I was a bit surprised to see a lack of final boss, given all things.  

I started around 11pm or so and finished around 1:30am, though I had a 15-minute break during that, so... 2 hrs, 15 minutes, which is about as long as some of my longer games.  I did die a lot while I played this. On another note, this is the first game I have actually played in a long while.

The biggest complaint?  Well...

  • A lack of save game capability and I am inclined to agree.  The unlimited lives concept helps, but there is no way to resume the game if you have to stop for a while, something that could be a bigger issue if you plan to port this to consoles with a limited battery life capability. 
  • There is a lot of horizontal backtracking that happens throughout the game, so much I would nominate you for the "Magmoor Caverns" award.  What might help to mitigate it is some sort of unique transport system that could take you back and forth between the left and right sides of the game?   I would not worry much about the vertical stuff, but having to solve the same puzzles in the same rooms over and over again starts to feel a bit tedious after an hour+ of gameplay, especially when they offer nothing new along the way.
  •  I had a heck of a time timing my double-jumps; this caused a number of in-game deaths.  Maybe it has to do with how fast the jumps are? I guess I am just used to coding in slower jumps and handling the multi-jumps on those...
  • You mention a 'level 1' weapon, which implies there could have been upgrades to your weapon system... Of course there are none, so that was a heck of a tease. :P

As for the good?  Well...

  • Your map concept is fine, I would leave that untouched.  The whole concept of new rooms is not a bad idea, because it gives a sense of direction and 'where to go' as you play, which is a nice touch.  
  • The background ambience...  I admit it is odd, but I would leave it; it seems to work for this sort of game (which sounds very familiar; I place a music track for a game area which I don't think works, but I find it grows on me as time passes, so I leave it there).
  • The bosses work well and I would stick with them.
  • I liked the idea of hidden messages scattered through the game.  I am not actually sure how that contributed to the storyline (to be honest), but there is nothing wrong with adding in a little in-universe lore, especially when you go to such trouble to draft such ideas in the first place.

Overall?  You did a heck of a solid job. Your dedication and effort reminds me of what I go through to make my own games.

Hey, I will appreciate that someone posted a game that my current archaic and outdated system CAN play! :D

Yeeeeah, but...  The game needs to finish being developed.  Well, more like it needs a total overhaul and ported into my updated system.  The setup that game uses is ridiculously outdated.

Managed to find 4 of the hidden messages.  Could not find #5 or 6.

It is an interesting game, though I found the backtracking to be a bit excessive.

I noticed two bugs while playing:

* If you are hit while you warp from one room to the next, you can survive the hit.

* If you are at the save point prior to the top-left room (new area for the final 9 batteries), get hit and sent back, the music remains does not revert to what the current room's music should be.

Is there any real hard limit to how many games could be submitted?

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This is as close as I got, I think...


There is no incentive to (I know my games and projects will never see any money) and given my difficulty in learning anything, I don't want to waste months on something I will (not likely) have a use for, anyway.

Losing my coder.  

I was working on a fan made remix of an ancient game around 15 or so years ago.  After we put two demos out, my coder disappeared.  Since I knew nothing about Game Maker (And still do not; my coding base is something entirely different), the project was useless to me, so it had to be abandoned.  I still have most of the project resources from back then, including all the music I sequenced for it.

I would have totally stolen  claimed that name for my own use, but you beat me to it.  I'll just have to settle for some less popular name, now, and hope that someone might play a game on my account one of these years...

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I would be a slime in a classic JRPG, the kind that everyone steps on over and over to build up their strength early on, then eventually become completely ignored when the hero becomes too powerful.

If your team cannot even agree on something as simple as a name, I would submit that your team has bigger issues.

That said, being a solo dev is far from easy.  You have to be a jack-of-all-trades to make a game look presentable, playable and fun.  You have to know how to code; to make your game function in the way you want it to.  You must have some background in the arts and music, even if it is self-taught and lots of practice.  

Try out some smaller jams to give yourself a chance to practice, even if the game does not score well; it will build up your capabilities and help you tackle larger projects down the road.  It never hurts to start small.