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Kieron Scott

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A member registered Mar 26, 2020 · View creator page →

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Thank you, I was trying for a super short shmup that only lasted a minute or two so was trying to make it quick and intense.

Thanks! Most of the thanks goes to the original designer, though I did add my own little touches to the UI mostly. I loved this game as a kid, which is why I wanted to remake it.

When you do the next update I should get notifed, will try to give more feedback then.

Also came via twitter link.

Suggestions:

  • Animations for hero when defending against arrows
  • Tracker when defending against arrows (time or how many arrows left)
  • Textured grass (it’s a large flat area without anything going on)
  • Shorter/more rounds? Make each stage quick to get through (I don’t know how many there were as second stage dragged on and I died)
  • Transition (fade-2-black, wipeout, etc) between king/defense and defense/king
  • Have hero start at door when in all cases (for quicker replay and makes narrative sense)
  • poke(0x5f5c,XX) and poke(0x5f5d,XX) to change btnp delay and interval so you don’t get a stutter when holding down X when you have the sword

That’s probably enough for this iteration of the game.

I tweaked a couple of bugs and also changed it so the ball can be either on the stairs or the landing now. Apparently I also had a bug that prevented it from telling you the trap was all set, that’s fixed now.

Thank you! I did bug fix and tweak the trap ever so slightly so now it’s either the landing or the stairs, glad you figured it out though.

I had another typo “whereever” when examining the tree, I got that fixed too now! Thank you.

I found the best way is to fly low, even slightly under the chimneys as will almost guarantee a successful delivery. Then again, you get hit by snowballs to counter that. I managed to level 12 using that technique.

I did separate out the graphics for the tree and room separately but I ran out of time to implement it into the code. When I get a few moments, I will get that ball moved. Oops, I’ll get those typo’s sorted out. Thank you for the feedback!

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I had wondered about the whole ball and the placement thing, might move it to under the stairs or vestibule, and then maybe tweak it’s description to give a bit more of a hint. Also I might change it so it can be on the stairs or by the tree, gives two options that logically make sense. Thanks for the feedback.

Thank you for the link. That also fixes the issue, though still noticed that the I.E. and Edge version don’t work. Ah well, at least it’s another bug down.

Confirmed that the issue still happens with v0.65 (which is the latest version via the website

In the “<style> body, html {”, if you add “image-rendering: -moz-crisp-edges;” to that section it renders the loading screen correctly. This was figured out from https://stackoverflow.com/questions/388492/firefox-blurs-an-image-when-scaled-through-external-css-or-inline-style

A fixed file should now be uploaded. While doing some additional testing, the file didn’t work on IE or Edge browsers for me.

Well, it’s a Firefox issue. Testing it on Chrome, looks fine, recheck on Firefox and I can see the blurring you’re talking about (even worse than what you had). Now I know what the source of the issue is I can see what I can do to fix the issue. Thank you, was super helpful!

Yeah, for some reason when I was thinking of an idea a day or two before the entry finished that was pretty much the first thing that came to mind and the quickly scraped together story came out of it XD

I’m not seeing any blurring on the loading screen, either the version you were looking at or recompiled with the latest Adventuron Classroom when I did the bug fix. Can you tell me the browser/machine you’re using to view the game so I can see if I can check with a setup closer to yours?

Ok, should have a fix up that handles the floss. I completely forgot about the conditions outside of the bathoom. Should now register if you drop it anywhere else.

Oops, I’ll take a look at that and see if I can’t get that fixed.

Using HINT in certain locations will help. Probably should have hooked it up to HELP as well.

I would definitely recommend playing with tutorial on, the command “activate teleporter” wasn’t immediately apparent and had to restart the game with tutorial on to find out how to use it.

And uploaded a quick fix to that.

I agree with you totally, with the limited 16 colour palette I was working with I have had a lot of debates of how to make them more readable.

My current implementation is on "easy" mode it flashes on the first time you come across an obstacle, and the instructions go through the different light levels to try and allow you to get use to them.

I could extend that to the "harder" levels, maybe with a toggle so you can turn it on and off, like "Help: On/Off".

https://ryancavendell.itch.io/hanukkah-runner

As the time for Hanukkah arrived, I've released Hanukkah Runner to celebrate. This simple runner game (don't expect anything too complex) is themed around Ancient Israel, where the player needs to avoid obstacles while listening to classical Hanukkah tracks.

This was created and dedicated to my little one who doesn't get to see many Jewish themed games, so I thought I would throw my hat in and try to create something within the month that I had.

Hanukkah Runner

I thought it was a nice touch, if I have another update there is a minor tweak I might do to the player.

Thank you!

Thank you!

Seems like it! I wonder who else never got something because of this pesky birds.

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Uploaded a demo file of the paid for versions, contains enough to get an idea of each track (though songs with large amounts of repeated bars are quite short).

That is coming, I have to sort out an audio hosting site account which covers samples or embedding though not researched that yet and currently busy with a jam entry for the next 48 hours. If I take a break tonight or tomorrow morning I might export some samples one or two of the files and upload as a demo.

There is a demo file over here gives a sample of the pre-tweaked versions. It should give a rough idea of what the final product is though it's not identical.

No worries, it just surprised me that someone wanted to potentially use it so I wanted some time to think about it plus took about 2 hours to set up the page XD Let me know about your game when it's done!

I've sent an email, should give you access to a new project I've set up for licensed versions of the music. It should give you a free copy. The project contains MP3 and WAV formats of the songs. Download these ones and use them for your Christmas game, a credit would be nice but not required. If there are any issues email me back.

At work at the moment, I will email some details when I am done.

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Did you already buy the soundtrack? Let me think about, I had originally planned this for just a Soundtrack and hadn't considered this.

You started to get the idea when you were flying low! Helps a lot with delivering the presents. It was fun to see you playing, thank you.

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Thank you!

P.S. Love Escape from Cnossus!

My first game "Space Station: Alpha" (https://ryancavendell.itch.io/space-station-alpha) was published a week and a half ago. I understand first games that are paid go under a special game review process so it can take a while, but the available information suggests to 24 to 36 hours (maybe longer if things are particularly busy) but it appears that at times games can get stuck in the queue for some reason.

I've followed the instructions on https://itch.io/docs/creators/getting-indexed, then waited five business days without it appearing. I then contacted support, waited two more business days, now posting on here in hope that a moderator can help me resolve this.