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KuroGamedev

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

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Unfortunately, being a dedicated web browser game makes that a bit more difficult to pull off.  I would need to build this in a different language and come with a way to export the sounds to pull it off.

I totally agree with the easy bit, but at the same time it helps acclimate you to the gameplay without becoming overwhelmed.  The previous fire-themed game (which is why I used this character) had a similar set of circumstances:  Started with no obstacles or anything that could harm the player (aside from the room temperature) then gradually add in obstacles and difficulty to make it more challenging.

Thank you to everyone for your reviews.  This is (probably) one of the most positive and encouraging jams I have ever participated in and each of you contributed to that!  :)

No idea, in all honestly.  It seemed to be random, but it happened in each of the three times I attempted to play this game.

I don't think it was the 'latest', but I was playing on the final version of Firefox on my Win7 HDD.

Not a problem!  I imagine that other devs (like me) want their project to be as perfect as possible.  That's why I say something if I notice something.

Oh, RPG Maker enthusiasts beware: We have another one in the midst!  :D

What we have here is a psychedelic adventure based off enormous quantities of drugs, lack of sleep and philosophical debate on life versus death.  Combine that with neon and pastel colours, abstract designs and an OST that made me go "whaaaaa?" the entire time and we have this very interesting addition to the third Alchemy Jam. :)

Notes:

  • It is possible to skip the Mystical Emblem.
  • Is the Mystical Emblem supposed to be a regular item or key item?
  • Unfortunately, the game ends at the boss battle, where it will keep cycling...

Ever get that sinking feeling?  Like something keep pulling the rug from under you while you are trying to play a straightforward game?  Hmm...

Not my kind of game, but it plays quite well.  It's an excellent piece of work, for sure!

It seems like this game is full of crashes...  Better just close this one... and the next, and the next and... WHAT IS GOING ON!?  I did not even realize what the point of the game was until I clicked on the actual fire itself (by accident), which makes this amusing. 

Notes:

  • Is there no way to restart the game?

The HTML version is quite playable.  I missed the instructions the first time around and kept the shooter in the middle of the screen.  Once I discovered it could move around, well, I started moving around.

It's a decent shooter in it's own right. Nice job! :)

Short and sweet.  If only there was more to the story...  It's very well presented, including the glowing affect, staggered backgrounds, polished graphics, etc.

Notes:

  • Had some problems with the controls. I found more times than not that jump was not very responsive, notably on sloped ledges.

Short and sweet.  If only there was more to the story...  It's very well presented, including the glowing affect, staggered backgrounds, polished graphics, etc.

Notes:

  • Had some problems with the controls. I found more times than not that jump was not very responsive, notably on sloped ledges.

THIS IS NEAT!  I like how this turned out!  You have a solid set of graphics for this project. I like the background music that plays and the little 3d blocks work well enough to setup the battle arena. I got up to round 5 before I found things were getting tricky.

Notes:

  • The startup was a little odd.  It almost seemed like the game crashed when I tried to fire it up.
  • When ending a game, the screen continued to turn as I clicked the 'return' button.
  • I found having to click the mouse button to rotate a bit counterintuitive (maybe I just play different FPS games?).

Hop to it and play this!  You'll get a real jump out of gameplay!

Honestly, this was a lot better than I expected.  Adding the different methods of how the water flames approach gives a lot more challenge and depth to this game.

I also saw in your source code that you built this from scratch.  Well done!

Notes:

  • The HTML title for the project says "Jumper 1.51"

Who would have thought bats could be the single-most devastating foe in all of known gaming history?  Well, we have just been proven wrong.  The bats are out to get your fire, so it's time to roast them in return. I see a project here that is nicely detailed, nicely animated, good controls and fairly straightforward.

Settled for a high score of 870.

Notes:

  • Aren't these bats a little suicidal with their agenda?
  • Information on game controls would be appreciated!  I did not realize you had to click the mouse to shoot fireballs for some time.
  • Good to see a pause button exists!
  • Apparently you can land on bats as they try to approach the flame.  Interesting.

Certainly is a cute and cuddly type of game, though I question if obtaining the jewel the less than legit way is the right way...?  Anyhow, as games go, it's not bad!  Keep it up!

Notes:

  • I kept running into this odd situation where walking into tiles would cause the entire map tileset above the ground to also move in the direction of the player which would affect much of the map.
  • First time playing, about 20 seconds into the game, the barrier around the heart floated towards the player and rotated, giving me easy access to the heart right at the start.

Gotta zap those slimes!  A fairly simple and straightforward game.  Nothing fancy, but nothing that stands out as problematic.

I can see through the source code that was made from scratch.  Congratulations!

Notes:

  • When pressing down two directional keys, one gets priority over another (normal), but the wizard can end up facing the wrong way when going in the priority direction (not normal).
  • Nice touch giving the slimes a floating capability that gradually changes the angle of the slime's movement when the wizard is not directly in front of them.

That is one enduring bedroom.  I must have put out dozens and dozens of fires, yet nothing had so much as a single burn mark.  That is amazing!

The concept you were aiming for works and you nailed down the theme pretty well.  I can see you put some effort into this project.

I also noted that you built your project from scratch and did not rely on a game engine to complete the task.  Congratulations!

Oh my goodness, the game ending cracked me up so hard.  It was an XTREME way to go! You gave me a case of XTREME laughter!  I definitely had fun playing this one (which takes the point of making games to the xtreme).

Notes:

  • The enemy projectiles do not seem xtreme enough; they did not affect the tank.
  • The tank has some xtreme treads, but it does not move?

I hope this review is not too xtreme for you...? :(

If this is your first-ever game, then you are off to a solid start.  I saw the source for your project and saw you built this in js from the ground up.  As a fellow 'from scratcher', I can say you know your stuff, you know how to put stuff on the screen and you have an understanding of game concepts.  I have seen much worse starts than yours, so take this as a sign of encouragement, please.  It looks like what you need to figure out how to make better use of variables for working game mechanics, such as basic enemy AI, but that's something that comes with time, practice, patience, practice, determination and practice.

... Did I mention practice?  I am not sure.

Honestly, I gave up trying to get back to a door after getting a key (And I don't like giving up), The game is quite fun, but I found some mechanics frustrating.  I played for a good half an hour just trying to get to the key, and the couple times I managed to, I ended up dying right after.  I had to stop, then and there, or risk doing some keyboard tossing. 

It's a excellent effort, for sure.  You have a knack for game making, you put a lot into this game and IT SHOWS! ...but I think some of the map layout and mechanics need a little bit more polish. Keep it up, please!

Notes:

  • I saw "Litterfoot" on the screen and my mind saw "Litterbox".   I have no idea why...  XD
  • Might want to leave notes on game controls on your main page.  Yes, they are in the game, but it can be surprisingly easy to forget them.
  • FINALLY, a game with a PAUSE button!  THANK YOU!
  • The only problem with using shift key for casting spells is for windows systems. Multiple hits during a short time causes a separate window to open up, something to do with 'sticky keys'.
  • Landing on top of the skull pile creates a delay of several seconds before the game resumes.  Also noticed a similar when starting a game for the first time.
  • Spell usage felt frustrating, between a combination of never having the spell I want on hand and having a tough time hitting the targets with some of them (notably the fire spell).  Any chance something could be added to scroll through which spell you would prefer to use, since you can see three of them at any given point?
  • Starting with a random spell lineup is interesting, but I found it created frustration with the shear frequency of times I died, since it made some playthroughs more difficult than others.
  • Getting to the key is frustrating, since it's easy to get locked into a spot with spells that cannot do anything and slimes that have you boxed in.

You know you are crazy, right?  This is solid and NEEDS completion!  You made quite the impressive little platform with great layout and simplistic, yet effective gameplay.  

Notes:

  • Ran into a lengthy delay after the game loaded.  I thought the browser had crashed.
  • Hit with some nasty FPS penalties when the screen got fairly busy.  My experience with browser drawing is the less it is trying to draw at once, the better the FPS works.  Not knowing Godot, I do not know if you can control this.

This is a cute and addictive game.  That I played through a couple rounds (frustration-free) just to complete the whole game is proof for me that this was fun game to play.  This game could totally go for a few more difficult rounds! :)

Notes:

  • Fast load time.  I like that.
  • No way to pause the game?
  • Countdown goes down on powerups while the screen tells you you have one.  Maybe this only needs to apply to the first time a powerup is picked up? (Curse potion need not apply, obviously).
  • Got a LOT of those jewel falls during the 3rd round.  Is that normal?
  • Cursed potion is cute; reversing controls, slowdowns and stuff.  I wonder if it could have other random effect on the screen, like randomly jumping around the screen?
  • Cannot cancel a partial jump (Makes it feel like you could unintentionally collide into an acursed one).
  • Music doubles up when starting a new game after losing one.
  • The arrow in the corner of the screen when checking Instructions / Credits is sitting right under the "full screen" button, making it difficult to click on.
  • I like that collecting the wrong ingredients does not change, alter or restart the current spell the player is working on.  
  • I noticed when not collecting the right ingredients (round 5, I believe) that a spell was still created and a friend was freed from the curse.  Then I collected the one ingredient I was looking for and another curse was broken.
  • After opening the round 4 door, I was taken to round 5 after collecting all the jewels.

Actually, trying to cheese that seems to result in you getting stuck in the same battle over and over.  Better to just take your time and let the game play through as it should.

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I don't know what people's opinions of making an RPG are like, but from someone who made his own RPG engine and game (completely) from the ground up, I can say that it can take a fair bit of work to plan everything out.  Overall, this was a solid and good effort for being such a short mini-adventure.  It reminds me a bit like the first Dragon Quest game (which is not a bad thing).  I would suggest cleaning up any bugs and problems where possible and leave this as-is without any add-ons.  The basis this is has potential to become something much larger down the road, perhaps?

Notes:

  • Is HP normally supposed to go back to 100% when you are done a battle?  I see there are no recovery items (on HP recovery during battle), so...?
  • Load times were quick (I am NOT complaining).
  • Clicking on battle buttons while the game is doing it's own thing tends to repeat actions unnecessarily, such as having the player attack an enemy for damage after it has been defeated.
  • If you click 'battle' fast enough, you can deny giving the enemy a chance to attack.
  • Ran into a problem where I kept getting sent back to a spot on the map after defeating an enemy; it was like the game kept repeating this endless loop.
  • I assume the Ghoul battle was a boss battle, since there was no option to run?
  • Shaky cam is neat.
  • So...  everyone 'thinks' I am a hero, huh?  Mwah ha ha ha...  Boy, what little they know.  Soon, I will demand the king's daughter as a sacrifice while I use the power of the sacred flame to resurrect the Demon Lord and ensure control over the entire world...  MWAH HA HA HA!!!   There, now you have the outline for a sequel.

Thank you for the Youtube link.  I have added it to the game's page.

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Oh, when the Saint-class comes marching in (Since the game was recently updated to include a new class).  

https://kurogamedev.itch.io/isekai-budget


I hear ya.  When I was building an inventory setup for my low kb rpg, I had to be careful in ensuring that each byte spent counted for something.  I ended up on settling on 16 bytes per item: 8 for the name, 8 for details, like cost, damage, etc.   For most equipment I ended up settling on a progression setup where each piece was more beneficial than the last, but the cost went up considerably.  Since I allocated one byte for cost, the number was multiplied by 25 to give me a max. price of 6375 for an item, so my chest and enemy gold drops reflect that max.   If anything costs 0, it's a special item and it gets special treatment like, "It can't be sold or dropped".


Pretty much this.  For your first game, aim for a small one, try to do 'everything' for it, even if you think you suck at it.  That will teach you where your strengths are, what needs work and what is way beyond what you can ever hope to achieve.  

Don't spend all your time looking up tutorials; you'll never get anything done.  You will get more out of doing than watching others do.

Nice to see a lowres build of this concept.

One thing I noticed is when holding down the jump button, you will repeatedly jump in the air.  I don't know if this is intentional or not.  If not, one way to get around this would be to have a variable track that you are in the middle of a jump when holding down the button and if the game confirms your jump is still active (because you held down the key), it will not allow you to jump again.  Only problem I see with this is you have multiple keys for jumping, but since you appear to be a skilled coder, you would probably find a way around it.

Interesting.  In a way, you are discouraged from using your magic powers, since they drain your life force.  Nice job!

Ohey I did not realize we were competitors.  :o  

Despite a few times where I was a 'little' frustrated with the physics, I am very disappointed this did not rate higher.  Considering how some of the entries were, this should have been in the top 100.  I certainly think it should have been.

Managed to beat a snake with 9 apples.  It's certainly a different way to play the game!

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So you heal 1 HP per round?  It did not seem to happen for me.  Also, it seems like when the game is over, the sound effects make it sound like the game is still playing.  The whole 'wind up' and anticipate your enemy move definitely adds strategy to the concept. :)

Keep it up.  You're making good progress with making games!

I had a snail spawn right on top of me which gave me an insta-game over.  Otherwise, it's alright!

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"Congratulations!  You beat all the levels!  You are amazing!"

Considering I felt softlocked at level 4 (until I noticed you had 2 of the same potion on one level), and it took me a couple tries to get through level 5, I do feel amazing now.  Thanks! :)

Looks like the only way to restart the game is to reset the cart.  

Nice job!

I hear ya.  I have been trying to revive an old account of mine, but they want info I refuse to give to them, so I'll often link to those who I know have recorded and played my games when/where possible.

Yeah, the itch analytics are worth looking at, especially where the clicks are coming from.  One project included a link to one of my games and was a good source of hits for a while.

Raw javascript (probably one of the reasons it loads so quickly).  I use a custom-built binary resource file that holds all my graphics, map, text and music data.  That file is built using a custom-made game resource editor (Trying to add 00s and FFs to a file manually is a bit...  well, no way I could do that).