Interesting. In a way, you are discouraged from using your magic powers, since they drain your life force. Nice job!
KuroGamedev
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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!
"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!
Isekai: Budget ( and the demo ), despite them being my first submissions, is still my most preferred and most satisfactory project I have completed. Not only the first serious game I made that utilized my redeveloped web oscillator concept (so I could go full-on with chiptune music and sound effects), but I managed to keep the entire project at 128kb; this is something that could fit on a floppy disk from the 80s.
Earlier this year I did an overhaul that compressed the binary resource file a little bit so I could include some extra details regarding inventory (like what an item is good for when you examine it), among other things. Currently, I am working on a way to compress it a little further because I am working on adding a randomizer mode, where the shops, chests and enemies are all shuffled around.
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).
I would say different, if only because I am not familiar with the source code for the original. I know the fruit appearances are based on how many pills you collect, whereas mine are a fixed time. My cat behaviours are a bit different. I have a whole bunch of different maps. I imagine there are other differences.
I cannot see the entire game canvas unless I switch to full screen mode and I must be terrible at this game since I couldn't get past the most basic stuff of level 2... It did not help that upon losing a heart it would not register (in my head) that I died and I was still holding down the right button which led me over the cliff to lose a heart, again and again...
I certainly like the effort you put into this. Keep it up!
I'll be upfront with my apologies for how small this game is. Even though the jam (or gam is you want to be specific) was scheduled for a week, most of the week was wasted on 'emergency this' and 'emergency that', which badly hampered how much time and effort I could put into making this one. I pretty much only had the day before to work on this (and an hour here and there to update the editor, make some maps and graphics, etc.).
Alright, I'll focus on those rooms and see if I can find something. Thanks.
In the next build, I have taken take of the problem of your jump halting as you attack. I relocated where the jump is checked for move + attack and it seems to be working. You cannot do is jump backwards while you attack, but you can go forward without any problems.
Update 1: Yeah, I see some weird glitch happening when you jump. I need to see what is causing this and what I can do to fix it. I think this is something that is affecting all rooms
Update 2: Okay, so it looks like there may have been a problem with a value being treated as a whole number when it was a fraction and that caused a glitch when drawing the screen after warping to the next room. After playing with the value, I can go back and forth between rooms without any problems. Nice find!
Yeah. I didn't want the player to move on the ground while attacking, but I didn't have enough time to setup an attack move in the air while keeping it separate from the attack move on the ground. I should look into this.
Do you recall which room this happened in? It could be a problem with the object that controls moving from one room to the next and there could be a bad value.
An interesting game, for sure. I liked the 2nd background theme the best.
IF I had the smallest of nitpicks about the game is the whole thing felt a bit on the easy side. I only met any real resistance on the 3rd level (mostly due to the dragon pots, or whatever they are called) and it took me a bit to figure out the pattern of the final boss.
Nice job!
Use a jam to get noticed, especially if you can manage to score in the top 10-20% of those jams. My number of views went from a token amount to almost 5000 within a year.
Also, the larger the jam is, the smaller your game should be. People often only have a week to review as many games as they can, so time is very limited. Assume they have 15-20 minutes tops, which should be enough to either beat the game or make a decent amount of progress and leave a desire for them to want to return. Don't make my mistake and submit a jam entry that takes 2 1/2 hours to beat: NO ONE HAS THAT SORT OF TIME with a ratings / review deadline.
Making something that's isn't exclusive to html5 would certainly be a step in the right direction for me, but I don't want to end up using some engine where I cannot even play the game on my own system *coughelectroncough*. I have managed to tackle RPGs, platformers, puzzle, arcade, and shmups. I would like to try my hand on some old school style rts as well, down the road, given I already have experience with making a mouse-based game and building stuff on a map (courtesy of a tower defense game I made... should probably update the code and put it on here, some day). However, I know little-to-nothing about making it multiplayer.
Oh, I ran into something else. I played this on another setup of mine and found that while the frame rate was fine, the game had the 'up' button stuck in some way that I was always moving forward no matter what happened. I tried everything I could think of and it would not become unstuck. I did manage to win, despite that, at least.
It does look nice, but I had serious issues with the frame rate. I was barely getting 5 FPS (if that, at all... was probably closer to 2 or 3) while playing and the slightest movement of the mouse and keyboard was enough to send my aim hurling towards the other side of the room, making it impossible to aim my weapon at the bad guys.