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KuroGamedev

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

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Sorry, but the game will not run on my system. I even tried adding in the requested dll files and that did nothing.

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Sorry, but the game will not run on my system.  Since you used Godot, did you consider exporting a web browser version?

This was a fun game, for sure. I definitely like what I saw and it was a splendid job. Only two things I was not a fan of:

  •  Limited access to the shop.  Times I would have loved to buy something did not appear to be an option.
  • The endgame music overlapped with the regular music, undermining the satisfaction of having won with 1 heart left.

Thanks!  :)

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The page you can update anytime.  It is the 'game zip' you cannot.

Unfortunate, it is.  It's good to see it was working as well as it was.  I had no issues moving the camera around, but I don't why WASD was not working at all.

There is an upgrade you can pick up. When used, the player is surrounded by sparks and this will break walls marked with lightning blocks.

The bomb glitch was already mentioned, but thanks for saying something!

I figured out why.  I reserved a flag for that wall (if the flag is set, the wall does not spawn).  It was missing that number.  It will be included after the jams are done, along with many other bug fixes.

Thanks!

You ever thought about trying to make something like this with just the raw code?  It still sounds like you know what you are doing.  Now, it's a matter of making it happen.

INTERESTING!  You handled this game well. I had 12 seconds to spare on my first playthrough. :D

I like this.  While gravity is a bit fast and fierce for dragging the player down to their demise, the concept is great!

I am guess the only level in OPTIONS is volume control (since it does not say what it actually is).

Your effort shows, for sure.  You have talent for making interesting stuff!

When switching from how to play, credits, etc., the various pages will overlap each other.

The level 1 shift to the end of the map really threw me off since gameplay was still active.  The leaves me unable to see what I doing, where to jump, etc.  Luckily, it went back to the birdy before I fell to my death, so I was able to figure out how to get across the chasm.  Something similar happened in level 3 and it was a wild guess on where to jump.

At level 2, the background does this weird where the entire BG shuffles and shifts depending on the player's position on the map.  It is most notable after jumping down and trying to go between the first two trees.  I also way overshot the exit with the bird.  :D

lol, your banner was so big I thought 'that' was the game.

I like the game and your effort, but I got stuck way too easily in certain places.  I never even got close to winning, sadly. :(

You added a "PAWS" button.  Nicely done! :)

I'll admit, I first missed 'how to play' because it was so tiny in the bottom-left corner of the screen, so I was getting frustrated at the first hill I could not jump onto.  

Anyway, the game looks nice, sounds, it plays fine.  It hits all the right checkmarks for a solid entry, for sure.  Nicely done.

Can I make the suggestion of adding "How to Play" to your main page as well?  I know that is the first place I will look for game instructions.

I have decided not to leave a rating at this time.  While it took the better part of a minute to get from the menu screen to the game (which is fine, because GODOT was involved), the game started up just fine. However, WASD did not work for me, at all.  I tried full screen, I tried CAPS LOCK, I tried Shift + WASD.  Nothing worked, so I was stuck at the very beginning of the game.

And no, I am not downloading it.  I can tell you, right now, my system cannot play it.  That is why I went with browser-only games when choosing what to review.

I appreciate your effort, for sure, but it is something I cannot play.  Sorry.

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I LIKE what I see and I LIKE what I hear, but I feel I have problems with gameplay:

  • I threw away my first entire batch of lives just trying to figure out the mechanics of this game.  It was my second facepalm moment while reviewing all the jam entries I could.
  • Some of the artwork between platforms and the cable line was a bit too close, so on instinct I would be trying to jump on what I though would be a landing which ended up leaving me falling to my death.  I'll admit, it got a bit frustrating.
  • I found a had a LOT of trouble trying to figure out where to go.  It was a mountain of guess work and of course wrong guesses are painfully unforgiving, notably falls to my death. :(
  • Your first checkpoint is awfully late into the game.  It may seem early, but I think a checkpoint almost immediately after starting would help players to know that checkpoints do exist.  It was 8 lives later before I even knew checkpoints existed and I was ready to throw the towel in by that point.
  • I am pleased to see there is a pause button.  Many thanks for that, **especially** with a ticking clock.

Your game mechanics, physics all the stuff, all top-notch, of course.  It is an excellent presentation.  Unfortunately, for me, it was one that was a bit too much to play.

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Yeah, I am kinda agreeing with you on that one.  A bit of it does seem confusing and cost me a LOT of lives when I was trying to navigate this game.

I am not going to leave a rating on this one.  I had to go into task manager and shut down my entire browser because this game locked everything up so badly.  The page had hit 1.7gb which tells me there is some bad recursion going on in the code.  In the old school days, that was a sign of undeclared variables bloating the browser into the ground, but these days and with Godot involved, I cannot say what would cause it.  I could hear audio and after a bit, but even that was breaking up, constantly restarting, etc.).

Sorry, but there is nothing I can do on this end.

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You know, if anyone ever wants to complain about how difficult my games are, I will refer all comments to this game in the future.  :D :D :D  You really took the difficulty to the 11 here, but that does not make it less enjoyable.  I also like your lowres approach to the graphics.  I wish more games were like that from time to time.

On a whim, I flipped through the source and I saw some neat ways you handled the graphics and audio.  I did not take the code (that is not how or who I am), but I did take notes.

This game is a candidate for the bread award!  Thanks for your followup on this.

Interesting idea.  The use of traps in a tactics-style RPG and trying to get the enemy to maneuver into them adds an element of strategy to the entire process.  It has potential for more than 2 rounds if you plan to continue developing this game.

Notes:

  • Most of the time the music did not loop during gameplay.
  • First time around, I hit options and nothing happened.  I hit quit game, which ended the project, though a refresh left the game in a 'quit' state.  I had to do the full CTRL-F5 and reload it from the ground up to play it.

Well, I only got hit by the bullets about half a dozen times and by those green leafy creatures twice, so I could not have done THAT bad, right?  A good effort, for sure. :)

Combining two Alchemy Jam entries into one?  Someone is playing with fire (So let me bring a bag of marshmallows, okay?)

Though I was not a fan of the sluggish acceleration of a trap without locomotion, the sometimes unusually long reach the slimes have when depleting my health and the mouse controls...  (Yeah, despite all that),  I like this!  Good to see you managed to get something done on time!

Thank you very much!  :D

Alright, I'll put that up on the page as part of the bug reports. Thanks!

Two bugs have been reported so far, so make sure to read before playing.  Neither of them will prevent a player from winning, but exercise caution while playing.

Two bugs have been reported so far, so make sure to read before playing.  Neither of them will prevent a player from winning, but exercise caution while playing.

Thank you.  I had a late start since this was paired up with another jam. :)

The first bit of the dialogue is part tutorial.  After that, it becomes a lot more casual.  There is also an option to turn it off in the OPTIONS menu.

Thanks for your feedback and comments! :)

Thanks.  I (literally) ran this one right down to the byte limitations.  When I talked to the jam runner, he agreed that the byte limit should be binary, not decimal, so the cutoff was 9,216 bytes.  That is the exact size of the project.   :D

I have never been a fan of Permadi-style math used for raycasters, but I really liked your use of bitwise operators in the math and condition checks.  Some good coding under the covers. :)

I also hate WASD controls, but I do not hold that against you.  XD

A solid and fine piece of work.  Considering the filesize limitations of this jam, getting anything to work properly is an achievement, let alone a higher quality game like this one. 

Good luck to everyone!

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Free items?!  Ohh boy, I'll have to look into this one.  I was sure I coded the items to not be free.  Thanks for noticing it!

Thank you for your comments, for sure!  I always appreciate an honest review, criticisms included. :)

One month?  I had two and a half weeks.  XD

This was made for another jam, but I figure it happened to overlap this one as well. :)

Did you click on the game box first?  I find with most itch games I have to do that to make sure the iframe is on the browser's 'focus'.

It is the biggest game I have ever made.  I average 150-250kb (yes kilobytes) when I submit a game.   This one is closer to 400kb.

Thank you very much for your comments.  I always appreciate positivity in both the good and possibly bad points in any project I work on. :)

It would not be a true NES style game if you were not dying horribly.

I wish you the best of luck in your journey. :)

Definitely inspired by it. Thanks! :D

Thanks for catching it.  It was a simple and stupid bug.  I moved the code that handles stat boosting into a function and did not change certain values when things got moved over.  This affected all stat boosts in both the demo and main game. 

We're good to go now.  Thanks again!