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KuroGamedev

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

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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).

Can you elaborate on what you are trying to ask?  I don't understand.

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.).

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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.

No, seriously.  It's made in JS.  The only thing that is not JS is the binary resource file, but the JS decodes and applies the data which gives you the graphics, maps, sound, etc.

Thank you!  It's made in JS, which I know is right up your alley! :)

I assume bribing the creature with candy does not work?

You may wish to include something that disables a letter after it's been clicked so you don't unnecessarily pick the same letter more that once.  Otherwise, it plays alright.

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!

This is a nice puzzle game.  I like it.  It took me a bit to figure out what to do and how to pull the ghosts around, but otherwise.

Might I suggest a few more details about your game; some more text or a screencap or two to show off how to move the ghosts around?

I reached the end.  Apart from the one room littered with ghosts prior to the super important upgrade (Which almost made me rage quit), I liked how this one worked out!

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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.

Lady of the Castle (Tech Demo)

I hope I won't be your bottom-of-the-barrel last choice.  There are 15 games on my page, all created from scratch.

https://kurogamedev.itch.io

Simple and nice.  Graphics are well-done!

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.

Thanks!  I had 2 more jams immediately after this jam, so I was a bit burned out, wanted to take a couple days away from everything, etc.

Sorry I took so long to get back to you.  It took me a while to get back to my system with a suitably powerful enough version of Firefox to verify this.  I didn't run into any problems with the game starting up.

Hopefully you can fix it up once the jam is over!

I tried browser.  With the way my setup is, it tends to be problematic for me to download games.

There was nothing that struck me as "Uhhh, this game is broken!" or anything like that.  Just think of it as a feature, rather than a bug. :)

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.

Simple, straightforward and seems to be relatively free of problems.  A solid entry, for sure!

The game looks nice, for sure.  However, I ran into an issue; About 10 seconds into the game, the frame rate completely died on me and it looks like I ended up clipping through some walls. It became unplayable at that point.

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One of the most fun jam minigames I have played in a while.  The obstacles certainly add a nice twist to each course as the game progressed.

I noticed a couple weird physics where rotating sections did some odd things to the ball, as in instead of knocking the ball around, they tended to slow the ball down and guide it towards the hole at the end.

And people have said my games are too tough!  lol.  I can't seem to get past 30m, mainly because I find the controls are not intuitive enough for how I play games; I would continually keep hitting the wrong buttons for certain actions.  I also noted that slide does not work on ghosts, even though there 'appears' to be plenty of room to slide under one.

It's a nice piece of work and well-presented.  Good job!

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Nice piece of work, for sure.  It does seem a bit on the easy side since you have a full time reminder on what the customer orders, for instance.  Does this game have an actual ending?

I noticed a problem when I started a game.  The screen appears cropped when play in window mode.  I had to blow it up to full screen to see the entire game.

It was hard to not give this one a high rating, given how often I bake large numbers of loaves, buns, desserts, etc., so this one hits close to home.  In fact, given this weekend was Thanksgiving for me.  That greatly upped the amount of baking and other work I had to do ON TOP on trying to get something in for a jam.  :D

Quiet IS better than bad sound, that is true.  Know your limits and work within them to make the best games you can!  :)

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Yeah, better get in touch with HorrorForever and see if you can get the right submission uploaded.

Ohhhh, I am supposed to AVOID the saws.  Silly me, no wonder I kept losing...

Well, once I started playing it properly, this ended up being one of the fastest victories I have ever earned in a game (and probably one of the most abrupt).

I can't see any obvious problems to stick my nose into.  "Maybe" something like a higher difficulty level with more saws, but beyond that...  :)

You have something with potential, here.  I think it needs refinement, touch-ups and fixes here and there, but otherwise it's a good effort on your part!

A few things I noticed:

  • A lot of the details, especially text, appears quite blurry and out of focus on a smaller frame/screen; text is much easier to read when going full screen.
  • To avoid continuous jumps while holding down the jump key, you'll want a value that is set when you hit the jump key, ignores attempts to jump if the value is already set and it is cleared when the player lets go of the jump key (Used to run into a similar problem, myself; that was what I went with for my solution).
  • Enemies shoot through walls...  grr...

May not have had time.  1 week to get something done can be a lot less time than you realize, especially if you have regular interruptions, have a family to feed, have to bake pies and buns for all your neighbours, etc.