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KuroGamedev

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

Creator of

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Not a problem.  Great job for making it to the end!  :D

Well, hopefully, despite this unintentional setback, you find the conviction within you to finish the game.  The water area is the 2nd last location to explore.  There is also the matter of finding the good ending, which hopefully you will be able to! 

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I think I see where you are going with this.   You can get in there from the right with boots and blue armor, but if the fire door is there and you are out of magic, there is no way back. This vania does not have any enemies that spawn without limit, so there is no way to recharge magic as things are.

The best course of action is to include a little platform at the bottom of the water, just enough that can you jump back into the previous room...  especially because I also noticed an even bigger problem down the road with that path.  Without a way back, if you did not grab the super fireball, you are equally trapped.  So yeah, this map room needs the means to return to the previous room, which I have added for 1.03a.  

Nice catch.  Thanks!

Listen to CryptRat.  When he speaks, your INT stat. will always go up. :)

Did someone say Metroidvanias?  :D

https://kurogamedev.itch.io/mi-ni-mi-2

https://kurogamedev.itch.io/mi-ni-mi

https://kurogamedev.itch.io/infaustus-fortuna

https://kurogamedev.itch.io/the-tales-of-sir-regal

https://kurogamedev.itch.io/super-mini-jumper

The gameplay time of these games vary, but I can do these games within 30-90 minutes.

I figure it was about 18 months before my average view count starting getting above 1-2 a day.  Hitting it big with some more popular jams helped a bit (Both submissions in one annual jam made it to the top five out of 100+ submissions, each, and both are now among my most viewed projects).

It gets the Kuro of Approval!  Nice job!

I like how this worked out.  Nice job!

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You have a point.  I just checked the in-game data and it says when it comes into contact with a target, it will do 1 dmg.  It is also possible to hit the target for more than 1 frame during the attack, so a better description would be to give it a range. 

I'll make the update now.  Thanks.

For me, my challenges are tied between: Making sure the sound script I create for my games works and making sure the same sound isn't called upon more than once in a game frame, or else it would sound weird and it runs the risk of crashing a chrome browser.

Ah, okay.  I picked Druid and did not get an 'attack Goblin' option (at least I could not see one). 

Curious: Is it possible to have enough to upgrade a weapon?  I could not find where gold was kept, so I followed the amount collected as I went along and was not able to earn enough before the upgrade offer was made.

https://kurogamedev.itch.io/alchemy-wallbomber

Thank you for your feedback, of course!  It will be a bit before I can look at the suggestions; I am in the middle of working on a jam, at the moment.

You have my praise!

Did you do something to level 4?  It seems harder.  5 was the icing on the cake, for sure.  There would be no complaints if there was more, though the means to go back to the start menu would be nice  (gives a sense of completion, if nothing else).

I'm sorry, but I have looked through every image on that page and I cannot find anything that looks even remotely offensive.  So...  What is the problem?  Your page looks perfectly fine!

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https://kurogamedev.itch.io/shmdown

Super Highland Mechanical DOWN is merely an overextended term for SHMDOWN, an upside-down shooting game.  Complete 7 rounds loaded with pickups and enemies.  Choose difficulties that award different point levels.

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Oooh!  I'll go grab it by the horns, then!

Level 3 is a bit of a thinker.  Nice.  Level 4 was a bit easy.  I still liked!  :D

Here have been my observations, based on responses to my projects, view counts, etc.

  • Do not make your games difficult.  If you want difficulty in your games, either leave it closer to the end of the game or have different modes (Like Easy vs Normal vs Hard).  A game that is difficult at the start is a serious turnoff.
  • Do not make your games too long.  Your typical itch game should be complete-able in about an hour.  If you want your game to be longer, it's a good idea to mention it (somewhere) that it will be a longer game.  Even then, I would cap your full gameplay duration at 2-3 hours.
  • Metroidvanias and other action-oriented games seem to do better.
  • Heavy text-based games seem to be iffy; might work or might not.

Sweet, you are here!

I can always use ingredients for my homemade lemon meringue pies! :D :D :D

A visual novel will (no doubt) be a LOT of art, so unless you are planning something that is lower resolution, expect that to take a fair bit of time.

A minigame would get something on itch much faster, so that might be worth exploring, first.

I got this error when I booted up the game:
Uncaught TypeError: Failed to resolve module specifier "react/jsx-dev-runtime". Relative references must start with either "/", "./", or "../".

I tried the other one, but Google is on my hosts file, so I ended up with seven different errors during the 'authenticating' stage, so I am unable to play it.

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I take it the game is done at Level 2.

This is not a ba-a-a-a-a-ah'd game for sure. Ewe outta keep ram'in the lamb'astic effort and make this game a graz'in old time! :)

(Sorry, I was kinda chop'chopping away at the sheep jokes, there...)

This was fun.  I noticed a few bugs:

* On the last level, I dropped a desk on the old guy and he clipped through the floor, putting him out of bounds.  He was stuck there until I reset the level.

* I was able to make cabinets hang along the sides of walls.

* Cabinets can get stuck in retractable doors with no means to grab them.

Have you decided on your first game to make?

Remember: Don't tackle anything that can easily overwhelm you. Start with very small games and get a feel for what you want to make and where your strengths lay before you try to work on anything bigger.

https://kurogamedev.itch.io/allos-arena 

Allo's Arena. A series of timed minivania maps.

 

They are all less than 300kb in size (unless I get off my butt and get my fps done).

https://kurogamedev.itch.io/
I figure it would be easier to just post the entire account.  There are almost 30 submissions there, all the games are (filesize-wise) small and nothing has to be downloaded to play them.

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You keep going back to an era where ideas were important, risks were taken, products had to be finished, everything we expected from games 30 years ago and they could sell for a hefty price because they were worth playing (except for shovelware or movie games).  You did not have bulky, convenient engines with an end result that is 200x larger than it should be; you HAD to build the games from the ground up and you had to work with limitations.  Your cartridge was limited to 256kb, so that was it; your game had to FIT in that limitation.  Maybe your cartridge was 2mb, but you also have to include sound fonts and crude audio recordings.  Well, good luck fitting all that into a cartridge.  Creativity was a byproduct of these restrictions which gave us the era that came to pass. It is such a tragedy that games today have no understanding of how their grandparents competed for relevency.

My flagship game on my account works with the potential of a web browser to output graphics, music and sound and I kept the whole project within 128kb, much like how console games had to work with the hardware a console came with. That was fun trying to get my code down to a point where it was tiny, but a pain if a bug showed up because of how tedious it could be to track a problem down.  Between that and a custom built binary resource file, I managed to put out a decent size, somewhat grindy RPG that could be beaten in a couple hours and keep it a couple hundred bytes shy of target.  I also figured out ways to compress my code and resource file down a little further so I could add a third playable class, game controller support and a randomizer.

You keep making hacks.  Pretty obvious to me you like making them.  I'll keep making 80s and 90s style games because those were the sort of games I liked playing.

Exactly!  They even brought their own N64 controllers with worn out analog sticks!  You get it! :D

Even back in the 80s, once game companies realized you could combine pictures with words, you could create a hit game.  I think there is something about the 'visual' that adds to the depth and appeal of the game, even if it sacrifices a little bit of player imagination.

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No no no no no, there is no way I would tie you down on some sacred altar, bring around 20 hooded strangers, all holding onto forbidden artifacts as they chant a weird language no one but them knows; none of that!

Just a few drops is fine!  :D :D :D

To think such programs exist.  I have been everything the hard way the entire time?  (lol)

The timer adds pressure to complete each mission, no doubt.  I did do some extra checking to make sure each mission can be completed, but with a jam on the go, I will not be able to update until the jam has been completed.

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No game engine was used.  This is raw javascript and a resource file I created with my game editor which was made in raw javascript.  So, it's kinda like a direct and indirect javascript application.  :O

I have expanded the project to include the other missions and music I wanted to include.

Yeah, I have heard of a couple 'comments' about the boss.  I actually nerfed the boss a while ago (It used to be harder).  Luckily, you can have everything but the statues by the time you reach it.  Perhaps having almost all the items will help?

Yay!  Fresh blood!

I mean, welcome!  ^-^

All I merely said was this was familiar, so I merely explained what I noticed, tried different ways around the problem and found something that worked.  I don't see what other problems have to be focused on, here. :/