I was hit in the Norfair wanna-be area, along the left half of the area somewhere, though I suppose the problem relates to if every warp trigger is coded separately (which I have seen people do) or if you made a 'jack of all trades' function and treat the warp areas as objects (which is what I do). I think it was down to the exact frame where I was hit as I was being warped to the next room, so I would call it a rare bug, but one that happened to hit me (pardon the pun).
I got to the "To be continued" screen, yes. I remember seeing that room with the tall thing and the four different coloured blocks that resembled your key system setup, so it was not hard to figure out. I was a bit surprised to see a lack of final boss, given all things.
I started around 11pm or so and finished around 1:30am, though I had a 15-minute break during that, so... 2 hrs, 15 minutes, which is about as long as some of my longer games. I did die a lot while I played this. On another note, this is the first game I have actually played in a long while.
The biggest complaint? Well...
As for the good? Well...
Overall? You did a heck of a solid job. Your dedication and effort reminds me of what I go through to make my own games.
Managed to find 4 of the hidden messages. Could not find #5 or 6.
It is an interesting game, though I found the backtracking to be a bit excessive.
I noticed two bugs while playing:
* If you are hit while you warp from one room to the next, you can survive the hit.
* If you are at the save point prior to the top-left room (new area for the final 9 batteries), get hit and sent back, the music remains does not revert to what the current room's music should be.
Losing my coder.
I was working on a fan made remix of an ancient game around 15 or so years ago. After we put two demos out, my coder disappeared. Since I knew nothing about Game Maker (And still do not; my coding base is something entirely different), the project was useless to me, so it had to be abandoned. I still have most of the project resources from back then, including all the music I sequenced for it.
If your team cannot even agree on something as simple as a name, I would submit that your team has bigger issues.
That said, being a solo dev is far from easy. You have to be a jack-of-all-trades to make a game look presentable, playable and fun. You have to know how to code; to make your game function in the way you want it to. You must have some background in the arts and music, even if it is self-taught and lots of practice.
Try out some smaller jams to give yourself a chance to practice, even if the game does not score well; it will build up your capabilities and help you tackle larger projects down the road. It never hurts to start small.
https://kurogamedev.itch.io/the-second-best-key
The Second Best Key is a First-Person perspective RPG / Dungeon Crawler style game using a Gameboy theme that honours it's palette, resolution and music channel limitations. You assume the role of a Sir Roden who has been taksked with finding the ultimate treasure hidden in the land of Tenor.
You are right on both counts.
Yes, I have played that game and while I was not examining it in any intense manor as I was making this game, it did serve as a bit of inspiration. This style game was on my list of ones I wanted to try making, some day.
And yes, it was missing a semi-colon. I moved the script because the end music was not running when the ending was being played. I put your name down in the bug catcher, but I think you ended up with the Weedle (I think someone else already caught the Caterpie, sorry). :/
...I also just noticed one of my dialogues was in the wrong room. Fixed as well. :')
So... What exactly am I supposed to do. It seems to be stuck at the opening title.
You have to press "R" to get the game going!
I was able to get to the final leg of the game where the final key awaits. I did note some problems:
Overall, it's a fine game. A good contribution to the jam.
The door may be locked... BUT THE FUN SURE IS NOT! Just when I thought you could not out-weird cats in grocery carts, well... surprise!
Fun fact:
It's alright, for sure. I Managed to reach the unexpected rocket ship on the first try (277.4 seconds), though I think I was low on health when that happened (Could not tell 'what' that bar in the top-left corner was supposed to be).
I like that it has a few metroidvania elements in it, such as a platforming upgrade you can find and the means to unlock new paths as you travel, through the lack of health recovery means you have to be 'real' careful with your progress.
Good job. Hope to see you in future Alchemy Jam games.
TAKE THAT, YOU WIZARD! Now I can have Roasted Wizard for dinner! My final score was 460. It took me only three tries to win! :) BTW, you are right, the hit box for the dragon IS small. It is not as difficult to dodge the attacks as one might think.
I like the changing backgrounds as you make progress. I like that the key is used to unlock a new level!
I wish you could have move forward or backwards a bit. That would have dodging a bit easier.
This showed up as an error in the javascript when I booted it up on Firefox:
draw() { ctx.drawImage(this.image, this.frameWidth * this.frame, 0, this.frameWidth, this.frameHeight, this.x, this.y, this.width, this.height) }
As a fellow js coder, I salute you for your efforts! You have done an outstanding job! You are a contender for the Kuro Bread Award!
Thank you for the catch. I fixed it (along with two other minor glitches I found and I added some post-victory dialogue for the people in huts). What happened was there was supposed to a control that says if the game is paused or not. It turns on when you 'pause' the game and off when you resume. It did not shut off, which is why the OPTIONS and LOAD GAME pages would go back to the game instead of the menu. This has been fixed! :)
So, IF you feel up to finishing off your RPG journey through the lands of Tenor, you should have no problems now. Thanks for the find! Credit is posted on the page.