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Tried to play it on the browser at first but for some reasons this seems to be one of those games where spacebar scrolls the page down... making the browser version completely unplayable.

So then I tried to download it aaaand I was met with a surprise that I needed to download an emulator.

I guess I am one of those people that is kind of bad with this kind of stuffs - I had a lot of trouble figuring out how to run the emulators... Made wrong downloads a few times along the way before it finally works - not a fun experience :(

Okay, now after venting I can finally review the game itself.

One thing that catches my attention is how you build this game from SCRATCH. Holy cow - I can't even imagine. I have a little background with programming but if I were told to make a game from scratch I would make a text adventure on command prompt at best.

Gameplay wise I think this is very standard - nothing too creative; but it's fine enough, especially for something built from scratch. It's kind of annoying though how I don't know how far the frog would jump just from the sound alone - but I guess I can just say that this is a game that needs practice.

Graphics wise... Damn. I use engines but I can't make graphics this good. You build this from scratch and the graphics is top notch. If I could give ten stars I would.

Audio wise it's nice that at least the power of the jump strength is telegraphed via audio - though it doesn't really tell how far the frog would actually jump from the audio alone. The music is also soothing - did you also compose it yourself? It's simple, but it does the job very well.

A job very well done. Hats off.

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edit: I fixed the spacebar scrolling with a little javascript! :)

Thank for the thorough review and the accolades! If anyone else has the page scroll issue, there’s a version on its own page here: turtlepanda.games/playLilyLander

I’m glad you can see the work that went into this. It was quite a chore! Double-buffering, keyboard matrix scanning, speedcode, and hours of learning raster line timings :)

Not to mention using almost every last byte of the the C64 memory! The only trick I didn’t pull was storing data in the I/O shadow space ;)

And yes, the music was composed in-house!

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And you did all that in just a month... absolute madman!

I do wish I also had composed a music for my own game too... after all I had spent $200 to buy an FL Studio...

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To be fair there are two of us. I only had to write the assembly ;)

(Also, I played Human Resource Machine and TIS-100 before I actually had to write assembly (also I’ve been coding C since my teenage years))