No doubt about it :). I am so hyped and pleased to talk with the author of Hilt II. I spent too many hours with this game. Now it's time for Blade :D.
Commocore
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"You see a monster". Really nice atmospheric game. I played a Polish translation of this game back then in 2000s which was included on the "ACS cover 5" CD (https://v.wpimg.pl/MDM5XzMuYiUsVy5JYg5vMG8PehMkV2FmOBdiWGIWYnV6B2gCYhwgI2NRNxg_E...).
I am returning back to it as I still have an old save with my main character over 15000 score points (however on level 4 only, I guess it's not too much). I would love to finish it one day :). What I love about games like that is a challenge to get out of dungeons before it's too late. Definitely it influences the cRPG game for Commodore 64 I'm working on right now.
Oh thanks <3. In case formatting doesn't work, feel free to grab it from https://csdb.dk/release/?id=240426 - it's in summary.
I noticed I forgot to include README doc that contains the code explanation in the zip file I sent to the contest. Anyways, README is available here: https://commocore.itch.io/incrediball-10
Thanks ;). I was actually surprised it could be possible in BASIC. Waiting for a rasterline was key. Have you submitted something this year, Roman? I remember really enjoying your Lumberjack, and Boomjack especially. Also, was it your game by any chance with yet another bouncing ball jumping up from platform to platform? I am trying to find it for a while but no luck. I can think only of someone such talented as you who could make that one :).
Thanks a lot for your kind words and supporting me by purchasing the 16k version!!! For the full version I planned to create a galaxy map where you strategically can choose easier or harder areas to conquer, and to add much more ships (not at once due to limitations but maybe to introduce something like a research lab). Also, I needed to cut out automatic turrets and engines installed on asteroids so they could be moved, especially when supernova is approaching. Let me know what sort of features would be interesting for you to see in the full version. Thanks again! Galaxy awaits to be conquered!
Thank you! During the development, I felt it's possible after finishing the first part with dungeon generation. However, it started to get more complex with all the conditions and exceptions quite fast. There are a few shortcuts and features cut out (e.g. different monsters), but I am glad the main roguelike concept fit in!
Have you tried suggestion from the other comment, or loading instructions provided on this page? I actually developed this game on Vice 2.4 so it works 100%. Due to the size limit for this game (as it took part in the competition) some part of the code is displayed on the screen, so you have to type the loading instruction at the very top of the screen.
Haha, yeah, good catch. Funny as this was a date proposed to me in a conversation with some magazine. Only later this afternoon while thinking of making a stream event for that release, I checked that this date doesn’t exist :). But I got some dates. So it might be released around 27th and I could do a stream 30th September. How does it sound?
I've noticed that after restarting the level, the behaviour gets a little bit funky. The fire button doesn't work immediately and you can pick up one thing and avoid combat with monsters. It works as long as I won't deliberately challenge any monster. I take this as the opportunity to get further in this game :D.
I have banned and removed selected comments from noggerinos (actually doing it for the first time ever) as his/her/their digressions were highly unrelated to the subject of this page, and disrespectful. I am also 100% for criticism and subjective views, but only when shared with the respect and a little culture. We're all here to have a good fun, and no matter if our games are good or crap ("Craptastic" competition, coincidence?), everything can be said with a good taste and good intentions. Hopefully, I'm cutting the flame. I feel sorry that it happened here.
Wow, such a nice comment! Thanks Jammet! I am going definitely to release the full game with many weapons, doors, secrets and tons of creatures and different locations! 4kb size limit was a great challenge, but the full version will contain spooky music, creature animations and more. Throw any ideas you like and stay tuned!
Nice one! In my opinion, the difficulty on the very last level shows the best that the timing when the main character is falling is a little bit off. At least for me when playing on the keyboard with SPACE for a jump... But no matter if it's a keyboard or a pad, I feel that if this time could be slower just a tiny bit, mastering this game could be "more" possible. Otherwise, with the microseconds of a difference, it feels that you just need a little bit of luck by repeating the sequence of jumps. But it was a really fun game! I finished it in 17 minutes 13 seconds with 351 deaths :D and collected all items. In general, this is probably not a good result at all :D. Thanks for this fun game!
I submitted Mathsticks 10 yesterday. Squeezing it in 10 lines was difficult, but 72 characters limit was super difficult :D. When I needed to fix randomisation, I dropped changing the colour of the border as I had no free space at all... and then I realized I can make some shuffling still and squeeze it back "between the lines"! This is what I love about 10-liners the most :D. Thanks for the competition, looking forward for playing other entries!