Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kai Heikkila

15
Posts
1
Followers
2
Following
A member registered Feb 02, 2019 · View creator page →

Creator of

Recent community posts

Thanks for the reply and your awesome channel!

So what do I need in order to play this on an actual C64?

This is more difficult than the actual game (which is actually not difficult at all). Some corpses disappear before I can loot them. Is this intentional?

(1 edit)

I'm sure you haven't heard this before but I hate the automatic forward movement when jumping up immediately after stopping. Oh. Wait. I was annoyingly whining about this same thing a year ago lol. I just tried to replay the game for fun and had to stop after dying a few times because of this. Argh. My inputs are precise but the game ruins them by trying to correct something that was already perfect lol. Otherwise this game is so nice. . .

This game doesn't work on SDIEC? That's the only way I'd be interested to play it.

Here's my full playthrough of the game! :)
(1 edit)

Damn. Should have read the page more carefully. I don't want to play on an emulator and I can't play bat files. KungFuFlash can't play them either I guess. This is useless to me. At least it was on sale...

My No Hit Hard Mode run. Sorry for the quality. I will soon have a better way to capture C64 footage...

I'm sorry to be such a whiner but the more I have played, the more infuriating the automatic diagonal jumps have become. I have to be consciously thinking about it the whole time to not screw up. I probably don't want to play this anymore unless this gets changed.

Thanks for your answer! I have died to this a few times though. The game is about precise platforming and movement, and this design choice goes against that IMHO. I would want to turn it off at least.

Great game and I'm currently trying to complete the hard mode! Just one annoyance: When trying to jump directly up after moving, the character will jump diagonally instead. You have to stand still a moment before pressing jump to not get a diagonal jump.

The other standard is moving with the arrow keys but C64 doesn't really have them. WASD layout is essentially replicating the intuitive arrow key layout.

(2 edits)

Is there a technical reason for why the keyboard controls are mapped to QAOP and not WASD? I assumed that C64 games had wonky keyboard controls only because WASD had not become the standard yet. Having joystick up to shoot and fire to jump is a great choice btw.

I did it.

(2 edits)

The physics remind me of Super Meat Boy which is probably my favorite platformer. I must try out the 2 player mode sometime. This small game is more playable and fun than most old C64 games imho. It goes to show that game design has also advanced and not just the technology.