Thanks for this fun little adventure! Some of my thoughts about the game can be found at: https://c64forum.com/showthread.php?tid=359
You just keep getting better with each of your releases. Looking forward to your next adventure.
Thanks for this fun little adventure! Some of my thoughts about the game can be found at: https://c64forum.com/showthread.php?tid=359
You just keep getting better with each of your releases. Looking forward to your next adventure.
One of my favorites on the Intellivision, so it's nice to play a version of it on the C64. Thank you for your efforts! Does this version follow the arcade version? I noticed a few differences between it and the INTV version; most noticeable is where you get points for trapping the cops and that you cannot move while the cops are frozen after you grab the center loot bonus. Never-the-less, nicely done!
Well done, Stefan! Although I was disappointed that Ghosts was not a graphic text adventure game, like Curse, I still enjoyed myself playing the game. You are an excellent story teller. I also liked the setting in which the story takes place. The puzzles were challenging, but surprisingly, I only had to refer to the transcript once. Having the ability to play it on both the C64 and my C128 in VDC mode was very much appreciated (which made up for the lack of visuals). Please, keep the adventures coming!
An interesting spin on the "mastermind" style logic game. The graphic text adventure game engine seems pretty solid, too! Nice work. Only thing is, in the first game I played I made sever or eight accusations and when I solved it, the game said I spent 28 minutes investigating. On the second game I played, I made only three accusation and was told I spent 42 minutes investigating. How does the scoring work, exactly?
Well done! I'm terrible at shooters games, like this. So, typically I don't spend much time playing them. But I really like what you've done here. Next to Salamander, I think Relentless 64 will become my next favorite shooter game. Thanks for including the different difficulty levels.
I liked the PETSCII graphics on the intro screen, too, and how you carried that theme over into the game-play. Very cleaver.
Yes, I have been able to play it this way. It's just that I like to have the option to play the games I buy on my real C64. Up until now, all of my Psytronik purchases have been playable on my system. I'm just disappointed that this one doesn't. My fault, as I should have known to make sure the game description said NTSC compatible. But, I didn't this time. So, I left the comment above, in case others are looking for NTSC compatible games.
Thanks!
I really enjoy Let's Invade and was pleased to see a part two. It's an excellent continuation on the original, but there are a couple things that keep it from being as good as the original (in my opinion).
First thing I noticed is that the fire control is hit and miss, that is, the gun doesn't fire all the time when it should. I'll pause, line up my shot, press the fire button, and nothing happens. I miss my shot. This doesn't happen in the original. I've tried playing the game on my real C128, VICE emulator and C64Mini, all with the same results.
Secondly, the strobing background graphics in Let's Invade 2 are a little too compact for me. In Let's Invade 1, the designs leave enough black space to see the game action without too much difficulty. In part 2, I have to turn off the strobe effect in order to see the game action comfortably. The more intricate background patterns interfere a little to much for me.
Apart from these two minor issues, Let's Invade 2 is an entertaining sequel!
-David.
Finally, a dungeon crawler done right! I'm enjoying this adventure very much. Although, I feel that the game could improve upon a couple of things, as I've mentioned in my blog post here: http://istilladoremy64.chorusgrove.com/doku.php?id=blog:2018-02-12