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(3 edits)

Instabuy from me! Loved the first game, especially all the little background animations. It's a shame you've removed the grid based movement, that was so intuitive! Reminded me of the original Tomb Raider games. I'm actually finding this one more difficult to start with, due to the uncertainty of jumping onto and from ropes, which was really predictable in the original. I'll get used to it though!

Consider sending a copy to Lemon64 for inclusion in their database for reviews and ratings.

(2 edits) (+1)

This! ☝️

The original grid-based movement gave the game a bit of puzzler-vibes, like the mentioned Tomb Raider series.

But it's also understable that some users that expected pure platforming challenge could have been surprised by the original controls.

I wonder why the dev hasn't commented on this? I'd like to hear if there's an option considered to ship a .d64 with a second .prg with "classic" movement.

There are several reasons why this isn't possible with Adrian. The main one is the map design. With free player movement, if I locked it to a grid, how many chars high and wide should the player jump? In Crystian, the map design is tailor-made exactly for the player's movement, and I calculate it precisely with a jump of 1 char up and 2 chars to the sides. Locking Adrian to a grid and executing an automatic 8-pixel movement probably wouldn't be a problem. However, I'm also facing a memory shortage. Since the maps are larger now and have more enemies, all of this requires more memory, which I simply don't have left for additional code :( I might gain enough bytes by removing the code for free movement, but the map design itself is something that fundamentally affects such a change. On top of that, the code for movement, jumping, and climbing in Adrian is handled via acceleration and deceleration tables (movement tables), so it would also require quite a major overhaul of the environment detection routines. I see a lot of issues there :(

I'm really glad that the grid-based movement found its fans, and at the same time, I'm sorry that its implementation in Adrian would require a completely different approach to multiple things.