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amigalive

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A member registered Apr 18, 2021 · View creator page →

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Great game! Loads of fun! Love it! 
Fully customizable maps and mod tunes!
Fun to play in single-player vs CPUs too!

I was playing in 2p mode, seems both players get a different random seed.. it does happen that they get the same from time to time.. but could there be possible an option or have them to always get the same pieces so its a fair competition?

If you are interested in adding this feature then that will be just awesome!! This was like it was destined for you, I believe nobody else would have understood it better!! Cant wait to see it!

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Thanks for your response!
I do find the Gameboy Tetris to be the topmost Tetris in my opinion.. mainly because of the way it randomizes the pieces.
Would you be able to copy the piece randomizer from it?
Some had said it uses a 2 bag (14 piece) shuffler, but while playing the GameBoy version I was writing down the pieces that appeared so I see it uses an algorithm. Here is a list I made of the amount of pieces I got while playing for a couple of minutes.

7 x O
3 x L
4 x J
11 x S
5 x Z
6 x I
9 x T

This tells me there is no 14 piece shuffler or even 24 piece shuffler. 

Digging around about this I found this article which explains how the Gameboy randomizer works. 
https://harddrop.com/wiki/Tetris_(Game_Boy)#Randomizer

Would you be interested in adding this randomizer or perhaps applying it to a future development?

congratulations!!!

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Nicely done!
But is it too late to ask for new gameplay features/improvements?


Congratulations on creating this highly playable and fun version of Rastan for Amiga!!! Keep up the good work!!!


I would like to report just a minor issue when jumping on ropes in v0.32, if you keep holding direction up while jumping on the rope, the character keeps sliding down the rope.. and even after you release holding any direction, the character keeps sliding down..  

another graphic glitch happens on the rope if pushing left right fast his pants and legs face left right but not his torso :D

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Congratulations on winning the AmiGameJam!!! Well deserved!!
Great game!! Feels like an NES quality game!
The game plays so smooth, tunes are excellent and game is really addictive!! Difficulty advances smoothly!
You have really cracked the code on the gameplay..
Can see some good gameplay mechanics applied!
I can see some elements of Turbo Tomato in it too (throwing shards etc.)!

PS. Can you enable the gift option for this upon purchase? I want to gift to a friend!

PS2. I added a configuration for Dual-Stick support on AmigaLive so you can use any Dual Stick controller through emulation.

PS3. Not sure if open to apply a minor tweak but I will ask anyway.
Is it possible to slightly increase the speed while stuck and pushing walls to go around corners? in other games I'm used to pushing on a wall near corner exits and character manages to go through almost at same speed as normal and this feels natural to me.. but in this game it feels the speed is reduced a bit too much during the same process and enemies catch up with you quickly..  this is not a problem with early levels but on higher levels slowing down too much can be unforgiving..

PS4. Another minor issue I had was while holding fire button, whenever a dialogues appears it quickly disappeared before I could release the fire button to read it. This happens only while using a single joystick controller but not with the Dual Stick controller.

Awesome! I will be checking for updates!
I also hope we can see some multiplayer action on stream some-time!

Nice mini strategy/sandbox game with a bit of a SimCity vibe.
The single screen limitation allows you for better focus and to use your real-estate wisely.
Simplistic visuals that live up to their point! Nice in-game music.

I do believe the game is not fully developed to reach its full potential and I am anticipating to see future updates. This game looks like it could evolve into a gem!
Please keep up the good work!

Suggestions (you may probably already have plans for these, but I will mention them anyway):
Add some logic that would require roads to be all connected through to reach center building.
Keep the road icon enabled even after building 1 road, only allow disable with right click.
Allow destroying of buildings and roads.

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This game has achieved an arcade retro sensation!
Great in-game music and visuals match the retro theme.
Easy to control, plays fast and control is very responsive.
When you crash or fail,  you can only blame your own mistake!

As we grow older we often dont have much free time for games, so this game is perfectly suited as a game to pick up and play for just a few minutes during a break.

Great work on this! I believe its as complete as a game of this style can be.

Suggestions:
I know some difficulty and retro authentic sensation is achieved by keyboard control, but please add an optional joystick control for wimps like me :P

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I believe this game probably won the award for being the most innovative game!
Unique game style! This open world concept offers lots of freedom and fun, even when you dont play by the rules of the game, you got enough time to just go and do a few shenanigans of your own.
Awesome way of representing the drunk effect in controls and visuals! You nailed it!
Like it or not, I believe the main character represents over half of the Amiga community!! :-)

I am highly anticipating that you will continue the game development as it is very ambitious project which has so much potential and will be lone successor in its own category when finished. 
The game currently feels a bit limited in actions, so I do hope for a bit more depth of actions in future updates (hopefully you keep updating).
Keep up the good work!!!

Suggestions for future updates/additions (the possibilities are endless in games like this!):
Visual representations of time:  Sun-up, Moon-up (cant focus on clock numbers when drunk, lol)
Change of in-game tune to a chase-tune (something similar to Benny Hill chase theme) when chased by cops or muggers.
Funny random taunt/insult to police officer every time you visit them.
Add reason to move away from the shop to avoid repeating drinks (farming) from the same shop - like "I cant drink more, I need to pee", but workers/bouncers forbids you from peeing near the bar and a spawning bouncer chases you off if you do.
Buy and reserve a banana or beer bottle in pocket for when shops are closed - drop banana peel or bottle later.

Other ways to make the game last longer:
Find cash on street in random locations or other ways to renew cash.
Cops reduce money when they catch you and you have too much cash (as if paying a fine)

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Innovative concept for a defense shooter!! (Like "Vektor Storm" in reverse)
Redeem yourself from the sad memories of hardware damage and fight back to avenge your beloved system from those dreadful moments!
A game that every Amiga hardware fan should have in their game collection.

Bright and clean visuals, nice bright colors and sound effects, offering an arcade feel!
Nice game to pick up and play with a friend in 2-player simultaneous co-op  mode.

Great work! Feels like a high quality mini-game!

Possible suggestions for future additions/improvement:
Make missed shots return as a power surge (added difficulty/penalty for missed shots)
Some movement tweaks/options perhaps: only allow left and right to scroll around the CPU, down/up to flip directions, and movement acceleration always enabled (as seen when holding direction for over 2 seconds).

Someone forgot to tell theotheoderich that its a game-jam development for only a few months development and not "the game of the decade" game-jam.
Despite the fact of the time limitation, theotheoderich still managed to pack a lot of depth in this game, including a multiplayer mode, thus exceeding all expectations and bringing a new level of commitment to game jam development.

The game plays and feels like a commercial game and even offers more than the games it was influenced by (Colonization/Civilization), as the game stands on its own with clean visually appealing sprites and a 4-player multiplayer mode.
Controls are great, and using keyboard can speed up navigation and popups.

The game has a learning curve, but for those who are familiar with Colonization can quickly pick up the pace. As for the rest of us, discovering the game controls/mechanics is also a fun task/game on its own.

The Amiga community received a new gem with this title! Keep up the great work!


Suggestions for future: 
Commercial boxed version!
Add more in-game music themes
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Nice game inspired by the classic title Berzerk (Thief, Zerberk etc) but with a more modern touch!
I love the late 80s retro inspired graphics and the digitized voice, gives the game its own personality.
The Otto impersonator is crazy difficult to avoid, I suggest you run!!

I would like to see the game completed with more depth.
Keep up the good work!

Suggestions for improvement:
Tighten or reduce the collision/hit-boxes (you may often die before enemies/projectiles hit you)
Slower enemy shots? (maybe not needed if above is adjusted)
Add more depth (activate that shop/house everyone tends to try to enter, or give a message "shop closed, out for lunch!" or upgrades as faster move speed for 3 next screens, or faster shooting for 3 next screens or death, or purchase a change direction of Otto entrance left/right or slower moving Otto in drunk mode)

This game offers fun as a multiplayer party game with 4-player simultaneous action!
Nice addition for a couch-play game, I always love seeing new multiplayer titles!

The title music and round-end music are perfect!
The lack of cinematics/animations give it a great retro feel and I really enjoy the flame-thrower!
(Always best when developers focus more on gameplay than esthetics!)

This game is great fun when more than 2 players play (already available on AmigaLive).
Keep up the good work!

Suggestions for future additions:
1) Could use some in-game western action music
2) Team battle-mode option (2 vs 2)

Innovative title name! Probably one of the best game title-screen images I have seen in a while!
Due to the wall coloring theme, I initially thought this was a game inspired by Backrooms, but it is just a nice coincidence.
The game feels and plays good. You can play with keyboard too, which makes navigation control so much easier (I used WASD + Q and E, but you can use other layouts).

Although I am not a big fan of dungeon crawlers, I am sure once the game is complete and running at its full potential, dungeon crawler fans will appreciate it.
The game offers a good base for future development and I would like to see the game completed which may include more enemies. Keep up the good work!


Suggestion: Please add a slow paced creepy horror ambient sound/music.

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Ever wondered what Frogger would be with added scrolling and 2 player mode?
For me, this game is a dream come true!

The game offers clean visuals and nice innovating additions! Play alone or play with a friend!
Controls are good and supports 2nd fire button for special BIG frog mode!
I find it hilarious that the frog can still shoot out its tongue while it's already splattered to the ground!
(Please dont correct this)

I really hope you continue on this project, no matter how long it takes you!
Highly anticipating future updates on this! Keep up the good work!

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Stunningly re-touched visuals and ambient audio theme combine for a perfect relaxing atmosphere that will have you lose yourself inside the game. The music is perfectly matched with each scenery. 
After playing this game for a bit you find yourself so absorbed into the scenery that you no longer feel you are in the same room anymore.
(For best experience, play with lights closed and without distractions) 

Great work! The only downside is that I wish it had more!
I believe I am not the only one that hopes for this project to follow up with with future updates with additional content or expanded story!

Nice and smooth movement of the ship and controls well!
Reminds me of an 8-bit ZX shooter game!

Despite the jam being over, I hope you may keep up the good work and complete the game with adding swarms of attacking enemies!

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Very nice shooter and controls more realistic than other shooters!
(Someone might need time to adjust coming from other shooters)
Great music and effects! Nice menu screen effects!
The scrolling is perfectly smooth! The gradual difficulty curve is well adjusted.

Keep up the good work!

Suggestions for future improvements/additions:

Allow a larger movement field if possible
(the bottom area of the screen is unreachable, might be on purpose but feels it should be accessible)

Add more random distance to enemy shots
(enemies are always accurately targeting your current location and not where you could be moving)

Adding a special weapon or loops to evade enemy fire for a few seconds (invincibility effect)

Very smooth scrolling and car rotation control feels perfect.
The visuals are nice and clean, tracks are also very well designed!

One improvement I would suggest is to not go into full stop when hitting the walls but rather perform a bounce effect backwards, for allowing you to adjust direction and accelerate asap..

Keep up the good work!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

(1 edit)

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

(1 edit)

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

To allow easy access for users to test, your entry has been uploaded to AmigaLive.com within a game compilation named "Blitz Basic Game Jam 2022" under the default server games list.

Good luck!

Finally played this with someone across the globe (Australia/Canada) as its not latency demanding... 
Was fun and it is the solution for having a better AI :)

One suggestion, could you be able to have an indicator for when a canon has an available shot?
When moving too many canons we can forget which one has fired...

PS. One minor visual issue when there are too many units on screen, the spawn screen numbers of the wizards are off, for example, sometimes showing 110 Wizards when in reality their are just 3, and seems also the graphic of the numbers are truncated left/right..  this comes and goes and unsure what exactly causes it, but it happens when spawning lots of wizard (doesnt matter which color).

I like how the game is fast and responsive, a rare feel for an Amiga game and an impressive feat for Scorpion Engine. Would like to see the finished version :-)
Keep up the good work! 

Not sure if you are aware of some glitches,  A bit jerky at times while pushing down during a jump. 
During the end of first stage, if you hold fire you will get to the ending screen, if you release and hit fire again, you start from level 1.  

Hopefully everything will be ironed out before game-launch.

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Great work!
Plays best with a CD32 compatible pad or 2 button joypad!

Hitting the side of the cliffs cause some weird effects while dying. Sound volume is a bit low imo..
Looks like we will finally have a good port of Wonderboy: Adventure Island for Amiga.

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Simple but very addictive game!!
I would wish to see faster and smarter AI moves and more difficulty levels...  :-)
Should be fun in 2 player (haven't tried yet, waiting challengers!)

BTW I found a bug.:
While you shoot with the cannon and while your shot is still travelling, try switching fast to another unit (any unit, doesnt have to be a cannon), your bullet travels from that last selected unit, even if its not a cannon.
This allows you to shoot from any unit and even shoot-yourself, causing the game to crash with `illegal function call`. 

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I'm running it from an emulator. I use FS-UAE v3.0.5 on Windows, which creates additional .uaem files and if I don't delete those .uaem files manually, the game will not list all the worlds, it may just list one. Seems the slightest disturbance will cause the map file listing to stop listing remaining files. I know some filesystem improvements were done on later versions of the emulator, so will have to double check with other versions and get back to you on that.

As for the listing with the date issue I mentioned, I had downloaded a maps package which the extracted map files dated back to 1990 and 1991. I had to change the file dates so to have the game read all the maps.
I was able to work-around the listing issues, but I wanted to mention it in-case you or someone else falls on the same issue and is wondering why.

I know the game is still in development, but will let you know whenever I find any issues. Not sure if this is the best place to report them.
BTW, once you die and game-over, you can still use the torch and shoot :)