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BarracudaBits

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A member registered 48 days ago · View creator page →

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Thank you so much!  I really enjoy your videos!

Thank you for taking a look at my game, Broken Crown - really appreciate it! (I think that might be a typo above but I'll check out Zippy Racer as well!!)

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I just checked....and you are right!  My apologies, I thought I had updated that but must have missed it.  I'll fix that soon - thank you! (I just fixed that typo and replaced the download files)

Yes - in the original version that uses the old vi-system, D is mapped to Drop.  But in the newer version with WADX and joystick control, I had to change it to (P)ut Down (not as obvious I know).  Likewise, I had to change (C)hat to (H)ail.  F1 should show you a list of the commands during gameplay.  Thank you for buying and trying the game - really appreciate it and please let me know about any issues - I'm still trying to improve upon it and very far into developing my next game!

Thanks again for the feedback!  I've had some runs where I need to search for what I would consider to be too long!  On the game I'm currently working on, I'm either going to do away with searching, make it 100% odds of success, or make it 100% success but it passes 10 turns for example.

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Actually, probably not!  Rooms with no visible exits contain a secret door. (S)earching has both a range and a chance of success, so you may need to move around the room and search for several turns before revealing it (you can hold down the S key for lengthier searches).

This has definitely been one of the bigger lessons for me watching players, because unless you’ve played older roguelikes, there really isn’t much to prompt you to keep searching after the first attempt fails. I’m already planning to make searching much more intuitive in my next project.

Thanks for the feedback — genuinely very helpful!

Got it!  Yes, for my new project I’m building multiple control schemes in from the ground up. With Broken Crown, the control handling was baked in fairly early and memory is already extremely tight, so adding all schemes cleanly into a single PRG this late in development may be tricky. I may still experiment with it though — it’s definitely a good idea.

Yes - the multiple versions is maybe getting a bit much!  I was planning to simply include both versions on a single d64 and perhaps you select which version to load from the boot file (I think that is what you are getting at?).  Good idea!

Yes, I'm likely going to add joystick support to the project I'm working on now! Personally, I prefer to play roguelikes with keyboard but I'm discovering I'm in the minority there!  (diagonals aren't really a problem - it's just that the joystick sometimes isn't as accurate).  

As for the AI assistance, I tried (and mostly succeeded) to do all the code myself and resist any vibe coding temptations.  So I used it mostly for discussing approaches to problems, debugging, etc.  But one topic in particular (breadth first search for pathfinding) I had to basically ask it to save me!  Honestly, it has really accelerated my knowledge of assembly and I'm finding I'm much more independent now!

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Thank you very much for trying the game and posting the video — and sorry about that crash at the end! I thought I had fixed that issue previously, but I’m going to try to reproduce and patch it shortly. Really appreciate the feedback.  ** I was able to recreate it and I believe I've fixed it now - both versions have been patched.  Thanks again!

Thank you!  Out of curiosity, are you using the HJKL or WADX version?  (I'm trying to figure out best options for the project I'm currently working on and feedback like this is very helpful)

i was a bit worried about the accuracy of registering diagonal movement on joystick (where every move counts in a roguelike!) but agree it would be a nice touch and I'm looking at incorporating it in my next game. Thanks for the feedback!

Yes, i wondered about that as well. This game is a single load but my next one will have disk access so i may just include save games as well. Thanks for trying it out!

I actually started this game with the ASCII art of a typical old school - that's what i grew up with and i still have a soft spot for it!  I'd love to see your project - there have been some nice roguelike projects on C64 lately. As for a devlog, i may just write up a summary of how i approached some of the typical roguelike challenges on the C64. I'm actually hard at work on my next game so i might keep notes as i go this time!

Thanks for the initial play feedback - very useful to me!

Thanks so much for trying it out!

Thanks so much for playing it Saberman!

Thanks so much for trying it!  Honestly I actually haven't killed the king yet either! (at least not without the developer cheats I had in place!)

Thank you!  That's awesome and hadn't occurred to me - appreciate it!