Nice one! In my opinion, the difficulty on the very last level shows the best that the timing when the main character is falling is a little bit off. At least for me when playing on the keyboard with SPACE for a jump... But no matter if it's a keyboard or a pad, I feel that if this time could be slower just a tiny bit, mastering this game could be "more" possible. Otherwise, with the microseconds of a difference, it feels that you just need a little bit of luck by repeating the sequence of jumps. But it was a really fun game! I finished it in 17 minutes 13 seconds with 351 deaths :D and collected all items. In general, this is probably not a good result at all :D. Thanks for this fun game!
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I submitted Mathsticks 10 yesterday. Squeezing it in 10 lines was difficult, but 72 characters limit was super difficult :D. When I needed to fix randomisation, I dropped changing the colour of the border as I had no free space at all... and then I realized I can make some shuffling still and squeeze it back "between the lines"! This is what I love about 10-liners the most :D. Thanks for the competition, looking forward for playing other entries!
Not sure I will be able to join and create something for C64 but would love to.
Before I will start thinking about it though, a quick one as the abbreviations rule is a little bit confusing for me, especially that C64 expands all abbreviations when listing a code. So, does the following example fits in the 72 characters with abbreviations allowed and even without space character after a line number?
5v=53280:pOv,0:pOv+1,0:?"this code takes 72 characters only per line!!!"
Just asking as I got it wrong when submitting my first 10-liner ever game for the Basic 10Liner competition a few months ago in the PUR-80 category. I actually did a "SUPER" or "CLEAN" PUR-80 as my code was fitting in 80 characters per line without abbreviations :D. A lot of sweat but was still worth it :).
As this game loads partially on the screen and takes most of this area, to load it properly, type the loading instruction at the very top of the screen:
Thanks for noticing it. I have only added instructions on how to load it on CSDB and forgot about itch.io.
I'm proud to share the third game released for The C64 'Cassette 50' Charity Competition!
The aim of the game is to control all asteroids in the sector to avoid any collisions. It's a short and fun game, hope you gonna like it!
If you want to play other games I submitted for this competition, feel free to follow the links:
- Shoot'em up game: https://commocore.itch.io/ms-lilys-haunted-shop
- Simple & fun game for the whole family: https://commocore.itch.io/red-is-blue
Check also other games from this competition, it's fun!
A good question actually... This memory location is set by KERNAL on reset $ff5b - $ff6a. So, as long as you're not touching this memory location, it should have some value. Could you share your code?
I've read everywhere not to trust $02a6 anyway.
I've used NTSC/PAL detection by TWW from this topic: https://csdb.dk/forums/?roomid=11&topicid=94459 just on the boot, before initiating an IRQ to $0314. I just needed to get back the counting of CIA 1 timer as I'm using it for randomization :).
That was quite intense. I managed to finish it quite easily (not counting the first few attempts with dolls :D) but to the very end I was not sure if it's over. I even thought that I could be accidentally hit by the car. Good horror, music keeped my blood pumping quite high :).
I only had a few small problems with the interface when playing with a chest lock. That was on the downside ;). About the ending of the game - I thought it's the part of the experience "when light went down" so I had the thrill moment anyway :).
Atmosphere is so great, reminds me somehow Nomad the Omikron Soul (probably also because of the BGM) where I had the same feeling of just hanging around in a room, checking some items, playing music and just being in a place, in a game world :).
Seems that some audio files are missing so game is definitely broken. If you're interested to see what's inside... well... I managed to run it but first of all you have to empty all RTP voices (there is one with "Standard") by editing Game.ini file with a text editor... and then replace all audio files with anything... I didn't try to make it further though as music is the part of the experience...
These days, I've been busy working on another game, Meonlawel, but I'm planning to work on a full version of Swarm after that.
I'd really like to hear your thoughts - help me help you enjoy it even more!
I know the 16k version is hard if you don't know the mechanics, but it was done for a purpose as this version is limited just to a single mission.
Manual is very handy and should help you a lot!
Thanks for playing and for your comments!