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A member registered Aug 22, 2018 · View creator page →

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Have you tried suggestion from the other comment, or loading instructions provided on this page? I actually developed this game on Vice 2.4 so it works 100%. Due to the size limit for this game (as it took part in the competition) some part of the code is displayed on the screen, so you have to type the loading instruction at the very top of the screen.

Thanks! I glad you like it. I think I will do one or two more ;).

Thaaaanks! And thanks for the video, you're always the first one <3

Nice game, it's a little bit like racing the beam, but not only horizontal rasterlines but also vertical ones! :D

Right :D. Game is ready and has been submitted to the competition. Now I can announce it that it will be released on ZZAP! 64 Micro Action Issue #10's cover disk, due for publication around September 27. Yay \o/.

Haha, yeah, good catch. Funny as this was a date proposed to me in a conversation with some magazine. Only later this afternoon while thinking of making a stream event for that release, I checked that this date doesn’t exist :). But I got some dates. So it might be released around 27th and I could do a stream 30th September. How does it sound?

Oh crap! So many funtrashtic games! Well done, everyone!

Honeystly, this game is so sweet! Love the comic-like indication that an apple will be dropped in a second. In the past it would be definitelly cracked by some demoscene group and released as "The Bear Essentials II" ;).

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I've noticed that after restarting the level, the behaviour gets a little bit funky. The fire button doesn't work immediately and you can pick up one thing and avoid combat with monsters. It works as long as I won't deliberately challenge any monster. I take this as the opportunity to get further in this game :D.

Fun game, so bad it didn't make it to the compo. It plays really well on the real thing! I love the atmosphere and graphic details, like skulls spread over the whole place. Once I went to the other location but the entrance to go back wasn't there. Not sure if this is a secret passage though!

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Really good one, well done, Roman :). And I am certain that you could do a Basic 10-liner version of this game that would play as smooth as this one.

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I have banned and removed selected comments from noggerinos (actually doing it for the first time ever) as his/her/their digressions were highly unrelated to the subject of this page, and disrespectful. I am also 100% for criticism and subjective views, but only when shared with the respect and a little culture.  We're all here to have a good fun, and no matter if our games are good or crap ("Craptastic" competition, coincidence?), everything can be said with a good taste and good intentions. Hopefully, I'm cutting the flame. I feel sorry that it happened here.

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What controls have you used? This game works with WASD and "," or "." for strafe. I don't know Hoxs64 but it works under Vice and on the real thing.

Thanks, C64 MASTERS! Love your comment. I want to make this game even more entertaining and balanced, something that wouldn't fit in 4kb. If you have any ideas, please throw them at me! Stay tuned and let me know if you managed to finish this level :).

Wow, such a nice comment! Thanks Jammet! I am going definitely to release the full game with many weapons, doors, secrets and tons of creatures and different locations! 4kb size limit was a great challenge, but the full version will contain spooky music, creature animations and more. Throw any ideas you like and stay tuned!

Nice! Glad you like it! Thanks for posting!

You're never tired of posting new games, when do you sleep? Keep the good work with your channel anyways :).

Oh I see what's missing. You ran the docs PRG file that is separated from the game (it wouldn't fit in 4k with the game). I have added the game file. Thanks for playing it!

Thanks Saberman! And thanks for the upload on your awesome channel! \o/

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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!

Nice entry, I like it!

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!

Gotcha, thanks Loudscotsbloke!

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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 :).

Awesome game, I cannot wait!! Keep doing it!

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Congratz to everyone, and to Pixs, the winner, especially! Sooo many fun games were created, and so many creative minds were galvanised to bring that quality! This compo is worth $1000+

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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:


Then RUN:

Thanks for noticing it. I have only added instructions on how to load it on CSDB and forgot about


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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:

Check also other games from this competition, it's fun!


Haha, with some more practice I've managed to get to the 3rd level. It's nice to get back here from time to time :).

This game is too hard and yet, too addictive! Well done! I've only managed to get 2280 points. Getting back from the top-left platform on the second level is quite hard!

Great fun! The jumping delay adds another dimension to the challenge :). The only thing I'd like to see is the deaths counter. Well done!

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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: 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 :).

I want to play it NOW! Fingers crossed!!!

Really loved the design, great execution. Really interesting to see how specific moments of our lives have an impact on us, and how we interpret the world bases on those. I love it!

It hooked me for a while, love it! It reminds me Agent USA for Commodore 64 ;).

On the very first moment I thought it's something in the style of Cauldron II for Commodore 64 :D. Nice graphics, but jumping physics were a little bit unfair (especially on cogs).

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 :).