This is really cool.
Commocore
Creator of
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Thanks el Viro! Glad you like it. It was a fun project to work on, and actually it was easier to make it compared to my previous 10-liner entry, the Roguelike 10.
There is actually a variable threshold in the code I have planned to make adjustable so player could choose the difficulty. In the end though, program took so much space that locating this variable in the editable place wasn't straightforward if you load the program normally (without BASIC abbreviations). Of course, adding it as the start game option wouldn't fit either. I spent a decent portion of time to balance this threshold to the certain level so the game isn't too easy, but fair. I guess I did a decent work with the balancing and I can keep the badge of the evil game creator? ;) :D
Wow! Excellent work, Dey! I'm truly flattered. I have dropped you a message in your devlog: https://deybacsi.itch.io/aqualique-x/devlog/992835/v08-preview
Excellent work! I am flattered. I love the animation so much. It works nicely on my C64, cannot wait for the full version :).
For the Apex units, you could alternatively use a few characters (to create the independent effect) and change their data in the charset memory only each nth frame. This way updating them on the screen memory wouldn't be necessary so no matter how many units you have to control, the processing power won't increase within the increase of the objects on the screen.
I like the level of detail you're focused on with the independently working Apexes and virus blobs. Design-wise, the Apex looks different than the animation from the Amiga project I shared on my page, but I like your take on this!
I am working on a few assembly projects so if you would like to exchange some experience, drop me the line :).
I left your program to run for a while, take a look what happened :D

Thanks for taking your time Saberman! That's really nice of you! Love your gameplay. For the sentinels you've tried to kill (the ones without the legs), there are 2 in this level, and they are almost impossible to kill. It's much harder game in the series compared to the previously released Bring back my bones and Bring back more bones ;).
"You see a monster". Really nice atmospheric game. I played a Polish translation of this game back then in 2000s which was included on the "ACS cover 5" CD (https://v.wpimg.pl/MDM5XzMuYiUsVy5JYg5vMG8PehMkV2FmOBdiWGIWYnV6B2gCYhwgI2NRNxg_E...).
I am returning back to it as I still have an old save with my main character over 15000 score points (however on level 4 only, I guess it's not too much). I would love to finish it one day :). What I love about games like that is a challenge to get out of dungeons before it's too late. Definitely it influences the cRPG game for Commodore 64 I'm working on right now.
Oh thanks <3. In case formatting doesn't work, feel free to grab it from https://csdb.dk/release/?id=240426 - it's in summary.
I noticed I forgot to include README doc that contains the code explanation in the zip file I sent to the contest. Anyways, README is available here: https://commocore.itch.io/incrediball-10
Thanks ;). I was actually surprised it could be possible in BASIC. Waiting for a rasterline was key. Have you submitted something this year, Roman? I remember really enjoying your Lumberjack, and Boomjack especially. Also, was it your game by any chance with yet another bouncing ball jumping up from platform to platform? I am trying to find it for a while but no luck. I can think only of someone such talented as you who could make that one :).
Thanks a lot for your kind words and supporting me by purchasing the 16k version!!! For the full version I planned to create a galaxy map where you strategically can choose easier or harder areas to conquer, and to add much more ships (not at once due to limitations but maybe to introduce something like a research lab). Also, I needed to cut out automatic turrets and engines installed on asteroids so they could be moved, especially when supernova is approaching. Let me know what sort of features would be interesting for you to see in the full version. Thanks again! Galaxy awaits to be conquered!
Thank you! During the development, I felt it's possible after finishing the first part with dungeon generation. However, it started to get more complex with all the conditions and exceptions quite fast. There are a few shortcuts and features cut out (e.g. different monsters), but I am glad the main roguelike concept fit in!
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.
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?
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.




















