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fredrikr

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A member registered Mar 31, 2021 · View creator page →

Creator of

Recent community posts

It can be a special kind of animal.

Note: If you built the C128 version with Ozmoo, it will happily play in either 40 or 80 column mode.

Thank you so much!

The game could actually run twice as fast as it currently does, but then there isn't enough time to make much strategic decisions, so I decided this speed was better.

Thanks for creating the comp! So many interesting entries! I've tried and rated all of them.

Sorry to hear that! I hope it was only fictitious money.

So happy to hear both you and your daughter enjoyed it!

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Thanks, those are both good ideas to save some bytes!

The reason I can't make the level look the same every time, is that the random numbers are used both for placing platforms and treasures, so even if you seed the PRNG the same every time, it will start to diverge when you pick up a different treasure. This could be solved with a second PRNG, but that's a bit of code, and you'd have to be mindful of the speed. Another idea would of course be to store level data instead of randomizing it, but that's truly not suitable for a one-screen comp. A third idea would be to use the program code itself as a sort of (bad) PRNG to generate the level...

Yes, saving would be nice.

I did add the printing the number of the last puzzle shown when you quit. Keep a postit note by your computer maybe :)

Did you show all those lemonade-peddling kids who's the boss? 

Happy to hear you like it!

I was actually considering using a ROT-1 cipher instead, but I decided my reason for obfuscating the words was just to hide them so someone who browses the code doesn't see any words by mistake, *and* I wanted to make it easy to modify the words for anyone downloading the game. Maybe someone wants to make their own set of puzzles with a certain theme.

Glad you noticed!

I wanted the player to feel a bit stressed, and I did't want the game to go on forever. I found that the time bonus had to decrease over time, but then I found that at a certain point, it gets crazy hard to keep playing, so I would end up with just about the same score every time. I started decreasing the time bonus much slower at that point, and that really helped. Then a friend suggested a countdown sound when you only have a few seconds left, and I think that added to the experience as well.

I would actually have wanted the level layout to be the same every time, so the player can learn an optimal path, but I couldn't figure out how to do that with the limited code size. Same thing with the sometimes jerky movement - this happens when a new platform must be (randomly) placed, and it ends up in a position overlapping with an existing platform, or too close to one, so the game has to randomize a new position and check again. Without the code size constraint, I think this could be fixed.

Glad to hear it!

Thanks!

Yeah, when I was almost done, I had to change the name prompt from "Name player #1" etc, to just "Name", which gets confusing, but writing a game in just a screenful of code is all about compromising, right?

Thanks!

Note: The instructions say to use W and S, but it's actually W and any key but W, since that made for shorter code. :)

Thanks!

After a lot of practice, I can get 10000+ on difficulty 4, but not every time.

Interesting experiment!

It does allow impossible moves, like Qd1f5, it fails to recognize when the king is in check, and it allows me to capture the king. :)

A nice game. I personally felt the speed was unbearbly low, but I figured out I could just lower the value of S in line 4 to make it faster. Basic is nice in that way!

This is an excellent little game! Graphics are nice, the balloon movement really feels balloony, and it's challenging. Good job!

This is a useful utilitity!

I did find it confusing that the start address should be in hex, but the length in decimal.

Thanks for sharing this!

A nice little fractal image. Thanks!

Okay, I chuckled!

A nice little game! Love the graphics. I did find it a bit too easy, but eventually I made a mistake and died. Thanks for this!

The horse animation is really cool, and the sounds add to the experience. 

I don't know what the numbers mean, and I wish the program would handle bets too, but I understand it would be hard to fit it in, considering the comp requirement on code size.

Thanks for this program!

I quite enjoyed this! I'm glad I can read the code that produced these effects too. Thanks!

Nice ship and enemy graphics, and the haunting/stressful sound! I would have liked it to be faster, as I felt I could just have played forever without losing (well at least until I'm too tired). Maybe there's room for selectable speed?

This is a fun little game! I will definitely be playing it with friends.

This is very cool, and it's amazing you could squeeze it in, with those features, in just a screen of Basic code!

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This is very impressive! Also, I think it's a little bit too hard. I reached level 90+ many times, but then fell down to 75-85 before going up to 90+ again. The ghost is helpful but unpredictable. A few times I managed to complete a level thnks to the ghost. After an hour or so, I gave up. Nevertheless, it's a really cool game idea, nice sound and graphics, and it's just crazy that you fit it on one screen of Basic!

Some cool text effects there. Well done, and thanks for showing us!

This is both interesting and impressive! Thanks for also explaining the code.

Very nice tune, and a mesmerizing pattern to go with it. Thanks a lot!

Extremely cool, and just mesmerizing to watch! I wish it would randomize a few pixels near the starting point when it starts, so it could go generate a lot of different patterns.

Thank you for this program!

A lovely little game, and the sound is quite impressive!

I think the high score display just shows the last score, rather than the highest score though, but that's nitpicking.

Thanks!

Nice little game! I can imagine playing this for a while with a friend, particularly after a few beers!

Works very nicely. Provides a good distraction for some minutes. Thanks!

Note: When using Ozmoo on C64: If you save the game using one Ozmoo build, and try to restore that save using a different Ozmoo build, you can expect it to either work perfectly OR crash the game - it depends on the code size of the two builds. The more features you enable, which weren't enabled in the original build, the less likely it gets that you can restore an old game save.

If you still have problems, please file an issue at https://github.com/johanberntsson/ozmoo and we'll have a look.

The results have now been posted on the comp page.

Thanks all who participated as authors and judges!

Sorry, we extended it to 11:00 UTC, so another 45 minutes from now.

Voting is now closed!

Thanks, sent it now!