It can be a special kind of animal.
fredrikr
Creator of
Recent community posts
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...
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.
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!
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.




