Thank you for your kind words! The scrolling being slow is a technical limitation of of my scrolling implementation. Actually most c64 games can't very scroll fast, due to the limitations of the hardware (there are not enough cpu cycles to redraw the whole screen every frame, but the hardware can move the screen over 8 pixels, so if you scroll slow, you have 8 frames to spread out the work). I have some ideas for improving it, but it will probably introduce other artifacts. I think the easiest solution for this game might be to freeze the game until scrolling has caught up.
kwikrick
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Hilarious and very creative. I love that there is variation in the game play using different mechanics in different levels. And cut-scenes with story bits. So nice to have a break from repetitive game play. The level design is great, with a nice build-up in difficulty. Music is a bit simple and repetitive, but you created everything your selves in a weekend, that's awesome.
Nice smooth little game. I'm terrible at it, but it's a fun challenge. For some reason it didn't occur to me to press the arrow to continue after the help screen. Maybe that could be a bit more clear (press this button to continue?). Also, because the game is controlled by the keyboard, the menu should be also, imho.
Impressive work on the 3D models and level design. Game is too hard for me. The side to side movement speed has a wicked non-linear speed-up. But I there are probably players out there with much better reflexes than me, that can ace this. Idea: it would be so cool if the building above you explodes when the evil gun dude passes down.
Nice game. You really used the limitation well! Nice pixel art too. The beginning is pretty hard, but once you get a few men, it's easy. Need balancing. Maybe the first wave should be a bit more relaxed? Maybe it would be nice to have more levels, and each level the castle gets bigger and you can place more men?