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A member registered Feb 01, 2014 · View creator page →

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Hi, I plan to write an Amiga dungeon crawler, if I can prepare all the framework code in time. Or failing that, I’d fallback to MS-DOS targetting a 486. In either case I’ll need 4ch 8bit MOD music with a very limited memory footprint. Also I’m going for a traditional fantasy D&D/EoB/stonekeep/etc style.

If you’re up for it let me know. I’m on freenode (IRC) and on the discord with the nickname “Nuclear”.

You mean the not DOS entries you submitted to the DOS game jam?

Plus it’s much more satisfying running what you wrote on real hardware :)

I have an alternative to suggest however. PCem is a very accurate emulator, and indeed I just tried your game in PCem and exhibits exactly the same issue as the real computer does. At the start of this jam a couple of months back, I posted in the “community” section, a handy archive including a PCem disk image with DOS 6.22 and a bunch of devtools pre-installed, as well as a PCem binary I compiled for GNU/Linux:

This looks very nice. And I like the idea of a game being a series of mini JRPG-style fights. I would like some more feedback though when something happens though, as I can’t tell who’s attacking whom most of the time.

This is certainly the most technically advanced game in the jam. Very nice detailed character animations, and great-looking levels. Version 0.99c solved my keyboard issues too, and the handling is almost perfect :) Feels more like a demo version of a full game, than a quick jam prototype. I haven’t progressed very much yet, but I intend to play it again soon. It would benefit a lot by some ambiant atmosferic music, dialog, and improved input handling (not forgetting previously held down keys when switching to fall or stop animation).

I tried to run this game on two retro-PCs, a pentium with DOS 6.22 and a pentium3 with whichever version of DOS came with windows 98 SE. I even tried it under windows 98 in a DOS vm86 window, but everywhere I got a blank screen. It wasn’t stuck, exiting with ESC worked in all cases, but it failed to show anything other than a blank screen. I also tried both VGA and CGA modes.

I played it a bit in dosbox and I love the sight mechanics. The fluidity of dynamic “fog of war” is really cool. But it’s a shame I can’t run it on the real machine. Let me know if I can do anything to help debug this.

Thanks! I did intend to add sound effects for various events but I didn’t get around to it in time. It’s one of my priorities for post-jam improvements though.


Interesting take on the skyroads idea. I prefer it in 3D because you can see what’s coming a bit better. The 2D side view makes it way too difficult for my reflexes. The handling is very fluid and “feels” very much like the original.

Very addictive. Can’t stop going ballistic on rats.

Really cool concept, and great very well optimized implementation. I keep getting killed by blobs, but it’s still fun. Love the writer transition.

(4 edits)

This is a very alpha version, with whatever was ready just before the deadline. Stay tuned for improved and optimized updates. This version needs at least a pentium3 to run well.

Edit: youtube video capture:

Eradicate attempts to auto-detect the installed sound card, and only asks the user for manual sound card configuration if the auto-detection fails. If for some reason your sound card is not detected correctly, or if you wish to change the current settings, start the game with the -setup option. You will only need to do this once; your choices are automatically saved, and will be used every time you start the game in the future.

The GNU/Linux and Windows versions support framebuffer scaling. Use the FBSCALE environment variable to set the scaling factor. For example: export FBSCALE=2 will result in 2x scaling. Also you can toggle between fullscreen and windowed modes with alt-enter.


  • arrow keys or wasd to accelerate/break and turn
  • tab to skip to the next music track
  • +/= to adjust the volume

The game comes with a few appropriate music tracks, downloaded from modarchive. Copyright belongs to their respective authors. You can drop your own music in the data/musgame and data/musmenu directories to add them to the game jukebox. The game will play files in random order from these directories. The files need to be tracked music in .xm, .mod, .s3m, or .it formats. See for a wide selection of compatible music files.

Sure, I’m not even sure I’m going to find time to enter anyway, and even if I did, I wouldn’t mind hacking on the amiga either. I was just thinking aloud, so do what you think best, and I’ll check back again.

Interesting. I might consider doing something, since the deadline is so long.

Are 16bit console entries allowed? Like megadrive, snes, etc.

Also you mentioned Amiga AGA (assuming A1200/A4000 etc), isn’t that really a 32bit platform?

This is really cool. Played it a bit on dosbox today, but I’ll try it on my retro pc soon for sure.

Cool! Thanks for adding windows instructions.

Only thing I want to add is for the last bit, C:\bin is in the path due to my autoexec.bat file, so you don’t need to use full path when running my environment setup files (bcdev, djdev, watdev, etc).

Well, there are multiple errors. For instance DOS EXE files are not flat binaries. They have a header, multiple segments, relocations etc. And also the statement that NASM can only output flat binaries is bizarre, given the list of supported binary formats which can easily be obtained by running nasm -hf:

valid output formats for -f are (`*' denotes default):
  * bin       flat-form binary files (e.g. DOS .COM, .SYS)
    ith       Intel hex
    srec      Motorola S-records
    aout      Linux a.out object files
    aoutb     NetBSD/FreeBSD a.out object files
    coff      COFF (i386) object files (e.g. DJGPP for DOS)
    elf32     ELF32 (i386) object files (e.g. Linux)
    elf64     ELF64 (x86_64) object files (e.g. Linux)
    elfx32    ELFX32 (x86_64) object files (e.g. Linux)
    as86      Linux as86 (bin86 version 0.3) object files
    obj       MS-DOS 16-bit/32-bit OMF object files
    win32     Microsoft Win32 (i386) object files
    win64     Microsoft Win64 (x86-64) object files
    rdf       Relocatable Dynamic Object File Format v2.0
    ieee      IEEE-695 (LADsoft variant) object file format
    macho32   NeXTstep/OpenStep/Rhapsody/Darwin/MacOS X (i386) object files
    macho64   NeXTstep/OpenStep/Rhapsody/Darwin/MacOS X (x86_64) object files
    dbg       Trace of all info passed to output stage
    elf       ELF (short name for ELF32)
    macho     MACHO (short name for MACHO32)
    win       WIN (short name for WIN32)

Oh shit I just realized I have this account, didn’t need to make a new one for the jam…