This page is a glorious… uuh just a sec box is upside down… a glorious travesty of CSS… oof getting seasick…
If you like exploring bizarre internet artifacts, i remind you that superbad.com still exists.
As you progress through the game it steadily gets harder. What’s easy ten minutes in is much harder after an hour of play, as fatigue sets in. (I also think it gets harder too slowly, but that’s a separate matter.)
But more than that, it’s a question of gameplay suitability. It’s a Pac-Man game, not a game of Glass Cannon avoidance.
I’ve already said as much though, I’m only saying it again because you brought it up.
It’s been 13 years, and multiple Gamemaker versions, since I wrote this. I tried translating it to more recent versions once but it couldn’t do it automatically and it didn’t seem worth it to sort through the changes to get it working again.
I do remember some facts about its construction though. I don’t remember putting in a fullscreen mode.
On the fluidity, a lot of homebrew Pac games I think cause entities moving through an intersection to center for a frame on that intersection. Octropolis doesn’t do that: if an actor is moving at a speed that’ll take it completely through an intersection on one frame, it’ll get advanced by the excess distance on the other side of the junction, in whichever direction it was going.
The octopus doesn’t do the thing Pac-Man does in the arcade, where it moves diagonally if you turn early in an intersection, but it will still let you turn slightly early, in which case it’ll skip over the extra pixels.
If you think the game is chill, you haven’t gotten close to finishing the board, where the game sends the white sharks after you.
BTW, I know of at least one bug in the game, if you stall for a long time the speedup mechanism kind of gets borked. I’ve only encountered it once though you have to stall for a long time for it to happen, it seems.
My point about Cocktail isn’t that it’s a bad item, it’s that it’s an EXTREMELY bad item, in a superfast action game where you often have little time to react to, sometimes, over a dozen pursuers at once. As I said: it’s much more perilous to collect a Cocktail that to be caught by a ghost. I’ve picked it up accidentally, which is even easier to do since powerups rotate through items. And new players won’t even think to check the encyclopedia. I think my point stands.
I understand the obtrusive gimmick, I think it’s a little too obtrusive. I’ve stared at the board after losing a life and waiting for the next life to begin, unable to find the remaining dot in the short time available, or else confusing it with an untriggered boost panel or banana peel. (In one case, the dot was beneath or beside the peel?)
I’m not sure Jungly Steps was the level in question, if that’s based on the Pac-Mania map then I never had the problem in that game. I can only speak to my own experience. Others might not have it, but then again, it is a problem I have. To not mention it would negate my own perspective. I suggest that superfast maze games are best served when the layout can be easily and instantly perceived.
Anyway, no one says you have to abide by any of this, I’m not the final arbiter of game quality. I just hope my input is helpful.
Cocktail is egregiously unfair if eaten on accident, it becomes, by far, the most dangerous action in the game, much much worse than getting caught by a ghost. Players just leaping in to play expecting a fun game will get caught by it, since the only place its behavior is documented is in the “Paclopedia.” Please consider changing it to something less terrible.
My first game lasted three hours, and only ended, on Round 158, because I was getting sick of playing it. I think it should probably ramp up in difficulty a bit faster.
Two themes always left me groaning in annoyance, and both times it was from the graphics used. The tall grass theme can make it practically impossible to tell where the last dots are, and the similar jungle-ish theme has flowers in the maze wall graphics that make it less clear where the barriers are. They made the game rather less fun. Of course fun is in the eye of the beholder, but I feel like I should chime in that I didn’t like that element. Maybe others will agree with me, and combined our impressions will accrete into a snowball of change. Who knows.
I was disappointed that Trog didn’t appear in the one game I’ve had so far. How long does it take Trog to show up?
On wrestling with the engine, I had a situation like that with Gamemaker long ago. You’ve done so much with it to get to this point, it seems a real shame to throw away all that work. Maybe you could figure out what broke the game? I’d offer to help, but it’s been so long since I worked with Gamemaker I don’t know how much help I would be. Maybe I could still do something though?
That you’ve gotten this far is terrific! i am impressed by the effort and I think the game is definitely worth finishing. You’ve gotten so much done with this. I think it’s worth playing, even without bosses. Given the longer length of the levels than in a Castlevania game, I actually don’t think you need a lot more content, other than bosses (it could use some bosses).
Here are my observations, which are those of an obsessive Castlevania player, regarding fine-tuning the game.
That’s as far as I’ve gotten so far, good work!
I think this has to be a bug, because I’ve tried popping every remaining bubble from every direction and none are popping. I remember that one of the mice moved quite early in doing that room, with no apparent way to move it back? And I didn’t notice bubbles popping if there was an object on the other side; it’s always been pretty vague to me what causes a bubble to pop. The closest I’ve been able to determine is that there is a sequence to it, only a single bubble can pop at any time, and I have to try them all until I find it. Is this not the case?
Honestly, I think it's going to be nearly impossible for me to fix Dungeon at this point. It's weird though, there's several Dungeon adventures on Loadstar issues. Obviously at the time people didn't have this trouble using it. It makes me wonder if the version on Loadstar Compleat isn't broken, it does use the problematic REL files.
The version on Loadstar Compleat is mostly the same as this anyway.
There's so many wonderful things in Loadstar's "pages."
Thousands of programs, artworks, musical pieces and articles. A lot of them, it's true, fall under the category of things there are better equivalents of now, like there was a spreadsheet published on Issue 15 that's nice to have if all you have is a Commodore 64, but is sadly insufficient these days.
But the saving grace of Loadstar nowadays is the art, music, and
computer games! I have long maintained that games don't go obsolete, and even the clunky games written in BASIC have a real interest and worth to them, and I'm not just saying that because, if you hunt through its issues, you'll find a few I wrote myself.
I tried to post a screenshot, but I got an error saying "post: body: expected text between 1 and 20480 characters." The score in the screenshot was 52 points, lasting 32 seconds.
I had a game that went slightly longer, with a score of 57; I think the time was 37 seconds. I notice, when the game last that long, that the stars in the background scroll by in a repetitive manner, separating out into discrete lines.
This doesn't seem to me to be a very good score, but it seems like success is partly luck, in not getting a configuration of rocks that herds you inescapably into the corner.