Great game, the animations are superb! I would have preferred though if the dagger throwing enemies were a bit easier and the game longer. I'm also wondering if slowing the sword animations down a bit (so that we have time to react), but making the enemies more aggressive would result in more "swashbuckling" duels?
Savior42
Recent community posts
Great version, I really like the convenience features (filling multiple slots to right/down, the position indicator, etc.). However, I missed being able to multi-fill X's. Also, I found that pressing left shift while pulling down the joystick enables me to X squares in the column, but I could not find the key to do that horizontally.
Guys, the game doesn't look bad, so good job there, but I have two big problems with it:
- the screen bounces around so much it feels as if I was trying to play a game during an earthquake. The movement of the character is fine (I think), but the viewport just jerks around way too much and too wildly. For instance, if I make the protagonist turn back (e.g. press right facing left), the screen jumps, even though the character barely moves
- I am not left handed, and the cursor keys don't work. How am I supposed to enjoy the game like this? Either provide a keyset for right handed people (you know, 90% of the population), or let us configure the controls.
These issues, especially together, make the game completely unplayable for me. Would be grateful if you fixed them.
(Also, as I see, the mouse cursor is always visible, not just when there are buttons on the screen. You might want to fix that, too.)
I had problems running the game, having received messages such as "./FXL: error while loading shared libraries: libXtst.so.6: cannot open shared object file: No such file or directory", even though I had the library installed. Turns out this is because the game is 32bit, so on my 64bit system, I had to install the 32bit version of the missing libraries.
I think you should consider either releasing a 64bit version of the game, or packaging the static libraries with it.
The full list of libraries missing:
- libxtst-6:i386
- libgconf-2-4:i386
- libxss1:i386
The list above is for Ubuntu, Mint, etc; those using other distros might need to add :i686 to the name of the library.
- the game is very short -- a Dizzy-like game should have Dizzy-like length :)
- there are too many red herring objects
- it was not clear what one must do to win the game. I would rather have three down-arrows next to the transmitter, which would disappear one-by-one as one puts the required items down. Or there could be some change to the transmitter (shape, color, etc.).
- positioning the enemies to the extreme right of the screen is a very evil move, because basically you have to press jump right away when you enter the screen from the right
- jump height felt inconsistent, even if it probably wasn't. Maybe because of the placement of tree branches?
- it would have been nice if the items had names! Some were easy to recognize, but some (lump of coal, pipe?) not really.
Disclaimer: coming from C64, I haven't been able to fully acclimatize
to the average quality of Spectrum games. Some of my problems
(attribute clashes, no music) can be attributed to that. I know there is
music on 128k, but I wasn't able to load the game in Fuse with the 128k
ROM.