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Savior42

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A member registered Jun 19, 2017

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I liked the first world, but the second one suddenly got very frustrating. Not least because hit detection with the balls is very buggy: they often go through(grass, platform, box) tiles when falling; usually the ladder's top tile stops them, but sometimes it doesn't either. The level ending is also strange because in world 1, once all flowers bloom, the level ends; in world 2, most often it doesn't, and we have to wait a few seconds before Pete starts his victory dance. This seems to be connected to moving balls on the screen, but I am not 100% sure.

Finally, the countdown/scoring at the end of the levels is very slow; speeding it up would improve the experience for those playing on real hardware (Vice's warp mode helps a lot, but it shouldn't be needed).

I had the same problem under VICE. Peter jumped when I pulled the joystick down. More specifically, when I released the joystick. Joy up did nothing.

I had the Mouse (1351) installed on port #1. After switching it to joystick as well, the issue went away. So the mouse causes issues in the emulator as well.

Very nice game, even if it doesn't have too much replay value. But I really loved my 2-3 playthroughs.

My only gripe is that the game's last phase is not really rewarding. You have this nice city with fountains, markets, temples, small houses, etc; and then you have to replace everything with these big, soulless blocks of flats. Talk about poignant...

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?

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Fair enough. That joy scheme doesn't sound bad at all.

All that's missing now is the background music. After all, the game's on the C64, so it's not complete without a nice SID tune. :)

What about Fire = mark, Fire + move = mark adjacent cells (in the direction of the move), holding Shift while doing these = mark with X?

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.

I was seriously surprised at how good this game is. Great work, looking forward to more timelines. :)

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. 

On the whole, R1iTPoD it a nice little game. I liked the idea of communication / description on joy down. However, I have a few gripes with it:
  • 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.

Probably the only game in the Jam that feels like an actual, proper game, not a BASIC program copied from a magazine. The events are a bit too random, but great fun nevertheless. Finished v1.1 twice, looking forward to playing v1.6. :)