Thx!
Siyei Er
Creator of
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The DOS version was certainly more complex, partly due to the use of spells whose effects you had to discover, and enemies that, besides the damage they inflicted, could also affect other aspects of the game, such as destroying equipped items, etc.
While it was a bit frustrating and required many playthroughs to learn, I don't find the Mastertronic version for ZX to be nearly as frustrating. Of course, the snapshots are a big help; you can't beat 18 levels in 5 minutes, but they don't detract from the gameplay experience at all. Plus, they allow you to savor it more thoroughly. ;)
The truth is, it wasn't too difficult for me. I played a quick, somewhat reckless game to get a first look.
Once I had a general overview of the game and its mechanics, I started a new game. But this time, while playing, I made some tables with the ASCII symbols and their correspondence to items and enemies, which was a great help.
I should clarify that I'm a big fan of RPGs and Rogue games, so I'm used to this type of game.
Compared to other Rogue games, yours seemed to have more user-friendly controls and a better-balanced difficulty, making it more accessible, challenging, and fun.
Best regards.Afortunadamente, en la escena tenemos algunos divulgadores que se toman la molestia de leerse las instrucciones de los juegos que analizan y que además saber jugarlos, y Kelben Stark es absoluta garantía de esto.
Te recomiendo que le eches un vistazo, si no lo has hecho ya, a la partida en directo que le dedicó Carlos Perezgrin en su canal.
No te lo pierdas, absolutamente extraordinario!!!
Me alegro de que te haya gustado, la idea era hacerlo lo más amigable posible con partidas rápidas de 10 minutos, y la aleatoriedad de escenarios, mapeado, enemigos, objetos, jefes finales... hace que siempre puedas volver a él para echar unas partiditas rápidas.
Me satisface mucho que hayas conseguido llegar a ver la "pantalla ¿final?". Si te ha gustado, no te pierdas el de la segunda y tercera parte.
Seguro que te van a sorprender y divertir!
Congratulations on this brilliant work.
In my opinion, this second part improves Wychewald in every way.
The effect of the lantern light on the stage is simply brilliant and corrects the annoying effect of the first part.
The passage of time indicated by the movement of the sun on the horizon as the day goes by, or of the moon, as well as its different phases, which tells us when Raedwulf will become a Werewolf, and even when he will be able to transform at will.
Now the sets are even more beautiful and varied, with those images of the horizon with the sun and the moon in continuous movement and progression, the stone walls, the boxes, the forest, grass, the lake...
More and more varied missions, secondary missions...
On a technical level, the evolution of the engine is noticeable, now moving much faster than the first part, giving more dynamism to the game. In this regard, and if you allow me, I have a suggestion for the next version: I noticed that in Wycheweald, the action window was updated on the screen first and then the minimap, and yet in this second part it is the other way around.
I don't know if the way you have the code organized it would be very complicated to update the minimap afterwards, since when a wall is shown on the screen, that is, when it has to show an image that occupies the entire window, it slows down a bit, this is especially annoying since there are many phases of the game in which you move looking directly at the minimap, which makes you press the next key when you reach a wall while the scenery key has not yet been shown, so that this last key is not captured by the game, while you have already pressed the next one, which causes errors in the handling that would not happen if the minimap were updated later.
In short, the evolution at all levels is spectacular and once I have managed to finish the game and live the whole adventure, I can say that the game is a gem and I want to encourage you to continue developing games of this niche genre such as the RPG, since unfortunately, there are not many developers who are interested in doing so. And fans of the genre, like me, are very hungry!
Thank you very much for this game, which has been a great Christmas gift!
Hola IADVD, cómo se nota que eres desarrollador!!! 8)))
Sí que ha tenido su dificultad empotrar los gráficos en las casillas de los tableros para que no se taparan unos a otros, sobre todo el de juegos clásicos, ya que los sprites tenían tamaños más grandes del típico 16x16 que actualmente es la norma.
He de decir que ha sido muy divertido copiar los gráficos de los demás colegas y con ello rendirles un merecido homenaje.
Un abrazo!!!





