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Steviesaurus Dev

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A member registered Jan 25, 2026 · View creator page →

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That sounds awesome and I'm definitely interested, but I think there's going to be quite a few more months until I hit a solid v1 release. Maybe we can connect one I get a little closer.

(1 edit)

Feedback:

  • bug: when there's a burning tree and another is set on fire, the flame sprite moves but then disappears
  • the next and current pipes are confusing and players think the next pipe is the one that they are placing, maybe use a flashing pipe/tool for the indicator
  • needs some warnings related to the time remaining
  • The computer turns are slow and it's a little hard to know when it's finished

Thank you.

I definitely plan to finish and only released it early so that I could get feedback to help push it in the right direction. 

This is looking great, and I can't wait to try it. I love the music.

Yeah, I'm trying to finish up a browser game at the moment, but then I have a puzzle game in mind for the C64. It's one that I started for the browser years ago, but I prefer C64 stuff now and think that will be my main focus from now on.

My kid is also wanting me to work on a centipede type game, but that's going to wait a little bit as I'll use that to learn assembly.

This game is coming along really well. 

A very cool puzzle feel where you have to think about the order in which you collect the diamonds so that you don't block the exit.

And I love the new custom bricks. Great job snake game buddy :)

That's great, thank you.

Thank you very much for sharing my game. I have also shared your links on all my pages.

Thank you Sparky-D,

I totally agree, C64 games and joysticks just go together. Unfortunately, the lack of joystick here was purely due how unresponsive it was during testing. The game running in BASIC just doesn't loop fast enough to capture the joystick input as it happens. This leads having to hold it in the direction you want to go to get it to work, making fast direction changes almost impossible. The keyboard on the other hand is read from the buffer where the last 10 keystrokes are stored. This allows you to type all of you next moves fast and watch the millipede perform them on its next moves, making U-turns and other multi direction changes easy to pull off. I think the only way to be able to replicate this with the joystick would be a complete rewrite of the game in Assembly language, as the game loop would run 100x times faster.

But I will definitely keep this in mind moving forwards. I do want to start making Assembly games in the future.

Thanks again, Steve