Thank you.
uglifruit
Creator of
Recent community posts
I meant the full screen ones (like the picture of a girl at the start) that I saw once, then it disappeared. The status bar (at the top) is also momentarily shown when you change location BELOW the picture, and immediately overwritten.
Also in Lateral Street - you *can't* examine Lateral Street to get back to it's description.
Hi, just purchased this - and the Chapters Ambient text seems to be missing a lot of content. Party Girl (007) and Lafayette Square, The Statue (004, 006) seem to be missing at least - which is something I've noticed. Also there are moments when the game moves on - like when you move to a new location and showing you an image - without a keypress. Could this be modified to wait for a keypress.
(I'm reviewing this for a magazine)
Also, I've posted a quicker (slightly better) version of this here: https://uglifruit.itch.io/physiced-speed-tweak
A new (quicker) version of this lives here: https://uglifruit.itch.io/physiced-speed-tweak
I'm perfectly happy for you to use this/my work however. Technically it'd be a "Attribution CC BY" - Copying, changing, distributing are all freely allowed as long I'm credited somewhere. (Andy Jenkinson/Uglifruit).
Looking at the CC website - their wording is "This license lets others distribute, remix, adapt, and build upon your work, even commercially, as long as they credit you for the original creation. This is the most accommodating of licenses offered. Recommended for maximum dissemination and use of licensed materials."
Hope that helps, and if you need anything else / source code / notes then please let me know.
Thanks for comments. This definitely still has a bug that can occasionally print a (magenta food) that doesn't count, and you can't progress. And it IS too hard - I've been playing it again today (on 200% speed on emulator it feels quite responsive), but I can't get close to my personal best. I think when making it I tweaked it to be as challenging as I could just-about not cope with, which is where I think arcade games should be. But at that point I'd been practicing, now - after not playing for a few days with dulled reflexes it's frustratingly difficult.
And thank you - the 'hunger' (and graphical representation of it) was the thing I was most proud of here. I don't *think* I've seen that in a snake game before.
A couple of things - yes, the map generation is painful (ears and mental state). I think a pre-gen .z80 snapshot might at least get people playing.
The key choices seem odd: [qaop] to move the cursor says the screen ... okay(!)... but it appears to be QAOP that is moving cursor, leading to ever downward movement when the Swordsman is selected being interpreted as 'A' (attack) and then down.
Then there's the mildly annoying d (from 'end' in the UI) that doesn't get deleted when you select a character.
I really wanted to love this, as I think it's a super brave attempt (you've got unit A.I. and a nice map in place), but the player is left a bit in the dark, thanks to it lacking the 'gloss' (or just comprehensive instructions) that'd make it a gem.
I liked this one. The timer only descending when you are not popping pills means the game becomes about path planning to avoid doubling back. Good work, and quite 'just one more go' y. Good work.
I'll second the people who noted odd key choice (it's hardly a FPS, so WASD seems odd... as a right hander that's a quite strange choice to make - play with left hand, or play with Right Hand over on the left of keyboard.
The screen draw time is the only major down-side to this very nice looking version of the classic puzzler. Good UDGs and colour use, I thought. I don't really feel the need to play through the Sokoban levels again - but this is a nice version - well done. Good effort on having a Loading Screen$ too!
This is excellent. Given the number of moving parts this is very very
playable, and the use of IN ports to read the keys (enabling the reading
of more than one key press at once) is a nice treat. Good attention to
detail in (such as the 'scrolling' Game Over) adds to the overall
gloss. Really well done.
An interesting/clever take on the maze game. It's hard to comprehend, and probably benefits from a pen and pencil to map what's going on. I'll be honest and admit I was crap at this, and had to check the listing to see I wasn't just seeing random room descriptions!
Kudos for a well structured program too.
There is a lot of greatness about this - presentation is excellent, and obviously recalls Elite excellently. The lack of responsiveness of keys is workable (the beep works), and it's great to visit those planets again (it's been a long time since I've flown from Lave to Diso in search of a cheap profit). Some planets do seem to *really* want to off-load slaves, and will pay you for taking them. This is either a thematic suggestion of progressive thinking, or a bug. With the suggestion of Fuel usage (the omission of which somewhat makes travel rather easy), and the suggested 'economy type' of neighbouring systems, this would be an *amazing* feat in basic. As is, it is just incredibly impressive. Well done.
There seems some inconsistencies in collision detection, (and which colours do what). And the fact it doesn't loop back when you die is a bit irritating. The lack of responsiveness does suggest underwater though, so that works! The amount of baddies, bullets and size of player sprite is an impressively brave amount to handle in a real time BASIC game though.
Thanks. I've actually spend some time on presentation, and the like. I actually think the game is very hard (hence the not-at-all-hidden cheat mode to start on any level). The later levels are - in my opinion - the more entertaining ones, the first half a dozen are about teaching concepts, which is a bit of a chore, if starting afresh.


