Best PS1 platformer game that wasn't, period!
Vivid Warthog
Creator of
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Thanks for clarifying the use and scope of generative AI, appreciate it!
I love the idea and sound of the dynamic soundtrack, do you plan to change/evolve the music as the game changes/progresses? Reminded me of iMuse that was awesome, but unfortunately somehow forgotten when streaming prerecorded music became a norm.
Your translation finally makes sense, I've actually used machine translation to read the description, but I've translated it to Polish, but it seems that the translation was done so poorly that I didn't get they fall due to player actions 😆
Well, having this new knowledge, it's time to try the game again 😄
Interesting game, fun to play although a bit glitchy.
Sometimes rock don't fall when they should, sometimes they fall where they shouldn't, for example when I stand in a tight tunnel and drill a stack of rocks, I die instantly because a rock that should not be able to fall on me, as there is a ceiling above my head. (See screenshots)
Sometimes they just freeze in the air.
Sometimes there appears an empty space that I need to drill through.

I've never seen a sokoban with such attention to things outside of box moving, every clone was just the core, stripped down to the bare logic puzzle part.
But those non-core additions actually make the core game way more enjoyable and fun, it's great that you revived the whole :D
BTW, since I don't have an equipment to test it right now, does the "map testing" involves automatic map testing or just the manual?
Hello!
Thank for the feedback 😄
Of course, what I've suggested might sound nice in theory, but every theory is worthless unless checked with the reality, and to check this properly was to actually try it in a game. And it looks that in this case it was a miss 😅 It's nice that you've tried it, I'm flattered.
Maybe it will be handy if you ever try a fixed-camera setup in another game 😉
Nevertheless, I'm sure that Desmond's Castle would work perfectly in twin-stick gamepad setup, feels like bread and butter 😄
Here's the project code with three examples:
https://hitorisensei.itch.io/unreal-project-example-top-down-360-mouse-targeting
- the "Look at mouse" which always points the attack at the direction of the mouse
- the delta-derived attack angle, which changes only when player moves the mouse
- ...and version with easing added
I've never shared the whole projects before, but I hope it will work :D
I can drop the compiled version too, just need to know the system you are using.
The game is awesome, I love it. The story, the graphics, the music, super well works together.
The only issue is the controls. Would be perfect to add gamepad support with twin-stick controls.
One tip for the mouse, unless the aiming direction constantly changing as the player moves is an intentional choice (which is pretty annoying and hard to control), instead of relying on a relation between the player position and a mouse cursor position, it would be better to rely on a relation between player position and a "virtual" pointer bound to the player's node (so the virtual pointer moves with the player). Then every frame add a real mouse delta to the "virtual" mouse position and viola, the aiming direction doesnt change when the player moves anymore. The virtual pointer should also be bound to a maximum radius around the player so it doesn't get too far.


