Perhaps my memory is playing tricks on me, but I remember the SCUMM games on the C64 as being very sluggish. They don't work so well with joystick controls, and the inventory is quite confusing. Evil Spirit is (in my subjective opinion) easier to play once you understand the controls. For example, it's not necessary to pick up an item to use it, as you did. You can use it directly from anywhere. Nevertheless, thank you very much for trying it out, and I'm glad you enjoyed it somewhat :-)
WindigoProductions
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Ja, die andere Wertung hatte ich auch gesehen. Danke für die kleine Korrektur. Deathflood2 hat ein recht individuelles Steuerungskonzept. Aber gerade der Sprung an die Ketten/von der Kette funktioniert eigentlich zuverlässig, wenn man den Dreh raus hat. Wenn man es gegen die Mechanik spielt, weil man ein anderes Verhalten erwartet, dann funktioniert es natürlich nicht und kann frustrieren. Daher gibt es extra die Tutorial-Level, damit man das in Ruhe ausprobieren kann. Das ist aus Entwicklersicht halt die Gefahr, wenn man sich nicht an das Genre-Schema hält. Ich probiere aber lieber was Neues aus als immer nur den Standard 1:1 zu kopieren. Ich fürchte der Versand kann noch etwas dauern. Das ist manchmal der Nachteil bei den wirklichen hochwertigen poly.play Boxen :-)
Hallo Timo, vielen Dank für dein ausführliches Feedback. Das ist leider eher selten aber wirklich sehr hilfreich. Es freut mich, dass dir Shipwrecked so zusagt und bin auch gespannt wie dir Evil Spirit gefällt. Ich hoffe es kann deine Erwartungen erfüllen :-) Zu Deathflood habe ich sehr unterschiedliches Feedback bekommen. Ich kann verstehen, wenn das Spielprinzip nicht jedem zusagt. Die Kritik an der Steuerung kann ich nur bedingt verstehen, für mich persönlich hat es super funktioniert ;-) Deine Wertung auf Lemon fand ich trotzdem ziemlich hart. Aber vielleicht treffen wir mit einem der nächsten Titel wieder mehr deinen Geschmack. Vielleicht machen wir auch nochmal einen Nachfolger zu Shipwrecked. Ein Konzept gibt es zumindest schon dafür :-)
I'll keep that in mind. Another idea I have is to remove the exit slot in the inventory and instead use the scene boundaries to exit the inventory. This would create an additional inventory slot, and you could exit the inventory from half of the available slots. Of course all of this would only be implemented in future games.
That's an interesting suggestion. I never considered it, as I never had a mouse for my C64 and didn't know anyone who used one. The game's control scheme is optimized for a joystick, so I don't see a practical way to add mouse support later with reasonable effort. Therefore, it would only be an option if we were to make another title of this type.
I'm not familiar with DolphinDOS and just looked at the description. We use almost all of the C64's memory for code and data. Perhaps the expansion also requires some RAM, and that might be causing a collision. But even without a fast loader, Evil Spirit's loading times should be very reasonable. However, I'll keep it in mind and perhaps include it as a possible technical issue in our manuals in the future. Thanks for sharing the problem and the solution!
Thank you for the feedback :-) The controls are different from comparable games. The idea behind the concept is to avoid unnecessary joystick movements. It will certainly take some time getting used to at first, but I'm sure it's worth trying, as it's quite efficient and (hopefully) allows you to focus more on the game itself instead of navigating menus.
That sounds strange. I'm not aware of any similar problem. Before I upload files here, I go through an extensive testing procedure. Therefore, I unfortunately can't provide a file on short notice. However, the .prg version can easily be saved as a .d64 file using a tool like DirMaster. Perhaps you could try that? In any case, thank you very much for narrowing down the problem. Do you experience the same issue with any of our other games on your machine?
The game has depth and variety. However, this is difficult to grasp if you only play it briefly and superficially. It's not an action game that you can understand after a minute of fiddling around. I recommend taking a look at the manual; it's not very long and explains all the important aspects. Thanks for trying it out anyway.
First of all, thank you very much for your feedback. Perhaps we'll develop a similar game in the future. We already have a rough concept, at least :-) There is indeed a typo in the German version. All other versions and the manual are correct in this case. During final testing and fine-tuning, many values were changed multiple times, and each time the descriptive texts in all three language versions and in the manual had to be updated. However, it is only an incorrect text. The actual values are identical in all versions :-)
Thanks for sharing :-) Another hint: If I remember right, you had no harbor in your gameplay video. For most strategies, building a harbor early makes a huge difference in earnings. You need a lot of gold as soon as relative growth (fountains, temples or gardens) becomes more effective than absolute growth (inn).
Thanks for your feedback! It turns out during playtesting, that using grain for both trading and consuming is more confusing than enjoyable. So the feature was reduced to the trading aspect, which makes the game flow more smoothly.
The decisions are fixed, so you can see how different decisions affect the game. The events where added for a little bit of randomness. But I'll keep your suggestion in mind ;-)
60.000 is the first treshold for a better ending.
Good observation. I expected someone to ask why there are four advisors in the game ;-D
Thank you for the feedback. I really appreciate you taking the time to write such a detailed review. If we develop another game of this type, I will try to incorporate your suggestions. Regarding the controls, could you describe in more detail what bothered you or what you mean by "modern controls"? And regarding your point about the "native writer": Sure, if anyone is interested in volunteering, please get in touch. Since we don't make any money from the games, all we can offer is a line in the credits. Just contact us via the email address on our website.












