First Opinions: Its not a rage quit game so far, so thumbs up!!! Great Gameplay with nice Graphics, but i had some annoying things.
Why the switch for cursor up? - and the character down the lever - so weird But when Csabo didnt said i can't going through i tried shift, space, etc.... so..
- It would be cool a short 1 character block text to helps the player - you missing got a key, etc woudl be helpful, and the the same with the door i never think i need to push the up arrows to enter the door.
- Shift is not a great for jump, pc sticky keys sometimes on, but after some gameplay its ok. Maybe up arrow would be cool, and up arrow also good for switches ON
So last but not least, very enjoyable game, just need 1% effort to make it 100% for me! Congrat!
Re: Phil's Adventure The best feature of this colorful arcade adventure platform game, certainly is the trustable and smooth control system of the main character. Add a further fair collisions calculations, and here we are with a game which presents itself as simple as super fun!
The game is 10 levels long, and the backtracking will consume a lot of your time, so use wisely the savestate option on your emulator, and there's a level selection on the titlescreen if you're playing it on the real iron.
Re: Phil's Adventure + I am happy it doesn't count life, so its more enjoyable gameplay! + Add a further fair collisions calculations - And yes +1 what Luca said + great i can jump up through grey blocks! useful!
Re: Phil's Adventure Very polished, and the graphics style is cute and fitting. The backtracking does seem daunting: on level 2, after flipping two switches, I realized the key is still not open... Having to go back a lot of screen suddenly seems very slow, especially that there's now nothing else to pick up.
I'll be interested to see who will complete it first
Re: Phil's Adventure Great game, Epy! Congrats! I love Phil with his backpack and glasses Very nice graphics and smooth gameplay. It strange to me that the switches works with the joy up (and move down). It would be better with the fire button maybe.
Re: Phil's Adventure Good morning. great game, Epy! I've found a little bug on Level 05. When i die falling on spikes from a platform, the game tries to make me restart from the ground but i keep dying because there are spikes.
Re: Phil's Adventure Thank you guys for your feedback and kind words I'm working on these requests: - Open doors and switches with DOWN (Joy or CRSR). This will be described in scroll text on the start screen - Much less backtracking - More tolerant player and enemy collision - Fix @Ale_71 reported bug (anyway this is not bug, these 4 screens will be changed) - Score number will be subtracted by 100 points in case of collision
Re: Phil's Adventure Epy Really great game. Do you want to share some general infos about the development of the game and the challenges during development? I am thinking abou to make a video about this beautiful game, if you agree.
Re: Phil's Adventure Of course I agree, I'm really happy to see the game on your channel
Some info about the development: I looked back at the first sources and saw that development started on 2022.11.02, a long time ago.
The game consists of two main parts, one is the game engine (completely assembly) and the other is the game editor (.NET desktop app). The game engine does not contain any game data at all, it is all created in the editor, so the compiled prg allocates the entire memory, and then the editor writes the game data into the prg.
There was no big challenge the game is very simple, maybe the player's physics were a bit tricky, and the enemies just move here and there smoothly. As for the technical data, the game consists of 140 screens and 10 levels, the levels are compressed in memory.
The entire game can be edited in the editor: character set, tiles, screens, maps, sprites, animations, etc. If I gave the editor to someone, they could make a completely different unique platformer game.
The biggest challenge was to keep moving forward with the development, sometimes it was quite difficult to make myself do it
Re: Phil's Adventure Great game, Epy! Lovely GFX, and good, happy mood in your game world. If conversions matter, then Ati won in my opinion, but if not, then this could have even taken first place. (Although I would rather open a separate category for conversions, it's not game dev, but that would be off-topic now.) Next time, it would be worth choosing a different genre, as I think you're already pretty good at platformers, in fact, you're fantastic at them. So when my game is finally finished, I'll take a more serious look at your game and play it through!
"The biggest challenge was to keep moving forward with the development, sometimes it was quite difficult to make myself do it " I am ABSOLUTELY knows how you mean that! I like to code, but sometimes, I can't make myself to do that, too. What is your method for that?
Re: Phil's Adventure A fantastic and extremely comprehensive game – for me, the game of the year for this system. The difficulty level is never too high, and the unlimited number of lives and fair jump sections provide a constant incentive to keep playing. The idea of being able to re-enter previous levels is as cool as it is rare in such games, and makes it something truly special. A password or even save option for progress and/or the high score might have rounded it out a bit.
Our German-language review can be found in our recorded livestream starting at 00:23:39. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome.
I played through the game completely without any further help that same evening during our livestream. The longplay can be seen starting at 06:24:32.
Re: Phil's Adventure A really cool game and you don't feel like you're playing on Plus/4. However, I have a few comments:
- I think that it would be useful to limit the number of lives to, for example, 8, this way you have more motivation to play better and improve your result.
- At level 9, even though I collected everything I needed and I moved the last lever down, but the passage to the last door did not open.
I played the latest, improved version of the game.
Playing this made me forget that the +4 doesn't have sprites, It's so smooth and polished.
Off topic to this game, but since you're new here... We veterans have talked this topic to death, but it's always nice to drag it up again
This game is certainly very polished, it's essentially the same engine Epy used for his previous two games (Stick Man and Captain Slim).
However, there are so many good examples of software sprites on C16 Plus/4; just to mention a few: * Mark J. Moore's games: Rescue From Zylon (1985) and The Magician's Curse (1986) have awesome sprites. Both games mix hires / multi graphics expertly. * Robo Knight: large, fully masked sprite, great in-game graphics. * All of Sout's games are true gems, but few people appreciate what a technical marvel Kikstart (1986) is with the raster split mid-screen. The bike + balloons scrolling at different speeds... So awesome! * Don't get me started on Udo Gertz! Absolutely legendary coder. Summer Events... My gosh! Massive sprites, colorful graphics, extended vertical border... Platform diving, for example is absolute genius - it mixes hires, multi, and the "impossible" overlaps are done with cleverly hidden rasterbars... Blows my mind every time I look at the technical details. * Tomb of Tarrabash - another miracle from 1985, possibly the first game with double-buffered graphics? Massive, fully masked sprites (with some cheating), but it's flicker-free and it looks amazing.
These are just the oldies (And on the flip side, I could also bring up many bad examples, color clashes, blocky stuff, flickering graphics... But those are best forgotten.)
Re: Phil's Adventure My review on this beautifully polished, colorful and highly playable platformer for the Commodore Plus/4. Congrats to the 2nd place by me. @Epy This game has absolutly superb game mechanics. I encourage you to develop it fiurther. This can easily become the killer game for the plus/4 on par with the plumber orbthe headhog. And its a great mascot. For me it looks ike a mole with a diving mask.
Re: Phil's Adventure Thank you the really good review George, it's great to see my game on your channel.
Sorry but I don't think I'll continue to develop this game engine. This is the last platformer game for now, of course, never say never . It's true that platformers are my favorites, but I want to try other types of games as well.
Re: Phil's Adventure Great game but I have a problem at level 9 - the passage to the last door doesn't open for me even though I took the key, put the lever down and collected everything that was. You can see it in my video.