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Posts posted by StanJr
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May not even need the indicator, just clear to a wall and see if it's open, if not, then move to the next. Would up the challenge. Or maybe if you hit the wrong wall that triggers an enemy to spawn.
With the ice and the penguins and all has all the same feels as Pengo, and I like the rescue aspect and the extra life after rescuing 6.
Is there any room to vary the screen layouts beyond the initial 6?
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Thanks for releasing it guys. Great game, still loads of fun, never easy!
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It's the featured title for my Homebrew of the Month feature this month, so maybe that will help (if I can get some screenshots...)
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Is it possible to have the penguins trapped on the left, right, or bottom of the screen in addition to the top? I have worked out a pretty good pattern system for the 6 screens and as long as I have mastery of the controls, I can rescue penguins reliably.
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Oh I have it on cart, I just want to take some screen shots and me taking pictures of my TV with my phone is a little more low-tech than I like.
Thanks!

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I like your game play concept. I am curious to see how this develops and to see how much of it you can implement on the VCS.
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Holy crap. This game just went from Sunday walk in the park to red ass beat down in 5 seconds. Enemy speed is blinding and I'm dead before I can get off a shot sometimes. Need to tweak difficulty ramping because this baby is at 11 right out of the gate.
With that said, I love all of the other improvements and think you still have a solid concept here. Just take the difficulty down at the start and work me up to the instant kill level.
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Ok, that explanation of the controls makes much more sense now. I'll give it another go. So far I have been able to rescue 9 penguins! How does the difficulty increase after the first 6?
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Also getting some control issues. If I start rolling a ball facing right and I press up (first I have no idea if I will be facing up or down), if I am close to the ice, I will sometimes turn into the ice and lose a life. The sprite seems to pivot based on the location of the snowball. Is this intentional? It makes getting the fifth penguin very difficult because of the confines. maybe I'm just not very good?
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I'm having trouble rolling snowballs. I can start one (press the button) and then I can move, but only in certain directions and the controls seem to sometimes reverse (press down to face up). So I have the best luck rolling snowballs in one direction only. I've never been able to roll in more than two of the four possible directions. Is that intended?
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Honestly, my first thought is: "label's too good, has to be a repro."
Let's see what the experts say
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Was the Chunkout ROM ever released?
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I cannot wait! Very excited to see what's next!

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Ok. Managed to play for a good solid hour today. You've really moved this game along from its inception and you are getting really close to something pretty spectacular here.
Some notes:
I think you have the difficulty just about right. After an hour of playing I can get to Wave 4 pretty reliably, and definitely if I can luck into the 2X power-up. With only 12 waves, getting 1/4 of the way to the finish after an hour of playing tells me that most players are going to get to the halfway point with regular gameplay and that skilled gamers will be able to reach the end without too many fits of rage. I prefer games that are challenging. If I can beat your game in 2 hours, then no matter how great the game is, I'm probably not coming back to it too often. Ask me how often I play Adventure these days.
Should the power-ups carry over between waves or should you start fresh each wave? I'm not sure the answer, but it is something to consider. The Wave breaks are now substantial enough to warrant starting each with no power-up, but carrying over is certainly handy.
I LOVE LOVE LOVE the intermissions. I was originally going to comment that the meteor shower was too easy to navigate, but then I tried to do with the the 2X power-up. Never mind. The Boss fight after wave 3 is perfect. Can't wait to see the others.
I'm getting a random shot when moving left and right, usually between enemy groupings, even if I'm not hitting the button. This happens 2-3 times per wave. Not sure if that's a bug or what.
I think you should pick between symbols OR letters for the power-ups. It's a minor detail, but I think it would make the game a little more polished. I don't really prefer one over the other (well, maybe the symbols a little more than the letters), but having both is intellectually upsetting to me.
You are killing it on the fun and replayability metrics. It's hard for me to stop playing this game. I really want to see the later waves and see what new varieties of enemies are coming.
I also like trying to figure out how to beat the tougher foes. If you do add a hint of their vulnerability, don't make it too obvious. Strategic elements add a layer of depth a lot of shooters don't see. Beamrider is a shining example of this done at the highest level.
I'm going to cast my vote for keeping the "Space Game" name. Love it.
Power-up frequency is just right.
Really loving this and can't wait to see the next version.

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All 600 in just one day?

I want to say yes. I was young and had no children, so free time abounded. Some of the early ones are pretty straightforward, but later ones took some doing. Maybe not all 600. Dammit Thomas, now I have to go and play it all over again.
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I still remember the Christmas I got Jammed and the subsequent day I spent solving all the puzzles. Took hours, but was super fun. I've not had the courage to attempt it again.
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Our SNES has a bad A/C port (missing piece will not allow the power supply cord to stay firmly attached to the system). Does anyone have a non-working SNES they are willing to unload for cheap so we can cannibalize it for parts?
Thanks in advance
Stan

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I'm still with Centipede, it's the tonic to the Swordquest comic's poison. It's pretty much all action with a useless info dump in the middle (seems to be the formula for the storytelling) so as long as you skim the info dump and just enjoy the dude trying to kill the Centipede, it's a lot of fun. (Second time around for Dynamite and awkward homosexual romance as a character point. Maybe they are working out some personal issues...)
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I think it would be better to lock all of the homebrewers in a room and the last one that is still alive at the end of an hour will have only his or her games sold in the AtariAge store. All other games will be removed.
My money is on Thomas. His ruthless German efficiency should be more than sufficient to vanquish any rivals.
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I really like the concept and based on what you've started with, this has a lot of promise. It's like an ancient gladiatorial combat arena where every opponent is a new and deadly threat. Very excited to see where you take this.
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I think I've written a review for every homebrew I own that's available in the AA store, but I'll double check. Reviews are super important and helpful and don't be afraid to be honest.
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Much anticipation! Very excited!
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Zelda Four Swords and Four Swords Adventures for the Single Player
in Classic Console Discussion
Posted
I passed on these when they came out because they were all about the "you and three friends can play at once!" and I didn't have three friends, much less 3 that were in to LoZ. But are they enjoyable as a single player experience? They are the only games in the series I am missing and would love to play them, but if they are dependent upon having more than one player, I'm going to have to have more kids...