I just bought the game and I’m using VirtualC64 on macOS. I don’t know much about the Commodore C64. I loaded the first disk (Tone a.d64) and got a message saying, “Flip disk & hit fire.” I changed the file in the drive and pressed the space bar, but nothing happened (It's loading, but not change on screen).
Incredibly disappointing that after paying for this game to support its development that after hearing of reports of bugs, within minutes of playing level 1, it is impossible to jump out of this area.
I have been playing and I found a bug that seems not to be reported yet. In level 2 when I collect the keys needed to open the three doors of the first screen they don't open. I played in a real breadbin C64 with Kung Fu Flash (tested with the crt and d64 versions).
To finish level 2 I had to use the first key I found with the first door of this screen. When I came back with the two keys left the rest of the doors can be opened without problem.
I will agree about the unintended "double jump" "feature". Also ducking unexpectedly off ladders too.
One "bug" I have found is that when you start level 5, go up the ladder, go right, you can then jump off the platform into the middle of the two doors and get stuck. Only way out is to suicide yourself.
Here are a few details about the bugs found that affect the current version 2.0.1 which has been tested with the built-in trainer for infinite lives. In the first level, there is apparently a point where you end up directly in level 4, instead of in another room as initially assumed (see 05:56:30 and 06:04:31 in our longplay video). Furthermore, at the end of level 3 there were two keys left that apparently had no use. In level 4, a key is "swallowed" by the game or simply swapped for the master key found in the 4th slot if you do not follow a specific order for using the keys and all slots are already occupied with keys (see 07:12:40). This means that a key is missing in the level, so you cannot open the last door before the main exit and thus cannot complete the level. If you have used the keys for some doors beforehand, the problem does not occur (see 07:30:54). In level 5, you can't pick up a key or a potion at a certain point, and then suddenly you can pick them up again after you've moved away a few rooms and then come back there (see 08:03:42). There are also a few rooms where you can get stuck in the wall. The controls are sometimes very frustrating, as you often do unwanted double jumps if you hold down the fire button for a little longer. 🙁
Hello, thank you for your review and bug reports. Quick answers: 1) Warp to level 4 is anticipated (similar warp is available from level 2)
2) It was indeed a problem with that level in demo, in full versions two missing doors were added thus number of keys is balanced. There is one room with extra jewels guarded with two doors. Opening these doors is not necessary to finish the level, maybe you missed that one?
3) Yes, mask can swallow the key thus preventing finishing the level. This is a smart inventory management that has been implemented in the game, as it is not possible to throw away items. I can reconsider this mask thing, however and include this in bug fix release.
4) Double jumps has been already pointed out and will be fixed in bug fix release. Other platforms didn't have this problem and simply nobody pointed that earlier. I myself learned not to keep fire pressed but agree, this is frustrating, esp. for somebody that switches from Atari to C64 version.
5) Oversimplified collision detection is a problem, I'm trying to mitigate this by fixing the map design (not to let Tony to jump into the wall).
Great game that stands out especially for its individual, high-resolution graphic style, even if it is only in one color. Unfortunately, some bugs and playability spoil the fun, see separate posting. Our German-language review can be found in our recorded livestream starting at 00:53:21 and there is also a longplay at 05:47:37. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
Would it be possible to have a mode with two SIDs where the first SID plays music and the second SID sound effects? Or does that create problems with lack of CPU time or would you run out of memory?
The only reason why FX cannot be mixed with music is that one of musicians was reluctant to do this. Dual SID would obviously do the trick however how many users have this set up (I mean on a real Hardware). I can think about it, however, in an update.
Well, I guess a lot more people than you may think have have a dual SID setup nowadays. I can think of:
People who did plunder a SID from another C64 to install a second SID in their C64.
1541 Ultimate II(+) owners have three SIDs in their C64. The original SID, and two addional SIDs provided by the 1541U2.
Ultimate64 owners have three eight SIDs in their C64 as well. Ultimate64 owners have up to eight SIDs in their C64.
Mega65 owners have two SIDs in their machine.
Turbo Chameleon owners have dual SID.
Quite a few people bought an ARMSID. And if it was an ARM2SID, they have two SIDs in their C64.
Owners of the FPGASID have two SIDs.
Some of these pieces of hardware sold quite well, for example the 1541U2 sold thousands and thousands. There I expect that a significant part of the user base nowadays has a dual SID solution.
Personally I both own a 1541U2 and an ARM2SID, that I have installed in my Commodore 128. I have quite a few C64s, that all have a single SID, so I may not always use a setup that is dual SID capable. However, for a game that does support dual SID, I will certainly grab my C128.
Amazing aestetic. Love the pixelated cartoon style graphics (But why use generative AI on the cover?). While the game looks sublime, I don't think the music fits the game, and it makes no room for sound effects. Nevertheless I applaud your achievement.
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Hello,
I just bought the game and I’m using VirtualC64 on macOS. I don’t know much about the Commodore C64. I loaded the first disk (Tone a.d64) and got a message saying, “Flip disk & hit fire.” I changed the file in the drive and pressed the space bar, but nothing happened (It's loading, but not change on screen).
Can anyone help, please?
EDIT: one .prg file can be a great idea? :)
Incredibly disappointing that after paying for this game to support its development that after hearing of reports of bugs, within minutes of playing level 1, it is impossible to jump out of this area.
Thought that was fixed, as I reported you can do similar on level 5. There has just been a new version uploaded, so try that.
It will be fixed in 2.1; coming soon
Nice game with great graphics and music.
I have been playing and I found a bug that seems not to be reported yet. In level 2 when I collect the keys needed to open the three doors of the first screen they don't open. I played in a real breadbin C64 with Kung Fu Flash (tested with the crt and d64 versions).
To finish level 2 I had to use the first key I found with the first door of this screen. When I came back with the two keys left the rest of the doors can be opened without problem.
Nice final release !
I will agree about the unintended "double jump" "feature". Also ducking unexpectedly off ladders too.
One "bug" I have found is that when you start level 5, go up the ladder, go right, you can then jump off the platform into the middle of the two doors and get stuck. Only way out is to suicide yourself.
Ducking off ladders, agree. Double door - funny bug, will be fixed too
Have you thought about making Commander X16 version?
Well, honestly... yes. Stay tuned!
😃
Moja ulubiona wersja! :D
Here are a few details about the bugs found that affect the current version 2.0.1 which has been tested with the built-in trainer for infinite lives. In the first level, there is apparently a point where you end up directly in level 4, instead of in another room as initially assumed (see 05:56:30 and 06:04:31 in our longplay video). Furthermore, at the end of level 3 there were two keys left that apparently had no use. In level 4, a key is "swallowed" by the game or simply swapped for the master key found in the 4th slot if you do not follow a specific order for using the keys and all slots are already occupied with keys (see 07:12:40). This means that a key is missing in the level, so you cannot open the last door before the main exit and thus cannot complete the level. If you have used the keys for some doors beforehand, the problem does not occur (see 07:30:54). In level 5, you can't pick up a key or a potion at a certain point, and then suddenly you can pick them up again after you've moved away a few rooms and then come back there (see 08:03:42). There are also a few rooms where you can get stuck in the wall. The controls are sometimes very frustrating, as you often do unwanted double jumps if you hold down the fire button for a little longer. 🙁
Hello, thank you for your review and bug reports. Quick answers:
1) Warp to level 4 is anticipated (similar warp is available from level 2)
2) It was indeed a problem with that level in demo, in full versions two missing doors were added thus number of keys is balanced. There is one room with extra jewels guarded with two doors. Opening these doors is not necessary to finish the level, maybe you missed that one?
3) Yes, mask can swallow the key thus preventing finishing the level. This is a smart inventory management that has been implemented in the game, as it is not possible to throw away items. I can reconsider this mask thing, however and include this in bug fix release.
4) Double jumps has been already pointed out and will be fixed in bug fix release. Other platforms didn't have this problem and simply nobody pointed that earlier. I myself learned not to keep fire pressed but agree, this is frustrating, esp. for somebody that switches from Atari to C64 version.
5) Oversimplified collision detection is a problem, I'm trying to mitigate this by fixing the map design (not to let Tony to jump into the wall).
Great game that stands out especially for its individual, high-resolution graphic style, even if it is only in one color. Unfortunately, some bugs and playability spoil the fun, see separate posting. Our German-language review can be found in our recorded livestream starting at 00:53:21 and there is also a longplay at 05:47:37. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
Would it be possible to have a mode with two SIDs where the first SID plays music and the second SID sound effects? Or does that create problems with lack of CPU time or would you run out of memory?
That's wild, I came looking for info here about that very same possibility. xD Dual sid support would be awesome.
The only reason why FX cannot be mixed with music is that one of musicians was reluctant to do this. Dual SID would obviously do the trick however how many users have this set up (I mean on a real Hardware). I can think about it, however, in an update.
Well, I guess a lot more people than you may think have have a dual SID setup nowadays. I can think of:
Ultimate64 owners have three eight SIDs in their C64 as well. Ultimate64 owners have up to eight SIDs in their C64.Some of these pieces of hardware sold quite well, for example the 1541U2 sold thousands and thousands. There I expect that a significant part of the user base nowadays has a dual SID solution.
Personally I both own a 1541U2 and an ARM2SID, that I have installed in my Commodore 128. I have quite a few C64s, that all have a single SID, so I may not always use a setup that is dual SID capable. However, for a game that does support dual SID, I will certainly grab my C128.
Amazing aestetic. Love the pixelated cartoon style graphics (But why use generative AI on the cover?). While the game looks sublime, I don't think the music fits the game, and it makes no room for sound effects. Nevertheless I applaud your achievement.
Why generative AI?
Looking closely at the cover, you can really tell it's ai. Put me off of this game unfortunately