This project looks very promising. The fights could just be more interesting, not just hold the button. I'd like a fight based on timing. The best done fights are in Prince of Persia - waiting, covering. Something like that would elevate the game. Also, I wonder if it would be possible to use HalfBrite for a fade effect in dungeons.
The weapons do change and that offers more forms of combat eventually, but no it's not Prince of Persia sorry. Can't use halfbrite mode as this is AGA dual playfield mode. I was going to write it for OCS/ECS so that I could use 5th bitplane as alpha like I did in a few other games in the past, but there were other problems that presented in the games dev cycle that meant it really had to be an AGA release.
@@MutationSoftware Thanks a lot for the explanation:) I didn't see it before, but in hindsight , when I look into it, I find out what terrible limitations the developers had, especially on Amiga. What different tricks they used. I sincerely admire you and will definitely get the game, it's a pure gem:)
Maybe perceived that way as you start the game with just a limited range dagger. The code is solid however. When the player reaches the throwing weapons it really opens up the gameplay more.
Thanks ❤
Thank you for your support. The game is great, looking forward to the full version!
Incredible atmosphere design, Congrats! I wish it goes as well as possible.
Thank you 👍🎉
Woah this is impressive. Looks and sounds incredible.
Cheers ❤
very very nice!
Thanks 👍
Looking and sounding good🤘🏻
Coolness ❤
❤Wonderful❤
❤❤❤
This project looks very promising. The fights could just be more interesting, not just hold the button. I'd like a fight based on timing. The best done fights are in Prince of Persia - waiting, covering. Something like that would elevate the game. Also, I wonder if it would be possible to use HalfBrite for a fade effect in dungeons.
The weapons do change and that offers more forms of combat eventually, but no it's not Prince of Persia sorry. Can't use halfbrite mode as this is AGA dual playfield mode. I was going to write it for OCS/ECS so that I could use 5th bitplane as alpha like I did in a few other games in the past, but there were other problems that presented in the games dev cycle that meant it really had to be an AGA release.
@@MutationSoftware Thanks a lot for the explanation:) I didn't see it before, but in hindsight , when I look into it, I find out what terrible limitations the developers had, especially on Amiga. What different tricks they used. I sincerely admire you and will definitely get the game, it's a pure gem:)
@@tomaskonvicka4135Yes even AGA chipset has it's limitations regards bandwidth etc. so it can be quite tricky in reality.
hit detection seems off
Maybe perceived that way as you start the game with just a limited range dagger. The code is solid however. When the player reaches the throwing weapons it really opens up the gameplay more.
Seems unfinished, enemy has no pathfinding other than sticking to you.. So it struggles against walls
Sorry your expectations have not been been met regards the gameplay presented in this Amiga demo.
Looks like a Flash game.
Er OK 😂