New game - 'Magic Tokens'

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Comments

  • edited August 2010
    I quite like the idea of pausing time whilst the game-board goes through all its combos, although you might need to tweak the time a little or it might make things too easy.

    Another idea I had is that you could award one second for each jewel got although, again, that might make things a little bit too easy.
  • edited August 2010
    Erm. Moment. "The game has new original beeper music engine"? So they actually ARE 4 channels????? Wow.
    This engine is two channel, but there are just enough free registers to make it three channels, and the same idea may be used for even more channels. However, tests are needed how this will affect to the quality. It surely will lower the quality, the question is how much - acceptable or not. Three channels should be acceptable, I decided to make only two to simplify things and save memory on the music data - the music takes almost 5 KB in this game (it packed into 2 KB and depacked when needed, though).
  • edited September 2010
    such a wonderfull game...

    music -> awesome, also the sound design during the game
    gameplay -> perfect, change nothing - i also wanted first to complain that the time runs while combos are going... but the times seem always fair to me --- i am totally hooked, i played like 4 hours yesterday (without pause) and then another 2 hours
    graphics -> WOW! i like the detail of the gems and the bonusess, and i like how xXcombo! pops up below the score -

    edit: i just read through the thread ... lots of people complaining about difficulty... mh? i got to level 7 very quick, but then it gets very challenging... you really have to focus on what you are doing and plan ahead sometimes (even if it will not work, because of the randomness involved)

    edit2: i played this on an emulator - so i have the good cherry keyboard - i imagine on a speccy it will be very hard to play that fast
  • edited September 2010
    The game's really well made, but it's a shame there isn't an option to play without the timer, just for high-scores. Infuriating! :D

    8001 on level 7. Tough game.
  • edited September 2010
    wow ... level 9 is tricky ... i think it needs a lot of luck to beat it ... i do not even manage to do the 4 combo there - and i got the "no moves" message pretty often ... NICE!

    edit: and i have an "earworm" of the title-screen melody ... di dub di du di dub
  • edited September 2010
    The game is updated, use old link. Now it has two levels of difficulty: EASY is +1 minute on every level, HARD is like in the original version, but first two levels are slightly easier. I hope this is enough. I've also attempted to fix the timer bug, however I've never seen it, so I can't check if it really works (should to).

    And, if someone interested, there is source code. It is in C, but unlike most of (all?) the modern games which written in C this one compiled with SDCC instead of less effective z88dk.
  • edited September 2010
    Shiru wrote: »
    The game is updated, use old link. Now it has two levels of difficulty: EASY is +1 minute on every level, HARD is like in the original version, but first two levels are slightly easier. I hope this is enough. I've also attempted to fix the timer bug, however I've never seen it, so I can't check if it really works (should to).

    And, if someone interested, there is source code. It is in C, but unlike most of (all?) the modern games which written in C this one compiled with SDCC instead of less effective z88dk.

    Thanks for the update, Shiru; I find the game much more playable and enjoyable now :)
  • edited September 2010
    Thanks for the update, Shiru; I find the game much more playable and enjoyable now :)

    Yeah, me too! :)

    Good work, Shiru!
  • edited September 2010
    great... i will test the update soon, but I have an exam on wedensday in quantum field theory ... it has to wait till then
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