Very nice game. Our German-language review can be found in our recorded livestream starting at 02:01:06. Subscription to our YouTube or Twitch channel is welcome. ๐
Very enjoying with smooth gameplay and fab music. True ZX128 game, not running on 48k versions. I tested this with some ZX clones as well like Harlequin etc. without issues. I like it.
Quite enjoying this but I've noticed some (possible) bugs: you can't go back to a screen previously visited; after losing a life, Ratty sometimes starts at a different part of the screen than he actually entered from; the animated arrows and "whiff" from the cheese remains when the object is picked up
Love the graphic style, btw. Amazing how few platformers use 8x8 sprite sizes
Glad you're enjoying it. The game would be too easy if you could go back. It doesn't cause a problem as you'll see once you get further into the game. When he dies he always restarts in the same place. It avoids and multiple death problems which occur in games like Jet Set Willy. The arrows remain so that you know very quickly that the luggage has already been collected. The 'whiff' is actually gnats hovering over the cheese. They still hang around as the "whiff" is still there. Cheers, I love the 8x8 sprite style and not just because I think it looks great. It's better for collision detection and allows for a lot more sprites on the screen at the same time. I think it also gives you more space to explore in each screen too. The next few games will also use 8x8 sprites and then when I finally get around to doing a Percy Penguin sequel I'll revert back to 16x16 as the graphics will need that scale of detail.
I like that for 3D games like Doom where you can go in at least 4 directions. This is simple just left, right and jump. I don't think QW and space for jump is too bad personally, like Manic Miner, Jet Set Willy, etc. I think they're easy to get used to with a bit of practice.
using one hand for up/down and another for left/right always was very confusing for me, i always got surprised why that was the default, or the only option available that time - but perhaps that was only me, as i actually played lots of japanese msx games before starting playing zx-spectrum ones (i lived in brazil that time, msx was more popular than zx-spectrum back then there)
Eye of the Beholder obviously, but it's certainly unusual that you preferred WASD as a key combination in the 80's, considering that virtually no game or system in that decade ever used it! It came with the advent of first-person 3D shoot-em-ups on the PC in the following decade.
WASD can be suitable for games that use many keys, which is why and what for it came when it did. For simple games typically using just 4-5 keys as is the case with most ZX Spectrum games, OPQAM/Space is the generally preferred combination - it's no coincidence that over 90% games from that period used it.
In the present case, because it's just 3 keys, QWM/Space works fine too, really. Hell, anything with two keys for movement in one hand and one key for firing in the other hand would work equally fine for 3 keys.
it was indeed unusual, i used that on all games allowed to redefine keys (like those spanish ones from Dinamic, Topo, Opera, etc.), as they were much more comfortable for me (like using cursor keys on msx in the same years) - it was a surprise for me seeing these same keys being used by default on dos games eecade later
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Very nice game. Our German-language review can be found in our recorded livestream starting at 02:01:06. Subscription to our YouTube or Twitch channel is welcome. ๐
Thank you very much ๐๐
Here is my little tribute to your game...
Really enjoy this one. Best game so far? Maybe! Thank you dude.
Beat this last night. All Luggage rat-rieved, and there was still time to go clubbing! \o/
Sorry for the late reply. Congratulations :D
Very enjoying with smooth gameplay and fab music. True ZX128 game, not running on 48k versions. I tested this with some ZX clones as well like Harlequin etc. without issues. I like it.
I'm really glad you're enjoying it. Good to know it works on different machines. Hope you have fun.
Quite enjoying this but I've noticed some (possible) bugs: you can't go back to a screen previously visited; after losing a life, Ratty sometimes starts at a different part of the screen than he actually entered from; the animated arrows and "whiff" from the cheese remains when the object is picked up
Love the graphic style, btw. Amazing how few platformers use 8x8 sprite sizes
Glad you're enjoying it. The game would be too easy if you could go back. It doesn't cause a problem as you'll see once you get further into the game. When he dies he always restarts in the same place. It avoids and multiple death problems which occur in games like Jet Set Willy. The arrows remain so that you know very quickly that the luggage has already been collected. The 'whiff' is actually gnats hovering over the cheese. They still hang around as the "whiff" is still there. Cheers, I love the 8x8 sprite style and not just because I think it looks great. It's better for collision detection and allows for a lot more sprites on the screen at the same time. I think it also gives you more space to explore in each screen too. The next few games will also use 8x8 sprites and then when I finally get around to doing a Percy Penguin sequel I'll revert back to 16x16 as the graphics will need that scale of detail.
since 80's i preferred wasd keys
I like that for 3D games like Doom where you can go in at least 4 directions. This is simple just left, right and jump. I don't think QW and space for jump is too bad personally, like Manic Miner, Jet Set Willy, etc. I think they're easy to get used to with a bit of practice.
using one hand for up/down and another for left/right always was very confusing for me, i always got surprised why that was the default, or the only option available that time - but perhaps that was only me, as i actually played lots of japanese msx games before starting playing zx-spectrum ones (i lived in brazil that time, msx was more popular than zx-spectrum back then there)
Eye of the Beholder obviously, but it's certainly unusual that you preferred WASD as a key combination in the 80's, considering that virtually no game or system in that decade ever used it! It came with the advent of first-person 3D shoot-em-ups on the PC in the following decade.
WASD can be suitable for games that use many keys, which is why and what for it came when it did. For simple games typically using just 4-5 keys as is the case with most ZX Spectrum games, OPQAM/Space is the generally preferred combination - it's no coincidence that over 90% games from that period used it.
In the present case, because it's just 3 keys, QWM/Space works fine too, really. Hell, anything with two keys for movement in one hand and one key for firing in the other hand would work equally fine for 3 keys.
it was indeed unusual, i used that on all games allowed to redefine keys (like those spanish ones from Dinamic, Topo, Opera, etc.), as they were much more comfortable for me (like using cursor keys on msx in the same years) - it was a surprise for me seeing these same keys being used by default on dos games eecade later