Hello, in one of my last issues of Retro News Flash, I covered the game Broken Crown and ran a short report on it. It´s a really great game, I really liked it. All the best from Magisthan´s Spielekiste. 🙂
Thank you for taking a look at my game, Broken Crown - really appreciate it! (I think that might be a typo above but I'll check out Zippy Racer as well!!)
Just bought this game and really excited to dig in. I am confused how is D both for drop and movement? My inventory is full I assumed D was to drop stuff. Please advise! Thanks!
Yes - in the original version that uses the old vi-system, D is mapped to Drop. But in the newer version with WADX and joystick control, I had to change it to (P)ut Down (not as obvious I know). Likewise, I had to change (C)hat to (H)ail. F1 should show you a list of the commands during gameplay. Thank you for buying and trying the game - really appreciate it and please let me know about any issues - I'm still trying to improve upon it and very far into developing my next game!
Thanks for the quick reply! On the latest WADX version I downloaded here the f1 help menu still shows D for drop. But now that I know its P I am anxious to jump back in!
I just checked....and you are right! My apologies, I thought I had updated that but must have missed it. I'll fix that soon - thank you! (I just fixed that typo and replaced the download files)
I think I found a bug. I started a new game with the last d64, and when I entered the dungeon, I got stuck in a small piece without any door. Known issue?
Actually, probably not! Rooms with no visible exits contain a secret door. (S)earching has both a range and a chance of success, so you may need to move around the room and search for several turns before revealing it (you can hold down the S key for lengthier searches).
This has definitely been one of the bigger lessons for me watching players, because unless you’ve played older roguelikes, there really isn’t much to prompt you to keep searching after the first attempt fails. I’m already planning to make searching much more intuitive in my next project.
Well, I searched without luck in this room. Or maybe I give up too soon? Anyway, I changed the dungeon and get killed on level 4 in it a few minutes after.
Thanks for your reply. Next time I'm being blocked in a doorless room, I will try to search a little longer.
Thanks again for the feedback! I've had some runs where I need to search for what I would consider to be too long! On the game I'm currently working on, I'm either going to do away with searching, make it 100% odds of success, or make it 100% success but it passes 10 turns for example.
Yes - the multiple versions is maybe getting a bit much! I was planning to simply include both versions on a single d64 and perhaps you select which version to load from the boot file (I think that is what you are getting at?). Good idea!
Got it! Yes, for my new project I’m building multiple control schemes in from the ground up. With Broken Crown, the control handling was baked in fairly early and memory is already extremely tight, so adding all schemes cleanly into a single PRG this late in development may be tricky. I may still experiment with it though — it’s definitely a good idea.
jah, joystick controls would definitely be worth doing some tutorials on to get it in. I dont know about diagonal for not having tried it but i assume your bitmask would just have to check for 2 bits at once instead of the one, i think vice works the same way even
Yes, I'm likely going to add joystick support to the project I'm working on now! Personally, I prefer to play roguelikes with keyboard but I'm discovering I'm in the minority there! (diagonals aren't really a problem - it's just that the joystick sometimes isn't as accurate).
As for the AI assistance, I tried (and mostly succeeded) to do all the code myself and resist any vibe coding temptations. So I used it mostly for discussing approaches to problems, debugging, etc. But one topic in particular (breadth first search for pathfinding) I had to basically ask it to save me! Honestly, it has really accelerated my knowledge of assembly and I'm finding I'm much more independent now!
thanks for the disclosure :) , i think joystick movement being inaccurate depends greatly on the player , more on the player than the code , just like when you do combos in fighting games a quick diagonal often gets pushed a bit too far or not far enough, if you got the space left you can add it as an option i suppose. You can have the two key combos you have now, + wasd + cursor keys + joystick in the same game or compile separate carts then everyone gets their way heheh but you should do what you feel first imho, not "what they want", thats where the better games come from (like caves of Qud here - i dont think they even have diagonal its been a while)
Nice little dungeon crawler. Our German-language review can be found at 03:58:33. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
Thank you very much for trying the game and posting the video — and sorry about that crash at the end! I thought I had fixed that issue previously, but I’m going to try to reproduce and patch it shortly. Really appreciate the feedback. ** I was able to recreate it and I believe I've fixed it now - both versions have been patched. Thanks again!
I'm running this on a C64 Ultimate (founders edition), and it is pretty darn good. I love the style and sound, not a fan of the control layout. Great work though, I love how fluid it runs!
Thank you! Out of curiosity, are you using the HJKL or WADX version? (I'm trying to figure out best options for the project I'm currently working on and feedback like this is very helpful)
I initially tried on the HJKL copy, and really didn't like that one. WADX is better, but i feel WSAD would suit my well trained PC brain to copy :). Joystick would feel pretty natural though. The game is great still, just takes some learning of concrols again.
i was a bit worried about the accuracy of registering diagonal movement on joystick (where every move counts in a roguelike!) but agree it would be a nice touch and I'm looking at incorporating it in my next game. Thanks for the feedback!
Wow, this is about the most athospheric graphical representation in tiles that are still very plain and basic, but somehow make the cogs of my imagination get spinning. Beautiful world generation too! Wish there was a way to save the game, but I know I suck at these, but keep trying. Still wished I could take a break with savegames.
Yes, i wondered about that as well. This game is a single load but my next one will have disk access so i may just include save games as well. Thanks for trying it out!
AMAZING! I am currently building one (no where near as pretty, very much old school) for the c64. I am so impressed by what I can see. Do you have a devlog, or something about how you went about doing it, and the decisions you made?
I actually started this game with the ASCII art of a typical old school - that's what i grew up with and i still have a soft spot for it! I'd love to see your project - there have been some nice roguelike projects on C64 lately. As for a devlog, i may just write up a summary of how i approached some of the typical roguelike challenges on the C64. I'm actually hard at work on my next game so i might keep notes as i go this time!
You're welcome about playing your game. I fell in love with rogue-like games in 1995, when I first played the amiga port of Moria... Since then, should I have to complete my sentence? :)
← Return to game
Comments
Log in with itch.io to leave a comment.
A very good new roguelike game. I added it to my video along with other games released in May.
Thank you so much! I really enjoy your videos!
Hello, in one of my last issues of Retro News Flash, I covered the game Broken Crown and ran a short report on it. It´s a really great game, I really liked it. All the best from Magisthan´s Spielekiste. 🙂
Thank you for taking a look at my game, Broken Crown - really appreciate it! (I think that might be a typo above but I'll check out Zippy Racer as well!!)
corrected! ;-)
very good
Just bought this game and really excited to dig in. I am confused how is D both for drop and movement? My inventory is full I assumed D was to drop stuff. Please advise! Thanks!
Yes - in the original version that uses the old vi-system, D is mapped to Drop. But in the newer version with WADX and joystick control, I had to change it to (P)ut Down (not as obvious I know). Likewise, I had to change (C)hat to (H)ail. F1 should show you a list of the commands during gameplay. Thank you for buying and trying the game - really appreciate it and please let me know about any issues - I'm still trying to improve upon it and very far into developing my next game!
Thanks for the quick reply! On the latest WADX version I downloaded here the f1 help menu still shows D for drop. But now that I know its P I am anxious to jump back in!
I just checked....and you are right! My apologies, I thought I had updated that but must have missed it. I'll fix that soon - thank you! (I just fixed that typo and replaced the download files)
Just trying out the game now. It seems very well executed. The raycaster inside the dungeons is solid! Looking forward to explore more.
Actually, probably not! Rooms with no visible exits contain a secret door. (S)earching has both a range and a chance of success, so you may need to move around the room and search for several turns before revealing it (you can hold down the S key for lengthier searches).
This has definitely been one of the bigger lessons for me watching players, because unless you’ve played older roguelikes, there really isn’t much to prompt you to keep searching after the first attempt fails. I’m already planning to make searching much more intuitive in my next project.
Thanks for the feedback — genuinely very helpful!
Well, I searched without luck in this room. Or maybe I give up too soon? Anyway, I changed the dungeon and get killed on level 4 in it a few minutes after.
Thanks for your reply. Next time I'm being blocked in a doorless room, I will try to search a little longer.
Thanks again for the feedback! I've had some runs where I need to search for what I would consider to be too long! On the game I'm currently working on, I'm either going to do away with searching, make it 100% odds of success, or make it 100% success but it passes 10 turns for example.
How about having all control methods in one binary. Selectable from start screen if it is not possible to have all simultaneously.
Yes - the multiple versions is maybe getting a bit much! I was planning to simply include both versions on a single d64 and perhaps you select which version to load from the boot file (I think that is what you are getting at?). Good idea!
No, single file PRG with all 3 control schemes was my idea. ;-)
Got it! Yes, for my new project I’m building multiple control schemes in from the ground up. With Broken Crown, the control handling was baked in fairly early and memory is already extremely tight, so adding all schemes cleanly into a single PRG this late in development may be tricky. I may still experiment with it though — it’s definitely a good idea.
jah, joystick controls would definitely be worth doing some tutorials on to get it in. I dont know about diagonal for not having tried it but i assume your bitmask would just have to check for 2 bits at once instead of the one, i think vice works the same way even
so what part is "ai-assisted" ?
Yes, I'm likely going to add joystick support to the project I'm working on now! Personally, I prefer to play roguelikes with keyboard but I'm discovering I'm in the minority there! (diagonals aren't really a problem - it's just that the joystick sometimes isn't as accurate).
As for the AI assistance, I tried (and mostly succeeded) to do all the code myself and resist any vibe coding temptations. So I used it mostly for discussing approaches to problems, debugging, etc. But one topic in particular (breadth first search for pathfinding) I had to basically ask it to save me! Honestly, it has really accelerated my knowledge of assembly and I'm finding I'm much more independent now!
thanks for the disclosure :) , i think joystick movement being inaccurate depends greatly on the player , more on the player than the code , just like when you do combos in fighting games a quick diagonal often gets pushed a bit too far or not far enough, if you got the space left you can add it as an option i suppose. You can have the two key combos you have now, + wasd + cursor keys + joystick in the same game or compile separate carts then everyone gets their way heheh but you should do what you feel first imho, not "what they want", thats where the better games come from (like caves of Qud here - i dont think they even have diagonal its been a while)
nice piece of work !!!
Nice little dungeon crawler. Our German-language review can be found at 03:58:33. English subtitles are also available. Subscription to our YouTube and Twitch channel is welcome. 🙂
Thank you very much for trying the game and posting the video — and sorry about that crash at the end! I thought I had fixed that issue previously, but I’m going to try to reproduce and patch it shortly. Really appreciate the feedback. ** I was able to recreate it and I believe I've fixed it now - both versions have been patched. Thanks again!
I'm running this on a C64 Ultimate (founders edition), and it is pretty darn good. I love the style and sound, not a fan of the control layout. Great work though, I love how fluid it runs!
Thank you! Out of curiosity, are you using the HJKL or WADX version? (I'm trying to figure out best options for the project I'm currently working on and feedback like this is very helpful)
I initially tried on the HJKL copy, and really didn't like that one. WADX is better, but i feel WSAD would suit my well trained PC brain to copy :). Joystick would feel pretty natural though. The game is great still, just takes some learning of concrols again.
Joystick support would be nice?
i was a bit worried about the accuracy of registering diagonal movement on joystick (where every move counts in a roguelike!) but agree it would be a nice touch and I'm looking at incorporating it in my next game. Thanks for the feedback!
Wow, this is about the most athospheric graphical representation in tiles that are still very plain and basic, but somehow make the cogs of my imagination get spinning. Beautiful world generation too! Wish there was a way to save the game, but I know I suck at these, but keep trying. Still wished I could take a break with savegames.
Yes, i wondered about that as well. This game is a single load but my next one will have disk access so i may just include save games as well. Thanks for trying it out!
AMAZING! I am currently building one (no where near as pretty, very much old school) for the c64. I am so impressed by what I can see. Do you have a devlog, or something about how you went about doing it, and the decisions you made?
I actually started this game with the ASCII art of a typical old school - that's what i grew up with and i still have a soft spot for it! I'd love to see your project - there have been some nice roguelike projects on C64 lately. As for a devlog, i may just write up a summary of how i approached some of the typical roguelike challenges on the C64. I'm actually hard at work on my next game so i might keep notes as i go this time!
Very nice, sofar. Need to dig in a littl' deeper :-).
Thanks for the initial play feedback - very useful to me!
You're very welcome! And thank you, for this wonderful game! :-)
NEAT!
Thanks so much for trying it out!
Thanks so much for playing it Saberman!
Very nice game!
Just discovered your rogue-like. Downloaded it and played it for 5 minutes.
Really enjoy the sound effects and that it is easy to move your player.
I don't think I'll kill the king, but as a rogue-like fan, I had to play your version.
Thanks so much for trying it! Honestly I actually haven't killed the king yet either! (at least not without the developer cheats I had in place!)
You're welcome about playing your game. I fell in love with rogue-like games in 1995, when I first played the amiga port of Moria... Since then, should I have to complete my sentence? :)
I added a Meatloaf short code to load your game directly from the internet into a C64 using a Meatloaf device.
LOAD"ML:BROKENCROWN",8
Thank you! That's awesome and hadn't occurred to me - appreciate it!