I received my mystery prize today and I am so very happy!
I really wanted one of these controllers and missed out on a few that sold cheaply on eBay recently. I was disappointed to have missed out, and couldn't believe it when I opened this package and found one inside. I should have videoed me opening the package, my reaction was priceless. Lots of excitement and happiness. Took the controller for a quick spin and I love it, it works very well which is a little surprising as I've had bad luck with third party controllers before.
Thanks to the Digger Chan team for everything. I'm hoping for a sequel.
Well done on beating the game, guys - I'm impressed. I've never had the patience to beat it - I keep getting annoying and quitting. Heh. You'll have to thank PlayGeneration for the difficulty - he put in many hours of play-testing and tweaking the levels. Before he did that, they were much more unfair. :)
So, I've returned from my lair to reply to some questions/comments.
What I've been looking for, but haven't found yet, is hidden messages in the blocks construction. Did you hide something in the color scheme? Some kind of text/symbol? I saw an arrow pointing up a couple of times and one time, I'm sure I saw a question mark, but then again, if you're looking for symbols in the clouds, you're bound to see something... :p
Nope. As far as I remember, there are no messages or "Easter eggs" in the level designs. Having said that: these levels were created almost six years ago and my memory is notoriously bad, so maybe I'm forgetting some... There may be an arrow or two, but that's it. Everything else will be random, since they were randomly generated and then tweaked.
Having said that: you did correctly identify the coloured blocks leading the way on one of the "city" levels (grey, red, green and blue). As in: if you followed the correct colour blocks, you'd get through.
I do also remember intentionally making the most obvious-looking path a trap. "Ooh! That looks like a quick way to the en-TRAPPED!". Heh.
It would be a good feature if the game had say 20 levels and the length was a bit more gradual, but I like it the way it as. Just like you said, the difficulty is great for me.
Agreed. There were ten levels in total, but the last two were just boring to create and play... They were more of the same, but longer. For that reason, I cut them out. But a better difficulty curve would have been great, yeah... Level one and two pose no threat - then level three. BAM. Heh. Oh well.
Music, didn't really bother me but it won't stick around either. I'm guessing that coding music on a Master System isn't the easiest...
That and I'm a sucky musician. My excuse is that the app I was using to create the music (Mod2PSG2) was horribly unstable; it would crash every few minutes, or simply garble the display making it completely useless. I kept losing changes and tunes, so quickly ran out of patience. It was a huge and painful effort to get the music done. :(
You know what what be a good idea for a sequel, a 2 player mode! You could do a cooperative 2 player mode as well as a battle mode.
My above statement notwithstanding, this is something PlayGeneration suggested a long time ago and is something we'd both really like to see in the game. However, the code-base is a horrible mess due to the way I built it (i.e. feature-creep!). Adding a two-player mode would require a complete re-write from scratch.
PlayGeneration had so many cool ideas to implement, but were left out due to the same reason: that is, it's very badly coded. :/
It´s Digger Ball ;D Paul said, it will not be a cart release. But I think it would be a good mini game if he would release another Digger Chan game!
Yeah, that's not going to be released on cart - but you can go download it for free.
It's funny that you should mention it looking like a good mini-game because that's exactly what it was: it was supposed to be played between each level of Digger Chan. You play a normal level of digging down, then you'd play a round or two of Digger Ball. The story behind it was that, once you got to the bottom, you had to knock down any loose rocks hanging above.
Finally done it. I think the lower the score the better it should be, because you don't lose the level points when you die. Therefore, the maximum score would be to get to level 8, get right to the end and wait for the milk to run out and rinse and repeat until you are on your last life.
Correct. That had occurred to me... You could do that, but I didn't expect anyone to start a high-score thread for it, so I ignored it. :)
In closing: thanks for the complements, guys - it's great to see not only people playing it, but that they're putting in effort in to beating the game. A game I thought was so difficult people would hunt me down and murder me.
Um, so unless I'm reading this incorrectly, there's a hidden code for level resuming? Maybe a developer code that we don't know about? If so, what is it!? You can tell us, we've already passed the game.
Sad to hear there won't be a sequel but I fully understand this.
Thanks again for releasing this game to the public.
Um, so unless I'm reading this incorrectly, there's a hidden code for level resuming? Maybe a developer code that we don't know about? If so, what is it!? You can tell us, we've already passed the game. :)
If there were such a feature (and I'm not saying there is), then how would you know who beat the game legitimately (like you guys) and who cheated? Well, the score difference would be obvious, I guess.
As franky said, sad to read there will be no sequel. Any other plans for the next years?^^ Sorry but I am often tending to be pry ;D
Yes, PlayGeneration and I are working on new things - although we unfortunately won't have anything for this year's competition. I'm not sure when it'll be finished/released, but it won't be this year - in all honesty, I'd say 2014 at the earliest. Unless I can quit my job and make a living creating SMS games. Heh.