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A member registered May 10, 2023 · View creator page →

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Thanks for trying it out :-)

Thanks for trying it out :-)

I really appreciate that you’d be willing to pay for the games, but that’s not what it’s about for us (and I think I can speak for everyone involved) . If we wanted to make money, we wouldn’t be developing niche games for a retro platform. We make these games so that people play them. So have fun with them and feel free to give us feedback—that’s worth more to us than money :-)

No thanks :-)

Thank you very much for your kind words; I’m really pleased to hear that. In fact, "Battle for Cronos" - as the name suggests - is inspired by the "Battle Isle Data Disk II: Moon of Chromos". I’ve probably mentioned that somewhere before. If anything reminds you of BI3 it may be the music ;-)

Thanks a lot for the video. It was a close match ;-)

Very nice article. Thank you very much!

Thanks!

:-)

Thanks :-)

I'm really glad you like it :-) There isn't a walkthrough yet. There might be one in the next issue of the German gaming magazine ASM - though I have no idea if that would be helpful to you. Do you have a specific question?

Thank you very much—a great compilation, as always :-)

No. So far, all games are playable exclusively with a joystick.

Wikipedia disagrees with you: https://en.wikipedia.org/wiki/Taharqa

Thanks! That was on very short notice. Nevertheless, thank you very much for the article :-)

Thanks for sharing the news :-)

Thanks! The uncle is rather incompetent :-D

Thanks :-)

Thanks for the video :-)

Optimal ist es, wie im Strategy-Guide beschrieben, bis etwa Tag 15 auf Shelter Level 2 zu kommen. Dann steigt die Strahlung so langsam, dass man viel Zeit gewinnt bis die letzte Stufe notwendig wird (deren Bau aber wieder wertvolle Zeit kostet). Es ist wichtig nicht über 50% Strahlung zu kommen.  Und es muss natürlich eine autonome Versorgung aufgebaut werden, bevor das Wrack verschwindet :-) Wie im Guide beschrieben gibt es vier Phasen, die jeweils einen unterschiedlichen Fokus haben und die man nacheinander optimieren kann. 

Perhaps my memory is playing tricks on me, but I remember the SCUMM games on the C64 as being very sluggish. They don't work so well with joystick controls, and the inventory is quite confusing. Evil Spirit is (in my subjective opinion) easier to play once you understand the controls. For example, it's not necessary to pick up an item to use it, as you did. You can use it directly from anywhere. Nevertheless, thank you very much for trying it out, and I'm glad you enjoyed it somewhat :-)

Great video! Thanks! :-)

I'm still not sure if every one of these games would benefit from mouse control. The interfaces for the other games were also designed for the most efficient joystick operation. Nevertheless, it's worth considering :-)

Ja, die andere Wertung hatte ich auch gesehen. Danke für die kleine Korrektur. Deathflood2 hat ein recht individuelles Steuerungskonzept. Aber gerade der Sprung an die Ketten/von der Kette funktioniert eigentlich zuverlässig, wenn man den Dreh raus hat. Wenn man es gegen die Mechanik spielt, weil man ein anderes Verhalten erwartet, dann funktioniert es natürlich nicht und kann frustrieren. Daher gibt es extra die Tutorial-Level, damit man das in Ruhe ausprobieren kann. Das ist aus Entwicklersicht halt die Gefahr, wenn man sich nicht an das Genre-Schema hält. Ich probiere aber lieber was Neues aus als immer nur den Standard 1:1 zu kopieren. Ich fürchte der Versand kann noch etwas dauern. Das ist manchmal der Nachteil bei den wirklichen hochwertigen poly.play Boxen :-)

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If you manage your resources well and know which fights to avoid, then the combat aspect of the third chapter is a walk in the park. And yes, sometimes running away helps in an unwanted encounter ;-)

Hallo Timo, vielen Dank für dein ausführliches Feedback. Das ist leider eher selten aber wirklich sehr hilfreich. Es freut mich, dass dir Shipwrecked so zusagt und bin auch gespannt wie dir Evil Spirit gefällt. Ich hoffe es kann deine Erwartungen erfüllen :-) Zu Deathflood habe ich sehr unterschiedliches Feedback bekommen. Ich kann verstehen, wenn das Spielprinzip nicht jedem zusagt. Die Kritik an der Steuerung kann ich nur bedingt verstehen, für mich persönlich hat es super funktioniert ;-) Deine Wertung auf Lemon fand ich trotzdem ziemlich hart. Aber vielleicht treffen wir mit einem der nächsten Titel wieder mehr deinen Geschmack. Vielleicht machen wir auch nochmal einen Nachfolger zu Shipwrecked. Ein Konzept gibt es zumindest schon dafür :-)

The red bundle is part of a puzzle. The know-how not necessary. But you can do more with a TShirt than just wearing it.

Without the throwing item it can be quite hard. Also sharp stuff isnt that effective, but there is an alternative in that chapter, if you dont have one.

I'll keep that in mind. Another idea I have is to remove the exit slot in the inventory  and instead use the scene boundaries to exit the inventory. This would create an additional inventory slot, and you could exit the inventory from half of the available slots. Of course all of this would only be implemented in future games.

Thanks for testing :-)

Which controller were you thinking of exactly?

Thanks  :-) I'm very glad that it worked out for you the way we had intended.

That's an interesting suggestion. I never considered it, as I never had a mouse for my C64 and didn't know anyone who used one. The game's control scheme is optimized for a joystick, so I don't see a practical way to add mouse support later with reasonable effort. Therefore, it would only be an option if we were to make another title of this type.

Let me know how far you get :-)

Thanks, I will try that.

Thanks :-)

I'm not familiar with DolphinDOS and just looked at the description. We use almost all of the C64's memory for code and data. Perhaps the expansion also requires some RAM, and that might be causing a collision. But even without a fast loader, Evil Spirit's loading times should be very reasonable. However, I'll keep it in mind and perhaps include it as a possible technical issue in our manuals in the future.  Thanks for sharing the problem and the solution!

I can't tell you that, as I don't use it. I communicate with them via email, but sometimes it can take a while to get a reply.

Thanks :-)

I hope you like it :-)