Thank you! <3
Roman Werner
Creator of
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Thank you. And I love the title music too. I could not believe Claude would come up with something wonderful like this. I only prompted that I would like a title tune with something 1950's UFO/Theremin-like as style. Crazy! FYI: This game was made in only two days. Only with prompting. It really felt to sit in a Director's chair with focus on design and balance. It's difficult to return to old style game development after this experience. It was so much fun to make a game this way. Results from your own ideas were real in minutes. But I totally understand the fear of AI. Especially after this.
This game only runs on a Commodore 64 (real thing or emulators). Common C64 emulators or drive adapters support various file formats (.prg, .tap, .d64., .crt).
A .prg file can be drag'n'dropped into a C64 emulator like VICE. Or you can copy it onto an USB drive and load the .prg file on a C64 Ultimate or The64 (mini/full size) for example.
Does this answer your question?
Thank you Richard for your very kind words. I always wanted to make something in isometric style and this came out of it. Tetris is a wonderful game concept because you don't need to design any levels - just a random number generator. The basic mechanics speak for themselves. But I am quite happy how my design implementation worked out. For example, it was important to me that you can turn or push a block into position in the very last moment. And being able to turn the whole tower is helping a lot to deal with the (sometimes a bit difficult) isometric perspective. All in all, this was a nice little project. Happy that you like it.
Hallo Marco. Vielen Dank für deine netten Worte und freut mich sehr, dass dir Timo's Castle so gut gefallen hat. Und ja, das Interview mit Tobi war cool. Wobei einem immer erst im Nachhinein einfällt, was man alles noch hätte sagen sollen oder wollen. Schon unglaublich, wie sich das alles entwickelt hat.
Hello Mayhem. If you used a .d64 image before to save your high scores then I'd suggest a tool like DirMaster https://style64.org/dirmaster (Windows ) to replace the new empty "hi" file in the current .d64 image with the old one. If you played on the cartridge, then it's probably quickest if you sent me a photo/screenshot of your hall of fame to roman.werner@gmail.com and I will create a new .d64 for you with the transfered high scores.
Thank you for the great review. Wer are currently working on v1.1 to make the 2-player-mode even more fun (we removed the knockout feature so both players can do really bad and can still finish the song).
The high scores are being saved to the cartridge (.crt) but you need some extra steps on C64 Ultimate or VICE before you remove the image to save the current image back to disk. Just google "easyflash high score saving".
Hi Hayes. Nice to read from you. Thanks for your comment - and great feedback. Please note that you have a little bit of time after the note hits the center of the arrow until you missed the beat. So better be a bit too late than too early. It might make a difference. The songs were intensely tested by the team and it is normal to fail the first 10-20 attempts to play through a song completely - it's part of the challenge to train the memory muscles a wee bit. It's really easy for me to play through all the songs now.
I understand that the steady energy drain can be mean if there are no notes coming in. But every song can be done with enough practise and concentration. Regarding the lag - depending on the environment or number of beers - would suggest an option to adjust the precision. I'll think about that.
Bummer about the bug. But thanks for letting me know.
Ahoi Captain
Thanks a lot for your nice comment. But I have to disagree with your "complaint" ;). I dare to say that 99% of people prefer the fire button to jump. It assures exact control over the jump while moving. I understand that once familiar with Joystick up, it is difficult to learn the other way. But "normal" IS fire button. Think of the early arcade games like Donkey Kong: "Jump button makes Jumpman Jump". This is how platformers are meant to be played. Anything else is simply a compromise owed to only having 1 button on standard Joysticks and has nothing to do with gamepads. So I hope you can also find the fun and challenge in Timo's Castle learning the right way to jump. :)
If not let me know and maybe I can make you a special version for your convenience.












