Great! thank you Retro Gaming Dino, very much appreciated
wirelessjava
Creator of
Recent community posts
Nice!. The Highlighted scroll of Fire is showing the Teleport scroll's description. that's a bug alright.
I can see what's happening, and is an easy fix, however leaves me with 91 bytes of RAM free. Have committed the change, and pushed so will be rolled up with next release.
Next change will be to reclaim some more RAM, which is par for the course on challenging platforms like c64
The credits screen is only displayed after you complete the game.
Good spot on the title screen, it should say PRESS FIRE OR ANY KEY". Have committed that to the repo so should be pulled in with the next release. Not decided if next release will be Level to 50, then more enemies to fill, or current level but more features/depth
Thank you. Have released v1.3 , what's updated here: Deep Delve 64 v1.3 - Deep Delve 64: Commodore 64 (C64) Roguelike by wirelessjava
Thank you. I've been busy based on your playthrough and feedback trying to rebalance. It is harder, and the potions have been reduced a bit, but there are more complicated mechanics at play behind the scenes. I think I will post a devlog on how I'm testing this, as it should be interesting, but for now Cleric is the easiest by far, Warrior and Mage are joint second, and Rogue, well I love the class but I'm trying my hardest to make it viable.
Hi wallroam, cant see your thread in Get Feedback, so here are my observations while playing your game for the first time. Nothing structured, just thoughts as playing:
- Map very nice, mini map very nice, OpenStreetMap integration super nice.
- Top right Help/Tutorial, don't like to scroll walls of text. Although did read it all
- Could extend the text along the bottom to include E - Ride Scooter, G Drawing etc, etc (Or an interactive tutorial system if ambitious, box popup at various points on first play)
- Like the climbing, walking around on rooftops, exploration nice.
- Don't like the invisible walls around map, possibly show a glow or some indication of the map limits
- Also invisible walls in middle of map. Got stuck due to invisible walls when jumped off building Not sure if its by design, but felt like a bug
- Liked riding scooter
- The Day, Dusk, Night toggle is nice. Would have preferred a Day night cycle as game time goes on. Would have made it feel more immersive.
- I didn't create an account, so may have missed out on some features.
- Everything felt smooth, no crashes, felt solid. Blocky aesthetic didn't detract, is well established, so that works
- As I got used to the game, felt less restricted, not so many invisible walls
But yeah, nice game, has some interesting concepts, OpenStreetMap is cool
Looking for some real playtesting on Everrealm, a browser-based CRPG I've been building solo. It's built in the old-school Elder Scrolls tradition — Arena/Daggerfall-style procedural world generation (three.js, runs straight in the browser) — but the design goal isn't just scale for its own sake. I'm chasing a Morrowind feel on top of that procedural base: a world worth actually exploring off the beaten path, not just a big empty map. Full character creation (8 races, classes, attributes), and NPCs that respond via a real LLM backend rather than canned dialogue trees.
Play in Browser: /__site/wirelessjava.itch.io/everrealm
It's a solo project and still rough in places, so I'd rather hear real criticism than compliments. If you've got 5 -10 minutes, here's what would help most:
- Character creation — did picking race/class/portrait make sense without any explanation? Anything confusing or that felt like a chore?
- Combat — too easy, too hard, or does it feel fair? Does hitting/missing make sense, or arbitrary?
- Exploration — did you get bored, lost, or was there a stretch that dragged? Does the world feel procedurally repetitive, or does it hold up?
- NPC dialogue — does talking to NPCs feel worth doing, or skippable?
- Bugs/rough edges — anything that broke, felt unfinished, or just looked wrong.

Don't hold back — vague praise doesn't help me nearly as much as "this specific thing annoyed me." Happy to return the favor and playtest your game too if you post a link back.
Thanks in advance!







