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Enforcer 2 Demo V1.01 [2008] |
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SIDs used in this release :
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Pokefinder.org
User Comment Submitted by Lobogris on 13 November 2010
Awesome project, Andre I wish you the best. Looking forward to the consecution of this great game. It wil be the nearest thing we could have of Metal Dust in unexpanded c64! 10/10!! | User Comment Submitted by Jak T Rip on 24 June 2008
When I first saw the end monster, it took my breath away.
btw, also the gfx were done by André.
| User Comment Submitted by Burglar on 12 June 2008
@groepaz, no I wont test anything on the real thing until I get my 1541u | User Comment Submitted by Sledge on 12 June 2008 User Comment Submitted by Jazzcat on 12 June 2008
Same here... I will buy too!!
o/
| User Comment Submitted by Steppe on 12 June 2008
I'd like to make a reservation too. *raises hand* | User Comment Submitted by Ninja on 11 June 2008
Very well done! You have another buyer \o/ | User Comment Submitted by chatGPZ on 11 June 2008
Quote:
I did notice a few jitters when lots of sprites were on screen.
tried the real thing? in vice there are more visible bugs than on a real c64 atleast.
| User Comment Submitted by Burglar on 11 June 2008
yes, this is indeed a lot better. props to the coders for listening to the reviews.
and yes, space is a nice enough blast.
I wonder though, how many sprites does the engine allow? I did notice a few jitters when lots of sprites were on screen. | User Comment Submitted by tasche on 11 June 2008
anybody used <space> ingame yet? :D | User Comment Submitted by Tao on 11 June 2008
@Luca: hmmm, one solution for the problem you mention (the advantage of a dodge'n'run strategy) would be to make the hitpoints of the final boss inversely proportional to the number of baddies killed; more kills -- less hits needed to kill the boss. | User Comment Submitted by Luca on 11 June 2008
Oooh now it's so neat, congrats, you've been brave to agree with most of the hints about the white stars row and the fast running non collidable sprites.
One criticism: at the moment, in order to reach the end boss, the player gets much advantage in ducking and avoiding baddies, instead of kill'em all; this has its rebound on playability, imho... | User Comment Submitted by WVL on 11 June 2008
Looks very nice :)
The stars are not so annoying any more, and also the parallax galaxy is not so much on the foreground, and with level 0 even I can play it :D | User Comment Submitted by Mace on 11 June 2008
Wooh, yeah!
This is the kind of shoot-em-up I like!
Screw Armalyte ;) | User Comment Submitted by ready. on 11 June 2008
Yeah, real nice! So nice that I might buy the final game once it's done. And now please upload also every workstage disk (creating a separate release, of course)of the game, so that hungry crackers may get lots of first releases!! Anyone up to crack this one? | User Comment Submitted by ChristopherJam on 11 June 2008
Sweet - looking very promising.
What do people think of the midscreen parallax bar? | User Comment Submitted by kerm1t on 11 June 2008
Mmmmhh, like it! Wants me to unpack real C64 and Competition Pro instead of Vice. | User Comment Submitted by Jazzcat on 11 June 2008
Nice! Looking forward to the new graphics etc and to see more of those lovely guardians (Manfred seen this yet version yet?) | User Comment Submitted by The Shadow on 11 June 2008
Bravo! This game in production is very well done. Full priced quality for the Commodore 64 is being created in 2008. | User Comment Submitted by chatGPZ on 11 June 2008
much better than the previous one, pretty much obsolets the retarded trainers added to a previous "crack". i can see this turning into a really nice game! |
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