zerosphere FINAL by Code Red
__ _______________ /_/ /______________/ Z E R O S P H E R E .::::. _ ___::_ _::___ ____ \\\__ /_ \___ /_ __ \_ _ /____/ ::\__/_____/// :: :: [sphere] :[code red]: :: `:[b!d]: _________ __ F I N A L V E R S I O N /________/ /_/ credits code and graphics ...... losso / code red music ............... eha / smash designs additional credits protracker playroutine .. frank phx wille shrinkler ........... blueberry / loonies startup code .......... stingray / scarab winuae toolchain ...... hannibal / lemon. ascii logo ...................... bastard beta testing ... my nephews maxi and fabi dungeon stone tiles .......... locomalito player physics model ..... sonicretro.org tools used graphics ... deluxe paint, personal paint music .......... milkytracker, protracker level ed, iff conv ............... custom dev tools .................. vasm, winuae closing words i've been working on this game off and on since early 2013. winning the interactive compo at evoke 2015 certainly was quite a surprise -- especially since the game was still in a very alpha state. on the other hand, it was also a motivation to deliver a proper, final version that does justice to this award. since the party version, the game has got high scores, nicer "get ready" screens, a set of in-game sound effects, a bazillion less bugs, new level background tiles for the lab and dungeon settings, collectable extras, more enemies, goofy player sprite when jumping, and -- maybe most important of all -- the vertical stretch effect has become much less "eyecancer-y". i hope this has evolved into an enjoyable litte game. sorry for any remaining bugs! have fun! losso december 2015 p. s.: there are no cheat codes anywhere!
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