A flicker free ZX80 game with 30 levels squeezed into 16K, where the T state timing had to be that exact to pull it off, is a genuinely impressive feat of old school coding. So I'm curious with only 16K to work with, how did you fit 30 distinct levels and are they hand designed or generated from a compact scheme?
Viewing post in MINER 80 - Sinclair ZX80 16K comments
ohh, gotcha! so everyone gets the same layouts every time, that's pretty cool for speedrunning too lol. Btw, I've honestly had a lot of fun chatting with u about your games haha <3 would u be okay with moving our little game dev talks over to discord or somewhere else? totally fine if you'd rather keep chatting here tho!