Perhaps you could sacrifice the music in order to claw back the performance needed to texture the models?
That quad reduction on models looks might janky too, with tons of holes in their geometry
Updated GameJolt today. Thanks for reminding me!
And thank you for your suggestion, but since I'm just one person handling everything, I'd rather deal with fewer storefronts. The only other store I wouldn't be opposed to at this point is GOG, but they made it abundantly clear my games aren't wanted there.
It's great to see someone is still making arcade adventures in the year of our lord Dizzy 2026. That said - the demo is incredibly sparse, and I finished it in literally less than 5 minutes. There is a lot of running in a straight line, but almost nothing in terms of puzzles.
How's the rest of the game coming along?
Since up and down directions aren’s used during regular gameplay, it’s possible to map all gameplay commands to just the directional keys and one action button. Map jump to up key, and both interact and inventory to down key. Dash can be performed by a directional double-tap, so it having its own key isn’t strictly necessary.
Unlike all other music, which had full ID3 information, that one had none, and was simply named "music.mp3", making me think it was the only one specifically written for the project. On YT there are two gameplay videos of the original, and both of them have sound completely muted due to content match. You CAN however hear it in the background of this review video.
If you can track down the game's original .IPA file, you can simply open it like a standard .ZIP file and extract assets out of it, including all music in .MP3 format.
Nice job recreating the game in Godot, but charging $6 for an IP that isn't yours doesn't feel right IMO.
Other than that, I'd rather play this version over original any day!
The good:
The not-so-good:
This looks stunning! Absolutely phenomenal for a ZX Spectrum game!
Love how you embraced the character space colors to their full extent, making everything super colorful and detailed. And the fact it's got nearly full-screen parallaxed scrolling wasn't lost on me either. Super impressive - can't wait for more of this!
If I was to criticize anything, I'd say I could live without the blue lines on top and bottom of the screen. Not sure if I'm losing my mind, but they are somehow really distracting to me. Also, for a game that's clearly channeling Sexy Parodius with its ridiculously cute main character, the enemies sure are kind of generic robots and geometric shapes. Could've been so cool to have cute over the top enemies as well.
The bug was a complete show-stopper, and I was forever stuck at the boss fight and couldn't progress. Since I wasn't writing down passwords (as absolute majority of people wouldn't, assuming the game is saving their progress... as all PC games absolutely should!) I didn't try to restart from the beginning.
I got to the boss normally - playing from level 1 until 9 dying a bunch. Not sure how the life system works, but I definitely died more than 3 times. Particularly on lv7 I must've died 5-10 times, but lives always stayed at 3. Then I proceeded to lose another two lives at the boss before defeating it. After the boss death animation, player movement control was disabled, but I could still change direction and attack. After being stuck like this for about 30 seconds the boss simply respawned and continued his attack pattern like nothing happened, eventually killing player. Once the fight restarted, I was able to defeat the boss again, but the same thing happened.
It's like a significantly more playable Vixen! Even the music theme is pretty much exactly the same! Nice art too, but I really wish author didn't use AI, as even the thought of it taints the experience a little.
Could definitely use some quality of life features, like a proper title screen with game options and control customization, as well as a pause screen. Passwords are cool and all, but you could also keep a savegame and let us continue.
Also - Level 9 is fatally broken. After the boss dies you lose control of the character, but the screen doesn't fade out. After a while the boss respawns and kills the player.
Well done! The presentation is truly phenomenal for a Master System game! How was your experience making a game for this wonderfully underrated platform? For a while now I wanted to make a SMS game, but being primarily an artist, coding straight Z80 assembler or, best case scenario, C, seems super daunting to me.
Playing on FS-UAE v3.1.68, using a DS4 controller set as a CD32 pad in the emulator. Don't remember having any controller issues with other Amiga or CD32 games, but I might be mistaken.
Maybe its more about stair hotspot positioning? Not sure how it is set now, but I feel like it should protrude more "in front" of the step.
Fantastic work! It's definitely "getting there"!
Here are a few minor bugs and annoyances I noticed in the January 2025 build:
I've been thoroughly enjoying your metroidvania games! Wonderful games that don't try to stomp you with their difficulty, and don't outstay their welcome!
I do have a bit of a problem here - I'm stuck at 98% and can't find anything else to do. All the pages appear to be filled, and all the items that are "X of Y " are maxed out. I got one ending for killing the final boss. Am I missing something?
I loved the original Olli & Lissa on ZX Spectrum!
Thank you for making the game just a tiny bit less difficult, though not having to backtrack to the first screen after every item feels weird. I absolutely appreciate you getting rid of the evil time limit, making collision less random, getting rid of infuriating fall damage and making the game-over animation skippable!
Lots of effort went into music and backgrounds, some of the later ones are downright gorgeous.
The overall package is a bit weird though:
I am trying to run it on the FS-UAE emulator. Usually when dealing with HD install games it's enough to mount the .lha file as a harddrive, and specify the executable in the WHDLoad parameter line. In case of Shadowmage, I get an error when trying to do this. And yes, the game runs fine if installed on the real hardware. The reason I want the FS-UAE to be able to start it, is because I'm using an external game library launcher.
I rarely get invested in an mv story, especially if it tries to be serious, but this little game surprised the hell out of me by making me care! By the end I got sentimental and called my bro: )
On a technical side, I wish there was a way to disable analogue input for aiming, as it was jumping all over the place due to my controller's smaller-than-usual dead zone. Had to add the game to Steam and increase the artificial dead zone using Steam Input.
An amazing version of a classic. Bravo!
I do have to say though, some stuff is a bit off in a noticeable way. The enemy spawn, for one, is far too high! The arcade original version did have this issue once in a while, but here it's all the time - you literally can't take a step without 4 rats and 3 cucumber-men spawning all around you. This really throws off the timing of a lot of actions.
Occasionally, powerups can't be collected - you break a stone, and it spawns a collectable, but the player simply can't pick it up. The most upsetting one was a life level 4.
The powerup randomization is off in a major way. It seems truly random here, as opposed to being somewhat predetermined in the arcade.
The mountain background pops up with an incorrect palette for single frame when starting the game.
Not sure how much of this is the fault of my emulator isn't clear.