You is being as R-Hero.

 a one-man rescue team. Miners working in a Mount Cave are trapped, and now it's up to Roderick to reach them in this little retro adventure game.

This version is based directly on the  2009 remake of the same game, but has redone in a another language than that remake was in (from BlitzMax to Glbasic). Howover all background and foreground  tiles graphics have been completly redone, but still reuses the sprites from the 2009 remake. Thanks Lobo.

This beta version  contains all 20 original levels from the original game and also now have 20+1 unique levels called Game B. Im might came with more levels, so the game is still on progress. If you Play Game B-Pro, you will see the extra little bonus level you start with.

The demostration in this game is now done and he should have practiced quite well on all the game levels, include the new one. Hopefully he dont got stuck somewhere in the levels, so he dont complete the levels. 

Keyboard Controls:
Arrows or WADS keys to move.
Down or S to set a bomb on the floor.
Z,X,C,V and Y to shoot.

Known issue:
If keyboard does not working, you might need to refresh the game (often Ctrl-F5). Im not sure why this happens.

Touch & Mouse Controls:
This game is also controllable by touch as well mouse, but clearly best to been played on the keyboard, but have tried my best to get a good touch controls as possible. In this case you can fly up and shoot same time with a button, which worked best.

This due flying diagonals was very hard to do on a touch screen, but fell this was much eaiser to control, so dont shoot constactly when not needed.

NEWS:
Version 1.01 released in Sep 09 - 2023
- Gave a bit more time for the Power.
- Added some more power when collect a diamond.


Version 1.00.1 released in Jun 29 - 2023
- Just fixes the computer player in some levels to its dont get stuck.

Version 1.00 released in Juni 4 - 2023

Comments

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Good job. I played it for a while; so I cannot say it doesn't pass the test--it feels extremely faithful and good. I can tell you spent a bit of effort to nail the physics.

I think the general aesthetic works--even kind of resembles some of the lesser box art branding for the game. But it almost seems like the artist was trying to make the art assets look bad. Why!? You did such a solid job with the game otherwise.

Clever UI control scheme once you discover it.

I would recommend at least putting the dynamite counter, if not also the lives counter, at the bottom of the screen with the oxygen (I think that's what that was?) meter. Keeping them together let's me "keep my eyes on the road", rather than darting to both extremes of the display and away from the playfield. There was one point where I was next to a wall; I looked down and didn't see any dynamites or any indication of whether I had any. I instinctively pressed down to check and I guess mentally I was not prepared to see a live stick of dynamite at my feet. Suffice it to say, I didn't survive!