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nivrig

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A member registered Nov 28, 2016 · View creator page →

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Just some small changes to make music selection better and make the meaning of some text messages clearer.

Mostly C99 with my own game framework. There are little bits of assembler here and there to glue things together. The build chain is CMake based with asset conversion tools mostly in Python. 

Thanks :)

Thanks :)

The magazine has a link inside where you can download the game :)

DJ METUNE really nailed this one!

Glad you enjoyed it and thanks for the video!

No, it's around  20 colours on screen from a 16 colour mode with a few extra from sprites.

There is no code to skip levels. The game is a rougelite - all runs start from level 1 and are randomly generated so the play is different every time. If you find the start of the game too slow select HARD difficulty in the options, or try one of the other play modes.

<3 Glad you like it!

Thanks!

The physical editions are v1.3.0 and don't really need the v1.3.1 update as it just fixes a couple of cosmetic bugs.

However, if you (or anyone else in the same situation) contact me directly with proof of purchase I will send you a key for a digital download on itch.io. Poly.Play are only responsible for the physical editions.

Email: hello at nivrig dot com

Update: Patch 1 for the WHDLoad archive has been uploaded. The game is unchanged but the loader has been updated to avoid an access fault warning reported on some systems.

Update: WHDLoad 1.3.1 is now available!

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The updates from v1.3.1 are already present in the physical editions, apart from two cosmetic issues that do not affect gameplay. The physical editions are v1.3.0.

Check out the Post-Jam Version Update for details :) 

https://nivrig.itch.io/rogue-declan-zero/devlog/613617/rogue-declan-post-jam-update-released

I'm taking two Unijoysticle2's and PS4 controllers to Amiga Ireland in January for a Rogue Declan competition. They work really well!

Yes, I understand the problems. Keyboard control is, of course possible, but with too many issues.

I have to leave something for the sequel ;)

You couldn't do separate movement and firing on the keyboard is the thing as the hardware can't detect enough simultaneous keypresses. One of the single joystick modes could probably be implemented though.

WHDLoad now available :)

WHDLoad now available :)

A WHDLoad version will follow soon. That can be started from Workbench as normal.

That is correct. The ADF is NDOS and does not run from Workbench, only autoboot. 

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The early levels are quite easy, but there are many players who find them challenging to complete all the same. It's a balance.

However, if you start the game on Hard difficulty (a new option) it will be like starting on level 3 or 4 . Also try the new Survivor mode where the difficulty ramps up much faster. Or why not both at the same time?

It's a NDOS disk so you won't be able to mount it in Workbench. A WHDLoad archive will follow soon, it's just the ADF for now.

Danke!

Nothing definite yet, but wheels have been set in motion...

Thank for the kind words, and putting the game on AmigaLive.

I think the gift option isn't available as the game is PWYW.

I will look at the wall slide speed for the upcoming update. The update also fixes the message box cancel timing. Stay tuned!

I'm currently gauging interest in a limited run boxed edition of Rogue Declan Zero...

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Did you try pressing space? :)

Thanks for demoing! Glad you enjoyed it :)

It’s nothing against Aminet, it’s that the game is not freely distributable (which is different from free to download from here). I’d consider uploading a  demo version to Aminet but not the full game  

As for lha, the game isn’t file based so a lha version wouldn’t really be useful.

Why would I want to make getting a high score easier? :)

Adding saving of any kind would be complex, prone to problems, and complicate the WHDLoad, so I'm afraid I'll leave that out too.

Sorry, but the only place to download the game from will be this page.

Thanks for the information, and I'm happy you got it working. I suspect the key would be setting port 2 to CD32 mode.

That is the level seed.  It's really only useful if you encounter a weird or broken dungeon as I can use the seed to recreate it and see what is going on. Press F1 in game to display the seed again.

Thanks :)

2P mode isn't impossible but would be a lot of work to add. 

It should work fine on a CD32. Perhaps when the jam ends and uploads are enabled again I can make an ISO for the next release.

Did you set the ports to CD32 mode in the Game Settings menu?