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I just got this game a few days ago. Perfect bite-size dungeons ready to pick up any time and play a few or as many as you want. That's important for me.

i won a competition of the game

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congratulations!!!

Awesome fun game 🤘🏻love the music 🤘🏻

What do the different game modes change?

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

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

Great title.

is there any chance you'd consider adding keyboard support for the controller selection?

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.

It is possible, I would do this with a heads-up text to put some on the modifier keys and the rest where not more than two rows/columns overlap. All keyboard players know this problem since 8-bit and PC; n-key rollover became popular in 2014-ish and these keyboards could be connected to the Amiga with a supportive adapter. Or they already know some good setups.

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

This looks really cool. I don't have a Gotek unfortunately, I'll have to wait until a WHDLoad version exists!

WHDLoad now available :)

Thanks. I like it, this breathes quality throughout. One suggestion would be about the font used for the passcode on the dungeon load screen, it's not super readable. I have a hard time differentiating B and 8, L and 1 :-)

Unfortunately, I cannot open version 1.1.3 via the Wb (3.2.2.1).

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

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

WHDLoad now available :)

Good news :)

now only a CD32 version with 2 player simultaneous ;) 

I have to leave something for the sequel ;)

Finally got around to picking this up today, great game and well worthy of your AmigaGameJam success! Congratulations and thank you for contributing a great game for the Amiga!

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Awesome game!

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Congratulations on winning the AmiGameJam!!! Well deserved!!
Great game!! Feels like an NES quality game!
The game plays so smooth, tunes are excellent and game is really addictive!! Difficulty advances smoothly!
You have really cracked the code on the gameplay..
Can see some good gameplay mechanics applied!
I can see some elements of Turbo Tomato in it too (throwing shards etc.)!

PS. Can you enable the gift option for this upon purchase? I want to gift to a friend!

PS2. I added a configuration for Dual-Stick support on AmigaLive so you can use any Dual Stick controller through emulation.

PS3. Not sure if open to apply a minor tweak but I will ask anyway.
Is it possible to slightly increase the speed while stuck and pushing walls to go around corners? in other games I'm used to pushing on a wall near corner exits and character manages to go through almost at same speed as normal and this feels natural to me.. but in this game it feels the speed is reduced a bit too much during the same process and enemies catch up with you quickly..  this is not a problem with early levels but on higher levels slowing down too much can be unforgiving..

PS4. Another minor issue I had was while holding fire button, whenever a dialogues appears it quickly disappeared before I could release the fire button to read it. This happens only while using a single joystick controller but not with the Dual Stick controller.

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!

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Great game, and not just because it's a great game made on Amiga, it's just fun and addictive! Congratulations! I bought it here on Itch.io, but a proper boxed edition would be great to collect!

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

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

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*waves*

Very nice action shooter with cute graphics! Our German-language review can be found in our recorded livestream starting at 02:18:17. Automatic subtitles should be available soon (switch on, if necessary). Subscription to our YouTube or Twitch channel is welcome. 🙂

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Danke!

Love this game! Making so much fun! :-) One day I will go into all 40 billion dungeons. ;-) And of course I paid the developers! 

A wonderful game! I am working on a video review of it right now. One thing that is needed is "Button Two" needs to have a keyboard alternative (Like Gauntlet II) - I often play with single button joysticks, and not having access to bombs is a bummer. Space for bombs would be useful.

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Did you try pressing space? :)

Sorry. Space has almost no weight at all. It's mostly a vacuum... ;)

Amiga Space, has a nice ring to it! but you can't hear that ring :-(

Today I demoed this game at VCF West using a Unijoysticle + DualShock4 controller  in Twin Stick mode, and works great! (both joysticks controlled from the DualShock4 controller)

Great game. Congratz!

Thanks for demoing! Glad you enjoyed it :)

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

Oh, super cool!

There was an Amiga convention in Sacramento, California (USA) a few weeks ago. 

I also did a demo of Rogue Declan + Unijoysticle there :)

Would you please consider providing a standard LhA-archive on Aminet for easy access, too?

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

Why? What's wrong with Aminet? What's wrong with LhA?

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.

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Oh, BTW, may I send you a few suggestions ? 

- is it possible to have some kind of visual feedback when the XP limit per screen is reached ? (or even better, to visualize the limit) Because otherwise I keep staring at the XP count which is kinda distracting :-)

- regarding the weakest enemy : would it be possible to tweak them a little bit ? Because they look like a Pi symbol and not an enemy to me ;-)

- could the game remember the last control mode selected ? (in my case : it is detected as CD32 but actually I have 2 CD32 to arcade interfaces in an arcade cabinet so I have to switch to 2 sticks :-)

Again : congrats, super game !!!!!

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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.

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