Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Wednesday, 11 May 2016

Pan-Dimensional Conga Combat is Available Now! (Windows)


Hey there RGCD friends and family! It’s James here, albeit a rather more exhausted James than usual. You see, after 18 months of late nights and weekend crunch sessions, our admittedly not-to-be-taken-seriously little arcade-style quasi-shmup Pan-Dimensional Conga Combat has finally been released for Windows as a launch title for Game Jolt’s all-new Marketplace!

Priced at $4.99 (plus VAT), the game is available to buy at both Game Jolt and itch.io, and we’ve launched a Greenlight campaign to get it on to Steam as well. Conga was a game designed for competitive score chasing, and we really want to get it onto Steam so we can use their online leaderboards - so please, give us your thumbs up!

We’re still working on the .APK version for Android devices with controllers, and that will of course be provided for free to anyone who buys the game from either of the storefronts listed above. If Greenlit, we’ll also provide you with a free Steam key too :)


I recently wrote a few words about the development of the game on our blog, as well as the reasoning behind the price point, but basically the short version of the story is that we really want to revisit r0x Extended EP and give it a rather ambitious update for its Steam launch. Consider it a ‘two-point-oh’ revision, with extra game modes, more enemies, greater stage/wave variety and massively refined gameplay using all the lessons that Conga taught us.

RGCD currently has over 2000 followers on twitter, 1000+ on our mailing list and a similar number on Facebook. If a third of you fantastic people out there reading this can help support us by buying the game, then we’ll reach our break-even target. So please, give us a hand spreading the word (we can provide review copies on request), and hit one of those widgets below! :)



Monday, 9 May 2016

Pan-Dimensional Conga Combat Release Imminent!


Exciting times! Here we are, 18 months after the first playable prototype of Conga Combat, and finally the game’s initial Windows release is only a couple of days away. Play Expo Blackpool proved to be exactly the stress-test we’d hoped for, with hundreds of games played bug-free and only a single additional feature request from the public (a few people pointed out that there should be a way to quit the game when paused). And that’s it - for now there’s no more work left to do on the Windows build.

We were lucky enough to be one of a couple of dozen developers invited as first-rounders on the new Game Jolt marketplace (opening to the public on Wednesday), so we decided we’d use that opportunity of potential ‘feature space’ to set Conga free into the wild. The game will also be available to buy on our itch.io page as well, and we’ll be launching a Greenlight campaign to get the game onto Steam on the same day (Conga is a game that was designed to use online leaderboards, so it’s a perfect fit). We’re still working on the Android .APK; there’s some optimisation to do to see if we can get it running at at least 50 FPS on low powered devices, but more critically the shader code for the sine-distortion effects used on the game titles is currently completely borked on the Amazon Fire TV.


The past three months of development-weekends have been pretty soul destroying for Jamie and I, a period of time that can be summarised as an ever-repeating cycle of finding a bug, fixing it and inadvertently creating another, but at the time of writing the game is pretty much 100% there. Amazingly, despite the hundreds of hours put in, we both still enjoy playing Conga in short bursts - which I guess is a good sign. I even recently managed to loop it twice, although I still haven’t managed to conquer the game by beating it three times. I do wonder if perhaps we’ve made Conga too brutally hard? I guess we’ll find out soon!

Since the last time we wrote about the game, our main focus has been on implementing the achievements system, stats, player feedback/ratings, credits, intro and laying on a thick coat of final polish. Like 2014’s r0x EP, Conga has it’s own built-in achievements and stats system so that it offers players some reward even in the DRM free version of the game. Doing this has of course also made it easier for us to eventually implement other platform API’s, such as those used by Steam, Amazon, Google and (possibly/hopefully) Game Jolt. A huge amount of time was spent tweaking these so that the game doesn’t ‘give it all away in the first 30 minutes of play’, but to be brutally honest, if I set my mind to it and beat my double-loop record, I reckon I could probably manage it in less.


You see, Conga is a SMALL, traditional arcade game. With a single loop of the 12 stages/4 dimensions technically possible in less than 5 minutes, you might ask why we feel it is worthy of the budget $4.99 price tag. That’s not a simple question to answer, but nonetheless we have our reasons;

  • With only one life per game (plus an additional hit-point per level achievable by collecting armour pods), Conga is quite challenging (read as “it’s 1986 coin-op style hardcore”). I have my doubts as to whether or not anyone will actually reach the ‘game conquered’ message. I’ll be happily proved wrong though :)
  • The mix of scripted and randomised game events give Conga a LOT of replay value. That and the quick ‘one button to try again’ functionality combine to give it that compulsive one-more-go vibe. We’ve tested the game at several events and it’s genuinely hard to pull people away once they’ve got into the zone.
  • We’ve not made a big song and dance about the competitive local multiplayer aspect of the game, but it is quite a laugh (when you can actually make out what the hell is going on amongst all the flashing and screen shake).
  • Although original, the game concept is admittedly quite simple, but we’ve made the very best game that we could out of it in all respects. The controls, the menus, the transitions, the flow of the game... a huge amount of work and attention to detail went into them all.
  • If/When Greenlit, those friends/global scoreboards are going to make it a whole lot more fun to play. High score competitiveness is what Conga is all about. Jamie and I have furiously been trying to better each others scores now for a year, and we still enjoy giving the game a blast. I’m still in the lead by the way ;)
  • You’ve never played anything quite like Conga. That’s a fact. Rob Remakes knows where it's at :)


In respect to the above points, we feel that the price is both fair and reflective of what we’d feel happy paying for a game of the same scale and standard. In these days of crazy-cheap games it also gives us room to move with future sales and promotions. Also, ignoring the unpaid time we’ve put in, Conga has already cost us about £1K in assets alone. That's no huge sum, but it's still money that we'd really like to get back to reinvest into giving r0x EP a console-release worthy update. However, even achieving that is ‘quite’ an ambitious target for a low-profile indie like us, equating to something like 350 sales. If we manage that, there’ll be some serious high-fiving going on here at RGCD HQ! :)

Friday, 26 February 2016

Huenison Released on Steam! (PC/AmigaOS 4)


The day is finally here! Huenison has thrown down the gauntlet and challenges you to enter (and doubtlessly perish within) his mind control wells! If you are brave enough to face him, then head over to the game's Steam page where a bonus 1-week 20% discount awaits! (Current price with discount is £3.19/$3.99).

As previously mentioned, all customers who bought the game for Windows and AmigaOS 4 back when it was available as a download from our online store and other legitimate sources should have by now received their free keys. Hit us up on the contact page if we somehow forgot you (a few emails bounced)!

Monday, 22 February 2016

Huenison Hits Steam on the 26th of February! (PC/AmigaOS 4)


It's been a long time coming, but the date is finally set! Huenison arrives on Steam in just over three days time, with an introductory 20% discount on the regular $4.99 pricetag and including the AmigaOS 4 version as free DLC with every purchase (undoubtedly a first for Valve?!)

Created by Retream and released in collaboration with RGCD, Huenison is an innovative puzzle-shooter that takes various elements from Arkanoid, BOH, Decathlon, Dyna Blaster, Impossible Mission, Oil's Well, Pac-Man, Pang, Qix, Slam Tilt, Space Invaders, Tetris and Vital Light, and puts them together in a hectic arcade mix. All in retro visuals and synthetic sonorities that recall the revered Commodore 64's SID chip.


As promised, the game now includes Steam achievements, trading cards, badges, emoticons and backgrounds to collect as well as many minor improvements and bug fixes that were identified during the lengthy Steam integration process. Check out the downloadable demo over on the game's Steam page here!

As previously mentioned, all customers who bought the game for Windows and AmigaOS 4 back when it was available as a download from our online store will be receiving a free key in the next couple of days - so keep an eye on your inboxes!

Friday, 12 June 2015

Pandimensional Conga Combat: Interface Swoosh!


When I set aside time to work on Conga, before hitting the keys I normally sit down, skim through the all-important project design document to see what's left to work on, then pick a few meaty chunks to tackle. Usually I'm over-ambitious and select WAY more than I'll ever manage, but it does help to add a bit of focus and provides me with a rough plan for the days ahead. Doing this also gives James a chance to feed some ideas in ahead of implementation, as more often than not we've ended up scribbling something down during one of our weekly meet-ups and it's never actually made it into the documents (luckily his memory is better than mine!)

So, with three days booked off from real-life work, I set out my battle plan. On day one I'd tackle the entire front end, right the way through to Conga's 'Casual' play mode, then take on the scores and achievements on day two and round off with multi-player on day three! Oh well, one out of three isn't too bad!

Monday, 18 May 2015

Conga Continued


It's been a few weeks since I last wrote about our adventures in game development, and although Jamie and I have not made quite as much progress as we'd hoped, work on Pan-Dimensional Conga-Combat has continued to move forward. Oh, and we released a new C64 game too - but more on that in a bit.

So what's new? In the previous update I explained how we were using timelines to synchronise in-game events to the soundtrack and discussed some of the problems we were having with 'frame-slippage' on less powerful hardware. Thankfully, this part of the project is now complete, and Jamie even fixed the sync between the game and soundtrack by incorporating a frame counter that starts as soon as the timeline and audio playback begins. This 'timer' is then compared against the current position in the timeline every frame, and if there's a difference the game simply jumps forward and realigns itself.

There is of course a small risk that the game will occasionally miss scheduled events, but so far the method seems to be pretty bullet proof and it's a huge improvement over what we had before (where even something as trivial as alt-tabbing out of the game resulted in everything falling slightly out of sync).

Saturday, 28 March 2015

Conganoids, Attack!


A huge amount of progress has been made on our quasi-arena-shmup project over the past fortnight - and although there’s a long way to go, the end is definitely in sight. We’re still hoping for an early summer release (at least on PC and Android), mainly because we need to start making sales in order to pay our accountants, but also because it’s good to have a self-imposed deadline so as to prevent the project running on and on.

We’ve revised the game design somewhat; in single player ‘arcade’ mode - the proper way to play the game - Pan-Dimensonal Conga-Combat now features three stages for each of the four dimensions, and loops indefinitely. On each stage the kill quota to unlock the exit portal increases by 20, then drops by 20 at the completion of a dimension so as to give a little breathing space. This means that to reach dimension two, the player needs to kill 20 + 40 + 60 (120) of the geometric critters, then to reach dimension three they’ll need an additional 40 + 60 + 80 (180) more. To loop the game, the player will need to kill a total of 840 critters all on a single life - which sounds insane, but when you consider that enemy formations and waves often consist of 10+ enemies and you get 10 kills for every enemy portal you close, it’s certainly still achievable. Also, we learnt from r0x EP that it’s a mistake to underestimate how well some people play!

Tuesday, 10 March 2015

Critical Beatdown


In the immortal words of the UMC's Kool Keith, we're hoping to "take your brain to another dimension" with our current project. Well, maybe not your brain, but certainly your thumbs/swiping finger. We've been busy working on RGCD.DEV's follow up to r0x Extended Play on odd weekends and evenings for a few months now, and it's finally at the stage where we have something to show (mainly thanks to the artistic talents of Folmer Kelly). So, here we go. Children of the Earth, meet Pan-Dimensional Conga Combat.

I've already given the game's background a brief introduction in a previous news post, but I never properly explained what it actually was or how it plays. So before we continue, if a picture speaks a thousand words then a video must be worth a million. Observe and discuss. (Warning! Flashing images follow!)

Wednesday, 31 December 2014

Welcome to the Future!


2015 already? Wow. I was watching Back to the Future Part II yesterday, and if Hollywood is to be believed, we're less than one year away from consumer hoverboards, flying cars and cyberpunk costumes being mainstream fashion - so that's something to look forward to at least. I remember watching that movie at the cinema as a kid and thinking 2015 was so far away, and yet here we are. I also remember spending many a weekend in 1989 cycling over to a friends house to play on his C64 and I never would have imagined that now, 26 years later, people would still be messing around with these ancient machines - nor that I'd be involved releasing new games for them.

2014 was a pretty quiet year on the RGCD cartridge release front, with only 3 games published (Darkness, Phase Out and Powerglove), mainly due to real life issues such as moving house/office, redecorating, loads of DIY and other not-so-fun stuff. Of course, 2014 also saw the release of r0x (Extended Play) - our first in-house developed PC game since 2010 - as well as the founding of RGCD.DEV Ltd by myself and Jamie Howard. Sadly, the news/reviews side of RGCD has suffered as a consequence, and I think pretty much all our writers have jumped ship (although I'll try to find time to write a few things myself each month going forward).

Saturday, 18 October 2014

Tsunami Cruiser (Android/Ouya/PC)


[This review was originally written by J. Monkman for indiegames.com, and has been reposted here with the editor's permission].

Released for Windows yesterday (and Android and Ouya last week), Boris Van Schooten's wavy-navy, Geometry-Wars-at-sea twin-stick shooter Tsunami Cruiser has come on a long way since the early prototype developed for Ludum Dare 29. With tighter controls, super-clean redesigned vector graphics and a new speaker-buzzing, arcadestep soundtrack from BitBurner, blasting away marauding sea critters and alien saucers whilst bouncing about on an increasingly choppy ocean has never been so much fun!

Friday, 26 September 2014

Iron Fisticle (PC)


With a title like Iron Fisticle, one might suggest this is something they only do in Germany, or perhaps an obscure entry on Urban Dictionary. No, friends, you won't be hitting up the missus (or the mister) for an 'iron fisticle' any time soon. Unless you make it up. Rather, Iron Fisticle is the name of a fantastic new dual-stick shooter that harks back to the old days of quarter-chompers Gauntlet and Smash TV, developed by Confused Pelican Games (Amiga shareware-scene hero) and Tikipod (Rock Boshers DX, Aqua Kitty and of course r0x EP).

Shovel Knight (PC/Mac/Wii U/3DS)


I normally lead into these reviews by setting the theme or laying the foundation for a punchline, but this time this time I'll cut the (now traditional) waffle I'm famous for by simply saying that Yacht Club Games' Kickstarter-hit Shovel Knight is an absolute work of art. It's not the kind of indie game that wants to be famous for its 'message' or 'deepness of expression', it's instead the kind that polishes an established set of formulas and delivers a diamond-solid package.

Boson X (PC/Linux/Mac/Android/iOS)


Being a physicist never looked so exhausting. Or so death defying. Mu and Heyo's Boson X is a runny, jumpy platformer of the breed that has been made world-famous by games like the viral leviathan that is Temple Run, and like all of its brethren a spiritual successor to the modern classic Canabalt.

This particular endless runner takes a graphical style begging to be described as 'Super Hexagon meets Another World' and sees the player in charge of a miniature scientist taking a really hands-on interest in particle-colliders. Simplicity and ramping difficulty are key players in this game, which eschews the bells, whistles and fripperies of bonuses and rewards in an appropriately scientific just the facts sort of way. This is gameplay pared down to a pure and simple form; Occam’s Razor taken to the run and jump genre.

Dynablaster Revenge (PC/Linux)


[This review was originally written by J. Monkman for indiegames.com, and has been reposted here with the editor's permission].

When it comes to party games, few can top Dynablaster (or Bomberman, depending where in the world you are) - so it's no surprise that Titan and Haujobb took first place in the game development compo at the Revision demoparty with Dynablaster Revenge. What is surprising however, is that hardly anyone outside the scene has yet taken notice of this fantastic tribute to Hudsonsoft's incendiary magnum opus. When I tested the game on Titan's server earlier this evening there were no other players other than myself and a few friends I'd hooked up with, but hopefully that's an issue we can resolve following this write up.

Saturday, 13 September 2014

Powerglove Available! (PC/Linux/Mac/Commodore 64)


Initially released as an entry in the RGCD 2013 RGCD 16K C64 Game Development Competition (where it placed 3rd out of 15 entries), Lazycow's acclaimed 8-bit run 'n' gunner Powerglove is finally available to buy on Commodore 64 cartridge! This specially enhanced post-compo version features a revised five level map complete with Powerboots and Energy Doors, faster room-change transitions, slicker player controls, a map overview display, bug fixes, game balance tweaks and a (much-requested) shot sound effect!

But that's not all... In addition to all this awesomeness, over the past few months Matthias has also ported the game over to Windows, Linux and Mac OSX, making Powerglove the first game to be simultaneously launched on the C64 and modern-day systems since, well, ever! Exclusive to itch.io, this port of the game is completely faithful to the Commodore 64 original (despite featuring some minor enhancements such as parallax scrolling and optional pimped spritework). And the best part is that it's completely free!


If you enjoy playing Powerglove on your modern-day PC and have a Commodore 64, or maybe you're already familiar with the already-excellent competition build, you'd be a fool not to grab a physical copy of this all-new-and improved C64 version. Similar to last year's Super Bread Box, Powerglove is offered in multiple formats, coming either as a downloadable .CRT image for emulators or hardware such as the Ultimate 1541-II, on a real, physical cartridge complete with a 12-page printed manual and a bunch of ultra-cute vinyl stickers (available with standard cardboard packaging or a deluxe plastic case, the latter also including a double-sided A3 poster/map print). There's even an A2/A3 poster set bundled together with the .CRT download.

For prices and further information, head on over to our online store and order your copy today!

The Dungeoning (PC/Linux/Mac)


Roguelikes are the hot thing these days, so much so now that as even a die-hard, long term fan for the genre, I'm beginning to roll my eyes when I see the term being thrown around. Especially when it's used loosely - "contains roguelike elements" (as in, not a roguelike) or some such. Don't think I'm a purist, but there's no doubt that these days it's being slapped on decidedly non-roguelike games in an effort to cash in on the genre's newfound popularity. Thankfully, The Dungeoning is not one of those titles.

Continue?9876543210 (PC/Linux/Mac)


Indie gaming has a reputation of being deliberately opposing the the ideals of current mainstream gaming, and to some measure this is true. Some choose to subvert the 'norm' deliberately, choosing to single themselves out believing it to increase their weight in their own shallow end of the fish bowl. However, some have no agenda other than the simple need to express themselves in what amounts to a fleeting burst of human experience that we all share, perhaps an attempt to truly connect - if even just for a second - with another soul.

Tuesday, 19 August 2014

r0x (Extended Play) Post-Mortem


Well, here we are, just shy of two weeks after launching r0x EP onto the unsuspecting public, so I figured that it would be a good time to type up a brief post-mortem about how the game has performed out there in the big wide world. To be honest, I might have to revisit this at some point to add more info, or at least write a follow-up, but for now this will do. Grab a coffee/tea/beer and let's get down and dirty with the numbers!

Thursday, 7 August 2014

r0x (Extended Play) Available! (PC/Ouya)


Those of you who follow RGCD's activities on Twitter and Facebook may recall that Jamie Howard, Dugan Jackson, Ian Ford and I released a cute 1-4 player shmup/avoid 'em up at this year's Sundown demo party in June. A sequel-of-sorts to r0x, a game developed by RGCD and NoExtra for the Atari STE back in 2009, r0x (Extended Play) was developed initially for the Android-based Ouya console - and here we are, just over a month later with a final(!) version for both Ouya/Android and PC (Windows).

More avoid-em-up than traditional shmup, r0x EP is a simple arcade game where ammo is scarce and you are rewarded generously for taking risks and flying dangerously. Graze rocks, bullets and enemies to recharge your cannon and thrust at breakneck speed through the deadly meteor storm to rack up an epic score!


Developed over the course of two-and-a-bit months by a core two-man team, r0x EP improves on the original r0x game by introducing a wide range of Proximan renegade scum to battle, nine objective based 2-4 player vs modes and brutal zero-g cosmonaut wrestling!

r0x EP features:


  • Thrusting!
  • Grinding!
  • Two single player modes with separate high score tables, and nine local multiplayer modes!
  • Achievements system and player statistics!
  • Algorithmic level generation!
  • Seven track user-selectable OST composed entirely on an Amiga 1200 by demoscene musician h0ffman!
  • Awesome artwork by Tikipod and Vierbit!
  • Xbox 360 controller support!


Although originally designed as an Ouya title, it's worth noting that r0x EP also runs on similar spec Android devices, but requires a controller to play. The Windows version supports keyboard controls in addition to Xbox 360 joypads.


r0x EP is available for FREE over at itch.io, but if you can afford to support us by throwing us some digital loose change then we'll be incredibly grateful.

If you enjoy the game, please give us a thumbs up on Steam Greenlight! If successfully greenlit, we'll release Mac and Linux builds in addition to making further enhancements to the game.


Oh, and I should probably mention here that we're working on a collectors edition physical release of the game too, limited to 100 numbered copies. There'll be more news on that in the future, but for now get out there and blast some Proximan scum!

Tuesday, 22 April 2014

Rubble 'N' Strafe (PC/Android/Ouya)


[This review was originally written by J. Monkman for indiegames.com, and has been reposted here with the editors' permission].

Based on an ancient Amstrad CPC 'classic', Rubble 'N' Strafe from one-man studio Far From Sleep is a near-perfect example of rose-tinted nostalgia done right. An endless flier/shmup hybrid (yet refreshingly NOT a Flappy Bird clone), RNS clearly draws its inspiration from Durell's Harrier Attack, bringing the 8-bit gameplay up to date by adding the unpredictability of procedural generation and some heavy duty explosive action to the mix. Oh, and the crashes are awesome, almost to the point where you'll want to nose dive into the enemy troops to see how much destruction is caused by your hopeless plane as the wreckage tumbles through watch-towers, skyscrapers and ... flocks of incendiary sheep.