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Retro Hunter 2's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #6 | 4.275 | 4.275 |
| Overall | #12 | 4.235 | 4.235 |
| Sound | #14 | 4.039 | 4.039 |
| Mechanics | #37 | 3.804 | 3.804 |
| Music | #46 | 3.863 | 3.863 |
| Aesthetics | #46 | 4.216 | 4.216 |
| Story | #67 | 3.471 | 3.471 |
| Theme | #186 | 3.784 | 3.784 |
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2
Did you use any existing assets? If so, list them below.
Some assets used in this game come from external sources. All sound effects are from Freesound.org, and the music was sourced from OpenGameArt.org – including the main theme, which is reused from Retro Hunter 1. Menu graphics like backgrounds and buttons, as well as some 3D models such as portals and trees, were taken from the Unity Asset Store. Explosion sprites also came from OpenGameArt. All other content – including the island models, vines, character designs, and all in-game icons – was created during the jam. A full breakdown of all third-party assets can be found in the in-game credits.
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Comments
Great work!
Thx Thiago Farias
Cool game! Was trying to get to the high score crowd bur didn't make it! Loved the sweet Snorbles and islands - but was surprised when these little guys get all bloody and bitten! Don't mess with the aliens, I guess...
Thanks a lot! Glad you liked the Snorbles and the islands :) Yeah, things escalate pretty quickly when the aliens show up^^ Good luck getting that high score next time! 💪
super fun and addictive too ! Great job Nice idea Well done !
Thx Laurent Ongaro:)
Wow great job, super fun and addictive
Thx RodGudge:)
The game works very well. The UI is incredible, and the concept is simple, but the upgrade twist makes it interesting. The scoreboard is also a great idea, as it gives a lot of meaning to the scoring system. Overall, it's a very good submission!
Thx Chatnoir95:)
Love the visuals! Fun game.
Thx Nidy:)
This game is a very mixed bag in a very charming way. Like idk how to describe it but all the assets feel like they wouldn't work together but it is very charming how it comes together. I think the shooting is really juicy and so are the UI popups. I wish that the enemies didn't come in, in such big swarms. I think from the very first level I felt overwhelmed with how many enemies there were but it was a cool experience going through it. I like how generous you were with the help I was able to get to level 6 so I got through a good portion of the game considering with how bad I did lol I think I did bad any way. But really cool charming game.
Mixing 2D and 3D was something completely new for me too. I just wanted to try it out, and yeah—it definitely came with its own set of challenges. But it was a lot of fun building something in that direction. Thanks so much for your detailed and kind feedback! And level 6 isn’t even that bad—I had to make it a bit harder just before the deadline. My girlfriend tested it and reached level 30 on her first try… then she stopped playing :D Right now, the first 30 waves are pre-scripted. After that, it technically goes on forever, but the game doesn’t scale any further.
This is awesome! It's like an insane reinvention of space invaders. I love a game that includes some humour too. I do agree with what someone said about a reload indicator but that's me nitpicking, it's otherwise a really good game :D
Alright, I surrender to the indicator:P I’ll add it after the jam for sure! Thanks a lot for testing, and happy hunting :)
Extremely well polished for a game jam! It could do with some sort of reload indicator as a few times I was trying to fire without realising I was out of ammo. A really fun game, one of my favourite so far. Well done!
Thanks a lot for your feedback! And yep, I’ll add that reload indicator after the jam:D
Damn, that was pretty fun. Made it to 500k xD. Straight forward and easy to understand.
Wow, 500k is really good:D Thank you for testing, honorable hunter!
When I first started playing, I thought, is this a game jam? You know why? Because I felt that the game was so good that I thought, should I buy this game?
Thx you! You’re almost making me blush over here:)
WOW, Amazing! I've got a long way to go haha. Couple points of feedback - the target reticule was awkward to aim with. Also, was hard to tell from sound alone that I needed to reload. Overall, very cool and fun to play :D
Thanks for your feedback! I’ll definitely look into the reload issue after the jam :D
Great UI, It really helped understand the actual systems the game uses. Nice!
Thx TezzyBearz:D
Alberts are absolutely adorable, protected them with my life. Did forget to reload a few times though haha. Fun feedback, I like the shakes and sound effects.
Thanks for playing:D
Great artwork, intense gameplay. It was hard to tell when I had to reload based on sound alone because of all the SFX going on and I was watching the attackers too much to remember to look at the ammo. Maybe a tiny ammo counter alongside the reticle?
Regardless it's an amazing effort. Great job!
Thanks for your feedback:) Maybe the reload indicator will make it into the game after the jam^^
Good work on this. I had some fun. I think a flash on the cursor or something to help communicate that a reload is necessary would help as I spend all my time staring there and not looking at the rest of the UI. Very tight game loop.
Thank you for your feedback! That’s a good idea. At the moment, we’re handling it with a sound effect.
Wasn't sure what I was getting into at first, but as soon as the gameplay locked in I was impressed. Really cool setup, love the upgrades (though I'm partial to the more mechanics-based upgrades rather than all the score-based ones), and my only critique is that it's a little difficult to parse how...well I was doing, or rather how close I was to death at any given point.
But this is a very good game, awesome job!!
Thanks so much for the great feedback :D The core idea was actually the highscore hunt—everything else kind of evolved around that. That’s also where the ideas for the highscore-related upgrades came from.
What exactly did you mean when you said you weren’t sure how close you were to dying? The round ends once all of your islanders have died.
Well, for example, let's say all characters die on the right island and then the right island takes more damage. Is that damage...doing anything? I couldn't tell, and that's what I mean.
Part of that is because it's a bit tricky to track, visually, the various islanders on the screen when they are as small as they are and so many other entities are demanding focus (so if the above damage WAS clearly doing something, maybe I didn't notice because I was so focused on the skies above). I found it just a bit tricky to parse, but I'm sure it'd make more sense to me on subsequent playthroughs.
Ah, I think I get what you mean. The islands themselves don’t take any damage—which, now that you mention it, could’ve been an interesting idea. Right now, the system works so that you lose when you run out of Snorbles. The islands don’t affect your lives directly.
The current setup kind of encourages focusing on a single island, which in hindsight wasn’t the best mechanic. It would’ve been better if the Snorbles spawned randomly, so that strategy wouldn’t work as easily.
We actually had a third character planned, meant to support the other two—that would’ve made the island system more meaningful. Thanks a lot for your feedback!
Man, this is my favorite game in the jam so far! Really fun, might come back to try to get a better leaderboard position. Very satisfying mechanics. I think the only thing I was a little confused about was the bomb cookies, expected them to blow up everything in a radius but that didn't seem to be happening. In any case, really fun game, great job!
Thanks a lot for trying it out and for the feedback :D
The bomb cookies explode in a spherical area around them. It can feel a bit weird sometimes because the 2D enemies are placed in 3D space—so enemies that are too far in the back won’t get hit. I get that this can feel a bit off. Unfortunately, I haven’t found a proper solution for that.
Ah for sure, that makes sense. Maybe use a capsule or cylinder collider/trace for the bombs so they can go further back but still explode in a radius? Really not a big deal though, still very much enjoyed the game.
It’s a good idea—I actually thought about something similar, but my own attempts in that direction also felt kind of weird. Mixing 2D and 3D definitely comes with its own set of challenges :D
Pretty neat. Would like to see more than just Kelvin and Albert. At some point I had to abandon the platforms on the side and focus on defending just the middle one. Nice entry!
We would’ve loved to add more Snorbles too, but time was a bit too tight. Thanks a lot for your review :)
Great game, simple but addictive. Classic feel to it with a spin
Thank you<3