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A jam submission

Retro Hunter 2View game page

Save the Snorbles. Or die trying.
Submitted by Martin Steguweit, Succilein — 5 hours, 15 minutes before the deadline
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Retro Hunter 2's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#64.2754.275
Overall#124.2354.235
Sound#144.0394.039
Mechanics#373.8043.804
Music#463.8633.863
Aesthetics#464.2164.216
Story#673.4713.471
Theme#1863.7843.784

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

Viewing comments 8 to 1 of 48 · Previous page · First page
Submitted

Great UI, It really helped understand the actual systems the game uses. Nice!

Developer

Thx TezzyBearz:D

Submitted

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.

Developer(+1)

Thanks for playing:D

Submitted

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!

Developer(+1)

Thanks for your feedback:) Maybe the reload indicator will make it into the game after the jam^^

Submitted

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.

Developer(+1)

Thank you for your feedback! That’s a good idea. At the moment, we’re handling it with a sound effect.

Submitted

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!!

Developer(+1)

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.

Submitted

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.

Developer(+1)

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!

Submitted

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!

Developer

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.

Submitted (2 edits) (+1)

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.

Developer

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

Submitted(+1)

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!

Developer

We would’ve loved to add more Snorbles too, but time was a bit too tight. Thanks a lot for your review :)

Submitted

Great game, simple but addictive. Classic feel to it with a spin

Developer

Thank you<3

Viewing comments 8 to 1 of 48 · Previous page · First page