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A jam submission

RESOKILLView game page

PSX-style Retro Rhythm Shooter
Submitted by Nash (@Nashtanir), F1nde, httpster — 1 day, 3 hours before the deadline
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RESOKILL's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#203.8333.833
Overall#363.7003.700
Gameplay#533.4003.400
Theme interpretation#763.6333.633
Graphics#933.5333.533
Innovation#1403.0673.067

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/ronijaakkola/game-off-2025-resokill

Game description
A Retro Rhythm Shooter inspired by the PSX era.

Check the gameplay trailer: https://www.youtube.com/watch?v=UMq3Qrud-fA

Check the game's page for more info and screenshots:
https://nashtanir.itch.io/resokill

We all know that feeling when music transports you to a different place. Pick up your portable cassette player, insert the cassette, and get ready to jam!

- Shoot in rhythm to unleash increasingly powerful sound waves
- Graphics that emulate the good old PS1 style
- A PSX-era–inspired soundtrack featuring four custom songs
- Statistics to track — and brag about — your beat accuracy
- A quick playtime of about 10 minutes to complete the game

Theme interpretation
RESOKILL happens inside a synthwave world, with a gun that shoots sound waves, against wave after wave of enemies.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted

Very nice game, I liked the gameplay a lot. Admittedly the first time i encountered the giants it spooked me because it came up right behind me, it would be nice to have some kind of way to identify where enemies are coming from, I had to do a spin sometimes just to check none are sneaking up on me. The rythm mechanic was very nice and way less punishing then I expected it to be (thankfully) but sometimes the crosshair was a bit hard to see to align the arrows, a setting would be nice to make it more visible.

Overall though, great game for the jam and fits the theme really well. Visuals were fitting and audio was awesome.

Submitted(+1)

This was great! I love the look of the game and the gameplay was super fun. The music was great too, and the whole game meshed together really nicely.

My first thought on playing this was that it felt really similar to BPM: Bullets per Minute, but synthwave, scaled down to jam-size and a lot more contained in its gameplay. This similarity isn't a negative on this game at all, though, I'm honestly really happy that the FPS rhythm game concept is getting used and it's executed really well here! The gameplay was simple but satisfying, and felt really good to work with. 

I do really love the visuals in the game, I'm so happy to see the PSX style in something that isn't horror- and the synthwave theme fits it really nicely! Loving the gun model in particular, it'd be great to have one of those in real life :) The bouncing bars on the edge of the map looked really cool too, and set the scene for the arena really well.

My main thought is that it was quite difficult to read where enemies are and where they're coming from. There's not really any consistent indication that the spawn walls are about to change, and if I'm not constantly scanning all around there's a reasonable chance enemies will sneak up on me. Some kind of audio or visual indicator to show that a wall is about to change could be really helpful, just some way to track what's going on a little easier. I'm hesitant to say minimap, but it could possibly work? Unsure about that idea as it'd likely break the diegetic-ness which I'm a big fan of

I found the fast guys in level 3 to be REALLY fast, I didn't feel like I had much of a chance against them- but I'm fairly confident that's just a skill issue on my part, so I'm not considering that a valid criticism yet :) It may just be player bias, but it felt like there was more leeway for perfect shots after the beat rather than before? Not massive, but enough for me to notice. Also, going back to the main menu partway through the game seems to clear my full progress- I figured it would take me back to the start of the song, just not the whole game 😔.

I had a great time playing this one!! Awesome gameplay, awesome visuals, awesome music- really putting the jam in game jam :))

Submitted(+1)

I haven't seen a rhythm shooter game in a jam for like... ever. Great one!

Soundtracks are dope. I'm not really the target audience but your game kept me hooked for like 10 minutes =D

Good job!

Submitted

Wow! As a person who loves rhythm games this was amazing. Never have I played a FPS rhythm game though so great innovation. The retro SFX was great too. 

Some stuff I thought about while playing the game: 

  • Struggled with how the indicator looked and found it hard to judge what is a perfect beat. 
  • For a while I thought I was trash at the game when my combo stayed at 20x and wouldn't go higher. A bit of an interesting decision since it's a rhythm game, and you usually want to see that combo go as high as possible. 
  • When I shot the ultra wave, I felt sad seeing my combo decrease 😭  

Even these issues however, it did not stop me from enjoying the game any less as it was super fun! 

Submitted(+1)

Pretty great!

That third level sure gave me a run for my money. After several fails at less than minute on the timer, I finally faced that final wave, it sure made my heart beat a bit faster.

You really should preload stuff properly. There are like good 15 second hiccups on game start, play start and first casette grab. I'm guessing these are shader compilation and stuff like that. Really would be nice to have them be in a more controlled place where sounds/music wouldn't do a horrible screech for the whole duration of loading. Other than that it seemed to work just fine in browser to me at least.

I had no trouble keeping the beat, surely enough just a few hours ago I was playing DDR. My biggest issue was a single strangler just sneaking out from out of view to gnaw on my behind. Didn't even realize before the final level (few tries deep too) that the spawn zones are actually marked.

How is the perfect accuracy calculated? I was always hovering around beat 99% and perfect 50% no matter how I played. Just mashing on beat is the "easy" mode to play and I thought that not missing shots etc would then help you perfect levels but that didn't seem to do much to me at least when I tried again by landing my shots.

Dang, FMOD, never seen that name pop up in a jam game the whole 10 years or so I've been doing jams. The music pieces were great and so was mostly all of the sound effects too. The pizza sound was a bit too loud and kinda irritatingly too bit crushed.

Nice visuals too, very cohesive style that fit the whole game and music too. The UI had bit issues scaling up to full screen size or being the original size but obviously it wasn't that big a deal since it was only for like the tutorial. Took me a while to actually notice the HUD on gun had my health too.


Anyways, good job! 👍 Torille...

Developer

Torille indeed!

Thank you for the in-depth feedback :)

The WebGL build was unfortunately a bit rushed. We initially wrote it off entirely due to export issues and only got the first working WebGL build after the game jam deadline. I’ll forward the preloading issue to the more technical members of our team.

Nice to see another rhythm/dancing game enjoyer!
Regarding timing: a Good shot requires being within ±30% of the beat, and a Perfect shot within ±6%. You don’t need to hit enemies to maintain combo, but you do need to keep shooting on beat. Anything outside of the Good timing window is counted as a miss and against the Beat accuracy.

The Good window is intentionally forgiving. The song BPMs are 110, 124, and 130, which results in Good windows of approximately 327 ms, 290 ms, and 277 ms respectively, and Perfect windows of about 65 ms, 58 ms, and 55 ms.

There’s also a fixed global timing offset to account for audio and input latency. We didn’t have time to implement player-side calibration, so I estimated a global offset by testing on multiple setups. I ended up around −38 ms, which should make timing the shooting SFX to the music land near Perfect on most systems.

For those interested, the timing logic is available here: BeatDetector.cs

As an only slightly technical sound guy, I've liked FMOD :) We've used it a few times in past Game Jams and I think everyone on our team agrees that it's been a relatively painless way of working with audio.

I'll have a look at the UI scaling issues. We've mostly been playtesting on Windows / Mac and not WebGL so it's definitely been an oversight on our part :)

Thanks again for playing our game! 

Submitted(+1)

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Oh man, this game was great. Definitely got in a groove with the tracks which were bangers. I liked the rotating spawn wall, really made it feel very dynamic, especially on the faster songs when you would start getting outnumbered. The audio engineering in this game is also top notch. Well done!

Submitted (1 edit) (+1)

Lovely submission, I hope I get it in my queue soon (: The chill music is nice and the artstyle is veeeerrryy nice it’s reminding me of a very old game that I don’t remember the name of (if you happen to have a guess please tell me haha)

My only comment is that it’s a tiiny bit too heavy for web though I can see why you would want a web build since it’s a jam and all. The windows version did not work for me (the starting buttons just don’t get clicked) though I was running it through WINE so it might be okay on normal devices.

Developer (1 edit)

Unity's new input system unfortunately has a lot of open issues related to WINE. So it does not come as a surprise that it had issues. As far as I know, native Linux builds should work fine with the new input system, so maybe we should try to add a Linux build to downloads.

Thanks for going through some hoops to test it though, I appreciate that.

Developer

which distro are you on? I could try to do a Linux build for you :)

Submitted(+1)

Very impressive. Had no problems with it running as a web game. I loved the little squeaky step sound the enemies made when they were nearby, but it might be nice if there was some way to tell which direction they're coming from (if the audio was directional, I couldn't tell, sorry!). 

Submitted(+1)

Nice Art! Nice Music! I really like the nostalgia feeling of the game.

It's so glad to see a combination of rhythm and FPS.

Submitted(+1)

graphics are clapped and enemy ais are a bit broken but this is actually very impressive for a game made in a month

Submitted

Cool control, beat the enemies and keep myself safe .

What about add some notice for Em's coming ?

Developer

There should be an audio indicator when there's enemies close to you :) We thought about doing some sort of visual indicator but the visuals are already quite busy with stuff flashing on the screen everywhere and thought it might be a bit overkill. We'll consider it for the future though!

Thank you for playing our game :)

Submitted(+1)

I absolutely loved this! The UI is so smart, loved the details. Great job!

Developer

Our graphics guy really cooked with that gun UI haha.

Thank you for reviewing our game :)

Submitted(+1)

This one RULES. Gameplay was super satisfying and felt great, I really enjoyed the visual style, and music was AWESOME. Fantastic work!

Also, I really got a kick out of the classic-sounding voice lines, haha. Did you record those yourself? They came out great!

Developer(+1)

All assets, including art, music, and sound effects were made during the jam by our team. 

Glad you enjoyed it!

Developer(+1)

Hey! I was the dude behind our audio for the game. I did indeed record all of the voice lines myself and ran them through a long processing chain to crunch them up properly :--D

I used Plogue's Chipcrusher to downsample the quality and ran it through Ultima DSP's SPS to emulate a PSX sound chip for the output. I kinda wanted to go for something like the old TMNT 4 for SNES or Streets of Rage 2 for Genesis for the voice lines, but our general visual aesthetic and soundscape was a bit closer to PSX so I needed to tone it down a bit :D

Thanks for playing our game and the lovely feedback :)

Submitted

That's awesome! I think you totally nailed the tone - I instantly recognized that sort of vibe. Fantastic work!

Submitted(+1)

This is a super cool idea! But holy, I need these songs on Spotify.

Developer

would a lossless download from Bandcamp suffice 😁? the soundtrack goes up for free in a few days here https://mainstreamsheep.bandcamp.com/

I could also put it up on Spotify if there's demand but I've contemplating taking everything down and just self hosting and publishing the music without middlemen.

If bandcamp is okay, I can ping you once I get it up :) I plan on adding some extended versions of all the tracks so it'll take a few days  

Submitted

Yeah I'd love that! Also, if you're ever interested in just making audio for a game, I really love your audio vibes. Excited for what you do in the future - I'll keep an eye on your page!

Submitted(+1)

What, you couldn't get Keanu Reeves for this??



So cool. Love the Boom-Boom Box Gun and the low poly pixel texture retrowave aesthetic. Did you write these songs?

I totally got into a flow by the end that reminded me of Vampire Survivors. I thought it was interesting how the charge ability starts off as a bit of a flair touch but becomes an essential strategic tool by the end of the game. The only bug I experienced in WebGL was a harsh audio loop when the scene was loaded, otherwise ran great.

I wonder how the experience would be affected with a bit of a level design, like as one example, if those pulsing volume bar walls had some depth and extended inward into the play area, some columns extending upwards out of the grid floor and raising and lowering on every second downbeat or charge fire or something like that.

All in all, a cool little experience, I'm glad I popped in to check it out. 🎧
Developer(+1)

Congrats on beating the game!

I wrote all the music and created the rest of the audio (effects, voice over) from scratch for this game.

Thanks for notifying about the bug. The WebGL version wasn't originally compiling at all for us and it's been a bit of a pain to get it working = it hasn't been tested much. We'll try to reproduce and fix it :)

I agree on the design. We had a lot of ideas coming into the jam and had we more time, we would've added more variables to the core gameplay. 

We wanted to make sure that everything is balanced and that the core feels good and solid, so we focused more on polishing what we have rather than adding a lot of half finished mechanics :)

Thank you so much for playing and writing us!

Submitted(+1)

Pretty nice, i had to move mi head on beat in order to be able to synch with it HAHAHHA. I love the art

Developer(+1)

That's awesome to hear! Hopefully the game kept you bopping your head for a while :D!

Submitted(+1)

this game is a vibe! so many things to love here, great fun, amazing music, love the rhythm-combo idea

Developer (1 edit)

After hours of debugging, we finally managed to get the WebGL build working! Web is not the platform this game was designed for but we understand that many people prefer web builds when playing and reviewing jam games.

We also released a new banger gameplay trailer: 

Hope you enjoy it!

Submitted(+1)

Wow awesome game - loved playing it! The vibes are spot on, wonderful art (the stats on the gun is a nice touch), and the music really sets the tone.  I do like the neon/bright wavy look, but it did tire my eyes out a bit around the 8/9 minute mark. Over all definitely one of the best entries I've seen so far. I'm going to go eat some pizza. 

Developer

Pizza sounds like a perfect idea. 

I agree that the visuals can be quite something. But hey, whom of us hasn't played too much, sitting too close to the CRT and gotten a headache as a kid :D? All par for the course!

Anyways, thank you for your kind words and thank you for playing our silly little game!

Submitted(+1)

Ohh this game looks great! I like combine rhythm and fps together and the art is really cool! The same as the trail haha.
it might be a little dizzy to me though..:'(

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