This game has a lot of potential, just needs more polish; and maybe a way to handle how to display bottles if the player decides to buy 50 of them
kevinfu510
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it's so satisfying when the tickets all chain together and you get ridiculous amount of bullets!

The game would have benefited a lot from more sound effects! the lever animation and interaction is well done too; the clink-clanks it makes as well as the animation; much prefer pulling it with my mouse than pressing SPACE bar (but probably will get old after an hour)
Thank you for the kind comment!
The glass and spilled beer was actually a last minute addition, because I had a little over a day left until the Jam was over, glad you like it!
Having DAD run from the doorway to lick the beer off of the floor if you failed enough times was also an idea, but I had to keep the scope-creep under control, haha
Yeah, players are guaranteed to getting 1-shotted in the last level (the Kratos-tomato) for 2 reasons:
- it was an incentive to either do the drinking mini-game, or go to the shop to spend your trophies on items; basically a pseudo-rogue-lite game-play loop.
- Increase the chances that players get to see (and hear) the game-over screen, because I want players to see and experience everything I've put into the game, with only 2-weeks time frame everything I add has to add value to the experience
That's also why I gave Players the option to skip ahead the other bounties (even the tutorial, but on hindsight that might be unwise) and underestimate the 5-star difficulty bounty, but I did add a tool-tip indicating the difficulty with arbitrary star-ratings to inform the player what they're getting themselves into!
Anyways, thanks for playing and I appreciate the kind reply you've written! cheers~
Cause currently when you start level it doesnt exactly reset the level but waits for the enemies to respawn
That explains why I saw the dragoons marching into town that one time.
Sometimes the dead bodies don't de-spawn from my previous play-through, and the level is basically empty without enemies aside from the occasional dead body that was left previously
Here's what I did during my playthrough:
>Play through the game for the first time normally, and Finish the level near the big statue
> Spawn back in town
> Go to Bounty dragoon and talk to him immediately (barely 3 seconds)
> click on "Empty Wanted Poster" empty as in, there's no-one inside the "Wanted" square
> click on the Check-mark when the wanted poster with the dragoon in it appears
> Spawn back in the level, but it's empty and still has the dead bodies from my last rampage
Hope this helps!
It would be neat if there was a tutorial somewhere, even on the game page
Took me a few seconds to realize I had to move Doki towards the dragoons/wisps and click to shoot, it's a fun little game!
the voices add a lot (albeit it can be overwhelming sometimes when a bunch of entities collide with each other at the start), the walking sfx was unexpected and made me exhale through my nose too
I would prefer if the game didn't start with a SAW-esque intro monologue. Gave you the benefit of the doubt that nothing shady would happen; but I got a black screen and stared at it for too long for comfort; so I killed the game process via task manager.
I got spooked too badly to even play the game now; good luck on the other players; but I'm not gonna continue.
Brain was smooth in a couple areas, and spent wayy longer than I want to admit on some levels, but at least I finished the game! (Would RoboDoki)
I don't know if it is just me or not, but the Predictive bullet-line can be deceiving at times, I think because it doesn't take into account level changes from explosions
Overall the game is neat, I would love the tutorial to be more clear on a few things such as: 1. That you are able to shoot down the Ramgoons I spent the few plays dodging ramgoons; and realized it's impossible to dodge. Accidentally shot one of the 2nd-tier Ramgoons and it all clicked, went from 300 highscore to 2781 (shown in the screenshot)
2. Shooting at blocks at an angle doesn't work (Maybe the Tutorial's tip of "You will have more luck shooting eggs on the bottom" means "Shoot eggs from the bottom"? I thought it meant you have more luck shooting from the base-floor (not the platforms)
and a few comments/feedback from me: 1. it would be nice if the Dynamite actually chained exploded 2. The music and the jingles at the game-over scene is well done! 3. If shooting at an angle never works anyways, why not just lock Doki's aim to be vertical/horizontal? something like Contra's controls and ditch the mouse-aim
The following are cut/abandoned features I couldn't add it into the game for the Jam:
- A Dedicated Shop screen (and more shop items)
instead of a popup with items have a separate shop screen; preferably ran by Crowki or Nimi Nightmare; with animated voice lines something like Morshu from Zelda. - Loading Screen
a loading screen in between screens, of Doki walking DAD on a hunt with a desert backdrop. - More Voice Lines
Would be nice to have Mint speak in the game, but didn't want to spend too much time on voicelines, a Crowki voice line advertising her shop items would be nice too, but I couldn't find any. - More Bounties (levels) and Enemy types
Obviously having more levels would be nice; but also enemies that heal, or spawn more smaller enemies (that would justify the Blender item). - Loadouts
Players get to choose two types of Ammo to carry into a level, chosen ammo types would spawn during gameplay. Ammo types that were brainstormed include: Explosive ammo, and Poison ammo. - Battle Music
Couldn't compose a good enough Spaghetti Western-esque music for the levels, so had to settle with generic "Desert Ambiance" noise. - More Challenges/Challenge Mode
Either level specific challenges or a toggle-able option, things like: being unable to switch wagons, Removing Junk wagons hurts you, etc - Revolver Chain-Reaction Shooting
Wanted to lean more into the Jam theme, but I can't figure out how to make shooting multiple rounds with 1-action work, so in the end I made shooting your revolver free (doesn't use Eggs). I was thinking something like numbered Ammo spawning in the level; and if you load them in order you get to fire multiple rounds in one go. Ditched this idea because I think it's too complicated and would be hard to display to users since the Wagon sizes are quiet small. - Achievements
kinda self explanatory, I wanted achievement-hunting to be part of the fun. - An "Ending"
Either a "Thank you for playing" illustration or a cut-scene, but it's too time-consuming to make; the Bartender mini-game alone took me 2 days to finish, so I had to leave the game somewhat open-ended. - This thing with DAD

Wanted to add a joke related to the image above, don't know how to make it work in time; having Doki carry DAD like that around in the desert or something?
Originally had the idea that if the theme was "EXPLOSIONS" (since the Jam trailer was explosion-themed) I was going to have DAD be carried around like in Death Stranding making barking noises when you're close to explosions; but alas, the theme was "Chain Reaction" so I had to put the idea on the back-burner.
Anyways, there's probably more; but the above are the major Ideas I had to ditch (scope creep)
Thanks for reading!
The following is a link to all the VODs I used to get the voice-clips:
This is where I got the "Tequila" line from, the "Bartender" part is grabbed from another separate stream
https://www.youtube.com/watch?v=s3q9BrUB0Do
This is the VOD I got the word "Bartender" from (timestamped)
https://www.youtube.com/live/BxUPysdh--o?si=k0c_68BrO4Fxo2p7&t=6479
Below is the other VODs I used in no particular order:
https://www.youtube.com/watch?v=rLIGLcJsq7c
https://www.youtube.com/watch?v=fpX1Z-4pMqk
https://www.youtube.com/watch?v=bPnnaM-Liz4
https://www.youtube.com/watch?v=kr8goDVttJM
https://www.youtube.com/watch?v=4aBShTNiYfI
https://www.youtube.com/watch?v=yI627tVl_-Y
https://www.youtube.com/watch?v=MiT4X6BjFv8
https://www.youtube.com/watch?v=E0qMcaxUbPc
https://www.youtube.com/watch?v=lUUjZw7uXkg
https://www.youtube.com/watch?v=X8lblGa2QGM
https://www.youtube.com/watch?v=2c-32Hc6WjI
https://www.youtube.com/watch?v=dwMnGiUDSDI
https://www.youtube.com/watch?v=lTFLQ492iMs
How I search for voice lines:
I didn't watch dozen of hours of streams, I used a Browser extension to search words through Youtube's automatic caption system, I look for words I want and clip it (plus clean it up) using Audacity.
Wished there was more "Oof" or "Ouch" noises that I could add to the game, but I can't find any, or it wasn't a good fit in the game.
Hello, and thanks for the comment!
as you can probably tell, development on the game has been stopped for a loooong time now.
Unless you're generous enough to send 5 bucks my way; I suggest not buying the game hoping for an update; as new updates are highly unlikely to happen anytime soon.
and also, yeah! the game was supposed to be a mix of the games "Last Stand: Union City" as well as "NEO scavenger", glad that intent showed through!
Hello everyone~
It definitely has been a while! but I haven't forgotten this game I've made; that's for sure! :D
This is a relatively small update to be fair, but an update nevertheless!
Change logs:
- Music and Sound Volume slider.
- Music now fades in/out instead of cutting abruptly
- Performance FPS enchancements
- Rebranded "Entice" to "Bless"
- New Main menu BG art
To be fair, there was a Music/Volume slider in versions prior to 2.0, but I didn't add it in on the 2.0 update cause I was too lazy to do so; but after learning how PyGame handles sound and music, I decided to add the functionality back in~
and as to why the Entice move was "rebranded" to Bless... well, it's kinda out of place? especially the SFX I chose to accompany the move, so I decided to change that to make it more "family friendly" I suppose ( ͡° ͜ʖ ͡°).
If you have encounter any problems/bugs in this version don't hesitate to contact me via Twitter, or post a comment here! Questions and criticism are also welcome!
Thanks for reading this far! consider supporting this game by donating! every small amount helps! (and is a major drive pushing out updates even after all these years!). You can also support the game by sharing it among your friends, or by playing it, and giving feedback! hope you have a nice day and stay healthy out there!
- Kevin
Hey guys! It's almost 2 years since the last update for SYRPG, and I'm finally here with another version of SYRPG!
There's a major change I made to SYRPG hence the large leap of the version numbering from 1.4 to 2.0, and that change is the fact that I moved the code base from Java to Python 2.7! other than that, I've also went ahead and made some changes here and there~
Below is the change logs for this version:
- Added new icon for game window, and also game executable file.
- Added more thunder variations in the Main Menu.
- Added transitions in between level changes.
- Buffed Kiss, and Encourage.
- Changed slightly the title BG in the Main Menu.
- Changed Main Menu text.
- Changed hit sprite colors from red to white.
- Changed font for Buffs, and also repositioned them near the Move Box.
- Changed "cooldown" of each move, making it more faster paced.
- Changed defeat, and victory screens.
- Changed Beam attack sprite for Tutorial Monster.
- Changed fire animation for the torches in the Play screen, they are now more "lively".
- Improved transition between Main Menu, and Play screen
- Improved enemy dying fade.
- Improved Collision detection between Player, and Enemies.
- Removed loading screen (since loading is very fast now).
- Removed audio settings.
If you have encounter any problems/bugs in this version don't hesitate to contact me via Twitter, or post a comment here! Questions are also appreciated! for more details regarding the changes, do refer to the Devlog!
Thanks for reading this far! consider supporting this game by donating! every small amount helps! (and is the reason why I'm still active here).
You can also support the game by sharing it among your friends, or by playing it, and giving feedback! have a nice day!
~cheers~
- Kevin










