A downloadable game for Windows

RETROKILL VERSION 0.11 (DEMO)

Version 0.2 is now in development.

RETROKILL is a demake of ULTRAKILL. I have no affiliation with ULTRAKILL and this is purely an unofficial fan project that is available for free.

UPDATE LOG:

0.13:

  • Fixed Menu Bug
  • Debug Room visuals updated
  • Character Visuals Updated
  • Minor visual and gameplay tweaks

0.12:

  • You can now pause the game at any time
  • Performance in M-1 has been fixed
  • More options in settings, which save upon reopening
  • M-1 Cutscene can be skipped
  • M-1 can now be accessed through level 0-1
  • Minor visual and gameplay tweaks

CONTROLS:

WASD - Movement

Shift - Dash

Ctrl - Slide / Ground Slam

Left Click - Primary Fire

Right Click - Secondary Fire

Space - Jump

F - Punch

1 - Revolver

2 - Shotgun

Mouse Wheel - Toggle Weapons

StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
AuthorPedroleum
GenrePlatformer, Action, Shooter
TagsDemake, Difficult, Retro

Download

Download
RETROKILL0.13.exe (CURRENT) 119 MB
Download
RETROKILL0.13.zip (CURRENT) 106 MB
Download
RETROKILL 0.12 (OLD) 119 MB
Download
RETROKILL 0.12 (OLD) 106 MB
Download
RETROKILL 0.11 (OLD) 96 MB
Download
RETROKILL 0.11 (OLD) 83 MB

Install instructions

Download EITHER the .zip or .exe

Comments

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i like this death screen :^)

windows says its a virus

It's a shame this was made in a different game engine, as a port to Ultrakill (as a secret level) would've been so cool!

i like the death screen :D

error following instructions, it says its more MB to download RETROKILL than RETROKILL

I have an error because of which v1 goes to the right side only

good :3

good :^)

This is a really fun take on Ultrakill, and I love the BGM! Movement is difficult and the range for getting blood is a little small, but it's looking good so far!

(+2)

new ultrakill must die teaser looking great

(2 edits) (+1)

The wall jump rly needs some improvement.
also, not sure if it is unity being a bad engine, but the turret thing seems like to slow down the game over time.
Hard damage is that feels like, something more strict that violent, which when associated with projectiles not properly disappearing after respawn, the whole game screams me to get rekt.

Also, if you intended to make some bullet hell thing, please add some invincibility frames after damage. dat minigun and white beam is a frickin instakill.
besides that, overall gud

(+1)

the demos based on gamemaker not unity

(+1)

:D

(1 edit) (+1)

Mostly really good tho I have some feedback (warning long and nitpicky)

-HP and Stamina are hard to see at a glance, need options for crosshair hud and/or a version of the main hud with the meters instead of numbers

-Needs sound effects for weapon swapping and shotgun reloading, and a clearer/more noticable sound for taking damage. I found it harder to keep track of what was happening bc of the sounds not being as clear as main game IMO

-The punch always being horizontally in front of you feels wrong, IMO it should be directional like the weapons

-Projectile boost timing is weird, the punch hitbox seem to last longer (+ maybe take longer to come out?) so the easiest way to proj boost is by punching before you shoot which is backwards. Plus it seems like the game randomly chooses which projectile is boosted, whereas in the original game it's always the central projectile that goes exactly where you crosshair is 

-When you hold Ctrl to do a shockwave ground pound you immediately start sliding when you hit the ground, which really messed up my muscle memory, should work like main game

- It took me way too long to realise the secret boss was parrying my parrys back, I think the animation and sound for that should maybe be clearer? Not sure how to do that though

-Shotgun parry needs to show up in style feed (and I'm not sure it works on enemies other than Maurice? That might just be my incompetence tho)

-You can farm style by punching dead Maurices

-When you respawn sometimes you immediately shoot or dash (based on the button you were holding/pressing when you died, I think?) Which can be pretty bad with Core Eject :P


Additional suggestions

-Explosions should redirect projectiles for +FRIENDLY FIRE shenanigans 

-The weapon freshness system and reduction of hard damage on higher style ranks would be cool

-This really isn't necessary but the stats thing that shows up when you double press tab would be a nice addition

-add funy maurice leggies


P.S. Is the secret boss a reference to something? The dialogue about being from another dimension makes me think it's a character from another game but  idk who it is  EDIT: just noticed them in Shotgun Spire trailer, i see

P.P.S. also just wanted to add my favourite part of the secret boss fight was that they stop being able to parry your parries once they start duel wielding, put a smile on my face once I realised it. I generally seem to like bosses that start out with defensive capabilities then abandon them for aggression (sundowner from mgr, the hand from furi)

P.P.P.S. almost put "piercer beam should go through Maurices" before I remembered the standard piercer doesn't work like that lol, slabbrained

(1 edit) (+3)

Loved the game, and "enjoyed" the secret boss =P Left a follow and I look forward to a complete version!!!!!! (may take a bit to upload upon post, slower internet)

(+1)

This is really neat, I like what you're doing however I have some suggestions. Idk what the i frames are on dash but they do not seem correctly tuned for that last level. Additionally I feel, as inaccurate as this is (not that I imagine accuracy is all that important to you which I like) parry should have some i frames. My though process here is because there's so many projectiles going in so many directions and frankly not having that third dimension to dodge in really limits this kinda fight. If there were a few i frames when you parry however, don't you think the final level would be a bit more reasonable? So many projectiles come out in one burst and you can only parry one, and dodging out of parry doesn't seem to do the trick either. I've given my 2 cents, you've got some cool ideas here and I'm excited to see more. Also uhhh keybinds someday I beg of thee!

(+2)

its really fun but there are some things i noticed:

sliding after a slam doesnt boost speed

dashes give momentum afterwards, even without jumping

holding ctrl after slamming starts a slide instead of making a shockwave

+ FIREWORKS is exploding an enemy midair, not just exploding them

this is still an amazing project tho

This was really fun, I played through it a few times and there are a few bugs involving the music and being able to skip the secret boss. I cant wait to see more though!

(+1)

hi! i can't play this because the window starts out extremely small and the mouse can't exit the top left corner of the title screen, because it'll exit the game window entirely when i go too far. there's also seemingly no shortcut to get to fullscreen, which would probably fix this :c

(+1)

this game is fantastic.

(+1)

this is REALLY GOOD. movement is great, i like how it is inspired by ultrakill and not an exact recreation, the gunplay is very good, and the new boss is on the same quality and difficulty as a prime boss. nice job :)

(+1)

awesome ass game

(+2)

wow i didnt expect a unique boss good job!!