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i get a warning saying it can harm my PC

needs difficulty slider im bad at the game or better cheats like infinite health

linux port?

could you either get this working on browser or chromebook pls

Hey guys I like this game really but i've got an issue...

if i kill the swordsmachiene in 0-2 is the challenge not completed.  is there an other secret boss or is that a code problem

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is it possible to get this running on a browser?

hello, i would like to resprite and continue this project. is it possible for you to give me the .yyp file?

yyz beacuse yyp is a local file, yyz have all of the games content in it.

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my screen went green and made a buzzing sound for a second before my pc restarted without warning

10/10 demake very well made
(ps. there is a stray black pixel on the left side of the itch page of  this game)

turret knight is basically impossible because parrying doesnt regen health like base game.. his attacks literally disintegrate your hp and it takes the force of 10 suns to heal one hp from him so you're just stuck with 12 hp and die

im begging you make parrying regen health for my sanity

looks like brain rot pvz mods have given people skill isues

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i'm literally an ultrakill pro dawg, stfu. i played that mod ONCE!!
100% ultrakill for me rq and install grammarly THEN we'll talk

lemme add on a bit more.. EVERY boss is like this. they do too much damage, and healing is SO much harder. doing cerberus fist-only in ultrakill is 10x easier than doing cerberus in this game with the full loadout.

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you tried getting good?
(deleted image because i did ass)

okay in hindsight that time and style was ass im not letting that slide

stuck on the menu screen, can't press any of the buttons, are you supposed to use mouse bc it aint workin

This is a bug with controller input, Mouse cursor won't appear if you have any controllers plugged in, so make sure to unplug any controllers while on the menu. 

Doesn't let me open the game anymore.

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EDIT: the new version 0.31 fixes this issue and is available above.

I'll work on fixing this for next patch, if you want to fix this now you could go to localappdata find RETROKILL folder and delete the options file - that should fix this issue. 

There is a little thing that i see in 0-1 but i can't enter it :(

how do you get to m-1 and m-2 i dont get it

Imagine if you could play the full game if you insert the .exe into the game to prove that you own the full game

i think my game files corrupted
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holy shit

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sonic.exe ass place

SONIC.EXE?! LIKE, AS IN, ULTRAKILL.EXE DOWNLOADABLE ON STEAM?!

WHAT!?!?!?

I need help, every time i try to open the game the window appears to be too small, and I'm unable to open the settings or hit the play button. I have tried installing the game both through ZIP and EXE but the result is the same. How can i fix this?

Id try ALT+ENTER to try change the screen size, otherwise I'll work on fixing this for next release!

same issue but cant select anything

As of the most recent update (1.0) this problem should be fixed. You can toggle fullscreen with F12, or just change the screen size manually.

As of the most recent update (1.0) this problem should be fixed. You can toggle fullscreen with F12, or just change the screen size manually.

The game is good but the Turret Knight is really hard especially to new players and i play the original game and beated every level and it was more easy to complete that the Turret Knight

Good concept bad executation

Deleted post

i beat the game multiple times, p-ranked prelude and act 1, p-ranked P-1, and i still got my ass handed to by turret knight

i think i have skill issue

nice

Can you make a mobile version? ;)

no, go fuck yourself and buy a computer

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give us the right to use the nailgun

Why virustotal and windows security system says that there's a some trojan virus?

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2 out of 62 anti-viruses think it's a virus.

Pretty sure that's a false positive.

Alright, thanks!

give linux build

just use wine, dawg
works perfectly fine for me

i like this death screen :^)

windows says its a virus

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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 :^)

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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!

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new ultrakill must die teaser looking great

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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

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the demos based on gamemaker not unity

Same

Deleted post
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:D

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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

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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)

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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!

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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!

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