Risky Rico
A downloadable game for Windows
HEADS UP: This is a broken game that I've never fully fixed since releasing it. It was a just a project to help me learn more about Unity but it's not meant to be played as a finished title. Apologies for any bugs you experience while playing.
Risky Rico is a creepy & cute loot 'n shoot game where you play as a tiny adventurer seeking big treasure hidden in a deep, dark underground cavern.
FEATURES:
- Tense risk-reward gameplay: choose to go deeper in the dungeon to get bigger rewards - but with the chance of losing it all
- Rogulite-style progression: every attempt brings you closer to new powerful abilities
- Fast-paced arcade combat: every shot counts!
- Personalized difficulty options: get bigger rewards for tougher scenarios
- 4 unique abilities to upgrade your fighting power
- 3 spooky levels full of weird freaks
- Fun and silly characters to chat with between rounds of blasting skeletons in the face
- A dog! A big dog!
CONTROLS:
- Move: WASD keys
- Shoot: Arrow Keys
- Swap weapon abilities: Spacebar
- Interact: E key
- Pause: Escape
- Confirm selection: E key
- Cancel/Exit: Spacebar
Status | In development |
Platforms | Windows |
Release date | Jul 03, 2023 |
Author | Michael Monty |
Genre | Shooter |
Made with | Unity |
Tags | 2D, Arcade, Creepy, Cute, Pixel Art, Roguelite, Skeletons, Top down shooter, Unity |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard |
Download
Download
risky-rico-windows.zip 39 MB
Version 10 Aug 07, 2023
Development log
- Patch Notes: 8/6/2023Aug 07, 2023
- Patch Notes: 7/19/2023Jul 20, 2023
- Patch Notes: 7/10/2023Jul 11, 2023
- No updates for this weekend due to a game jamJul 07, 2023
- Patch Notes: 7/6/2023Jul 07, 2023
- Patch Notes: 7/4/2023Jul 05, 2023
Comments
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Made a video
Thanks for checking out the game! This is really cool, never had one of my games on a Lets PLay channel before. It's definitely revealed a lot of bugs (some of which I've fixed now) and just seeing you play it has made me think more about the design as well. It's valuable playtesting feedback while also being entertaining. I'll be sure to check y'all out on youtube
Happy you enjoyed the video and that it could help you improve your game. We've been around for over 8 years so hopefully you find something you enjoy on our channel.
First off, I've been waiting for this release for a while! I'm quite surprised and happy with the direction this game decided to go! It's clear there was a lot of effort and love put into this. The graphics are effective and charming, the music and sound effects match the graphics perfectly, and the core gameplay is very engaging.
I think right now the build is fun, but I think (as a fan of roguelikes) that going down the roguelike path more could be beneficial. Fully proc-gen maps, though with enemy types being locked to different stages (e.g. how Spelunky does it).
I've been getting to stage 3 pretty consistently and there's one thing in particular that's becoming an apparent problem: the upwards direction. When standing in the center of the stages with enemies and when simply traversing around the map, the up direction is being biased against. You can't see as much which means enemies spawning from the top have an advantage, and you also can't see what's in rooms above, making it difficult to adequately scout beforehand. I'm not sure if this is just because of the resolution on the laptop I have on hand right now (1920x1080), but it is a bit of a problem.
I've also only run into a single curse so far (the double fire one), so I haven't really seen the risking/gambling element come into play that much. I think having a random effect appear after each combat room similar to how Riskit has gambling after every wave could work nicely, although I haven't played enough of the game to know if that would be balanced or in line with your vision of the game.
Also I noticed some random bugs.
(Playing on Windows 11 at 1920x1080)
1. Gold/bullets will sometimes randomly despawn after a fight has completed
2. Bullets, especially the arrow ones, will sometimes go through walls. This typically seems to happen at the "door" section of the walls when the doors are closed, but I believe I've seen it happen on arbitrary walls.
3. Not sure if this is a bug or a joke, but on floor 3 the <strikethrough> text </strikethrough> is not striking through the text (attached below)
I'll be playing this more soon; I have an entire day of flights and trains ahead of me, and I'll update as I make progress :)
Thanks for testing it out! I'm grateful for the feedback. You might be the first person who didn't work on the game to actually play it!
There are a ton of problems to solve in this one, not just what you've listed. I'll be fixing everything I can during this week. There's also a lot of missing content that I really want people to see. Hoping to get more of that down the line.
As it stands, even though the game is "released", it's really just the first version of it. I'd like to support and grow this game until it lives up to the vision I had at the start of development. No idea how long that could take, but I'm willing to try.
Thanks for making the game better!