- Added Results Screen
- Removed Champion Items
- Upgrades now have one of four rarities
- Upgrade price is based on rarity
- Mines walls have been redrawn and now have random variations
- Added new Upgrades
- Cue Stick
- Magnet
- Stamina Potion
- Holy Cross
- Backup Buddy
- Festive Potted Plant
- Sheriff's Badge
- Dichromatic Butterfly
- Camouflage Hat
- Turtle Shell
- Backstabber
- Onion Ring
- Cookies
- Hotsauce
- Added new Item - Smoke Bomb
- Renamed / retextured some Upgrades
- Whetstone
- Bouncy Ball
- Mega Rush
- Active Reload -> Reload Gear
- Random Crits -> Shooting Star
- Optimised particle effects
- Loyalty Card now takes effect immediately upon pickup and removal
- Presents can now be found in the shop
- Reworked Homing slightly
- Flame Wheel now shoots one big fireball
- Pop Pop now has a slight delay
- Uzi bullets are a bit slower
- Bomb now deals 4 damage and does not destroy enemy bullets
- Bubbles are faster, but slow down over time
- Added Champion enemies, which drop keys when defeated
- Red - Triple health
- Orange - Triple shot
- Yellow - Shoots twice as often
- Green - Fast bullets
- Blue - Moves every turn
- Indigo - Explosive shots, explodes on death
- Violet - Homing shots
- Pink - Bouncy bullets
- Added Champion items
- Added 4 Upgrades
- Lightning in a Bottle
- Bloody Disc
- The Large Stone
- Random Spread
- Items & Upgrades menus now track your completion
- Added an icon showing your difficulty level to the HUD
- Props can no longer spawn in the way
- Added achievements for each difficulty level
- Low difficulty levels no longer have double ammo, high difficulties have halved ammo
- Kicking no longer deals damage to enemies on high difficulties
- Increased combo meter length
- Added Upgrades
- Ammo Belt
- Slice of Pizza
- Fixed crash when no item is selected when using Lucky Star and Rogue's Dagger
- Fixed softlock when falling into pits
- Added upgrades
- Steel-Toe Boots
- Total Recoil
- Dartboard
- Red Headband
- Compass
- Backpack
- Each upgrade now takes up 1 slot
- You start with 5 slots and gain 1 for each boss defeated
- Reworked Flail item
- Added back Buy and Throw buttons
- Added option to automatically pick up items
- Added Donkey enemy
- You can click and drag upgrades to drop them
- Added difficulty selector [olist]
- Base difficulty
- You take double damage
- Items have 50% less durability
- Enemies can't hurt each other
- Enemy bullets move 50% faster
- There are 50% more enemies
- Upgrades cost double
- Enemies are 50% faster
- You take double damage [/olist]
- Increased the health of most enemies
- Added Bomb Cacto enemy
- Condensed enemy health tooltips
- Increased the charge cost of some items
- Props are more likely to appear in certain levels
- Added 8 new upgrades
- Stun Shots
- Lucky Star
- Arrowhead
- Shotgun Shell
- Whetstone
- Ice Cube
- Rapid Fire
- Hard Hat
- Removed buy and throw buttons
- Walking into a shop item now buys it
- Removed Caltrops
- Replaced money multiplier system with a combo meter
- Added difficulty levels [olist]
- Base difficulty
- You have -2 health and bandages cost +100%
- Items have 50% less durability
- Enemies can't hurt each other
- Enemy bullets move 50% faster [/olist]
- Some walls do not render properly
- Metal crates now give just one item with doubled durability
- Enemies now spawn at random locations, based on their difficulty
- Fixed dynamic light sources emitting light from the wrong position
- Fixed buy button appearing when paused
- Fixed brightness of shadows
It's a big update this week, changing the way you get weapons and adding moonshine - potions that are randomised each run.
- Replaced food items with randomised moonshine
- Updated level editor file format
- Old levels can be converted to the new format by saving them
- Improved item pools
- Enemies no longer drop weapons, instead dropping keys sometimes
- Weapon crates randomly spawn in levels
- Metal crates also spawn and can be unlocked with keys
- Changed level editor visualisation
- Added some more level editor wall textures
- Floor graphics are now drawn one layer at a time, rather than one tile at a time
- Improved lighting
- Fixed graphics buffer corruption
- Improved shader compatibility
- Depth buffers now use rgba8 instead of rgba32f
- Tile height, floor and wall are now chosen separately
- Explosions only destroy walls with 3 or more damage
- Added more walls and floors to the level editor (WIP)
- Greatly improved most food items
- Added new item - Jam on Toast
- Added new item - Spurs
- Added new upgrade - Jam Jar
- Added new enemy - Raven (WIP)
- Added new enemy - Penguin (WIP)
- Explosive attacks no longer deal extra damage on direct hits
- Toggling edit mode now resets the game state fully
- Reworked Flame Wheel - it now shoots fire out in many directions
- Reworked Shield of Legend - it now only blocks attacks when waiting
- Added support for arbitrary floor and wall heights
- Added depth fog effect
- Added support for layered floor tiles
- Added 21 floor tiles to the level editor (WIP)
- Fixed Hover Boots preventing you from exiting levels
- Fixed crash when picking up multiple of the same food item
- Depth shaders now use a higher bit depth
- Keys are no longer stored in the inventory, instead have their own UI and are automatically used
- Added 3 new enemies (WIP)
- Bomb Cacto
- Donkey
- Uzi Pigeon
- Redesigned rocket projectile
- Added new enemies to editor (not done yet)
- Mr. Target
- Wasp
- Thunderbug
- Giant Bald Eagle
- Added Shell animation
- Added animation for falling into pits
- Bosses can sometimes survive falling into pits
- Coins that drop in pits are destroyed
- Falling into a pit no longer replaces it with a floor
- Changed pit lighting
- Added new upgrades
- Antibullets
- Bouncy Ball
- Hamburger
- Shield of Legend
- Changed Lightweight Bullets to reduce bullet size instead of damage
- Added sprite for Split Shot
- Added new items
- Magic Missile
- Ice Blast
- Replaced water graphics with battery
Lots of things have changed this week, with item cooldowns replaced with a new and unique charge system, and 3 hand designed levels.
- Dying/Winning/Exiting the level no longer kicks you out of the level editor
- Opening a custom level now resets the game properly
- Added indestructible walls
- Added 3 new modifiers
- Coins Disappear
- Items & Upgrades Swapped
- Energy Meter
- Replaced inventory graphics
- Altered cooldown/energy cost of some items
- Coins and dropped items now drop into an empty cell if available
- Red Presents give you an upgrade instead of an item
- Improved Bomb to hurt nearby enemies
- Added new upgrade - Water Plus
- Improved enemies peeking around corners
- Changed Chicken behaviour
- Added 3 levels
- Arena
- Armadillo Armada
- Frigid Ridge
- Horse boss and Armadillo boss now walk to stay in line of sight
- Improved edit mode toolboxes
- Hit enemies will immediately become aggressive
- Improved Dog and Armadillo collision
- Added new item - Shell
This week I've been working exclusively on the level editor, so all the changes here pertain to that.
- Decoupled level editor state from game state
- 3D walls and lighting are no longer drawn when editing
- You can pan in edit mode by holding the middle mouse button
- You can zoom in edit mode by holding shift and scrolling
- Added wall texture selector
- Selected object in edit mode is shown on cursor
- Added exit toolbox with exit lock toggle
- You can change the start point of a level by placing Flint
- Added an X button to close toolboxes
- Added 2 new modifiers - Coins on Hit & Real Time Strategy
- Added modifier menu
- Enemies can see you around corners more easily
- Improved menu layouts
- Reworked menus system
- Fixed issue where certain menu buttons could not be selected
- Any menu can be scrolled if it goes offscreen
- Menu buttons now have a wooden background
- Weapons can now be bought from the shop again
- Added Lightning Bolt weapon
- Improved pause menu to have the same functionality as the main menu
- Flail now has range of 1 tile instead of 2
- Edit mode menu is now split into toolboxes
- You can place items and upgrades in edit mode
- Menus have a background instead of darkening the game screen
- Increased Throwing Knife amount to 10, and changed its spread
- 5 more upgrades stack - Cactus Thorns, Heavy Weapons, Loyalty Card, Pitcher's Mitt, Pop Pop
- Increased range of Whip to 4 tiles
- Press Z to toggle infinite ammo mode
This week I've been working on replays. Replays allow you to play back a completed run, or continue a run where you left off. Previously, there were some bugs causing replays to get out of sync or not work at all, which I have now fixed.
- Fixed replay desync caused by enemy behaviours
- Increased upgrade costs
- Added buttons to control replay speed
- Introduced turbo mode when continuing a run - this further increases the speed of the replay and removes slowdown from visual and sound effects
- Redesigned replays menu
- Replays can only be played from the menu if they are from the current version of the game
- Selected item now has a gold border
- Items can only be stacked up to their original stack size
This week I've been redoing all the particle effects with new, hand animated graphics, which you can see here. There's also a new weapon and 8 new upgrades!
- Replaced all particle effects with new animated sprites
- Heavily optimised facing angle calculation and light map calculation
- Fixed wall rendering misalignment on some devices
- Added more unique bullet sprites
- All thrown items now travel 4 tiles
- Added Throwing Knife
- Added upgrades
- Double Barrels
- Extra Gunpowder
- Heavy Weapons
- Hover Boots
- Block Breaker
- Magic Mushroom
- Micro Mushroom
- Cactus Thorns
- Added bones
- You start with 5
- Bosses drop 2 bones when defeated
- Upgrades now cost bones to equip
- You can unequip upgrades
- Every 5th enemy drops a weapon
- Reduced inventory size from 6 to 4
- Upgrades are now proportional to weapon stats
- Damage can be dealt in increments of a quarter of a heart
- Added more bullet sprite variations
- Removed Splash Screen
- Added sound effect for breaking a weapon
- Flamethrower projectile lasts longer
- Added upgrades
- Glass Cannon
- Health Plus
- Random Crits
- Speed Plus
- Rocket Boots
- Lightweight Bullets
- Fireworks
- Rogue's Dagger
- Added sprites for existing upgrades
- Heavy Bullets
- Pitcher's Mitt
- Smart Bullets
- Big Bullets
- Rubber Bullets
- Eightfold Steel
- Firestep
- Loyalty Card
- Renamed items
- Damage Up -> Damage Plus
- Shot Speed Up -> Shot Speed Plus
- Bubble -> Bubble Wand
Finally, I've added upgrades (passive items) to my roguelike! So far, there are 24 of them, and I made a quick little video showing what happens when you have (almost) all of them. I'm aiming to have at least 100 of these upgrades in the game, each with upsides and downsides. The plan is to replace all shop items with upgrades - so weapons will instead be acquired by killing enemies and finding weapons strewn about the level. You will have however many points to spend on equipping them, costing more for stronger upgrades, and you'll probably get more of these points by defeating bosses. Another feature I want to include is changing the order of your upgrades, which will be evaluated from left to right, though this will require a menu in my otherwise non-modal game! Next week, I plan to add more upgrades and maybe start on making more interesting bullet patterns for bosses, like bullets that curve or split. If you want to get involved, I've also made a suggestion form for the game.
This update is only available on the experimental branch. Changelog
- Removed DPI scaling on devices that have it
- Reduced cumulative floating point error in shaders
- Shaders now use the highest precision floating point format available
- Added passive items (Press the corresponding number key to toggle each one) [olist]
- Damage Up - Increases the damage of all your attacks by 1.
- Sharpshooter - Decreases your damage by 1, Your bullets increase in damage by 1 each turn.
- Firestep - Leave a circle of fire each time you move.
- Active Reload - Increases cooldown times by 1, Each time you hit an enemy, your cooldown is reduced by 2. [/olist]
- Added onscreen Buy and Wait buttons
- Added Achievements menu
- Added Items menu - currently shows all items in the game
- Removed almost all button prompts as they are no longer needed
- Replaced cylinder inventory with a simpler, linear inventory
- Starting item is now selected by walking over the desired item
- Swapped move and use item buttons
Rootin' Tootin' Lootin' & Shootin' is OUT NOW in Early Access!!! The game features a new area and a level editor, with more updates to come soon, such as passive items, new level generation and more!
Additions
- Level Editor
- Replays
- Attack Animations
- Achievements
- 9 New Enemies
- Cacto
- Zombkitty
- Fox
- Frog
- Bubble Frog
- Fire Frog
- Squiwhirl
- Bald Eagle
- Swamp Hag
- 3 New Items
- Sawn-Off Shotgun
- Uzi
- Flail
- Tooltips for enemies
- Tooltips for inventory items
- Tooltips display item cooldown and quantity
Removals
- Raccoon
Major Changes
- Coins now have a decreasing multiplier instead of disappearing
- Reworked Bubble item
- Reworked Stealing
- Bullets start 0.5 tiles ahead
- Changed bullet invincibility logic
- Fire is now circular rather than tile based
Minor Changes
- Implemented depth buffer
- Improved kicking
- Directional cursor
- Flint faces in the direction you aim
- Your selected item is shown being held by Flint
- Improved held inputs
- Camera now moves smoothly
- Throwing an item throws the whole stack, rather than just one
- Modular entity files are now supported
- Improved controller support for menus
- UI Elements shake for additional feedback
Known Issues
- There may be occasional lag spikes
- Some replays may desync
I'm kicking off Steam Next Fest with a brand new trailer for my roguelike! [previewyoutube=CaLyeGI8AXg;full][/previewyoutube] I'm happy to announce that my roguelike, Rootin' Tootin' Lootin' & Shootin' is coming to Steam Early Access on April 12th! While you wait, check out the new demo! You can even play it in your browser!
As part of Steam Next Fest, I'm releasing a new demo for Rootin' Tootin' Lootin' & Shootin'. I've decided to release it early, since it's ready. Enjoy!
Additions
- Added Items - Bubble, Rapier, Net, Banana Peel
- Added Ambient Occlusion
- Added Dynamic Lighting
- Added Tooltips
Removals
- Removed Combo
Major Changes
- All items share a cooldown
- Coins now disappear after 4 turns
- Changed Tick Boxes into On/Off Switches
- Melee attacks can hit multiple enemies
- Flames now take up a tile each
- The Whip is now a melee weapon
- The Lasso more quickly and reliably pulls enemies towards you
- Cheese now collects all money on the floor
- Coffee now instantly ends your cooldown
- Reworked Trickshot Gun - Bullet damage now increases for each bounce
- Reworked Gatling Gun - You can ignore its cooldown by firing on consecutive turns
- Buffs now work with thrown items
- Enemies no longer walk into pits
Minor Changes
- Shops are guaranteed to have at least one gun
- Enemies can no longer pick up items off the ground
- Fixed crash when a controller is disconnected
- When you hover over a button, instead of showing an arrow pointing to it, the button gets taller
- The Splash Screen and Logo are higher resolution
- Multiple wall textures in the same level are now supported
- Enemies now show where they will attack before they attack
- Bullets use one rotated sprite instead of 8 directional sprites
- Stones drop for every 6 walls destroyed instead of at random
Changelog
Additions
- You can kick things by walking into them
- Added 2 new enemies - Cardinal and Coyote
- Buttons can be held to repeat their effect
- You can wait a turn by pressing space
- You can now pick up free items using the buy button
- Added animation framework
- A checkerboard pattern has been added to the floor
Removals
- You can no longer punch
- Removed some enemy variants
- Entities are no longer affected by friction
Major Changes
- Any damage to enemies (not just damage you deal) will increase the combo multiplier
- Enemies can no longer see through each other
- Character colliders all have a diameter of 1 tile
- Rooms can now connect at corners
- Presents give one item, instead of lots of single-use items
- All monetary values have been multiplied by 100
- Increased Dynamite explosion radius
- Dynamite bundle now throws spread of 3 dynamite sticks
- All enemies have new graphics
- Item costs increase as you progress
Minor Changes
- Improved hit stop
- Tickrate has been quartered
- Projectiles use simplified collision detection against tiles
- Fixed rocks becoming invisible when they should be destroyed
- Improved tile drawing efficiency
- Drastically simplified and optimised level generation
- Restructured enemy files
- Restructured font files
- Gibs get launched into the air
- Fixed overlapping signs
- Rug no longer disappears when resolution changes
- The shopkeeper looks at you
- Hearts shake more the fewer you have
- Text entities darken properly when in options menu
- Fixed a spelling mistake
I have been hard at work on Rootin' Tootin' Lootin' & Shootin' over the past couple of months, and finally have a new demo ready! There are a few big changes, but also lots of quality of life features to make the game easier to learn for new players. If you are enjoying the demo, please, don't forget to Wishlist the game!
Changelog
Additions
- 5 new enemies
- You can choose from 6 starting items
- You can fall into pits
- You can click the inventory to select items
- You now have 4 hearts of health and cannot store bandages
- Onboarding button prompts
- Settings with arrow buttons have been replaced with sliders
- Food items tell you what they do
Removals
- Removed grab/throw button
Major Changes
- Enemies are now randomly chosen based on a difficulty scoring system
- Bandages restock
- Items in the shop can no longer be damaged
- Items can be picked up by walking over them
- Settings save automatically
Minor Changes
- Improved enemy pathfinding
- Reduced record file sizes
- Adjusted item prices
- Improved button prompts
- Settings can be reset without restarting the game
Rootin' Tootin' Lootin' & Shootin'
Raspberry Jam
Raspberry Jam
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 27
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
http://raspberryjam.co.uk
https://store.steampowered.com/app/2372450 
[0 B]
Rootin' Tootin' Lootin' & Shootin' is a unique fusion of the traditional turn-based roguelike and twin-stick shooters.
As a lone wanderer in the desert you seek to uncover the lost city of gold.
On your treacherous journey you must pit your wits against cunning enemies to venture deeper into the caves.
The game features staples of the roguelike genre - permadeath, procedural generation and turn-based combat.
However, it also has aspects of shoot 'em ups - deadly bullet patterns and dodging.
- Dodge any attack
With an an emphasis on positioning and dodging bullets, combat is unlike anything you'll find in other roguelikes. - Money, money, money
Build up a combo by hitting enemies and get massive amounts of money - Then spend that money on new weapons and upgrades. - Play at your own pace
Anyone can play, thanks to simple turn-based controls that let you take your time, or speed through as fast as you like. - Pick up and play
Autosaving and short run lengths make it ideal to play at any time, anywhere.
https://store.steampowered.com/app/2372450?utm_source=steam
- Memory: 512 MB RAM
- Graphics: OpenGL 2.1+ compatible card
- Storage: 100 MB available space
[ 5951 ]
[ 3198 ]