Ramo

A 2D platformer set in Sarajevo in spring 1992, where the level select is a teletext screen.
Built alone, from idea to release. Ramo, an underdog from Alipašino Polje, fights his way across the city through five episodes and a final level, with melee and pistol combat, wartime hazards and a boss fight.
- Status
- Released
- Role
- Solo developer
- Timeline
- 2023 to 2024, released on itch.io
- Platforms
- Windows and browser, in English and Bosnian
RESULTS
SCREENSHOTS AND VIDEO 200




110The ideaWhat it is and why
Ramo takes the classic side-scrolling platformer and puts it somewhere games rarely go: Sarajevo in 1992. The city is the level design. Enemies, hazards and even health pickups (a burek) come from local life of that time, and the menus are styled as the teletext pages and TV remote people used then.
Built alone, from idea to release. Ramo, an underdog from Alipašino Polje, fights his way across the city through five episodes and a final level, with melee and pistol combat, wartime hazards and a boss fight.
125What I built6 parts
- Player controller with running, jumping, crouching, ladder climbing, melee attacks and a pistol pickup with projectiles.
- Melee and ranged enemy types with patrol and chase behaviour, enemy respawning and floating health bars.
- A boss that flies along curved routes and fires at the player.
- Hazards built for the setting: mines, barbed wire, live electrical boxes, syringes, sniper fire and falling bombs.
- Checkpoints, respawning, keys and doors, dialogue triggers with typed-out text and sound.
- Parallax backgrounds, music and sound settings, and a teletext-style episode menu driven by an on-screen TV remote.
Stack: Unity, C#
140How it works2 diagrams
Game structure
Gameplay systems
155What I learned shipping itA closer look
Ramo was my first complete game, which meant doing everything a release needs: level design, balancing, menus, audio, builds for two platforms and fixing what players reported after launch (the last update was a round of bug fixes and changes based on feedback). It also became my high school graduation project, a 25-page write-up of the development process from start to finish.





