P100VHTWed 15.04.9218:42:07
TELETEKSTRAMO 100

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

C# scripts64
lines of game code3,400+
levels: five episodes and a final6
plays and downloads800+

SCREENSHOTS AND VIDEO 200

Official trailer
Speedrun of the full game
The episode menu, styled as a 1990s teletext page
The episode select, styled as a teletext page.
Ramo climbing a ladder between apartment blocks, with health hearts and ammo in the corner
Climbing between apartment blocks. Hearts show health, the top right shows ammo.
A fight inside a Sarajevo tram
A level set inside a tram.
A street level with a police car and armed enemies
Street combat: melee and pistol enemies.
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

Main menuTeletext pageon-screen TV remoteEp. 1Ep. 2Ep. 3Ep. 4Ep. 5FinalbossInside every levelCheckpoints and respawn, keys that open doors, NPC dialogue,melee and ranged enemies, and hazards from the setting.
Five episodes and a final level, picked from a teletext menu.

Gameplay systems

Ramoplayer controllerMovementRun, jump, crouchLadder climbingCombatMelee attacks, pistol pickupHealth, burek pickupsWorldMelee and ranged enemiesBoss on curved flight pathsMines, wire, electricity, snipersFlow and presentationCheckpoints, keys, doorsDialogue, parallax, audioTeletext menu, settings
How the player connects to the rest of the game.
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.