I LOVE IT !! DONYTHEPONY !!!
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Samurai: The Next Infernal's itch.io pageComments
This one was a lot of fun, even though it's not the type of game I usually play! The art is absolutely gorgeous, and I can tell how much effort you put in with that. I'll be honest I was definitely not good at the game, as I said it's not the kind I'm used to playing, but it was enjoyable nonetheless! The music was also a very nice touch, and the sound design in general was very satisfying.
Hey I played 31 runs so I guess I like it :), my main focus was getting in the leaderboard my favorite upgrade was the one that reflected the bullets but every time I used it the accuracy would go to almost zero so it wasnt good strat to reach the leaderboad. Good job !
I like the powerups and and artstyle, though I needed to have it in full screen in order to fully appreciate the pixel art. There was a lot of lag when starting from the title screen, at the start of the first run and then in later runs. There is a tendency for lag to occur when taking multiple hits.
I like the little animations that occurs in the character portrait when collecting powerups or taking damage. A possible UI improvement would be to have the enemy health bar always be on-screen, as it would make it easier to determine why the game has ended
I had a minor issue with determining what counts towards the "accuracy" criteria for scoring, as I initially thought that only my sword swipes counted towards it. I was surprised to learn that the reflected attacks counted as my own attack and also counted towards my accuracy. More scoring criteria could cause variation in a player's strategy. For example, time bonus for faster kills; no-hit bonuses; sword-only or reflection only bonuses; No powerup runs (this might not be feasible in the game's current state)
A bullet-hell game with ratcheting difficulty.
It looks great ! Love the powerups and the idea !
The only problem for my laptop was sort of jumpy play, making it too difficult for me.
It’s a really well thought out idea, nicely implemented. The two bigger feedbacks are the differences in sprite scaling and the lag issue on later loops. Second can be solved with some kind of partioning system, and the first just takes time. You clearly had effort into the pixel-art, let it truly shine!
Also, give me a loop number/indicator!
Forgot please look into the sound issue, it was realy loud! :D
Highscore: 260!
Well done! Solid entry!
Sweet: a leaderboard! that was fun. I did find that there was a spot you could cozy up to on the boss and you wouldn't be hit. Good submission!
well done and i love the theme driving it all. nice details inside with the powerups & presentation, and it played great.
and, always +1 in my book for the leaderboard which i’ll be keeping a close eye on:
i do wish it remembered my initials, tho, as i’ll be entering them often.
nice job, DTP :)
At first I found this game a bit frustrating to play, but once I understood more of the mechanics and the boss moves and mannerisms I really got into it! It's actually really fun to mess with the boss's positioning to your advantage and the hit feedback feels really good
The art is well done. First suggestion, the player health is on top of the player head, not above :D
Also, I really feel that the game should be a ranged weapon game, a gun or sort of, not a sword. The point is avoiding the bullets, if you are close to the enemy you basically can't avoid them. You can't really wait, since you have 20 seconds. Or am I missing something?
Anyway, well done!
Thanks for playing 💪
Yeah it is the first thought that the Player should be ranged, but we tried to do something different.
You have some PowerUps like the Mirror of Yata. This PowerUp allows you to redirect the bullets to the enemy. Maybe you can discover some Playstyles with a combination of other pickups.
And yes the GUI and Level Design is for sure not polished :D
Thanks a lot for your Feedback ❤️
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