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A jam submission

Shiro demoView game page

Submitted by Game Dynasty — 12 hours, 51 minutes before the deadline
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Shiro demo's itch.io page

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Comments

Submitted (1 edit)

I played as far as the first green enemy. Here's some feedback:

  • Movement is extremely slow, feels like the entire game is in slowmo. Your motions don't flow at all; 2s for every jump landing, and similar interruptions after other actions.
  • Tutorial text is cut offscreen.
  • Blue enemies seem like they'd still hurt you once stuck in the ground.
  • Purple enemies seem rather simple compared to everything else, but I assume they could be placeholder.
  • Attempting to jump while sticking to the base of a wall doesn't work properly.
  • The air-jump thingies look a bit out of place to me, and have a lot of effects to them. Would work better if they were just some sort of simple notch, in my opinion.
  • Green enemy is absolutely terrible. Once spawned, if you die, he'll keep attacking you when you're trying to get up the ledge again, sometimes making it impossible to get up before getting hit. But on top of that, both him and his attacks are all going behind the bush, which just makes it unplayable.
  • I think the smoke particles for the jump shouldn't spin. I generally don't like rotated pixelart much in videogames, but some of it can be okay I guess (falling bamboo). This one however spins really fast and seemed unnecessary.

By the way, both asset links in your game page link to the first.

Aside from those issues it works well and I'm looking forward to future updates.

Submitted

Jumping too unresponsive, not my kind of game. Good luck friend.

(1 edit) (+1)

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Submitted

Cute platforming with good style. I think the controls could use some tuning, especially the wall jumps (don't immediately cling to the wall if I jump from the ground by a wall) and the "dash" symbols (maybe don't require me to press space to get into them, only activate/shoot away). The end lag for landing and attacks was also a bit much but that's just my preference. I want to see more!

When I see platformers that look way better than mine I get jelly, and right now I'm jelly. I'm going to be repeating some of the comments already here, but:
- can't see tutorial text that's off-screen
- jumping doesn't work properly when hugging walls, and there's really a certain time frame where you can press jump to wall jump, which is annoying
- hitting the mizu character doesn't work reliably - sometimes it will ignore my input, sometimes it will send me in the wrong direction
- mizu characters seem to carry over my momentum (so if I'm moving right, and I press Space + Up, I'll move to top right) which I didn't want a certain points when I had to do chained jumps
- every minute I'll think "am I pressing the wrong button?" and it turns out no, the game just eats my input and does nothing
- when I was playing around with the movement, it was stiff like people said but I thought it was OK if the game was combat based and you didn't want it to be a button spam game. But it turned out to be a platforming game with a few combat elements.

I'd put as much love into the controls as you did to the art if you're building a platformer. This game looks very promising though, good job!

Submitted

-Beautiful graphics with nice level design and a potentially great game.

-Sounds are good.

-The music feels friendly and well done... although as a personal opinion I'd like it to be less perfectly safe. It's a level 1, but you're facing skeletons and man-eating plants, after all. If you can, add a bit more personality to it, so that whenever a player hears it again they will immediately think about this game/level.

-Controls are nice and the character is fun to move around with her diverse moveset. However, movement  (especially landing, rolling and attacking) is not fluid at all and it feels heavier than a dark souls game. It didn't bother me much at first, but as the game progressed it got really annoying.

-Some of the tutorial letters at the beginning are a bit hard to see. because they float slightly off camera. They CAN be read, but I recommend fixing it.

-Overall this game felt me of a mix between Celeste and Dark Souls, which is a daring and brilliant idea... but I think your game would greatly benefit from a faster combat and jumping. Less delay between actions will make the player feel less frustrated when he dies and will make the game faster in many ways.  Games like Celeste or Super Meat Boy have you die thousands of times, but because you're immediately trying again and  they require all your focus you don't mind that much.

Oh, and don't let the criticism discourage you, I'm pretty sure you have all the ingredients for a  big hit and definitely it's a game I'd buy. But make it more fluid and immediate!

Submitted

Heyo, playing this.

- WASD default for a game like this? Whew, that's gross. I could live with it if there was dynamic remapping but there's not. That's just my opinion though.

-Jumping is incredibly still with way too much of a focus on animation.

-Attempting to wall jump at the base of the wall doesn't really work.

-The character feels incredibly heavy, jump-wise. You could use some variable jump heights instead of a fixed jump height. I never feel like I'm in control of my jump.

-Landing eating all of your momentum and disallowing you to jump again feels awful.

-You have issues with tiles sometimes showing the space between them as they're not pixel perfect.

-The swordplay feels really stiff, also due to too much of a focus on animation. Could use some recovery cancelling.

Overall it's cute, and I can see it being a pretty good game if you iron out the gameplay. The default control mappings are really bad (imo), and the gameplay is extremely stiff due to focusing too much on animation, but these are all things you can fix. Keep up the progress!

Submitted

I noticed some graphical glitches with some white lines flashing on the screen. Not sure what causes that.

The tutorial messages were a bit offscreen.

Theres this part where the tutorial says that you have to hold jump to cling to characters and your supposed to double jump a wall so that got me confused for a while. Eventually I realized you had to jump on the wall and then immediately press jump again to do a walljump. Maybe consider changing the tutorial message.

I got stuck for a while in the section where you need to do three jumps using the booster pads, I could do the first two easily but timing the third was a bit rough. Then I got to the part where you need to chain 5 of them and I had to give up after about what seemed to be at the very least 50 tries, very frustrating.

The combat is fun and I wish I had seen more of it. I think it's interesting to have this weight to the animations and I think it works well with the combat and general design of the game, although it takes a while getting used to it. The platforming was good too and using the booster pads to complete the platforming sections was pretty satisfying but chaining them together is just not fun for me. The artstyle is pretty good.

Overall a really good game that's very promising but with one little flaw that ruined it for me, sadly as I really enjoyed most of it.