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A jam submission

NinjaGameView game page

Submitted by bdelycleon — 2 days, 18 hours before the deadline
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NinjaGame's itch.io page

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Comments

Submitted

Cool game, get very laggy though and eventually crashed when I tried to pick up an arrow. Might have had something to do with picking up an arrow while standing on a sword? I got pretty good at the bow and just went around headshotting enemies. I found that I didn't stand much of a chance with the sword, so I went archer only.

Submitted

Fun game, the interactions already implemented make me excited to see what you come up with next. I  think it would be nice to start with a mission briefing and or a map to help motivate the player. 

(+1)

Desperately needs sprinting, movement should be expanded

Game is cool but needs a lot more work

i love the single action revolver, very fun

Submitted(+1)

extremely impressive. i'm a big fan of stealth games, so being able to kill enemies silently in one hit with an arrow headshot is extremely satisfying to me.

no complaints from what i have seen, keep it up

Submitted

Played it for about an hour, although I'd seen a lot of it on stream.

This game is super rad. I haven't quite managed to ghost it yet, but I did manage to beat it with no weapons and items, which was a lot of fun.

Unarmed combat  focusing on drop kicks and grappling to get the advantage is a ton of fun, although you probably shouldn't be able to block swords unarmed so easily. Maybe make it timing-based?

The damage also feels a little high for your punches. Like what even is the point of swords right now?

I also think a finisher move that works like the stealth kill on downed enemies would make a lot of sense. Maybe a falling execution if you drop on to an enemy with a sword as well? 

Guns and the invisibility scrolls are exactly as OP as they should be. They're great fun to play around with. A more balanced version of a gun might be a single-shot pistol that's very slow to reload?

I'd like a faster movement option with the levels being so big. A sprint would also let you add a slide into crouch, which would be a lot of fun when trying to stealth fast and could also double as a sliding tackle for combat.

Another movement option I'd like to see is descending to a ledge hang from crouched. That'd make getting down from tall places a lot less janky.

I had some slowdown in enemy-heavy areas.

Overall, great/10 

Developer

I'm glad someone found one of the scrolls. There was one in the last demo, but I don't think anybody found it.

A sliding tackle would be pretty sick... That's probably the most convincing argument in favour of adding a sprint.

There are some good ideas here that I'd love to try out, but I think I need to improve the QOL and performance first. Thanks!

Submitted

I found two of the scrolls, actually - one hidden atop the tree next to the starting area, the other in the open space in the middle of the starting building. How many are there?


I also watched more of the game on stream and realized I'd encountered a bug when I played - after killing the two targets, I left the town and went back to the start but never triggered the end sequence and figured there wasn't one. I can't remember the exact route I took, unfortunately.

Developer

The escape colliders form a pretty long, narrow rectangle, so it's much faster to escape sideways than by going backwards. I think the escape sequence needs some work, since a lot of people will have killed everyone, and it's not very exiting to backtrack.

Submitted(+1)

I didn't know how much I needed to see samurais slip on banana peels until I played this game, thank you. I love the art style and animations too, they're great. Took a bit of time to learn the controls, felt like a lot to take in at once. Managed to reach a shogun looking dude with a gun but I got wrecked by the samurais. I should probably try a stealthier approach instead of charging straight in next time. 

Submitted(+1)

Game is really fun, even if a bit rough at times. Archery is really satisfying when you get a good heatshot, though trying to get arrows back or from enemies can be clunky at times.

Wish there was a short sprint or a limited dash, as dodge doesn't seem to move you a lot. The framerate been also kept getting worse to the point of being unplayable for me unfortunately as I got closer to the castle every time.

Submitted (1 edit)

That was a really good game.

Really liked the style, but smoke looks too good and clashes with other stuff in comparison.
I liked minimal use of UI, I don't want to always know that the enemy sees me or going to check my place.

Item controls are clunky,  it was irritating to swap all items around. (but I found that you draw last weapon that you held, so it's not that bad)

The whole map was fine, found only items in armoury and village.
The village section has all items too close to each other, other parts felt too empty because of that.
1v1 are too easy right now, attacks don't consume stamina, so you can just combo a little bit better and sword-enemy AI can't find an opening.
Would love to move bodies, but it made each kill more punishing and made me scout for more guards.
Would love to move more quickly, walking feels too slow.

Game doesn't like alt+tab, character locks themselves in blocking pose.
The castle was fine, but in the end when I alerted last 3 on top, performance tanked hard, settings change didn't helped.
Glow on items moves with camera, because of that they flash a bit

Wasn't able to check coop, but used two characters either way)
Really enjoyed, would love to see how it will change in the future.
nvm couldn't grab onto a tree 0/10


Developer(+1)

Thanks for the feedback! Moving bodies and better item swapping is on the list, but I really need to work on performance next lol.

Submitted (2 edits)

Maybe it’s because I’m running on 144Hz but the character animations are super-jerky, as if they’re not always interpolated.

The first character’s outfit is whack, like she grew up in Omikron. I left the second one in the starting room so I could check the controls.

I assume walking alerts guards right? Crouching makes you way too slow so for KB+M players it really needs a walk button. Sprinting would be useful too.

Performance in the castle area is pretty bad, quite smooth further away.

The neck snap is super-powerful, but I kept only drawing in one dude at a time so I imagine it’s not so great if a bunch of them see me.

I got hit with an arrow partway through and had it sticking out of me for the rest of the playthrough, any chance we could have a painful animation to pull them out? Probably at the cost of doing yet more damage?

Pressing E while crouched makes you cut yourself? The controls in general are a bit muddled, a lot of modal stuff like MGSV. I could probably get used to it but it makes the first playthrough somewhat clumsy as you fumble with doing the right combination of keys to draw the katana when a guard is already approaching you.

I got killed while in the menu because Escape doesn’t cancel back out of it ):<

Really need a good grass texture, everything else is good but the flat pale green doesn’t really work, it needs just a little more… well, texture.

This pretty solid, I definitely got sucked into it.

EDIT: I ran with proton 7 and it worked fine on Linux, you could probably do a Linux export no problems. Does Godot let you change the splash screen background? I don’t think I’ve seen it in red before, I’ve never used it.

EDIT2: Needs some soothing music, I put on some zen meditation mix from youtube to get the mood right.

Developer(+1)

You actually can pull out the arrows with E, but only if they're within interaction range, which is a sphere slightly in front of you. When you crouch, it brings your body forwards, but the arrows don't always reach it. 

I found the splash background colour option somewhere in the export popup while looking for an optimise button (There is no optimise button).

A linux build would be cool, but I don't have it on my pc. I'll give you my code if you want to try and make one. Or anyone else reading this I don't care.

Thanks for playing.!