Interesting game idea, some fundamentals are promising.
You show the controller prompts in game, but not the keyboard ones.
Stealth kill animations would be nice, either from behind or dropping down on people.
Needs some more UI to help with whether or not enemies can actually see you. There's an exclamation mark when they're alerted, but nothing when they're searching.
A very ambitious project honestly. This was a good showing of a prototype though.
Lots of Z-fighting and some of the grass was floating. The grass shader is interesting but needs a bit of work because sometimes grass blades "morph" around the player and it looks weird. Overall solid art style though. I like the texture work.
The dash felt kind of pointless. Maybe if it gave a burst of momentum leading into a run like in Nier: Automata? Just kind of didn't do anything for me. Never used it.
Smoke bombs are OP but I guess they are a limited resource so it's OK.
NPCs don't really do anything after I hit them with a sword combo, they just get immediately get hit by the following attack.
I think other have said it but you can do takedowns on "prone" enemies in the field but not the guys in the castle.
I entered the crawlspace and guards still saw me? Not sure if it's a glitch but usually, a crawlspace would have more shadow and be harder to see things under it so maybe add invisible colliders so guards can't raycast down there.
Speaking of which the AI had a hard time figuring out exactly what to do when they noticed me under the crawlspace, leading me to think it was just a glitch.
Otherwise, the AI is actually pretty advanced. I was impressed they seemingly reacted to cries for help and also investigated bodies.
The ledge climbing was a bit weird since the transform of the character snaps to the "final" place but the animation is doing it halfway. You probably already know of this.
Overall I was pretty impressed. I don't usually play games like this but I had fun with the small amount of time with it.
That kind of games are not my thing but I had the best experience this DD so far.
I wish the scaffolds in buildings would let me actually find alternative paths, but I guess those are only for hiding.
I'm not sure about backstabs, I managed to do a few of those in the grass field but I didn't manage to replicate a one hit take down later.
Footstep sounds work great mechanically and for tension.
Game has dropkick - that means it's good. I didn't use the dodge or blocking (seemed too risky to engage in sword fight directly) too much, instead I dropkicked the shit out of enemies and finished them with a sword. I also only sparingly used items but they were useful for escaping once I got surprised by a second guard. Being able to step on your own caltrops is hilarious. Is there a way to swap between caltrops and smoke bomb?
I didn't engage with all the systems because once I got some progress going I didn't want to risk losing it. Had a lot of fun sneaking, fumbling and having to escape, and bullying the guards with caltrops though.
This was pretty fun! Not much else I can really say this seemingly being a very early build, it just needs some polish in terms of visual and audio stuff really.
Comments
I did not feel very ninja like, but more like a ronin. Anyway, I hope you enjoy my video and find it useful.
DD53 feedback videos:
Demo Day 53 videos of games starting with letters from A – J:
https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA
Demo Day 53 videos of games starting with letters from K – Z:
https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g
Everything is rough, but great attempt so far.
As a fan of tenchu and shinobido(rememeber to play it), I'm hyped.
Random stuf I noted:
- you need to remake the starting room because the camera shit itself too much in tight spaces
- camera is fine in the open (fine not great), but indoors its a real problem that imo needs to be a priorty
- like very much that you have equips on your chara
- I like that you can hide in tall grass
- night time or fog weather should be a priority
- ninja nails are very fun but can be used to stunlock enemies in hurt anim with nail+dropkicks etc
Tenchu is a complex game to remake, so big GL. See you next demo.
A very ambitious project honestly. This was a good showing of a prototype though.
Lots of Z-fighting and some of the grass was floating. The grass shader is interesting but needs a bit of work because sometimes grass blades "morph" around the player and it looks weird. Overall solid art style though. I like the texture work.
The dash felt kind of pointless. Maybe if it gave a burst of momentum leading into a run like in Nier: Automata? Just kind of didn't do anything for me. Never used it.
Smoke bombs are OP but I guess they are a limited resource so it's OK.
NPCs don't really do anything after I hit them with a sword combo, they just get immediately get hit by the following attack.
I think other have said it but you can do takedowns on "prone" enemies in the field but not the guys in the castle.
I entered the crawlspace and guards still saw me? Not sure if it's a glitch but usually, a crawlspace would have more shadow and be harder to see things under it so maybe add invisible colliders so guards can't raycast down there.
Speaking of which the AI had a hard time figuring out exactly what to do when they noticed me under the crawlspace, leading me to think it was just a glitch.
Otherwise, the AI is actually pretty advanced. I was impressed they seemingly reacted to cries for help and also investigated bodies.
The ledge climbing was a bit weird since the transform of the character snaps to the "final" place but the animation is doing it halfway. You probably already know of this.
Overall I was pretty impressed. I don't usually play games like this but I had fun with the small amount of time with it.
That kind of games are not my thing but I had the best experience this DD so far.
I wish the scaffolds in buildings would let me actually find alternative paths, but I guess those are only for hiding.
I'm not sure about backstabs, I managed to do a few of those in the grass field but I didn't manage to replicate a one hit take down later.
Footstep sounds work great mechanically and for tension.
Game has dropkick - that means it's good. I didn't use the dodge or blocking (seemed too risky to engage in sword fight directly) too much, instead I dropkicked the shit out of enemies and finished them with a sword. I also only sparingly used items but they were useful for escaping once I got surprised by a second guard. Being able to step on your own caltrops is hilarious. Is there a way to swap between caltrops and smoke bomb?
I didn't engage with all the systems because once I got some progress going I didn't want to risk losing it. Had a lot of fun sneaking, fumbling and having to escape, and bullying the guards with caltrops though.
>that ending music
Bring back spidergame.
Bring BACK spidergame.
Looking forward to its development.
No commentary video.
Great game! Here's my feedback:
- The characters look great.
- The character movement feels good.
- The mini tutorial house is well done. It's a nice presentation.
- I like that there's no HUD and music (except for the ending lol). It feels very immersive.
- I wish I could cut grass with the sword.
- The z fighting on the castle walls is annoying
- I wish there would be a label on the items to tell which one does what.
- I'm disappointed there's no back entrance to the castle.
- The game really needs an aerial attack move. It would feel great to use when jumping down on an enemy when you're standing on a beam.
Looking forward to the full release.
This was pretty fun! Not much else I can really say this seemingly being a very early build, it just needs some polish in terms of visual and audio stuff really.