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A jam submission

NinjaGameView game page

Submitted by bdelycleon — 2 days, 6 hours before the deadline
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NinjaGame's itch.io page

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Comments

Submitted(+1)

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

Submitted(+1)
  • 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.
Submitted(+1)

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.

(+1)

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. 

Submitted (1 edit) (+1)

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

Submitted(+1)

Bring back spidergame.

Bring BACK spidergame.

Submitted(+1)
  • played with mouse and keyboard
  • pretty functional everything
  • combat works and is fun, even though it seems basic
  • didn't use much of stealth, sneaking (crouching) was boringly slow
  • stepping on spikes takes too long to recover from

Looking forward to its development.

No commentary video.

Submitted (1 edit) (+1)

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.

Submitted(+1)

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.