such a challenging game but it was FUN!
The art and music were so well done!!
Criteria | Rank | Score* | Raw Score |
Presentation | #6 | 4.205 | 4.205 |
Overall | #21 | 3.447 | 3.447 |
Fun | #24 | 3.295 | 3.295 |
Originality | #63 | 2.841 | 2.841 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Wow, that was hard, but really fun! I didn't manage to beat him yet, but I might come back to this game in the future. Love the graphics!
Really good game ! I love the gameplay and difficulty and the pixel art is gorgeous :) (seeing the inspiration, it's not a huge surprise that I like it)
Just a frustrating point : I think you should start the fight after the player presses a key. It allows to breath between tries. It might reduce the frustration of not having time to focus on the challenging fight incoming.
A very solid submission. It has great aesthetics and well-implemented combat. Here are some suggestions:
A bit off-topic, but using juicy GIFs for the game's banner was a very smart move - that was what made me want to try it.
All in all, amazing job! I wanted to make some samurai game with similar combat for so long, and now I see a very good example! Get in my list of notable projects ;)
Enemies s hitboxes were designed slightly bigger than the player, the purpose is challenge player to parry first, close the gap and hit after. The dash is useful once you got the trick. You can kill all bosses with no damage using the dash. ( parry, hit and run) If you tried to hit twice or more, you definitely getting hit while dashing out.
Blood particles was in the OG game. I didnt add it cuz I m new to Godot and not knowing how to use the particle effect. I will try implementing it later.
Glad you like it. Love to see your samurai game in the future! :D
One of my favorite game at the moment.
Can reaaly feel the Sekiro's vibes in here. But I can understand that this kind of game is not for everyone.
Fun duel, and I really feel the rythm instored by the enemy between counters and attacks.
I found taht the range of the player is a little short. I have the impression that the sword hitbox is smaller that the sprite, so i found myself in situation where I saw the blade in the enemy whithout registering a hit.
Just checked the hitbox, it fits the animation. The problem is the hurt box of the boss some times the animation of the boss moved few pixels forward. Gonna fix that later, I m using a stupid method (moving the boss s position frame by frame) I m new to game dev for a month. If you do know some better method to move the boss in attack animation. Plz tell meeeee!
Appreciate your love of the game :D
TOOOOOOOOOOOOOOO HARD I don't know what I was doing but damn was that beautiful and more fun than any AAA title ever. Like that was so good, granted, no clue in the world what I was doing but the sounds, the colors, everything else was amazing!
I love the samurai duel theme. I also have an idea for a 2d samurai action game(not for the gamejam). The game is crazy diffiicult at least for me or i didn't get the game. I could only killed the first guy by making him dash down the ledge, it doesn't work for the 2nd guy. I can't hit the enemy after i parry their blow. Is there somekind of parry and riposte mechanic?
I managed to kill the 1st enemy. Enemy's sword range is also higher than mine, so i need to get closer after i parry. It needs a lot of practice to figure out the game. It's really old school. I hope you will turn this into a full game in the future. I want to play a 2d action game set in Feudal Japan
I really enjoyed the game. It has a really nice rhythm, and with every try i found myself getting more into it until i could beat the samurai. I did not mind the controls, actually I quite like them. Really nice game!
I think my biggest problem with the game is that is that I want to like it because it's so juicy and satisfying to play, but I'm also frustrated with the controls. In my opinion, the rules say that the dash button is there to make it easier but I ultimately found it useless. It kind of reminds me of the back dash from Castlevania Sotn because I never used that button for anything combat related.
If I could pass through enemies or projectiles and if I could just travel a bit further with it, I may have been encouraged to use it more. The parry window is crazy narrow.
The dash button does not exist originally, I was hoping it may encourage player to move around and keep distance from the boss so the player can rest for a while. If not, the boss will just keep attacking you.
I have tried to make the dash allows you to pass through enemies but the problem is you would be able to attack the boss for 4 or 5 times while the boss is attacking the other way. The parry window is around 0.3 sec.
Beautiful game and fitting soundtrack and effects. Impossibly hard and let down by it's controls. My initial reaction to the charging opponent was to jump, a movement which doesn't exist. The parry move only lasts for a split second meaning it has to be perfectly timed giving no leniency for mistakes. I see no reason why you shouldn't be able to hold the parry button down indefinitely and it stop once you've parried once. The opponent attacks non stop, even after being parried, giving no room for the player to counter attack. The opponent also has an unfair advantage being able to pass through the player when the player can't pass through him.
Overall needs some polish to mechanics and gameplay but very well executed nonetheless
Actually, there are stun or tired state for all enemies. I did think about making the parry to be holdable, but it seems player will just hold the parry button nonstop. I m not sure how other players will react to this function but I think some players might just stand still and hold parry for the game. But you do have a point there, I m still struggling how the parry mechanics should be, I want players to get some sekiro feel in the game. Also, I think a parry should be a short gap button but not like "Defence " or "Shield" a hold button.
The opponent being able to pass through players is designed with the purpose player need to adjust their stance ( which way you are facing) It challenges player to combo correct move key and parry key in order to sucessfully parry attacks.
Anyway, Thx for commenting my game. It sure gives me some thoughts on how different players approach this game. Definitely going to make changes to the game. THank you :D
Beautiful graphics and animations :D What was the AI part? the enemy tactics? beacause it's really difficult ^^
The animation of the enemies looks super duper cool, the art looks amazing, the AI looks proper. But it's really hard to win. I litterally won the first level by the enemy falling off the stage so that was more an accident than a win imo. I think having the block attack be a hold button would work better to create a more friendly play. The player feedback in the animation of the enemies goes a bit fast while looking pretty. (when to expect what) The enemies do all sorts of crazy tricks, I wanna jump like that as well when I slice their heads off with a sharpened blade. That should sum up how much I adore the art while still being mad that I couldn't win.
hmmmm, it seems everyone would like a holdable parry button for the game. I might add that as an adjustable option in the next update.
Appreciated you love the pixel art I drawn. I would say the animation took me most of the time, cuz it need some recognizable posture for player to read the attacks.
There was a jump button in the original game, but that seems player will get undamageable cuz the AI cant hit you (level1 and level3 bosses hav not air attack)
I believed someone made a gameplay on Youtube, you may find it in the comment section
Big thx for playing my game :D
Really satisfying combat, Im sure with more time I'd get a lot better at it but I was quite slow to pick up on the pacing. It would have been nice to have something easier to practice on initially as I felt I was thrown a bit in the deep end - but overall, really nice stuff
The game looks and feels amazing, but was way too difficult for me. I also don't get the connection with the theme.
Ooooh, a challenging boss fight. It always gets my ADHD going wild.
The fight was not fair in anyway or shape; but great job on fluid animations and indicators. It looks like the early stages of a cool boss fight!
Great job!
The art and animation is beautiful. I'm not a fighting game person, but I found it way too hard, I was only able to defeat one of the enemies on level 3. I'd take an easy difficulty with a much wider parry window. I did enjoy slashing the corpse of the one guy I finally beat, though :D
I loooooooove the animation and how polished the play mechanics are!! I liked tricking the ai to charge off the cliff! xD Really fun and juicy game!! Amazing work! :D
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