Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Geisha Gaiden - Samurai Game Jam 2024View game page

Submitted by filethirteen, rokugin, Bouncy Castle Games (@bouncycastleio), SymbioticParker — 4 hours, 18 minutes before the deadline
Add to collection

Play game

Geisha Gaiden - Samurai Game Jam 2024's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#84.0714.071
Overall#203.4293.429
Audio#243.0003.000
Fun Factor#283.0003.000
Originality#293.2143.214

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video Game

Was your game made solo or in a team?
Coding - Rokugin, FileThirteen, Music & Style - SymbioticParker

Did you use any third party assets, if yes what assets did you use?
Synty Polygon Western, Synty Polygon Samurai, Synty Polygon Fantasy Rivals

Did you choose from one (or more) of the optional secondary themes?
Cinema

Does your game contain 18+ content (Nudity, Gore, Language)?
Gore - Cut enemies in half with lots of blood

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Nice job on the animations and detailed environment

Developer

Unfortunately we can't take credit for those as they were assets but thanks for playing!

Submitted

Music was a banger, really well done!

Overall the game was enjoyable, I just wish there was more to the stage. You have a really big play area, and enemy only along one road. Plopping them around, even with just cloning would have extended the game a little bit.

Really dig the stylized black and white look with the bright red splashes, it was a nice touch.

If you ever want to expand a few more enemy Ai variations would highly extend the play time.

Overall, well done! Nice entry.

Developer

Thanks for playing, I'll forward your feedback about to the music to the artist haha.

Definitely like the idea of having more enemies, if you play endless you can kind of get that experience a little bit, roam around anywhere and they will keep chasing you and attacking you but their ai is limited in range, I thought about making them have infinite range in that mode so they would never stop hunting. Anyway great idea.

The stylization was the main thing to try to make the assets "ours" so we weren't just throwing a full asset pack in and doing nothing to it so thanks for that.

More AI would have been good, especially for the boss, more types of enemies different amounts of health. This was the first time approaching a real "hack and slash" type game so I didn't find myself with time for that but definitely on future attempts.

Thanks for playing I'll check your game out as well.

Submitted(+1)

https://www.twitch.tv/daddiesjizzies

Streamed the game last night, love the blood splatter and the ability to just jump around everywhere

an inclusion of two modes was fun

Developer (3 edits)

Thanks for playing, yeah I also like the freedom of movement. It's even more fun when you are being chased by a bunch of samurai, kinda scary too haha.

Watching through the video now. Thanks for recording it.
Yeah didn't notice the info was cut off in the webgl build, I think in the normal build it works fine actually. As for the sensitivity, we had it backwards for controller and mouse for the default values, glad you figured that you could switch it though and it was nice that you went through all the settings too.

Button South is X and a playstation controller and A on an xbox controller. As for the mouse jank I think that might just be part of the third person starter assets, but I thought I had resolved it, it could also just be due to lag since it's in webgl, playing the downloaded version might not yield that issue, also you can play multiplayer with your team if you download it.

I think the info being cut off is a resolution scaling issue. Overall the lag looked pretty bad, unfortunately that impacts the experience sorry about that. We thought about adding bamboo cutting but decided against it. Also good point on making enemies stand out more. We should definitely had some kind of enemy counter and a you win screen when you kill the boss.

There were a few different places that you could get stuck we noticed which we promptly removed from the game by trying to block them off but with such a free character controller and so many spaces on the map we should have included a respawn option to get unstuck. We thought about including a camera zoom option, but didn't get around to it. Looks like when you restarted their health wasn't reset properly the second time through which made it seem like a critical hit which is a cool idea but it was just a bug lol.

Thought about adding different attacks to the boss but it was more work than it seemed worth at the time since I was trying to implement the multiplayer aspects (which nobody probably used). No jump attack, thought about that too, but the only purpose is climbing over stuff.

Also tworking framework had me laughing.

Host(+1)

A very fun action game!

Submitted

Very cool game! Really liked the color pops of red in the grey world, would have loved to have a way gaining health back, and also i was not to sure what end game was. But this was a great jam entry! 

Developer

Yeah we thought about ways of healing but figured since there was respawning it was fine to forgo it.  There is a boss at the end of the path that has more health than the rest and looks a little different. That's basically it. Besides that you can just kind of free roam and run around jumping on things for fun. Endless mode is particularly good for that as the enemies will chase you up on to rooftops and everything.

Thanks for playing, I'll check your game out too.

Submitted

Cool style and feel to it. There was a part where I was taking on 4 enemies at once that felt really bad-ass when I sliced most of them in half.  I couldn't tell where I was supposed to go exactly, but the world was cool and I had fun hunting the samurai down.

Developer

In endless mode you can get like 10 stacked up, it's hard to parry them all at once, but if you can do it, it feels really cool. Thanks for playing. I'll check out your game as well.

Submitted

Wow, I can't believe the world was made in such a short amount of time. I really vibe with the aesthetic, so easy on the eyes. I also love that the enemies are decapitated upon kill, with red blood becoming a sharp contrast against the world. 

I wished that the soundtrack was a bit longer. Got a bit repetitive after a while. But awesome game overall!

Developer

Hey as mentioned in other comments as well as in the submission and in the in game credits we can't take credit for that. The world and all the models are part of a Synty asset, the only thing we can take credit for is styling it that way via a custom shader.

We did make the music and yeah totally agree, should have come up with a few more tracks or something to even things out a bit, but the game itself is pretty short. Good news is you can just turn off the music from the menu and listen to whatever you feel like, I suggest Hotline Miami soundtrack lol.

Thanks for playing and I'll check your game out if I'm able.

Submitted

Very cool and stylish. Environment is well done and the black and white image with red flashy blood makes Sin City or Kill Bill vibes. Nice ! :) I was surprised (but impressively surprised) but i'm not sure, is there a multiplayer feature ? 

Developer

Yes there's multiplayer. You can play with your friends/team mates. The host needs to have port 7777 forwarded for it to work however and you must share with other players your public IP so they can connect.

Submitted

Really enjoyed the grayscale visuals with blood splatter to contrast with the environment. Impressive that you guys managed to add netcode into your game during the gamejam! Solid entry for the jam!

Developer(+1)

Thanks, I'm equally surprised about the netcode myself. I approached the game wrong by not incorporating it from the start and I spent a good 2 days jumbling around my spaghetti code until it worked, but I gave up at least 3 different times on it. I truly wasn't sure it was gong to work but I'm surprised by actually how decent it came out in the end.

Thanks for playing I'll check your game out too of course!

Submitted

It's great that you managed it! Def a flex to show off! I originally wanted to try adding it to my own game for the jam but had to put it off due to realizing there was NO way I could do everything else and properly test it within 2 weeks.  Cheers though on you getting it!!

Developer(+1)

Truly when I started playing I was like oh it has multiplayer?! but alas I realized it didn't haha. That would be super cool, vs human local seems like it would get really intense, online is a whole other beast, but for a game jam I think (once you get to grips with how it's implemented) it's a perfect opportunity to keep training that skill. This time around I felt really bad about it, but we made a multiplayer game for a 2 day game jam and it came together so much nicer and easier than this (that game was far less complicated, this was the first time I tried to make a proper combat system with combo, parry, block etc). Sometimes I feel very good about my networking knowledge and sometimes I feel bad. The last 2 jams were in the bad category and honestly it's because I was branching out to new mechanics and I didn't start networking until the end. It's honestly so much easier if I account for networking asap.

Submitted

Really strong visuals. I was a little lost where to go though I followed all the paths I could see and they led to dead ends.

Developer

Models and animations were assets so can't take any credit for that, but we did make a little shader and do some post processing at least to try to get that style going. There was only a few enemies in the main mission culminating with one final stronger guy at the end. I guess we forgot to put in a "You win!" explicitly. However we also just kind of let you free roam to go around and see what there is to see. It's rather fun jumping around on rooftops and mountains and such. Thanks for playing, I'll check your game out too.

Submitted

The visuals were amazing one of the strongest parts of this game! The character models, the animations and all of the sets were impressive. The gameplay was pretty good specially with the dismemberment, it was stylish and well done. 

Overall, a pretty good experience! 

Developer

Thanks for playing. The animations and models were all assets so unfortunately we can't really take credit for that. I'll definitely give your game a try.

Submitted

Eyecandy visuals, and very good combat gameplay.

Slicing up those enemies sure felt pretty satisfying! Great job!

Developer

Wish we could take credit for the visuals but all the models were simply an asset. However the styling of said assets was all ours. Thanks for playing. I'll check your game out as well.