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(+1)

The art and animation is obviously excellent. The feel is excellent too. Very nice work on those fronts.

With the controls, it feels like I'm fighting against my character a bit. When I hold left and attack, my expectation coming in was that I would attack to the left. Changing direction in general seems difficult for me. It feels a bit like fighting game rules. But in fighting games, you have one enemy who is always right in front of you. Here, I have guys all around me. This seems more like a beat-em-up, where you are mostly focused on crowd control. 

It really wasn't clear when an enemy hit me, except that I died. I didn't quite feel like, "Ah that ninja got me". Rather, I just felt "I guess someone hit me with something, somewhere". Might be worthwhile to have enemy attacks more clearly broadcast, and only allow one or two to attack at a time. I think it's possible to have hectic crowd-combat, and also have clarity. 

I want to come back to this one and explore the combat system in more depth, these were just my first impressions. Nice work.

(+1)

The directional swap will be improved next time as I do get feedback about it being unresponsive.

As for the mechanics, i really designed it to be chaotic. later on, there will be hundreds of flying shurikens and backstabs from all angles and you are supposed to get hit, since you have spamable ways to heal, counter and i-just-got-hit counters with immune frames to get back and send your own chaos, since when youre in control, enemies don't have a chance to fight back. 

As for the telegraphed attacks, those will be reserved for the bosses.

Thank you very much for trying the demo and the awesome feedback!

(+1)
you are supposed to get hit

This hurt my soul