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(1 edit) (+1)

Visually impressive, the music and the bleeding mechanic to push the player forward really works well forcing you to complete the entire level in one go, knowing the pattern of the enemies to maximize the movement and the range of the dash mechanic.

The columns get in the way and make more difficult to track enemies and player, maybe lowered them? Or a shader to show them in overlay could also work unless those are just another difficulty to overcome.

I have only one question: I've killed the boss and I've not seen a victory sign, then I completed the entire level killing everyone assuming than that was the challenge, still nothing, there is a method to know if the level is clear?
Unless the ultimate meaning is that this is the samurai personal inferno, impossible to beat XD

You're right about columns, sometimes it's hard to see something behind them.

What about ending - it's a philosophical question. You've killed your rival, there is no enemies left, but you still suffering from bleeding and will die soon. It's a metaphor that every revenge doesn't change your life at all - it will just make you and other people suffer even more. Revenge - is worthless. No fancy endings, no credits, no applauds. That's the point.

We just don't have time to make proper ending

(+1)

ahahahaha nice reply ^^
Anyway I hope that this project will be continued and I'm here if you will need feedback =P

Thanks a lot!

Actually, we trying to figure out do we actually want to make a full game from it or not. But right now we just chilling and trying to pick yourself up back from jamming, lol