For me this was really original and immersive. Quite simple but effective mechanic with the visibility, would be cool to see a more fleshed out version!
cerealbuffer
Creator of
Recent community posts
Graphics were really nice and the trajectory of the arrows made me laugh. The bg music was sick and being able to slide massive object was so cool! I only wish I didn't go back to the beginning every time I died. Also some visual to show when an attack landed would be useful, I found myself spamming space bar to be sure. It hits the theme of 'samurai' really well, great stuff!
Super polished and consistent, everything fits together nicely with the understated color palette and audio choices. I kept being confused by the controls when back flip and jump would swap according to direction but that could just be me. Apart from that it was a very enjoyable experience in a tightly put together package, great job!
Lots of great little details here, neat art style. The grass slowing you down but being able to be slice it down was fun and then using it for an elemental attack was super cool! It felt like there was a bit of slow down which took me out of it a bit and maybe an extra checkpoint would have been nice to remedy some of the frustration from my fingers being confused but it was fun overall and really hits the Samurai brief. Also extra points for the butterfly!
This made me nostalgic for the early Micro Machines games so thanks for that, and I love the nods to other games! I was impressed by the jumps and loops in the tracks (I played every one).
Would have been nice to have AI cars to race against and a more interesting camera that lets the car move away from a central focus. It's difficult to do rotation well at a low resolution like this, I wonder what it could look like at 128x128 - but that's a different jam ;-)
The look and feel of this is great, especially the jump animation. It really is hard with the keyboard as you say, controller helps a lot! I found I got a bit disoriented with the screen transitions but that's probably just me and I appreciate the point was to have one section per screen, which was a nice touch.
Yeah you should totally make it into a bigger project! I think it's mostly a problem with the player not the game but I'll try explain. For example in the first level on the screen to the left of the start, you can collect water, take it to the top right corner and then if you are facing the wrong way when releasing the water (towards the wall instead of the room) you lose it all and have to go back to collect more.