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A jam entry

Sweet FukushuView game page »

Samurai battle bloodfest
Submitted by LK (@LKTheDev) with 20 hours, 5 minutes before the deadline

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Comments

(Edited 1 time) (+1)

i played this and don't have anything new to add except i might have missed an area because i didn't go into a building so i didn't learn about slowmo

also i'm trying to learn monogame

(+1)

Well after I figure out that the combat was thrust based and not slash based, things got pretty streamlined.

Honestly I dug pretty much everything about this. The music and cutscenes were aesthetic winners in particular, even that same bug I got as Khryse where the background just completely flipped out.

The only real criticism, other than maybe telling players to thrust and not slash everywhere like a wibbly wobbly inflateable tube man, is that the one-hit kill meant I totally just spammed the Max Payne slowmo to kingdom fuck. Defensive mechanics are totally something to look into.

Otherwise, cheers!

(+1)

Sick style, fat beats, the problems start the farther you go.Going backwards still play the forward walk animation, which is really weird looking.

Combat seemed fun, until i had to fight the fish, and then it got hectic, random andweird. Can't tell what's going on and where you should strike. Also, the sword seems to do no damage after some combination of movement and drawing.

And the parallax seems not to work as intended.

Developer

Thanks for the feedback man.  I know that I had back-stepping as a animation task (I think it just got pushed down the todo list), but I can defiantly see people being confused/annoyed by that.

On the note of combat I had considered lowering the speed of the first enemy, I could also make their "sword lines" a bit more clearer. Maybe that could help make the combat a bit more approachable.

The parallax problem will take some research to figure out. Thanks for pointing it out.