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A jam submission

Katana 2View game page

Back for revenge!
Submitted by anotherthingnamedcolbert — 1 day, 1 hour before the deadline
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Katana 2's itch.io page

Results

CriteriaRankScore*Raw Score
Community Choice#203.7333.733

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • It sucks for everyone when a game is bad, but think about who gets it the worst: the main character. Forever tied to a bad experience and tainted in the eyes of players, ya couldn't blame 'em if they wanted revenge.  In Katana 2 team anotherthingnamedcolbert shows us the natural result of a character scorned by bad game design, and their desperate rampage against Famous Video Game Creator Joe Romano.

    Right off the bat I wanna say the visuals are super appropriate for the source material of Daikatana and team anotherthingnamedcolbert nailed the aesthetic especially well within the cut scenes, which are amazing.  They injected a great bit of humor and were spectacularly animated haha.  Though I do think integrating a bit more of that tone and feel, say with enemy barks + animations or with the player character Hero remarking on the environment as the level progresses, would help make the moment to moment gameplay more engaging.  Excellent work on the music, these are solid jams which help set the tone and coupled with the visuals create a cohesive package. I do wish there were more sound effect cues, the big one being player hurt grunts since it's easy to not realize your health is being decimated by enemies.

    I really digged the usage of da jam theme here. Katana 2's narrative sells it well with the main character seeking revenge for being in a game by... being in its own sequel?? And pursuing the game creator, it's a neat meta take that carries through till the end.

    Weapon variety is nice (ie having any at all within a jam submission), but man does the pistol outclass every other weapon!  I can understand the katana purposefully being unwieldy, but with the limited movement and ranged enemies it's pretty unusable.  Even if a weapon is meant to be bad, figuring out a few moments where it can surprisingly shine helps make it feel worthwhile including.  Setting up a 'serious' melee enemy encounter where after a cutscene ya both sort of nerf bat each other for way too long could be a fun exclamation point to the gag. Ya definitely want the final weapon players picking up to feel satisfying and impressive, and sadly the rail gun just didn't hit those marks and couldn't compete with the pistol.

    More enemy variety would have been greatly appreciated, again some melee'rs or enemies that are weak to the railgun would encourage weapon switching and general combat variety.  The few enemies here don't have the greatest AI to begin with, and I had a lot of trouble knowing when the sentries were thoroughly dead.  For things that light up 'red for bad', it's really nice to make 'em shift to gray when they're deactivated.

    Level design is interesting, with it possible to go different directions as ya explore for keys, but it gets a little too close to 'mazelike' with keycards tucked away into areas making them easily missed.  A bit more info display and marking would go a long way in making things less confusing.  In any case I thought the three levels ya included were a nice amount of variety for me to Pistol da Heck Outta Things.

    A bug that bit me badly in the judging build was non-ideal checkpointing.  Because the game checkpoints right before a button press that changes level geometry (but isn't required to continue forward), if you restart from there it's easy to think it's already pressed and then get totally stuck.  It sounded like this was a last minute issue that got fixed in the public build, but it's a good reminder to be thoughtful about checkpoints, objectives, and the ability to backtrack in general to reduce player confusion or risk of soft locks.

    Issues aside, I think ya ended up with an impressive FPS jam entry with a nice amount of content and narrative interwoven. I'd love to see ya do a bit of bug fixing and general polish, since what's here is already one of the better FPS packages I've seen in our jams!

Elevator pitch
Hero is back for revenge after being featured in the terrible game Katana.

Describe how your game adheres to the theme
Katana was a terrible game that does not deserve a sequel. The main character even implies in the beginning that this game might not be necessary.

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Comments

Submitted (1 edit)

The music was amazing and I generally liked how the game felt and looked.

Pickups desperately need to play some sound effects (unique to each pickup).

The player needs to play some kind of sound or have better indication that they're taking damage. There were plenty of occasions where I was dying and had no idea it was even happening. 

Perhaps some kind of indication as to where I'm taking damage from? I realise old FPS didn't do this, but...

Some kind of low-health indicator might be useful, even if its just the modern red aura along the sides of the screen or something.

The katana felt kinda useless to me, a little too useless! The Pistol felt great! The Railgun I didn't really get enough time to try as I ran out of patience by the time I got it. 

Combat needs better feedback, generally. When swinging my hanzo steel at someone I had no sense I was actually hitting them or not. Some enemy grunts and slicing sounds + blood/sparks should be enough for that. 

Enemy variety is a bit too thin. 

Aside that, I like the cutscenes and the writing was entertainingly silly. There's also quite a lot of content given the time-frame of the jam! Good job overall, just needs a few things here and there to really bring it together imo. 

Submitted
Pros:
  • Solid narrative idea and proper gameplay especially with that huge floaty jump
  • 90s as hell music
  • Joe Romano
Cons:
  • A single nearly game-breaking bug
  • Lack of a map
  • Some more variety in enemies would have gone a long way
Here & There:

Some of the music is so 90s, and the low poly character models reminds me of Half-life (I never played Daikatana and have no real familiarity with it). This game is a really nice concept and makes use of both the attitude and culture of games at the time as well adding a neat little narrative in response to it. The first level was a bit confusing because of the lack of a map, where I had to backtrack a bit to figure out where I had been and I didn't notice the elevator the first few times I saw/ran by it. I ran into a bug against the final boss where it first shimmied its butt back and forth constantly which was cute, but then went right through a mountain so that I couldn't kill it and progress. Before that happened though, I apparently couldn't damage it because when I later did beat it it took far less damage than I gave the first time. Luckily I remembered you could load the game and when I did everything was fine, but that was a near big ol' bummer. The writing is funny and the cutscene animations are pretty bad so that's also quite good. The enemy variety was a bit boring though, because shortly after starting the game I realized 4 bullets would kill the guards and 5 (?) would kill the turrets and it never felt like there was a threat or anything to break up the routine. The pixel filter didn't seem to pixellate the visuals enough to justify itself, the size of the pixels was so small that it looked pretty much the same. Otherwise though a really nice idea and solid gameplay.


Shake that butt

Submitted

Cool effort! I liked a lot of what you did with this one. 

For one, I thought the writing was funny. The walk animations were so hilariously bad (this was intentional, right? hah). Give your composer a pat on the back, the music is very solid. I really like the main menu theme especially. 

My biggest issue is that I wish there was a little more hit feedback/ways to avoid damage (like maybe if the enemy bullets were slower?) The turret was the worst offender. The sound effect the turret makes when it is firing is not at all obvious, and I would find my health would just be silently dropping. You could do the classic red screen and SFX hit direction indicator or something. 

I agree with the other commenter that the railgun seemed strictly worse than the pistol. If the pistol wasn't so good, this game would be hard to play. Fortunately you can snipe from two football fields away with that baby. 

Submitted

Good: Plays pretty well
Funny: A dude spinning rapidly as he rolled down a hill after I shot him
Not so good: Railgun is a bit disappointing and seems strictly worse than the pistol (until you run out of pistol ammo)
Unintentionally hilarious: The last boss started to violently rotate their bottom section left/right across 45 degrees as the fight went on.

Submitted

This is almost my exact experience, minus the boss eventually clipping through the ground and disappearing. I assume I needed to beat it to advance, but instead I was forced to use noclip.

I loved Hero's walk animation in the cutscenes.