LOL THAT WAS SIIIICK hahahahaha I had a blast XD
I don't know how intentional it was to be able to stab people through walls but N O P I T Y
Will yall continue this project after the jam? :O
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #134 | 3.727 | 3.727 |
| Enjoyment | #139 | 3.864 | 3.864 |
| Overall | #320 | 3.500 | 3.500 |
| Visuals | #372 | 3.773 | 3.773 |
| Audio | #519 | 3.227 | 3.227 |
| Theme | #549 | 3.273 | 3.273 |
| Innovation | #623 | 3.136 | 3.136 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You have only one life, single mistake and you are dead!
What code and assets did you not make from scratch during the jam (if any)?
A* pathfinding project
How many people worked on the game?3
LOL THAT WAS SIIIICK hahahahaha I had a blast XD
I don't know how intentional it was to be able to stab people through walls but N O P I T Y
Will yall continue this project after the jam? :O
This was so good! I got some serious Hotline Miami vibes from it. <3
The idea is solid, and the execution good. Pulling off the insta-death mechanic is tricky, but I think the loop works here. The art fits the concept. It's brutally unforgiving, especially the start of the second level.
The game is quite fun. I like the Japanese theme mixed with Hotline Miami gameplay, and the game really delivers that fast-paced action that it entails. The gameplay is simple yet effective, and it feels nice to fight through a bunch of enemies. The parry mechanic is also quite nicely done. It's somewhat a bit easy to use, and it's so satisfying performing one. This will certainly give us a bunch of power fantasy, and that's not a bad thing. I also want to praise the details in the map itself, and it really tells a story via the environment alone. Well done!
For a small criticism, I'd say later in the level design, it relies quite a lot on off-screen archers, which I felt a bit unfair and leads to some cheap deaths. Not a big fan of that and would suggest some type of scouting ability to offset that. I would also suggest adding some visual effects for successful hits on the enemies. It's always nice to give the players some visual feedback on actions they performed as intended, which is a subtle way to teach the player the correct action without explicitly telling them.
Anyway, this is a surprisingly well-done game! You should be proud of yourselves.
Thank you for the feedback and playing our game!
The off-screen archers need some more tweaking. A scout feature is a great idea! If we had continued to work on the game, we would have wanted to add more death animations and figure out some way to add an element of punch.
Thank you again for the feedback! I really do appreciate it.
Love the gameplay and controls, really cool project with nice difficulty
Very nice game. I love the sound desing and visuals. Difficulty was okay. Archers are pain in the a** :DD
Unfortunately I encounter a little bug with movement. When I restarted a level and still pressing movement key I was locked on moving that direction and unlocked it by pressing dash.
Nice fun game! I was able to slice through walls and literally roam outside the map in the black areas! Good job overall!
Very well done. I love this style of games, brings me back to my early gamedev days. Simple and perfectly satisfying, especially the parrying mechanic. It hits the enjoyment/skill requirements perfectly in the middle.
Only thing is that the ninjas with the golden crossbows shoot way to quick in my opinion, but perhaps that’s a skill issue :P
Great job guys :D
I absolutely love this! The projectiles were a great touch! And I love the dead sprite of the enemies. I would love to see this continue outside of the jam! I could see streamers going full rage like they did with noita
i liked the dynamic gameplay
i think that reflected arrows should kill the crossbowman in black after the first hit, not two
same with the swordsman in the black - he should be killed by one hit after parrying
it's unfair when the enemy notices you before you see him on the screen
also there is a bug with killing enemies through walls
the game would feel better with drive music
Loved the hotline miami style mixed with japan and demons ! Parry mechanism is golded, so satisfying! Congratulation to all of the team!!
Very brutal game, but in a good way. I think the arrows might be a little too fast tho.
In fighting games its an "impact hit" refers to the moment when a character's attack successfully connects with another character. Not about shake its more about how you get this impact of your swing. Look at the game your emulating hotline Miami. Every hit/ punch and shot "feel" impactful. Currently this has none of that.
Wow, this was so niceee, it gived me Hotline miami vibes. Great Work, KEEP IT UP!!
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