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Ninja Workshop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUAL | Did the game have nice graphics or art direction | #7 | 4.500 | 4.500 |
FUN | Was the game satisfying to play or did it bring you joy | #8 | 4.250 | 4.250 |
Overall | #8 | 4.000 | 4.000 |
AUDIO | Did the game have great music or sound design | #10 | 4.000 | 4.000 |
IDEA | Was this game super interesting or innovative | #28 | 3.750 | 3.750 |
MOOD | Did the game have atmosphere or make you feel something | #41 | 3.500 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long you've been working on the game
2 years and 12 days since I started
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Comments
Hey DJ L3G3ND!
Here's a combination of what I liked and a few suggestions:
What I Liked:
Suggestions:
There’s a good level of polish here, especially from a tutorial perspective.
Looking forward to the progression of this project!
thanks for the feedback, Im glad you liked the tutorial since I didnt really know what I was doing lol and was just hoping Id explained things enough. the music used isnt actually mine and I guess I shouldnt really keep it in the project much longer but ideally that is the type of music Id want for it officially in the future.
now that you mention it, I think I forgot to even properly explain how to switch weapons, but one of the level descriptions mentions it. ironically, after the tutorial. I have tried out a blocking mechanic but I couldnt figure out how to make it very useful instead of just attacking first. every time Ive tried to make the combat more complex it kinda just becomes more confusing so Im not sure I want to change it too much now but I could explain some things about it better. I was interested to see how people would manage when suddenly faced with a bunch of sword enemies.
and yeah, Ill definitely add a little popup after you die, currently you can hit enter to restart but I didnt really explain that anywhere
This was fun! Absolutely fun. I absolutely love the music and the game feel. I died by a rope touching my head and my head exploded. lol. Im not sure if that happened on purpose, but I loved it! lol. My goodness, when I found out you could just lay down and punch, it looked goofy and fun - was great!
Its very smooth.
Feedback...
Overall, super fun game.
thanks for the detailed feedback, I often forget about things that I havent explained; when your head exploded you might have accidentally hit F, I was using that for testing but I never took it out, unfortunately quite close to the other keys
but again thanks for the feedback and Im glad you enjoyed it, Ive not been very motivated to work on this so this is good to know
Holy moly, if you have an "explode your own head" button, please leave it in! lololol
Thats so awesome!
sorry I missed this reply but thanks lmao I often like little things like this, people find it hilarious in TF2
Wow, I'm awful at this game. The controls were relatively intuitive to grasp, but I could not for the life of me figure out how to properly execute the attacks to stop myself from getting immediately destroyed every time I booted up the procedurally generated level. The only time I won was by camping on the ledge and ambushing enemies.
Granted, I was a bit disappointed by the lack of levels, because the tutorial made me really eager to try all the movement mechanics. But man, the time spent making this game really shows.
woah thanks, great to hear something positive about it lol. admittedly I havent spent long with the generated level so its a bit unfair having to instantly fight a bunch of sword guys with no weapons, main thing is to keep kicking before they can hit but it wont always work against lots at once. I honestly think the movement is often more satisfying than the combat, so Ive been wondering about the best way to design levels in general