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A jam submission

Ninja WorkshopView game page

Submitted by DJ L3G3ND — 1 day, 11 minutes before the deadline
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Ninja Workshop's itch.io page

Results

CriteriaRankScore*Raw Score
VISUAL | Did the game have nice graphics or art direction#74.5004.500
FUN | Was the game satisfying to play or did it bring you joy#84.2504.250
Overall#84.0004.000
AUDIO | Did the game have great music or sound design#104.0004.000
IDEA | Was this game super interesting or innovative#283.7503.750
MOOD | Did the game have atmosphere or make you feel something#413.5003.500

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

Submitted

Hey  DJ L3G3ND!

Here's a combination of what I liked and a few suggestions:

What I Liked:

  1. Tutorial Design: The self-paced tutorial is a strong feature (perhaps the strongest feature), enhancing the learning curve for players.
  2. Animation and Sound: The fluid animations and the quality of sound effects and music enhanced the gameplay experience and were another stand-out.

Suggestions:

  1. Game Mechanics:
    • Equipment Tutorial: A more detailed guide on equipping a sword would be beneficial, ensuring players can fully utilize game mechanics. (Perhaps I just missed how to equip the sword ^^)
    • Combat System / Ways to Counter Enemies: The current difficulty curve and the absence of defensive options like parrying or countering enemy attacks (at least as far as I progressed) could make it difficult for less mechanically sound players to progress. Incorporating more ways to counter enemies might help with this.
  2. User Interface:
    • Post-Death Options: Displaying options after character death would guide newer players on their next steps, improving user experience.

There’s a good level of polish here, especially from a tutorial perspective.

Looking forward to the progression of this project!

Developer

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

Submitted (1 edit)

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...

  • I had trouble both controlling a direction that I moved and also the mouse at the same time. This was mostly an issue when wall jumping, but also a bit when I had to jump to the right, then to the left, then back to the right again. Its not a bug and might be more of a just me thing because im not a huge keyboard user(controller guy) but it made some of this a bit difficult.
  • Steam vr opened when I started it?!?!? I dont think this is related but...hmm...I didnt even have steam running lol.
  • Got stuck in an editor menu or something after launch - just couldnt find a way out so I alt+tabbed and closed it.
  • The start screen is the ONLY thing that I think really needs to change. Its a bit much. Im thinking maybe making playing the game prioritized in the start screen and the other features like level creator or character creator can be hidden by default. Consumers are so unfocused so you gotta point them where they should go and give them options if thats not what they wanted. There was so much text on the screen I just didnt know what I wanted to do. I thought I had to create stuff in order to play.
  • not a bug, just funny...movement works on controller but not animation...hahaha. So he just slides. made me laugh a bit. Tried controller after I got to the wall jump.
  • You should have a restart button if you die. I kinda sat there after death

Overall, super fun game. 

Developer(+1)

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

  • I think my friend had the same problem, I should explain in game that you dont actually have to be facing the wall to wall jump, I think thats where people are having the problem but admittedly the controls are a little odd since it was originally more of a shooter
  • honestly not sure why steam vr opened but I must have set up some steam integration at some point, I think unreal likes to do that
  • didnt get around to setting up proper editor ui yet, currently you have to playtest with T and then use the normal pause menu
  • thats a good point, Id never thought of it this way, Id been focusing on the sandbox element a lot so was planning to have the character creator easily accessible and then a community levels tab next to the official levels. funnily enough Ive been inspired by Happy Wheels a bit in that regard and now that I think of it, Happy Wheels' Play button is much bigger than the rest of the options lol
  • thats interesting lol I never actually used my controller on this, the animations check for if youre holding a movement key
  • you can hit enter to restart the level when dead but thats another thing I didnt explain properly yet

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

Submitted

Holy moly, if you have an "explode your own head" button, please leave it in! lololol

Thats so awesome!

Developer

sorry I missed this reply but thanks lmao I often like little things like this, people find it hilarious in TF2

Submitted

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.

Developer

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