I liked the visuals, and the combat mechanics were good, though I thought that instead of using Q and E to block, you could use Right Mouse Button to block, and aim high or low with the W and S keys, as you move the character, just to make the flow between attack and defense as smooth as possible. Other than that, I really enjoyed playing the game! :)
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Ghost of the Sifu's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #75 | 3.568 | 3.568 |
Aesthetics | #199 | 3.730 | 3.730 |
Music | #243 | 3.297 | 3.297 |
Mechanics | #318 | 3.054 | 3.054 |
Fun | #462 | 2.703 | 2.703 |
Story | #492 | 2.000 | 2.000 |
Theme | #633 | 2.054 | 2.054 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
2
Did you use any existing assets? If so, list them below.
monster creatures - warrior free asset - village props(unity store) Japanese art by Pixel-CK - sword sound from freesound.org(deviant art)
Link to your source?
https://github.com/Soheilk47/gameDevJam
Comments
Really solid combat mechanics!! I enjoyed blocking and countering attacks. I wish there'd been a checkpoint around the goblin, though! And I don't think I've ever seen a cactus bleed so much. ;) Great work!
Loved the look and feel of the game. Was quite difficult for a tutorial level. Goblin at the end killed me a lot, and restarting all over again was a pain. Only thing Id recommend would be more player actions. The one attack is nice, but adding in a player block high and then low, why can't I attack high or low. Maybe a jump would be nice.
Hey,
very good game. I love the Pixelart look soooo much.
had very much fun while playing it.
i made a similar game (Soulslike 2D in Pixelart) so if you had the time it would be great if you can test and rate it too:
The visual style is great, and I love the idea of combining low and high blocks. However, after the first two enemies that served as tutorials for the two blocking positions, it was essentially a guessing game of which block to use. The fighting followed a specific rhythm that didn't vary. The goblin seemed to use both high and low attacks, and it wasn't clear which was which, so it only took two missed blocks to die. I would love to see this idea refined a bit more! Overall a great entry, especially the artwork that was done on it!
the idea is cool but why does the player do so little damage? the difficulty spike when reaching the goblin is even more annoying because it takes two full minutes to complete the tutorial, the slashes have so much delay between them too.
i guess most of the animations are royalty free (i know because i also used that goblin) but the game does look good and very nice slash sound.
Would love to have a check point near the sakura tree. It looks so special compare to other environment objects, feels like it could tell a story if the main character respawn under it.
Also, in my opinion, a shorter game with appropriate health setting is better because player is more willing to play again and again that way.
Was enjoyable for that first run through! I like the concept of a high/low block for a 2d combat game as well! Definitely have to take full advantage of the space you /do/ have available when in 2d, and handling blocking like that is definitely clever. Would love to see that feature embellished like others have mentioned, with rewards for well timed parrying, maybe jumping & dashing, etc.
I agree with other reviewers about the enemy health being a bit much. It makes sense to try and extend the game, but honestly you should seek to provide people with more activities in-game to keep them playing, not more health to keep them from finishing your game too quickly. I totally get wanting to have the game be longer, but you could definitely have just added more instances of the same types of enemies to extend the game with /content/ rather than inflated difficulty.
Overall I enjoyed the experience of figuring out timings for fighting the different enemies, and there were no game-breaking bugs, so good job!! And Thank you very much for taking the time to read my review, I hope you had fun working on your game!
I really like that you have to block at the different heights! The enemies do take a little bit to long to kill... I would love if you added some kind of reward for a perfectly timed parry maybe a critical ripost?
Played and rated.
Good game. I enjoyed the combat blocking mechanic!
I think the combat takes too long, but blocking surely feels satisfying! I didn't see the connection with the theme however.
Would appreciate if you check out and rate our game as well: https://hadilepanda.itch.io/rise-of-necromancy
Nice game! I like the fact that I was a samurai, and I could block high and low. Good timing there! God job!
Nice work m8! That blocking mechanic created depth to the game!
In my taste the battles went on a bit to long. The enemies could have had a little less life or somthing.
Hi, I noticed your submission is missing source. Your source is everything someone needs to download your game, open it in the game engine, and hit Play to play the game. Here is an example of the files to include: https://github.com/icepol/DeathIsOnlyTheBeginning
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