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Samurai Survivors's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
JUICE | #3 | 4.299 | 4.462 |
OVERALL | #4 | 4.003 | 4.154 |
FUN | #5 | 4.003 | 4.154 |
PRESENTATION | #32 | 3.780 | 3.923 |
THEME | #50 | 2.965 | 3.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
I've used Music from WhiteBat Audio and I didn't record sound effects myself so I've edited and mixed royalty free ones.
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Comments
What I liked:
What I thought could be improved:
Overall really really good submission!
Thanks for the feedback! That is probably not a bug. When you hover on your character with the mouse, it shows you some of your stats. I should change that in the future
This is probably my favorite Vampire Survivors-like in this whole jam, you got the feeling pretty spot on. The upgrades were varied, the enemies challenging and the polish was absolutely there. I only wish I could replace my weapons after getting full kit of 5, as I wanted to some others out. Also, there could definitely be some more oomph to the sfx, don't get me wrong, the sounds were really good, but they were just missing a bit of low end. I'd recommend either boosting the lows with an EQ or layering a kick drum on top of the most important punchy sounds. Overall, REALLY solid entry!
Thanks! I didn't want to make sounds punchy because most of them are playing tens of times in a second in later in the game. But nice idea! I might add some kicks to less frequent sounds
Very addictive! Good game balance. So many upgrades :-D. Very good work!
Hi !
Super Juicy, Short and simple and so fun, keep it up !
Really impressive! Feedback, amount of upgrades, juiciness. I'm amazed you managed to cram all of this into the jam time and have it look and feel this polished. Excellent work.
Things that didn't quite click with me (and honestly, these are all quite nitpicky except the first one):
Hovering over your character with the mouse pauses the game and shows your stats:
It's a neat idea, but I found myself activating it a lot unintentionally, interrupting the flow of the game.
I actually wasn't sure what was happening at first when the little box popped up and thought it was the stats of the enemy. I'd just keep that information available on the pause menu and emphasize that you can press escape to pause and view stats. Getting any kind of unintentional pause in the action (that isn't to pick an upgrade), when the action is this good should be avoided.
Ghost Walk:
As Snek mentioned, the ghost walk did feel a bit awkward and jarring. I 200% get the effect you were going for however - just didnt feel it worked quite well for this style of game.
Damage values that appear from enemies:
I'd make them rise up a bit besides just moving in the direction the enemy is knocked back. They were kind of hard to see. I'd multiply the values DISPLAYED (not actually applied) by a factor of 100 to 1,000 to make the numbers look bigger and more impressive. Good ole psychology.
The EXP pickups:
I'd use a more contrasting color. I like how the shapes grew to show their value, but (especially in the beginning when they are super tiny), they were kind of hard to see amongst the enemies. I can tell you picked a pallet and stuck with it, which is great for a cohesive style, but that can also be one of the downsides.
Played it a few times to build on my critique and gather my thoughts. I got to about the 13 minute mark on my last run. Again, really great VS clone and I'm super impressed. :)
Totally valid feedbacks and I agree with all of them. I'll work on those in the updated version. Thanks a lot!
Thanks for making an awesome game! Criminally underrated in the jam, i'd promote it more in the chat and if you have time, get your karma up to get more eyeballs on it.
The presentation is very good. The art is consistent and slick, and the music didn't bore me even after 10 minutes. The gameplay did get a bit boring, since at some point you just run in a wide circle and attack from afar, but I liked that the game felt unforgivable, even after 10 minutes of upgrades. I died after using a ghost walk straight in the horde, and then proceeded to get by everyone. But the fact it took 10 minutes away from me is a good sign, especially since I never had played that type of game :p
this is really good! The visuals and gameplay all feel so clean, there are no bugs or glitches, it just feels like a solid little game :3
In my opinion, the ghost walk feels a bit awkward to use because it takes away the direct player control of the movement but its implementation with that b/w screen was really cool!
So yea, good job :D
Yeah ghost walk is a little weird but its still cool! Thanks for the feedback!
What can I say. This is the first game in this genre that I have played. I liked it very much. challenge, juicy gameplay, nice music, a ton of upgrades. Well done!)))
As a fan of vampire survivors, this is a wonderful spinoff. The graphics were so simple, but so effective and it really made me love the little characters.
A shocking number of upgrades made it in there, and the attacks all felt great, especially considering they all had to remain melee themed. I got to when the guys in the white uniforms started showing up and then they floored me.
The sounds and UI were again super effective and I loved the "charge up" when selecting an upgrade.
Great work!
Thanks! I'm glad everything felt great! The game has this cute vibe for some reason :D
As a roguelike lover, I say that this game is covered! Nice picture, sound and overall game looks good ^^
Thanks! I like roguelikes too! They really are so fun to play