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BushiDuo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #8 | 3.767 | 3.767 |
Audio | #18 | 3.467 | 3.467 |
Controls | #26 | 3.200 | 3.200 |
Overall | #37 | 3.167 | 3.167 |
Graphics | #44 | 3.267 | 3.267 |
Theme | #54 | 2.567 | 2.567 |
Originality | #55 | 2.733 | 2.733 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.2 stable
Source
No
Game Description
Super ninja duo action, terrible pun for game name :p
Discord Username
N/A
Participation Level (GWJ only)
2nd time GWJ
Participation Level across all Jams
3rd Jam Overall
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Comments
Yay! Final screen made me chuckle! 😀
Very impressive that you made all of the assets yourself, I liked the gameplay too, it was fast paced and full of action. I feel like knowing what kind of weapon the other ninja would use would have been helpful, maybe I missed some kind of visual indicator or not, but two different enemies would be nice. A longer attack cue animation would have made that easier.
Favorite moment was when I dodged a Kunai and it killed another enemy in the back. You can't make that stuff up! 😎Another favorite moment was when I reflected a kunai using my sword when playing as the guy.
The last platforming section in the second level was pretty hazardous, and I approached it all wrong until I realised the hitbox of the flamethrower was a bit smaller than I expected. Still some sweaty jumping there though.
I really enjoyed playing this!
Haha yeah i wanted to have maybe a few more levels but i felt like i wouldn't have time to carefully craft more and meet the deadline so i made this disapointing ending instead... but at least i'm being honest with this message XD
You're absolutely right about the enemies, the thing is to save some time i made them all the same and sadly didn't put much of a cue to determine if they're melee or not, the only thing currently is that the ranged enemies stop at a distance from the player, to help give a second to know he's gonna throw a knife, so more difference between enemies and a more obvious visual clue to telegraph their attacks would have definitively been better.
Nice ! That's exactly the kind of unplanned action i was hoping players to stumble upon :P end you've got all the "hidden" mechanics down and either nobody told it before or you're the first who found out that you can reflect shots back at ranged enemies ^^
To be honest i feel like i could have crafted the levels better, so i may have gone a bit overboard with the stage hazards in some places... But i wanted to still have traversing the stages fun even when you don't encounter enemies, i even try to have a secret route in the 2 first stages where you can skip most enemies but go trough more hazards instead as a way to balance things out.
Thanks for playing and sharing your experience about the game, i'm glad that you enjoyed it :)
This is a fun game. I didn't read the controls at first so didn't know how to attack, which made me just race along like a runner-style game, good fun doing that -- but it didn't get me to the end. Audio and graphics work well together. Well done. :)
Yeah i should have probably have at least a short in game tutorial or a how to play section in the menu to avoid this problem, my bad :/
Then again i guess runner style and avoiding ennemies can work, and even though i thought them more for trying to implement the wildcard, i guess the secret passages could help to run through the levels faster in a way :p
Thanks for trying the game out and sharing your thoughts about it :)
cool game, very fun, great music!!!
Congrats!!
Thanks dude ! glad you enjoyed tha game and music :)
Yoooo I love the music. What did you use for this? It's got that old school Sega Genesis chunky synth vibe.
Pacing felt good on the game, I feel very ninja like blazing through the levels and jumping so high. I did get in trouble a little on the edges of platforms since it would treat me like I was falling instead of landing, but other than that it was solid.
I also appreciate that the enemies can kunai their own friends by accident while I'm dodging them :)
Thanks glad you liked the genesis - ey music in all its heavy bass chuncky metallic glory which i tried my best to replicate :D
I used BoscaCeoil it has a lot of cool sounding instruments packed with it ! only thing a bit tricky to use it with godot it can only export midi or wav (at least the version i'm using it may have been updated since) so you have to use external software to convert your tunes to OGG for Godot.
Yeah the edges stuff is pretty bad ngl :( but since i couldn't figure out a good fix in time it's a better tradeoff than the weird collision issues i had initially i think it's mostly some of the movement stuff i tried doing my way from what little i know so it's a bit experimental XD
glad you still enjoyed the gameplay even with these issues.
Congrats you found one of the hidden mechanics ! Not much, but i thought it would be cool to have the enemies being able to accidentally kill eachother if they were close and missed the player.
Thanks for your feedback :)
Great entry! This was a lot of fun. Good art, and music as well! It felt like a mash up of quite a few old school games and was well put together.
I really liked being able to switch characters in real time as well. The guys jumping spin attack was cool, but the girl having ranged attacks just felt more useful considering the AI's movement patterns.
I enjoyed the slide mechanic too. I even slid through some fire blocks because that's just bad ass :3
Really solid entry here, was fun!
Thanks dude really glad you've had fun with the game !
Yeah most of the time the best i can do is try and mash up some oldschool games's elements i like together and put my own spin on it, and seeing that people seem to like it, it might not be that bad of a process i guess XD
At first i wasn't sure if i should keep the real time switching or not but then i thought it would probably not be fun being stuck with one character past the selection screen, so i had the players decide in a "portrait of ruin" kinda way :p
Yeah i wanted to try and have a sort of dodge mechanic with I Frames that would double for some movement in the levels, to mix it up a bit from just run jump attack, and i mean come on its a video game, if you get some i frames might as well be able to slide trhough some fire :)
Man, I loved the game. It's reminded me of Ninja Gaiden and Shadow of the Ninja from NES.
The art, music and game play all are good, Nice work, even it isn't take the theme of the Jam surely. I played with the guy at first and I get a bug at the end (When I died in level 3 it didn't give me retry button), so I had to repeat it from the beginning. I tryed the girl then and finished the game with it, but I liked the guy more, the girl is overpowered, and it makes it too easy to finish the game. And a nother bug there, even if I am not jumping the animation of jumping appears when I am on the edges.
Some notes, may make the game better:
I really enjoyed the game. Awesome job! I hope you continue working on it.
Thanks, happy that you've enjoyed the game !
Humbled that my entry reminded you of such cool games :) I'll admit that i didn't have the strongest implementation of the theme in the game.
Thanks for pointing that out, i didn't notice that glitch, so i'll look into it, not sure if i can patch it during the jam since i don't know if it could be considered gamebreaking enough ? (although a softlock is quite bad ) The edges bug is a known issue though, i'll have to see how i could fix this.
Thanks for your feedback and suggestions still ! The shot delay seems like a good idea to balance out the ranged character, combo system is a thing i would love to make, but i gotta learn that first :p
Not sure what i'm gonna do with this game post jam at the moment, i gotta finish a previous entry first, then i'll see :)
I really enjoyed playing this! I loved the spin jump! I enjoy the setting and the art. The controls were responsive. Music really matched/set the pace of the game. The female character was my favourite to use. The dropper part brought back memories of sonic bonus levels :-p
I'd play a full version! Great job!
Thanks for your kind words :) glad you liked the game !
Well now that i look at it i can see how the 3rd level is kinda like the sonic 1 stages XD funny thing is when i made it i was more thinking about the bonus stages from shadow dancer but since i didn't have time ti make enemies that could attack while you were falling i put some of the stage hazards instead, but having played quite a lot of sonic back in the day i like the comparaison :p
Cool level design. I managed to pass the game. Played as the girl all the time) Spinning with a blade looking bad ass but shooting is mush more practival))
Lost all HP at this point trying to go to the left :D
Thanks for giving the game a spin dude, glad you liked it :) i didn't have time to balance out characters, i just wanted them to have a different enough attack style so that each player could play what they prefered, and well the best i could think of was that one character would be melee based while the other would be ranged.
As for the area in your screenshot, when you can't jump safely between obstacles you always have the slide that gives you some I-frames ;)
although one mistake on my part is that i feel i wan't maybe generous enough with the hp powerups and should have put a bit more in the levels :(
Hope you had fun anyways and thanks for your feedback ^^
The spin jump was really good! The fast paced music fit perfectly with the setting and gameplay. Great job!
Thanks ^^ really happy that you like the game, the music's no yuzo koshiro for sure :p but i'm glad you liked it, i had a hard time finding some nice instruments that would have that ninja feel XD
Hey,
nice little game you made, really like it. played and rated.
please feel free to play and rate my game:
Thanks for playing, cool that you liked it :)
Really fun game, with nice controls. The animations are great, I loved the spinning attack, that felt great.
Maybe you should pay attention to the edge detection, and allow the player more time to jump and clearly define where the edge really is before the character goes into the falling animation.
Really great job! :)
Thanks for playing ^^
yeah the edge detection is a bit of a tradeoff due to a weird thing that happened with the physics when i did it with a regular hitbox, so really sorry about the jank that goes with that :(
glad that a lot of people seem to like that spin attack XD most of the game is inspired by shinobi and shadow dancer, but the spin attack i wanted to try one similar to what you have in the super star wars games on snes cause i thought it could add to the fun of the melee character :)
Good call, that spin attack makes it really fun to play :)
Really like the combat in this game. The controls are smooth - that spinning blade attack when playing as the brother? The sound effect and animation work perfectly with it, it feels so cool!! Music and art are good, I really liked the pixel art on the main menu as well. Nice job!
Thanks really happy that you liked the game, the art and all :)
well the spin attack could be considered a bit of a hidden mechanic since i didn't really told about it in the controls, but that's not the one i think would be as hiden to discover (even though calling it hidden is a bit of a stretch, i'm just curious to see if people try it if not explained in the controls :p)
i'll give a hint, it is with the brother character, and it involves projectiles.
That was really fun! I liked the falling animation and the combat felt fun and tight. I do wish it had a bit wider collision boxes because man am I bad at timing my jumps!
Thanks dude ! yeah i wanted to have hitboxes that felt very accurate to the sprite, but yeah i can totally understand that i may have made the hitboxes a bit too thin XD so no worries that's definitively more on me than on you ^^
glad you liked the game even with these issues still :)
Hi! I really enjoyed your game! I liked being able to select my character. The art and music were really good and I loved your level design. Would love to know more about the story next time :)
Thanks cool to hear you like it, and the art and music also ! I wanted to try the multi character thing considering the jam's theme and it's nice that people seem to like it ^^
For the story, like i said i'm not that good at stories but i had a bit more in mind which didn't manage to really make during the jam's time, but i'll try my best to have more story elements next time even in a jam game :)
Your game is a lot of fun! I don't know if it is intended but the rolling animation gets me each time I jump!
The graphics and music are good, the sound effects are working, the gameplay is really pleasant and the level design is nice.
I think that Gal is a bit overpowered (projectiles in general). Also, I found a bug (maybe you know it): when you stand at the edge of a blue roof, your character begins to roll for no reason.
Good job!
Thanks really happy to see you liked it ^^
Haha well i wanted to have a rolling jump cause i found it fitting fot the theme but yeah i suppose it looks a bit funny cause they roll quite fast XD
Glad you liked all these aspects of the game, i did the best i could, and the levels were my first time trying autotile to help build them faster.
Yep projectiles seem a little bit op but i wanted to have some variety with the 2 characters, although i tried to have some interesting quirks to them to balance out the lack of range for the melee character, not really that hidden but a bit of a hidden mechanic i put and i didn't reveal in the controls cause i want to see if people find out for themselves while playing :)
And yep i know about the roof thing XD, more specifically it's a tradeoff bug with floor colisions in general, i had some weird issues when using the normal hitbox getting back from a jump where you'd get constantly stuck inside the ground so i "fixed" this by having this wonky system instead.
Yes, you're totally right, the rolling jump totally does the trick! It's a clear reference to old ninja games like shinobi, it works well! It's just that, yeah, they're rolling pretty fast and for a pretty long time! XD
For the hidden feature, I'll try to find it by myself then! :P
I'm sorry to hear that you struggled with godot collisions... :/ But don't worry, it's far from a game breaking bug, it is a detail. Don't hesitate to contact me on discord, maybe I can try helping you (well, it's to late for the jam, but it can be interesting if you want to keep using godot), even if my skills are very limited... XD
Hope you didn't think I tried to make fun of you (sorry if you do), it was not the case! As I said, your game really reminds me of old ninja games vibes (and I say that as a good way, as I started playing with that kind of games).
No problem, i didn't take it that way at all :)
Cool game! You've made killing enemies feel very satisfying, and I dig the overall look of the game. Would have loved some more story or context!
+1 for a great pun as well
Thanks glad you liked it ! Especially happy that you liked the combat and graphics :)
I'm not that good at stories but i had a bit more context in mind for the game even if it's still pretty basic, and some ideas i left on the "cutting room floor" cause of the jam's time limit cause they were tied to gameplay ideas i couldn't make in time, and didn't type all that much on the entry page to be sure not to miss the deadline XD
Anyway thanks for playing and giving some feedback !
Thanks for trying out the game ^^
Yeah i can agree the animation delay since it locks you in isn't all that great, probably should have spent a bit more time adjusting the delay.
glad you had fun even with all the flaws though :)
This was super fun.
I think getting animation locked when swinging the sword on the ground is not fun. I found myself just spamming the jump attack.
Also you can cheese most baddies by sliding underneath them.
Great work