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A jam submission

Shadow RunnerView game page

Submitted by yalexublue — 4 hours, 46 minutes before the deadline
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Shadow Runner's itch.io page

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Comments

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What did this game do well?

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The game was really smooth and fun to play with interesting mechanics.

This game is simply amazing. I really like the sound effects and BGM. Also, the movements are easy to learn.

I think the first level mapped out perfectly what the player movements and mechanics are. The text seemed to blend in well with the level and I think it helped a lot that you gave each mechanic a platform space for the player to try out. The game also looks pretty polished for a prototype.

The player movement is very smooth and responsive. The animations make the game even more polished. I also liked the mechanics of shooting the brick and let the tree trunk fall to the platform as a climbing point.

The ninja movement is very good, especially double jump and wall grabbing. The game has very good instructions level that introduce all features of the game. The game checkpoint is a good addition because I die many times in this game and very glad I don't have to play the game from the beginning.

Nice ninja platformer. Good set of game mechanics, good set of enemies and level design.

The game gave us the choice of either being stealthy or go shoot em all.

Good tutorial explaining the mechanics and easy to follow levels afterwards.

I liked the music and the gamefeel. Movement is really good and the fast restart times helps me make up for my awful platforming skill. The puzzles involving trees and ice blocks were the most fun parts.

This game has really amazing polish for a 1-week project! The animations are solid, and there's a lot of subtle game-feel that really adds to the experience. I think the overall mechanics are well implemented, and I like both the differentiation between different levels and the small details like the fact that the next level is previewed around each portal.

Honestly this game is just so playable. All of the mechanics seem cohesive and work well together.

It feels very easy to pick up for first time players; very intuitive.

I enjoyed the fact that you had to sneak up behind enemies. I also had a similar idea that I didn't (couldn't) end up implementing so this was cool.

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What could this game have done better?

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Why was there a need to put the attack on j, when the q swaps to the bow. the q button basically did nothing because attack was only on j.

You could make the level2 more complex and challening!

I think I lost track of what key does what in the 2nd level, so maybe have all the mechanic keys closer together so that players can easily remember them can help a lot

I wish the attack keys are all on the mouse so that I don't need to switch between keyboard and mouse.

The background music can be more fitting with the game environment as I think it does not blend well with the game theme. The ninja could use more way to attack rather than just arrow. The enemy health is too strong and takes long time to kill and I think the game could add a health bar for the ninja.

The background music was too loud, maybe reduce it a little so that the in game sound effects could be audible (were there any? thought I heard footsteps)

Integrate controls for katana and shuriken into mouse? shifting between mouse and keyboard felt a little weird.

The control scheme is a bit weird, having to shift my right hand from the mouse to the keyboard if I wanted to melee instead of using the mouse buttons when the bow isn't equipped.

I think my main complaint is that the controls are a little fiddly. There's a lot of different actions to remember, and it might have been better to map those onto the same button (i.e. scroll through different weapons and then click to attack / shoot bow / throw shuriken). Also it would be nice to have the ability to climb up and down on the walls, since getting stuck feels a little odd.

You're majorly op against all of those first enemies

I didn't feel inclined to slow down, take out the bow, aim, and use against (non cube) enemies.

Camera angle could be wider.

I think a little more variety in terms of the level and also different enemy positions make it more interesting.