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A jam submission

Shadows of the ShogunView game page

Defeat the Shadow Kami and restore balance to the world
Submitted by ThaLazyDog, Neyoth — 4 hours, 24 minutes before the deadline
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Shadows of the Shogun's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#24.1004.100
Overall#63.8003.800
Audio#153.3003.300
Originality#233.3003.300
Visuals#492.9002.900

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Video game

Was your game made solo or in a team?
Team; Kevin Jeryd - Musician/Programmer, Thomas Nguyen - Tester, Patrik Niens - Programmer/Designer

Did you use any third party assets, if yes what assets did you use?
Sound effects from ZapSplat.com and Pixabay.com, Katana model by Yavuz Temel, some VFX materials from Unreal Marketplace, Samurai Font by Fontilizer

Did you choose from one (or more) of the optional secondary themes?
Don't Stop Moving!

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Submitted

Cool high octane action game with similar mechanics to Ghostrunner. I really loved the wall running and katana grappling. The combat aspect of the game felt weaker than the movement. I couldn't get the feeling of hitting the opponents. I'm talking about the feedback. I wish the enemies would look cooler but of course time constraints. Definitely one of the best and cool looking games of the jam. Nicely done!

Developer(+1)

We agree with you there, the hit feedback is very lacking. We didn't have that much time to polish the game finer details since we enter the Samurai Jam late. But we are glad that you enjoyed it! Hit feedback and game feeling is incredibly important for these types of game. We will do our best to make the next version better in this regard.

Submitted

https://www.twitch.tv/videos/2056599186

Streamed this game tonight

I'll start off by saying Im giving this one a really high rating Star Rating in all the categories because theres a great game here, with attacking, deflecting, grappling, wall running, even a freaking SLOW MO

That being said, I couldn't jive with this game, I felt constrained by the stamina system. I wanted to keep moving, slashing jumping wall running, but everything was so limiting for a game that just wants to breathe. I think only the slow mo should be tied to a cooldown maybe the block and everything else should be free wheeling. I would love to try this game again without the stamina system and just have fun with the movement and the slashing with no restraints.

Developer

Thanks for streaming the game! Glad you liked most aspects. We agree that and have noticed that if you are very good at the game, the stamina system is definitely a problem. We implemented it so the player can't just spam deflect or spam attacks on a boss. Looking back at it after testing, it definitely needs some tuning. We are currently looking to add that you regain a lot of stamina after killing an enemy. Our plan is to continue the fantasy of chaining kills, and that you will have to do a few attacks against a boss to then move and slash some weaker enemies before continuing. If you are interested, we would love to hear more feedback if you are willing to try a newer version of the game, where the enemies also fly and the arena you fight in is more appropriate for the mechanics.

Submitted(+1)

This game was super fun, the actual combat was a bit hard to understand what was going on, but the movement was fantastic. I really enjoyed that aspect of it. 

Developer

Thanks for playing! Glad you enjoyed the movement, it's something we worked hard on and the team is thrilled to hear that it resonated with you! And all with you about the combat, it definitely needs some refinement and we will improve how well combat and player movement ties together.

Submitted(+2)

Yeah if you want a bit more feedback on that. I liked the parry and slomo when you parry projectiles. The effects look okay on them but probably could be a bit more pronounced for what the projectile is, maybe. I feel like the sensitivity is way too high, so a slider would be nice in the settings for that. Besides that the issues I had with the melee system were the fact that it lunges and if you attack in rapid succession it like pulls you through the enemy, sometimes they aren't even dead. Perhaps something you could do to improve the overall combat is make enemies have less health, so there's some kind of flow to combat. Instead of having to turn around and back up to fight an enemy I wasn't sure I killed if I cut an enemy and knew it was dead that would be cool. So there's a possibility that one cut being enough to kill is a good idea. Some other stuff, since the movement is so strong, a cool idea would be to use enemies to string together movements, you could make it so killing enemies with your sword launches you up a little and resets double jump/dashes, and parrying could give you hang time by turning off gravity temporarily maybe during the slowmo, so you could have entire sections where you don't touch the ground.

Anyway I just wanted to elaborate on what I don't think is working about the melee system. Throwing your sword to grapple is cool, parrying is cool, and of course the movement system feels fantastic.

Developer(+1)

Thanks so for providing extensive feedback. Always appreciative. We have had several comments about enemies with less HP so we are currently playtesting it and it feels great! Our in house  demo is turning out great. We have complemented the new enemy balancing with a fitting arena which is more vertical. It is thanks to you and the rest of the community that we can develop a fun experience.  

Thanks for playing our game!

Host(+1)

Fun and fast, great movement overall. I really enjoyed it!

Developer

Thank you!

Submitted(+2)

Honestly one of my favourite games in this jam so far, and itll probably stay that way! The movement felt super duper really good, and moving around the map was fun even if it didnt get that much dev time, as youve stated previously.

Only minor complaint is that you cant gain health back.

Also, the counter did feel good, especially when I was flying through the airs. Felt like a badass, lol

Developer(+2)

Thanks so much for trying out the game, and the team appreciate the feedback! Great idea to be able to recover health, especially if we will make larger and harder levels/arenas. 

Great that you enjoyed the movement and counter, we spend a lot of time refining it. 

Submitted(+2)

Very stylish game! Grappling feels good to just zip around the map. Parrying feels great in this. *Chef's kiss* Excited to see what you do with this post-jam.

Developer(+1)

Thank you so much! A lot of time was spent on refining the mechanics (so much so that level design didn’t get much time…) so nice to hear it so appreciated! Post updates will come for sure, stay tuned!

Submitted(+2)

Really well implemented mechanics. I wish it had a sensitivity slider as it was way too high for me, it made it pretty hard for me to fully enjoy the game. Otherwise it was really good!

Developer(+1)

Thank you and thanks for playing! And good that you mention it, we will be sure to add it for the next update!

Submitted(+2)

Suuuuper fun mechanics, I really like this game.

I kinda wish there was no stamina so I could dash through everything without much of a concern, but alas, this is really interesting.

Are there multiple levels? I defeated all enemies on the first level then nothing happened.

Great job though, I had lots of fun.

Developer(+1)

Great to hear you enjoyed it! And I definitely get what you mean, the stamina bar was mostly to avoid spamming attacks, we will be sure to adjust the attack values. 

Sadly, due to time limits we were only able to add one level and an arena. But we are working on adding some replayability and some quality of life changes. 

Submitted(+2)

Impressive work, complex mechanics, great potential!

Developer(+1)

Thank you!