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A jam submission

UkiyoView game page

Game made for Samurai Game Jam
Submitted by Jaete
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Play ukiyo

Ukiyo's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#233.0193.375
Overall#303.1303.500
Visuals#353.2423.625
Fun Factor#362.7953.125
Originality#432.7953.125

Ranked from 8 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?
Combat mechanics - Jaete; Level design - Hellvina

Did you use any third party assets, if yes what assets did you use?
Soundtrack by FelisianStudios (Open Source) - A Geisha's Lament; Sprites by LuizMelo (Open Source); TX Village Tileset by Cainos (Open source)

Did you choose from one (or more) of the optional secondary themes?
You're Your Own Worst Enemy

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

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Comments

Submitted

High scores all over the board, loved the wall jump but found it hard to do when in tight spaces, I think is because the friction is applied when elevating instead of only when falling, but in general it is a great entry!

Host(+1)

As you know from my stream I was terrible at it. But I really appreciate all the effort that has gone into the combat system and will certainly try it again in my own time.

Submitted(+1)

The blocking mechanics were great and the overall fights were intense! I really liked the fact you can slip down walls and all is really cool! I think with a bit easier control scheme and some balancing this game would be super fun! 

Submitted (1 edit)

I enjoyed the blocking mechanics in this one. Telegraphs were very clear on where to block. Though sometimes the enemy can register multiple hits on me with one swing. I also recommend making the enemies less spongey. Kind of removes the impact of successfully landing the parry by only seeing that I only did a tiny bit of damage as a reward.

Just needs some balancing and a bit of polish and this would be a great game!

Submitted(+1)

Very nice style. the art assets and SFX paired very nicely. This feels like a game world I want to see more of and continue exploring, especially if you keep polishing the movement and fight mechanics. Godot can be a bit tricky to make the ground less slippery, unless you wanted the friction a little loose for the dramatic slashes of course. 

*bug report- After clicking "retry" I tried to rush through the dialogue and the character froze in place.  I notice sometimes this happens in my own code too, key spamming issues can be tricky.

Developer(+1)

Hey! Thanks for passing by and sharing your feedback.

You know... These kind of problems shows why one would need game testers and I had none. I wasn't feeling the movement slippery at all. But that's because I was already used to the movement. I also didn't had any reference about the combat difficulty, the difficulty to use the commands, the reaction time needed and so on because I already know the combat patterns of the first two enemies (white and red masks) and was getting pretty used to react in time against the black masked dudes. You can't predict their attacks, they react to your stance and hit on the opposite side so you can only parry them after they initiate the attack animation.

That being said, I'm going to get some friends of mine as testers XD

Like I said to you on your post, I'm planning to keep polishing the game and expand this universe and story, so I'm looking forward to have your feedbacks again. Thank you again!

Submitted(+1)

No problem, I totally agree. Having people with no inside knowledge of the game give  it a try is a huge benefit. The last one I made was way too difficult, but we learn and progress with every attempt :)

Submitted(+1)

Enjoyed it. Good wall jumps, interesting block mechanic. Things I would have changed:

  • make one of the block stances default and activate it just by pressing D. And activate the second stance with D + arrow
  • make each 1 vs 1  fight shorter 
Developer(+1)

Thanks for taking your time to share your opinion!

Well, I kinda was having this issue (but it's totally because my inexperience) of sometimes the attack would hit like twice or thrice during the same animation and was dealing too much damage per hit on the enemies. My palliative solution was to increase the HP of the enemies. I was planning that you should have to hit the basics enemies (from 1st stage) with something like 5 hits and the stronger ones on the 2nd stage should take a bit longer but not much, actually they have less HP than the basic ones because they block you more efficiently.

That being said... Apparently, in the final build, this "bug" wasn't happening too often and then the fight became longer than it should.

About the block stance, maybe I should've made clearer that you actually can hold D and only then press the directional... Oopsie.  Anyway,  thanks again for playing and for sharing your toughts! 

Submitted(+1)

I like the use of 1-on-1 battles with platforming giving you room to breathe and anticipate the next battle.

Developer

Hey, thanks for taking your time to share your opinion! 

I'm glad that you could have fun and the challenge was sort of well-paced, I've tried to make each battle "unique" so you can come back in one of those bonfires to heal... Now I'm realizing that I should inform to people on the game page that these bonfires aren't just for beauty... Oopsie.

Anyway, thanks again!