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I just played it and it's awesome :D i would love a tournament online mode. I wanted to try it out with a friend during the quarantine but i checked it didn't have an online mode T.T

It's a relaxing and great experience

It’s great but it would take a campaign, a shop.

hi drasnus i would like to chat to you privately do you have an email or contact detail

THIS GAME IS GREAT!!! i could totally see this as a fully fleshed out game, add more customization and maybe like a store or something of that nature where you could buy cosmetic gear like samurai armour or maybe different weapon types. 

i absolutly love this game, keep up the great work!!!

this needs to be on steam as a full game

as in more content amazing game btw

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Amazing game and amazing ambience.

luv the gore xD

but is it normal that the mouse just gradually goes up by itself?

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Hi, that's not normal. The game works by locking your real mouse to the center of the window (to stop clicking outside the window and losing focus) and it checks for any attempts to move it up or down and applies them to the game-cursor. If it keeps drifting then you might have a mouse problem, a driver problem, or some weird conflict I didn't account for.

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I dont know what to reply xD. Ive tried messing around with the options but nothing has seem to come into affect.

Thx

Edit: Btw what game engine did you use for this.

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Hello Drasnus and anyone else reading this comment

I have been playing your game for a few weeks now and I absolutely love it. I have played fighting games all my life, but this game is something quite special. This is game is the purest fighting game I have ever played. I love the way that it feels and I made an account specifically so that I could write a comment.

(If you are thinking of downloading this game, do it. If you like fighting games, definitely do it.)

I don't know how to describe it exactly but I think that it is interesting that instead of pre-made combos and special moves, this game demands a type of execution that is focus on lethal precision and creative patterns. I know that on the surface it seems like a spam fest but I think that when 2 really good players that have mastered blocking and counters come together, it will be extremely tense. 

 I am at the point now where I practice against the Duel AI. It seems that the AI is tweaked to counterattack a lot which is good for practice but I definitely find myself wanting to challenge a less methodical enemy. The master AI on the other hand seems a bit strange. They are able to stutter step in an inhuman way and feel much more like a computer. So far I think the Duel AI is the more rewarding option. It may be an interesting option to have a "Rival" option which features an AI that learns from its mistakes and gets better at beating you over time.

I apologize for having such a lengthy comment. I really do enjoy this game though and I hope it gains all the attention it deserves.

Questions:

What sort of tweaks or game play changes have you had on your mind lately in terms of combat ?

Will there ever be mod tools to inject things like custom stages or music?

Will there be a way to save color options ?

Will there be alternative control layouts ?

What do you think of a short and quick stab attack that is triggered by holding that back button ? That would be a fourth attack that is faster and shorter ranged than the Low Vertical Attack but is also blocked by neutral sword height. 

Would you be okay with a First Cut reddit ?

Would you consider using Rollback Netcode and GGPO for online matches ?

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I love this game too.

Also just saying about your quick stab attack is that katanas were really never meant to stab. They are agile and graceful, a mediaval broadsword is more for cuts and stabbing.

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Hi man, thanks for writing this up.

Purity was a design goal from the start so I'm really glad you picked up on that. I wanted to make a game that was easy to learn and felt intuitive, but with a high skill ceiling.

You're right about the Master AI, that one is borderline a joke of mine since I wanted to make an insane challenge. The AI works via a series of timers that determine the frame on which it is allowed to act, and the higher those timers the easier it is to beat. Without the timers the AI can pretty much counter you perfectly and defeating it becomes more about finding blind-spots in my own code. I think the master can respond to any threat or opportunity within like 4 frames or something.

I initially made this game so I could have something new to play with a friend, but once I put it online I found the vast majority of players didn't have the setup for local co-op and instead fought the computer, which led to a few new features like the survival mode and a few AI re-writes. Designing AI for this game is tricky because of the simple design - you find one single mistake and punish it, and so the AI needs to make enough mistakes to feel fair without falling for the same tricks every single time. It's why some AI fights can go on for so long and feel spammy as you try to find the sweet spot, and why the lower difficulties are so easy to beat. I could probably add some kind of new system under the hood like 'pressure', to make the AI gradually make more mistakes if you are aggressive.

>What sort of tweaks or game play changes have you had on your mind lately in terms of combat ?

Currently I've got a mini-update in the works after a long hiatus. Someone below asked for keyboard-only multiplayer the other day and I remembered I'd already promised that like a goddamn year ago, so that feature is coming soon, along with some improvements to keyboard-only controls in general. I'll probably add a new background or something too since I like to have some eye-candy with each update, even if it's small.

In the long run I'm not totally sure. The game has always been a hobby of mine, which is a great way to develop since there's no stress and no pressure to update a game everyone plays for free. It really helps to prevent burnout which has happened to several of my projects before. The bad part is that updates are inconsistent, but as a result the updates I do make are driven by pure inspiration and every time I think I'm done with it, I end up coming back with some little piece of tech I suddenly want to add.

I guess the shove might need some work? I don't have a lot of data on how useful it actually is for players but it seems like a fairly risky maneuver at times and whenever the AI does it and misses you've basically got a free kill.

>Will there ever be mod tools to inject things like custom stages or music?

GMS isn't really equipped for traditional modding, but you got me thinking I might be able to add a custom background/music folder and load content from there. The background one would theoretically be quite easy to make and I could add a template image in the folder to establish the ground level, resolution, etc.

>Will there be a way to save color options ?

Sure, I could add that to the current ini that autosaves. I was thinking for the longest time I'd like to tweak the colour options anyway since everyone seems to default to the hottest pinks and most nuclear greens and it hurts my soul to look at it.

>Will there be alternative control layouts ?

In the short term I mentioned the new keyboard options. I'd like to add custom keybinds but I'll have to gut the main menu and start from scratch. It's a mess of spaghetti code right now and changing setup stuff is a complete nightmare. Just adding a couple more pre-set schemes was bad enough.

>What do you think of a short and quick stab attack that is triggered by holding that back button ? That would be a fourth attack that is faster and shorter ranged than the Low Vertical Attack but is also blocked by neutral sword height.

It's worth a thought. As MajorFlop mentioned, I always saw katanas as slicing weapons without any use for thrusts, but I was also thinking that a thrust with a katana would still slice along it's edge. I'll mull it over (probably for a good long time).

>Would you be okay with a First Cut reddit ?

Of course, though I'm not so sure it'd get much traffic. :)

>Would you consider using Rollback Netcode and GGPO for online matches ?

I'd love to, but I don't know the first thing about network programming and the game would need re-written to account for delta-time and all the latency-management stuff that goes with networking. If I ever did get that far you could be sure that I'd put the game on Steam and actually try to promote it instead of just letting it sit on here.

i believe in you, keep up the great work. youve got one thing that a shit ton of creators dont use in games anymore, keep putting passion in your work man, its why this games so great. 

It's worth mentioning that every single known style of traditional Japanese swordsmanship includes thrusting techniques. Also, there's actually 2 different "styles" of cutting, and the katana is an extremely capable "draw cut" weapon in particular, but without losing the ability to thrust or perform cuts through impact force. Elements of the katana's design cater to all kinds of sword techniques, but it is biased in favour of slashing cuts as the "best" use of the weapon.

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Hi I wanted to know if someday a version with multiplayer on the same keyboard will happen. I dont have a gamepad and its really hard to find games with a multiplayer like that.

the game is really fun and even though it can be hard i like the challenge and the way you fight, my only complaint is that the controlls on controller are kinda annoying since you move with dpad and change your stance with dpad. but other than that this is really well made and keep up the good work.

I love this game so much. It so satisfying to win and I love the atmosphere. It's just my go to game now when I'm bored. 

Lovely stuff, I have to admit. The simple backgrounds and the change of weather and time for each background is just enough for multiple enjoyable playthroughs, trying to get the highest score you can. I enjoyed the music as well, it fits the game pretty well. The only question I have to ask is that, will there be a feature where two players can play on the same keyboard? I know remapping the controls was already talked about down in the comments but I was curious anyways. Specifically for stuff like Parsec, where you can do local co-op I mean. Completely understandable if you don't want to, I enjoyed the game nonetheless. Hopefully you're doing well in this outbreak. Cheers!

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I really liked your game. If I were not poor, I would donate a lot. :D

A hug from Brazil.

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Hi! You've done a magnificent game. I was so exited and  i wrote a short soundtrack for battles. Here you can watch it  - https://drive.google.com/open?id=1mY40dov_vDAwi_UVU9aknkpzWR-QrC0t 

if you like it, i can do a few more tracks.

P.S. I want to asc you about permission to use video from this game to make a small music clip for youtube

Hi, I'm impressed! This fits the vibe really well and it's like a more fast-paced take on what I attempted with the stock tracks. I'm currently busy with another project right now but we could talk about more tracks sometime later in the future.

Please feel free to use footage for your video.

Cool! So you can take the track from this link https://drive.google.com/open?id=1guqL_F1QwP7WZwEBFQx2w0PtPOlKCE9C
And i'll be happy to make some music in future) just write me here bolivarcolas@gmail.com

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I love this game !

Phenomenal game I was expecting a samurai version of nidhogg but this is incredibly intricate and well made. Will an option to change the controls ever be added? Such as button remapping on keyboard or enabling the left and right stick instead of just the dpad on a controller?

Hi, thanks! Yes I will eventually be adding some better control options.

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It's really good

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Thanks!

Can you build one for MacOS? Sorry, im mac user.. but im interested in your game!

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Hi, I'd like to build a Mac version eventually but I'd need a Mac in order to compile it. Maybe once I've got more income I'll make it happen.

I love it!!!!!!

I would love to make some music for any of your projects! Just tell me if you are interested! Here's some of my work: https://elsensible.bandcamp.com/album/various-works-2

Realistic and SO DAM GOOD and sooo epic, i can feel like in a movie!!!

and this game should have a history mode too, with a bad dude and a good final :D it should be even more epic with some more dialogs and online multiplayer too :)

Thanks! I always wanted to add a little story mode with a final boss.

SO DO IT, im pretty sure that it ill be AMAIZING :)

Exatamente!

Very fun and very true to actual kendo fighting. I'm surprised no one has mentioned For Honor as the block/parry mechanics are virtually identical. I sensed a lot of inspiration from that game, in a good way. Keep up the good work!

Thanks for playing. I've actually never played For Honor but I've heard a lot of comparisons. The blade clash mechanics were actually inspired by Hollow Knight, believe it or not.

Ah, this makes more sense. I wasn't familiar with Hollow Knight & Blasphemous until very recently (after I first played this) in order to notice. What made me think of For Honor was the way the timing of the defence ones worked in order to successfully parry/evade. If you haven't checked it out, a few videos of it may provide some inspiration for future addons.

woah, this is one of the best things I have seen recently! Great work.

Thanks!

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plez make a mac build

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This game is awesome! Is it still being worked on?

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Thanks, yes it is, but slowly.

Super fun to play with a friend over parsec! Keep up the great work on this and whatever other projects you work on!

Thanks so much. You're the second person to mention playing over Parsec, does it work well? I've had a lot of requests to add netcode to the game but if Parsec is a good solution then I might add it to the instructions in the meantime.

Yeah it was working pretty well, I think as long as both people have decent enough internet then it works nicely. I asked him about it and he said it wasn’t bad to play with, so I think it wouldn’t hurt to mention it for people who don’t know about Parsec to have the opportunity to still play with friends online.

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Yes, as already mentioned, this is  Bushido Blade in 2D. This is both good and bad. The good thing is playing BB was fun. The bad news is that your victory in most cases is just a random. But the game looks very nice and plays smoothly.

Hi, thanks for playing. You hit the nail on the head when it comes to trying to balance the AI. I created the game for pvp where players will naturally make little mistakes, but with AI those mistakes need to be coded in, and they need to be subtle enough that the same tactics won't keep working 100% of the time.

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This game has a lot of potential and i can't stop playing. What would really top it off is either an online mulitplayer or a story mode.

Thanks! I always wanted to eventually add a little story mode. Online multiplayer would be ideal but I'd have to rework the whole game from scratch... which is a maybe. In the meantime,you could try Parsec to play online with friends.

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i really like the game

what would make it better would be online play and a story mod

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really good concept

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Damn this game is good!

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this game has SO MUCH POTENTIAL!!! add in an online multiplayer mode, whether it be direct connect or whatever and if possible a ranked system, and that would really turn this game into a masterpiece 

Challenging but very enjoyable. Had a great time playing.

Hi, thanks for playing!

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We had so much fun with this one.

Thanks :D

I'm glad you had fun, thanks for playing! Does Parsec work well?

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It works shockingly well if your connection is good,  I have used it with a few friends now and other than one odd issue where if they hosted I got lag but the other way round we were fine, I have used it for coop games and to stream gameplay for Amy to watch/react to as if we were in the same room :)

Also works around the house as an alternative to a Steam link/in home streaming etc.

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I cannot stop playing. This captures sword fighting so vividly. The infinite mode is enthralling, i played until I could catch up to the AI in wins and maintain it. This is pristine.

Thanks buddy.

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holy fuck, this game is fun.

The art style is spot on, the feedback is spot on. 

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I love how polished it is. Especially blood on sword and how it disappear after first attack

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its a good game, i just wished i could play it online with my friends :O, i think you should add 3 different types of attack, basically were you point the sword, a bit like rock paper scissors but with skills, and also a stamina bar since vs the computer you can yust spam attack to win in lower difficultyes

First impression from gifs and a couple of videos I found was "it's basically Kiai Resonance with pixel graphics" - I was very wrong in that first impression. It's more like Nidhogg or Griefhelm combat, but even those aren't quite right to compare - this game's block/counter and dodge mechanics give it a distinctive feel. Sidestep dash animation looks a bit weird, and the flashy effect on blade clashes is a bit much (would be nice to turn that down/off). Overall though, it feels like a really cool game, great job!

Hi, thanks for the detailed feedback!

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Is this 2D Bushido Blade? Hell yes

Hell yes.

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I would literally pay like £10 for this game if it had multiplayer and was on steam, this has great potential and it looks stunning, it plays great and so smooth.

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Hey I'll buy this game 25€ if you make a Linux build

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