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A jam submission

Ronin's RunView game page

Samurai themed Beat 'Em Up
Submitted by Patrick L (@roninsrungame) — 7 days, 13 hours before the deadline
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Ronin's Run's itch.io page

Results

CriteriaRankScore*Raw Score
Art#24.6004.600
Overall Fun#74.2004.200
UI#94.0004.000
Sound/Music#143.6003.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

This game was really well made, hard to combo with a mouse in some instances but was still really fun to play, you did recommend a controller though tbf. I loved the art style, didnt seem buggy or clunky. music was very on beat, reminded me of trek to yomi, though i wouldve liked to hear abit more dynamic and diverse music as you go through maybe altering with enemies, but thats just me, its great either way, tutorials were greatly detailed. nothing bad to really report, only think i would ask to improve is the lore or story of whats happening but once again could be that its a demo and you intend to have the full game have a story. i added more fresh detail on my (first ever) video review. 14:53 - 26:46 link below...

Developer

Thanks for the review, especially the video, it is always helpful to see others play and things I can improve.

Story is coming! I will be looking to build out some character back stories and flesh out the plot very soon. Might be a while before its actually in the game (or demo) though. Music is mostly placeholder at this point. As you mentioned it also needs some more dynamic event music for fights etc.

Interesting points about the mouse. I tend to develop/test a lot with mouse/keyboard as it is quicker but I do have the dodge key mapped to my side button which helps a fair bit. I might need to reconsider the defaults.

Cool game! I'm a big fan of DMC5, Nioh, Sekiro, Tekken, Soul Calibur and the sort, and this is a pretty solid foundation for what could be a really awesome game in the future. It feels a little bit clunky though.

Developer (1 edit)

I appreciate the feedback. Could I ask what it is that felt clunky? Was it the controls, combat, something else? Any examples would help a lot.

(2 edits) (+1)

Well this may just be personal preference but I think the player should be able to jump cancel their grounded attacks. Additionally, I don't like the stamina system. I understand its purpose but I think it is obtrusive due to how slowly the player moves in combat. I also really don't like how I have to hit enemies in order to be able to chains longer than 2 hits. I also was having major issues with the game not detecting my dpad inputs properly, often leading to me getting hit or being confused.
That being said, I actually don't think that clunkyness is the issue here, I think that the sound effects and music are really lackluster, and putting time into giving it a more distinct artstyle would go a long way, since the gameplay is inherently repetitive, which, I would like to make clear is NOT a bad thing, just that it needs some more spice.
I'd recommend that you go watch DMC5 Vergil gameplay if you haven't already, even better, play Vergil in DMC5 yourself!

Developer (1 edit)

Thanks for the extra details, it really helps! 

There are a few things you mentioned that I have been struggling to decide on the best approach so it is good to hear your thoughts. For example the stamina system, which was added recently to stop abusing the dash attack, might not be the best approach or maybe it shouldn't be tied to standard dash/dodge moves.

I'm concerned about the DPAD inputs not registering though, I will look into that. I only really use thumbstick on my ps4 controller. Can I ask what controller are you using?

I'm using an arcade stick, the same one I use to play Tekken (it works perfectly in Tekken). I also use my arcade stick to play DMC5 and it works fine there too. Wish I could be of more help honestly but it was really hard to replicate and seemed random, although I have a feeling it has to due with the game stuttering briefly when enemies load in, and the "key/button up" input gets eaten, so it thinks the player is still holding in that direction. This tends to happen in lots of games that kinda just load stuff willy nilly in the middle of gameplay. Let me know if I can help you out!

Submitted(+2)

Great-looking game! This was easy to pick up, and yet didn't delay too long in increasing the challenge. I'm really impressed with pacing of the tutorial and the UI in general: it shows exactly enough to introduce controls at the right moments and show how the fights are going, with no extra clutter. I don't have much experience with beat-em-ups as a genre, so for this one to be approachable yet challenging to me, I consider a good sign.

(+1)

Game looks great! super polished graphics and the "feel" of the fighting is great! Sometimes it feels like you are very slow right when you start moving and it can feel lethargic.

Developer(+1)

Thanks for the feedback! I will have a look at the movement acceleration. It should be easy enough to fix.