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A game with a nice gameplay loop, parrying and retaliating is rewarding and puts your mind on focus. The ninjas, they are well telegraphed and require knowing their timingin order to defeat, the only fault here is that they can dash from outside of view and net you a hit. The arrows, oh the arrows, how much i hate them, they come out of nowhere at a lighting speed and the timing tends to synchronize with the attack of the other enemies which means you have to dodge instead of parrying and as such loose the tempo of it and now you have to deal with 2 ninjas and the fast arrow that is peaking around the corner, after the game spawns 3 arrows the game becomes impossible.

Theme, the one slash is coupled with the parry creating a nice cycle of parry-attack-parry-attack, not only is the theme implemented but its really solid.

Originality, similar to the one shot kind of game but the necesity to parry and relentlesness of the enemies puts the player into a more aggresive mindset.

Great game to spend some time with, go play another thing and then get hooked back again to play some more. (But seriously fix those arrows.)

There are quite a few things I wanted to change with the arrows after finishing the game actually. I felt like it would be necessary to have some more variety than the one enemy in the game, and because of that I pushed to get them in the game before the end of the jam. The main goal of the arrows is to build on top of the parry mechanic in a way that the melee attacks couldn't (reflection of the arrows). Originally I had planned to have enemies that shoot the arrows which would mean that the player would be more capable of seeing the arrows as they are being released from an enemy. I think if I choose to stick with the idea of arrows being a level hazard, I will add in a ui element such as a red arrow coming from the side of the screen (position from which it will enter), and pointing in the direction it will be traveling. I also don't feel fond of the hitbox for countering arrows. The way the counter attack works is that if the player is hit will blocking, they will parry an attack. With the arrow, if the player isn't directly hit by an arrow, they wont counter. Thank you so much for your feedback, you were very in depth!