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A jam submission

Samurai: The Next InfernalView game page

Submitted by DonyThePony (@AnwMann), graphite_surgeon — 5 hours, 48 minutes before the deadline
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Samurai: The Next Infernal's itch.io page

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Comments

(+1)

I LOVE IT !! DONYTHEPONY !!!

Submitted(+1)

This one was a lot of fun, even though it's not the type of game I usually play! The art is absolutely gorgeous, and I can tell how much effort you put in with that. I'll be honest I was definitely not good at the game, as I said it's not the kind I'm used to playing, but it was enjoyable nonetheless! The music was also a very nice touch, and the sound design in general was very satisfying.

Developer(+1)

Thank you for your feedback! It means a lot to us.
We are pleased that you enjoyed it and that you tried a new type of game genre!

Submitted(+2)

Hey I played 31 runs so I guess I like it :), my main focus was getting in the leaderboard my favorite upgrade was the one that reflected the bullets but every time I used it the accuracy would go to almost zero so it wasnt good strat to reach the leaderboad. Good job !

Developer(+1)

Thank you sooo much for playing <3
Great that you had some fun <3

Submitted(+2)

I like the powerups and and artstyle, though I needed to have it in full screen in order to fully appreciate the pixel art. There was a lot of lag when starting from the title screen, at the start of the first run and then in later runs. There is a tendency for lag to occur when taking multiple hits.

I like the little animations that occurs in the character portrait when collecting powerups or taking damage. A possible UI improvement would be to have the enemy health bar always be on-screen, as it would make it easier to determine why the game has ended

I had a minor issue with determining what counts towards the "accuracy" criteria for scoring, as I initially thought that only my sword swipes counted towards it. I was surprised to learn that the reflected attacks counted as my own attack and also counted towards my accuracy. More scoring criteria could cause variation in a player's strategy. For example, time bonus for faster kills; no-hit bonuses; sword-only or reflection only bonuses; No powerup runs (this might not be feasible in the game's current state)

A bullet-hell game with ratcheting difficulty.

Developer

Thank you so much for your feedback!
It means the world to us!
Thank you for playing <3

Submitted(+2)

It looks great ! Love the powerups and the idea !
The only problem for my laptop was sort of jumpy play, making it too difficult for me.

Submitted (1 edit) (+2)

It’s a really well thought out idea, nicely implemented. The two bigger feedbacks are the differences in sprite scaling and the lag issue on later loops. Second can be solved with some kind of partioning system, and the first just takes time. You clearly had effort into the pixel-art, let it truly shine!

Also, give me a loop number/indicator!

Forgot please look into the sound issue, it was realy loud! :D

Highscore: 260!

Well done! Solid entry!

Developer

Thank you so much for playing and your valuable Feedback! It means a lot to us <3

Submitted(+2)

I love a bullet hell game and this has a great vibe, and even for such a short game you included lots of nice details like the pickups. Cool stuff!

Developer

Thank you for your nice feedback<3 very happy that you liked it!

Submitted(+2)

This is fun! I was thisclose to beating the infernal-eye last time; maybe I'll get them this time! Really digging the music and art.

Developer

Thank you so much for playing and your feedback!

Submitted(+2)

Sweet: a leaderboard!  that was fun.  I did find that there was a spot you could cozy up to on the boss and you wouldn't be hit.  Good submission!

Developer

Thank you for playing!

Submitted (1 edit) (+2)

well done and i love the theme driving it all. nice details inside with the powerups & presentation, and it played great.

and, always +1 in my book for the leaderboard which i’ll be keeping a close eye on:

i do wish it remembered my initials, tho, as i’ll be entering them often.

nice job, DTP :)

Developer

thank you so much for your Feedback<3

We are very happy that you like it (:

Submitted(+2)

At first I found this game a bit frustrating to play, but once I understood more of the mechanics and the boss moves and mannerisms I really got into it! It's actually really fun to mess with the boss's positioning to your advantage and the hit feedback feels really good

Developer(+1)

Thank you soo much for your Feedback <3

And we are happy that you got the hang of it! (:

Which PowerUp Combination is your favourite one?

Submitted(+1)

Speed boost power up is always my go to, because combining it with the dash really gives me a lot of freedom in my play!

Submitted(+2)

The art is well done. First suggestion, the player health is on top of the player head, not above :D

Also, I really feel that the game should be a ranged weapon game, a gun or sort of, not a sword. The point is avoiding the bullets, if you are close to the enemy you basically can't avoid them. You can't really wait, since you have 20 seconds. Or am I missing something?

Anyway, well done!

Developer(+1)

Thanks for playing 💪

Yeah it is the first thought that the Player should be ranged, but we tried to do something different.

You have some PowerUps like the Mirror of Yata. This PowerUp allows you to redirect the bullets to the enemy. Maybe you can discover some Playstyles with a combination of other pickups.


And yes the GUI and Level Design is for sure not polished :D 

Thanks a lot for your Feedback ❤️

Submitted

Ok I will give it a retry. Indeed, I saw that there are powerups, but for most of them it was very unclear to me what was their purpose XD

Developer

yes :D I hoped the handy description of the game Page  will give the hints xD