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A member registered May 28, 2016 · View creator page →

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Thanks for your thoughts. I'm still figuring out how I'm going to proceed; some of your ideas line up with my plans, some don't, but we'll see how it turns out down the line. A little story mode is definitely something I'm interested in, plus fixing the menu and more customization. I'm glad you like it.  :)

Thanks! I'm still figuring out where it will go. It would be great to add some new weapons but it might require another overhaul of the player sprites and a lot of testing to keep it balanced. We'll see how it goes. I've considered adding a boken for a while since it would only require changing the sword colour and adding a 'knocked out' animation.

Yes, you can use these sprites in your games, commercial or otherwise. Thanks for purchasing.

Thanks man. Adding networking is a lot of work but I might just give it a shot sometime.

Yes. There's a small chance that you'll end up in one of the 'blood' stages.

I thought it might be that. I'm glad it's working for you.

What does the error say?

Great video, thanks!

Thank you. I'd like to add more characters at some point in the future when I have more time.


It depends on your control scheme. If you're using mouse and keyboard: it's right click to dodge and if you're holding your sword high or low you will sidestep.

Yes, that's the plan.

Thanks buddy. I hadn't thought of that but I'll consider it.


Thanks buddy

Thanks for taking a look

Thanks, I'm glad you like it.

I already mapped dodge to RMB, but I could assign push to something else. I was pretty much trying to minimize the number of buttons needed for simplicity's sake but there's no reason I can't include both. Is there a preferred key I could use? Does your mouse have any other buttons?

You caught me at a good time anyway, I'm gearing up to push a small update so I can include those changes right now.

Thanks for sticking around. I'm going to give the menu a proper overhaul at some point so I'll be sure to include both those things.


Thanks for recording yourself, it's a really valuable means of feedback.
Master difficulty is downright silly, I saw him do some stuff in your video even I didn't know he could do.  Good job beating him.
The window for blocking is quite wide but it can be tricky recognizing each attack in time to react to it, especially using keyboard controls. I'm thinking of adding a 'game speed' option so new players don't get thrown in the deep end.

Thanks buddy.

Hey man. I can't promise anything for the moment since I'm very busy, but when I update it again I will definitely add some samurai assets.

Hey dude. I'm pretty sure you're the person who messaged me elsewhere, but if not:

You get the second key after the last portal door. Getting it open requires some careful positioning, but you can kind of see it being done in the trailer.

Thanks for the compliments.

Yeah you're right. I used blank frames to separate each animation in the strip. Thanks for clarifying.

Hi, could you elaborate?

Good effort, thanks for posting.

I guess it's still in somehow. Either that or they're triggering the input by themselves which is a scary thought.

Hey dude, great video. It's always fun to see how people do. :)

Hey man. I love the video; thanks for taking the time.

Hey dude thanks for sticking around.

Yeah I haven't quite worked out giving the AI the dash yet. I tried a long while ago and it was zooming around like crazy. I'll figure it out in time I guess. For now it's your advantage. :)

Thanks man.

Sure, I'd be happy to.

That's right

Thanks man. The next update will have some difficulty options. It won't be long.

Working on it right now, I'll update soon.

The AI is a little basic, but it uses the exact same base code as the player. Instead of being controlled by hand it makes decisions based on a script. As far as I know it shouldn't be able to interrupt its own actions because like the player it only has control when it's not currently attacking or blocking. I'll keep an eye out though, maybe it's just parrying?

The corner thing should be an easy fix if I just make the AI back up when you're cornered. I'll try it out.

I'm going to push a new build soon with some difficulty options that will affect the AI's reflexes and aggressiveness. It should be a bit more forgiving for new players, plus an extra hard mode for a bigger challenge.

Thanks for the feedback, I'll see what I can do to tweak the intelligence as I go.

Thanks man. It's more or less what I was going for.

Hey dude, nice video. Thanks for taking a look. :)

Fighting with the keyboard can be a little tricky but it looks like you got the hang of it.

Thanks man. I'll keep at it. :)