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rilethunder

4
Posts
A member registered Mar 04, 2022

Recent community posts

Art and Sound Design is great as always!

My only complaint is on the second level; idk how I managed to finish that.

Essentially you're supposed to look out for the disguised spirits; problem is, I don't know what the good ones look like. I think that you're supposed to get that info in the first level but you don't really have much time to memorize even a smidgeon of details plus there's barely any of the "good spirits" themselves.
Tbf I think that can be solved by simply introducing all possible good ghosts in the first area or maybe a small poster that shows what good spirits look like or just even a standard -- "good spirits have no horns" -- or something like that. Just so it doesn't look like a trial and error, though at that point that might be just a personal preference HAHA.

I'd say due to the second area the difficulty spikes were weird esp since the 3rd level was quite fun actually, though also a lot easier and manageable. Maybe have the first and second area mechanics for the third one? HAHA That's what I was expecting.

There's some bugs I think. Music stops sometimes and the game continues even after a game over.

It's a nice short game; I just hoped the mechanics were better introduced if not explained.

Awww man, very short and sweet, and somewhat relatable. Love the very soft aesthetics and vibes too! Well done!


I think the gate glitched out in one of the scenes, but that's fine. Really love how you used perspective when shifting the screens too!

hits too close to home HAHHAHAA


the game is fine, I suppose a small crosshair on where the cursor is would help, and maybe another difficulty level? HAHAHAH

Sorry this will be a bit long HAHAH I played it for a good 2 hours.


Pros:

  1. Everything regarding aesthetic is really good! Art direction and sound design are very fitting and works in tandem! Already makes it a unique premise for a game. (I wish Ronin Neko have it's own plushie line HAHAHAHAHA)
  2. The game is designed and balanced around the main movement options and punishes overcommitting; shurikens punish jumping too much, neko ninjas punish falling erroneously. Simple design choices and they work in harmony, coupled with the surprisingly paced difficulty and it gets really addicting fast.

Cons:

  1. That said, regarding the 2nd in the pros, Kunai doesn't feel fitting tbh -- or at least how it's designed. It basically works like an ammunition, promoting a sense of urgency of getting them while also must be used sparingly for crucial moments especially in very unfavorable situations , as they don't really spawn that much either -- and if they do, they require you to decide fast if they should be collected or not. However, you also have to use it correctly, requiring precision so you can hit the target successfully

    This would feel overwhelming when the game gets REALLY fast. In my experience, the moments where I used a kunai I either die cause it didn't hit/I had to think of making it hit, or I simply avoid the obstacle altogether through the movement options. Heck, I forgo getting them sometimes even if they spawn; the invis powerup is way better.

    Some suggestions:
    Just make the kunai infinite and MAYBE make it bigger and faster.
    A quick melee slash that's also infinite, but would work as a panic button against obstacles. Kind of like the shotgun in Monster Dash.
    Explosions scroll that has 3 uses, but destroys every obstacle in the screen, but not the spawning ones. You can also pick them up.
  2. Technical issues, though some of them are too tall order of a fix tbh. I'll list them below:

   - Enemy neko AI doesn't work properly at times, most noticeable if they are on the edge of a roof. They tend to stand there and shake, or at best they stay a long while on the edge.

   - Hitboxes are wonky. Sometimes I die even for a big gap between me and the obstacle, but I also do not die even if I completely touched a shuriken. Kunai is also affected as well; I don't hit the shurikens sometimes even if it's a direct line of sight kind of throw. I'd say make the shuriken a bit smaller as well.
   
   - There's a glitch where I phase through the roof sometimes when I land, so it's stuck on the falling animation and while I can jump through mashing, it's inconsistent, and a sure death from falling as well. 

   - Background animation doesn't seem to refresh; playing another instance after getting a high score still makes the clouds go fast even if it's the starting phase of the game. This is corrected by refreshing the page though.


The issues are mostly really technical; the game is really fun still. Most of the mechanics are easy to grasp and simple to understand, aesthetic is quite unique and well executed, the game feels really good to play when it does get going. 


You really did a great job on this one dude seriously. Really wish you'd continue working on it so we can get a line of merch jk HAHAHAHHA, you already got the concepts down.