SamuraiDuel
A downloadable game for Windows
A simple fast-paced fighting game. All you can do is move, jump and attack. This game is inspired by a fantastic game called Nidhogg.
You are the samurai hiding in the woods. Several villages are afraid of your mastery and skills. They sent 100 of their best samurai to the woods with the purpose of killing you. Now, you have to survive and hold your position.
Controls:
Left and Right Keys to Move.
Space Key to Jump.
Left Control Key to Attack.
You can change it in the game dialog, inside the Input tag. 'Horizontal (+)', 'Horizontal (-)', 'Jump' and 'Fire1' are the only controls that you need to modify.
Developer Talk:
This game was made for Extra Credits's 2nd Game Jam. The theme was 'Present'. My interpretation of the theme was to compare my development skills: A comparison between my Past and my Present.
PAST
Here is the link to my past and abandoned SamuraiDuel.
Also, did I mention that the game is fast-paced and have slow-mo effects in it? Well, now I did.
I want a lot more features but the Game Jam didn't allow me to do so. But I will be updating it later on. The game have some bugs and sometimes, the sword just go through the enemy without killing him. With that being said, 100 kills are possible.
All the assets are made during the game jam period except the title text image that I picked from my old and abandoned SamuraiDuel project. I did it as to show that I completed my previous project.
Status | Released |
Platforms | Windows |
Author | Bold Aesthetic Creative |
Genre | Action, Platformer |
Tags | 2D, Fast-Paced, pakistani, Pixel Art, Singleplayer |
Comments
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Very stylish look, and straightforward to play yet doesn't come across feeling generic. Fun to play. This brought back positive memories for me of Legend of Kage. The main difference there was being able to throw some ninja stars, which certainly this works fine without, but could be a nice way to mix things up if taking it further.
Thank you for your kind feedback. As you can tell from playing the game, I focused on the art and game feel. I might add more things in the future.
Mhh yeah a nice idea! I also love how the dash feels at first. But the core mechanic falls a bit flat very soon. I think a basic issue of this game is that there is not enough player agency over the game events:
1) The camera does not let you see enough of your surroundings, 2) the player dash attack has an 'invisible' cooldown in which 3) enemies attack out of nowwhere and 4) you can do nothing to counter it.
For me, this means that, when I die, I don't think: "Yeah, well played, they really got me", but rather "hm, how did that happen? Not much I could have done here"
Hope this helps you somewhat! I like the idea! :-)
Thanks for the feedback (not just any regular feedback but a good one). I am impressed by the way you put the issues into words. I will be fixing these issues and hopefully, the game will get much better.
Glad it's helpful!
Good luck, keep it up!