Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.
-- Programming --
Erdal Ural
Umur Cem Altürk
-- Artwork --
İdil Kıtır
-- Music --
Neoakushon
http://freemusicarchive.org/music/Rolemusic/~/Neoakushon
music used to create this work was licensed under an Attribution License
-- Tools --
Unity Personal Edition (Programming)
Aseprite (Artwork)
Photoshop (Artwork)
Chiptone (Sound)
-- Known Bugs --
-Player can attack while the game is paused.
-- Noted Feedback --
-The game needs a dodge move
-Better hit feedback
-Increase ninja animation quality
-Invincibility for a few seconds at the beginning of each experiment.
-Make shuriken attack more useful
Downloads and Links
Ratings
![]() | Coolness | 77% |
#105 | Fun(Jam) | 3.78 |
#235 | Overall(Jam) | 3.63 |
#295 | Theme(Jam) | 3.83 |
#316 | Graphics(Jam) | 3.79 |
#401 | Mood(Jam) | 3.33 |
#455 | Humor(Jam) | 2.57 |
#566 | Innovation(Jam) | 2.90 |
Comments
Some enemy bullets are a little too fast, so the ideal tactic is "always move", while you can not circle every enemy at the same time. I think I would have preferred it if you could actually dodge the bullets.
Pretty cool concept with the melee attack. Needs a bit of refinement, but that's jam-life. Sometimes I didn't know why I was getting killed.
Ninja slashing is fun, and it felt like it could turn into a nice mechanic with a bit more snapping to the target and time for FX. I wish the shurikens felt less anemic. This game would benefit from upgrades that improved your weapons for sure.
My highest experiment was the 6th one where I died pretty quickly :D
Anyway, the mechanics of this game and the final idea are AMAZING!
Music and sounds perfectly fit the game art and mechanics.
There is pretty much nothing I can complain about. Excellent game in my eyes :)
@pfirsich I agree that game would be more fun with dodge some mechanic. I will keep that in mind. Thanks for the feedback.
@BoneDaddy I realize that the game needs a better indicator of hits than just audio feed back but I'could not come up with a good/fast way to implement one at the time.
@buckle2000 How do you swing a sword otherwise :P
@Michalidis Wow 6 is pretty good my best is 7th experiment and I got lucky with the enemy spawns that time.
Thanks a lot for the great feedback and criticism so far.
The gameplay is nice ! Maybe the shurikens should have more range or make more damage, because I didn't find them very useful.
This is definitely the most fun game I've played so far! The graphics and gameplay are amazing and it is very addictive! Although, I have 4 complaints:
1. The ranged enemies should only shoot you when then are in your view.
2. There should be a 1-2 second invincibility thing at the start of every experiment, as you would spawn and get instantly killed before really getting much of a chance.
3. The ranged attack should be more ranged.
4. My friend played this game as well, and said that you could attack while the game is paused.
Overall, great game! :D ^-^
@Bellatrion and @Crafting4U yeah shurikens definitely needs some tweak. I don't want to increase their damage because they would be too OP but I might give them some crowd control effect like stun or slow.
Thank you for the feedback and the bug report!
Most fun I've had on this ludum dare until now! Sometimes it's hard to understand the collision detection and run away from projectiles (especially the flying missile hitting a barrel) but overall great job, man!! I only got to the 4th level so far, will try more.
Not bad. Though I thought these experiments are not random, but a predetermined set of levels to beat.
Also, I'm probably missing something, but it looks like the missiles are not doing any damage.
@Tkachov I tested them they do deal damage. You must have destroyed it before it hit you.
Hitting enemies didn't feel that great. It seems like they always have the upper hand while playing.
Graphics are pretty great, although the floor didn't quite seem to match everything else.
Audio is simple but works well.
Gameplay is difficult, but still fun. The dogs seem kind of difficult to deal with - it took me quite a few tries to beat the second level.
More of an indication of damage might improve the feel of the game.
Fun game! I like how it plays. The melee attack is very fun, especially with the little dash you get. It'd be nice if you didn't have to start at experiment 1 every time you die. Also, the art is fantastic. Thanks!
I made it to experiment 5 but then died almost instantly ^^' Cool game though, I especially liked the dead animation :P Well done!
The game lacks something to feel like a complete action game.
It makes me await a roguelike/ interaction component.
Mechanic is solid.
Pixelart and especially animation look very nice.
Pretty fun :D Give the game more juice, and this can be really satisfying to play. Good work on the different enemy types as well, it keeps it interesting.
Really fun! It's really challenging, though I felt that the shurikens were a bit sparse. :P
Visually it's nicely done! Having the mobs and player have an outline really helps distinguish objects/foes and also give the game a nice, kinda pixelated-cartoonish look (well...that's what I think :P).
Controls work really nice, respond quite fast for playing. My issue with the game, besides the shuriken thing and some things people have pointed out (enemy projectiles, hit feedback) is that, during the first few levels, I couldn't feel "progression" at all. They look like they share the same blueprint. It changed when the missile guys started to spawn, though.
Really nice entry! Congrats! :D
Art is great, music is catchy, and controls feel solid and responsive. The way the cyborg dashes forward with the melee attack does a nice job of adding some "oomph" to it!
People before me already gave valuable feedback, so I have to think of something else to nitpick on... Maybe either the fire-wall/poke or fire-dog could employ a different attack, as they both seem to do the same thing (attacks strictly left or right with fire, except that one moves). But I understand this similarity may have been a side-effect of time constraints. :P
Or maybe in a future version, having a little bit of anticipation prior to an enemy's attack (like seeing them "charging up" an attack first before they actually fire) may be helpful in making attacks feel less random and deaths more the player's own fault.
Overall this was fun to play! The little cutscene between levels with the scientist walking out of the door was a nice touch too. Nicely done!
Nice graphics and animations! I included it in my compilation video series of the Ludum Dare 37 games, if you’d like to take a look. :) https://youtu.be/-Y1GOAhzfQA
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He is a great cyborg