We will continue naming our games in alphabetic order.
As the dragon, Seiyrus army gets more power over Chanu, the peoples rights gets lower and their currency smaller. You play as the young ninja, Miyo. Your only property is your great grandfathers shuriken and a black set of clothes. You are determined to stop Seiryu once for all. Be careful as you enter the temple of Seiryu!
Aim with the mouse and left click to throw your shuriken. Shoot the enemies and you may get an extra life. To shoot again, you need to catch the shuriken while spinning. If the shuriken touches you when you are not spinning, you take damage.
A/D - move
W - jump
LMB - shoot
Spacebar - spin
R - restart
F4 - toggle fullscreen
The final boss is, well, you will notice. It's obviously not meant to be like that. (Just pretend you completed the game if you get there)
if you exit a room without your shuriken, it will be gone forever. If that happens we recommend you to restart the level.
Room transitions can get glitchy in many different ways. But that is just a visual glitch.
Programming - Ivar
Art - Knutone
Level design - Ivar and Knutone
Animations - Natan Söderström
Music and SFX - Tätofågel
Didn't have time to beat it, but tried the 2nd level a little, and everything seems well made, I particularly liked the character animation. I just wish the spin was something else than space, it's a little confusing since it's usually jump in most games using this control scheme.Submitted
A really good game with really bad optimization, from the screen transitions to the controls.
I really liked the level design and general atmosphere of the game though, the connection to the theme was also really good and straight forward, too bad the end boss was bugged, I was really invested into the game and wanted to see how it ended :P
Edit: The jump was kinda inconsistent when near stairs (Not that my game did any better haha) and the movement in general was a little too floaty, so I felt like I didn't have much control over my character, which was really needed in situations where my shuriken was flying everywhere.Submitted
Hi, Problematicar. Thank you for the feedback!
I really hoped the transitions would be cool but I am apparently not the first one to make them that way. Tape escape had such great transitions and I wanted to make that too. Sadly, they just took a lot of time and their inconsistency weights the project down.
May you edit in what bothers you with the controls. I can’t rember that they worked anything other than fine. But I’m not the right person to ask.
Nice music! Would have liked a bit more sound effects, when enemies shoot, when you get hit and when you succesfully hit an enemy.
Aside that, the physics seem a bit weird, notably whn the shuriken flies back at you. The samurai katana enemies are a bit unfair if you fall on them cause you can't see properly. You can lose the shuriken apparently if you throw it then go to another room. It would have been nice to refresh it when it happens. Speaking of which, the shuriken can go on forever without you figuring out where it is. would have been nice to have some kind of indicator.
Also what was the deal with the last red key? Was it a Zelda Woods type of thing? I didn't expect it xD Like, I go down as much as I can, the room keeps repeating, then when I get back up, it's the red key room.
A shame you didn't manage to add the boss, it seemed cool!Submitted
Thanks for the feedback, Kwisarts! I was planning to make the shuriken reload every time you exit a room but I hadn't time to think about it in the end. Tätofågel also made some soundeffects which neither got into the final submission. There are many problems like that that makes me want to make a post jam version but I don't know if anyone would bother to play it.
I don't know what kind of looping maps there are in Zelda Woods. I just wanted to take advantage of my transitions (Which took way too long to make). It really looks like the rooms are placed next to eachother when it's actually just a scrolling screenshot.
It is a good entry, i liked particularly the music and some interesting elements of the level design, also it is very well fitted to the theme. Although i must say i would have liked more precision with the controls and sometimes i had to restart the game because i had lost the shuriken, overall you did a good job.Submitted
Thank you for the feedback. we once tried to make the rooms persistent. It would prevent the shuriken from disappearing if you entered another room. Unfortunately, that caused some hallarious bugs like a big invisible wall across the whole room so we simply removed it.
I enjoyed playing through your levels, although I don't know if catching the shuriken added much. It would have been nice to have some cooler tricks to do with it, like bounce it off of walls or needing to have it pass through flames on the way to a wooden target. The art for the levels was really nice, though!Submitted
I think I know what you mean. Catching the shrunken is just pressing a button at right moment. But you can find that concept everywhere. Pressing “up” at the right moment to jump between platforms. Attacking at the right movement to win a battle. It is in almost every action game. Maybe it’s more “raw” in Conquest Command but you still need to predict where the shuriken will go.
Anyways, thanks for the feedback. I love to know how you think!
The music fits the general idea of the game very well. The animations are cool and controls are fine. I also really enjoyed spinning.
Aside from that, it's probably a good idea to add player feedback if the enemy is hit, similar to how the player flashes red when they don't catch the shuriken right. Sometimes, I'm not sure if I hit them correctly or not.
Overall, it's a good entry. I like how the inclusion of the theme is straightforward.Submitted
Cool game. I like how the spin serves a dual purpose for both catching the shuriken and floating in the air. Getting hurt when you catch the shuriken without spinning is an interesting use of the theme. The platforming controls feel pretty good, and it's impressive how much content there is considering the time frame.
All the player characters animations look and feel great, plus the backgrounds and enemies look cool too. The music is neat and fits a sort of ninja mood. My main complaint with the presentation is that there are some visual elements with differing pixel resolutions which doesn't look great.
The view feels a bit small as it can be hard to tell where enemies are (as well as where your shuriken is). There is also some dodgy enemy placement - I got hit during a room transition multiple times. It seems like it's possible to lose your shuriken so I would have liked some way to get it back easily.
Overall though, it's a very solid entry.Submitted
Thank you so much for the feedback and sorry for the late reply. But I guess you dont even care.
We probably spent a little too much time focusing on the controls, the animations and the transitions between rooms (which didn’t even turn out so great). We had almost no time left to fix the unforgiving level elements nor the final boss.
We will probably release a post jam version with the final boss and more forgiving level design. Maybe we will scale up the view and the “half pixel” elements too.