Kitsune by Lullaby
The Kamis are three powerful gods. A thousand years after their last battle against the Darkness, the Kamis are deeply sleeping, trying to recover from their injuries.
This is the precise moment the Darkness choose to strike again.
Kitsune, messenger of the Kamis, will have to protect their Altars to save them and send the Darkness back in the Void.
Will you be fast enough?
In Kitsune, you'll have to shapeshift into the three Kami forms in order to kill the 108 monsters sent by Darkness.
At the end, only the power of the three united will succeed in destroying the incoming Darkness.
- Controls -
A > Left
D > Right
Space > Altar activation
Left click > Dash in the cursor's direction to kill enemies when protected by an activated altar of the same color
- Credits -
Louis Denizet - Programming / Game Design assistant
Mathieu Clavel - Game Design / Graphic Design
Benjamin Baldassini - Music Composer
This is the precise moment the Darkness choose to strike again.
Kitsune, messenger of the Kamis, will have to protect their Altars to save them and send the Darkness back in the Void.
Will you be fast enough?
In Kitsune, you'll have to shapeshift into the three Kami forms in order to kill the 108 monsters sent by Darkness.
At the end, only the power of the three united will succeed in destroying the incoming Darkness.
- Controls -
A > Left
D > Right
Space > Altar activation
Left click > Dash in the cursor's direction to kill enemies when protected by an activated altar of the same color
- Credits -
Louis Denizet - Programming / Game Design assistant
Mathieu Clavel - Game Design / Graphic Design
Benjamin Baldassini - Music Composer
Ratings
| Coolness | 87% | 2 |
| Overall(Jam) | 3.40 | 381 |
| Audio(Jam) | 3.84 | 86 |
| Fun(Jam) | 3.00 | 629 |
| Graphics(Jam) | 4.36 | 69 |
| Innovation(Jam) | 3.18 | 441 |
| Mood(Jam) | 3.82 | 109 |
| Theme(Jam) | 3.00 | 776 |
I guess we were too tired to see that coming :(
That's fixed now, so anyway I hope you'll enjoy!
Thanks for your comment!
Would be better to have some hit points before game over :-)
The hit points are kind of on altars! It's a totally assumed thing that you die in one shot, as Kitsune can be protected by the altars, but I can understand the frustration ^^
Thanks again for taking time to play!
@medidog: in order to activate altars, you'll have to gather some energy ! So space doesnt immediatly works after the tutorial :)
You'll be able to Kill monsters by activating the altar of the same color, and then dashing on the monster with Kitsune!
Fantastic mood and a good difficulty! (it took me many trials to successfully make some points ^^")
@chriiis88, you may want to have a look at our Kitsune v1.1, which has a better balanced difficulty curve!
@JonathanG, the avatar is shapeshifting depending on which altar you activate. Did you saw it ? :)
We made a full part of the tutorial dedicated to energy, but I guess we can always make it better ! Thanks a lot for the feedback :)
Gameplay is original, too. A bit challenging, but addictive :D
It's really cool, builds up a magnificent atmosphere.
The game mechanic could use some variation element but it's solid and does his job, also controls feel fantastic, they are just so smooth.
Maybe I'd shrink the hitboxes, nothing more.
I don't know what to say.. just awesome!
The thing is, right now it's supposed to be an action game, but it plays like it wants to be a relaxed game, and ends up being neither; more like a test of endurance and resistance to tedium, as when you're at the late stage of the game, having waited for enemies or collectibles to appear, you might really get careless just because things happen way too lazily. It's really tiresome...
Then again, it was pretty fun discovering that it's not like I actually turn into a wolf, then into a deer, then a bird or something, but rather that I can be a wolf, a deer and a bird all at the same time - and a fox, too. Also, it appears the protagonist is actually Ran Yakumo, if her being a fox and possessing an ability to cross boundaries is any indication.
Really good when it comes to presentation, falls short when it comes to core gameplay.
@Alphish, wow thanks man for the detailed feedback!
Actually there are many interesting points in your comment, so I'll try to answer to some of them :
- Yes, dashing is quick and imprecise. In the other hand, keyboard moves (left/right) are precise, but slow.
The idea here was to try to get a good balance with those two controls, in order to use one or the other, depending on the situation.
- The ennemies spawn rate could be a little higher, I totally agree. In fact the difficulty curve could be improved a lot, but we lacked of time on this part ^^
- Good point with being able to reset altars activation. It could indeed be a good improvement, we'll consider this!
- Concerning the relaxing or action oriented type of game...That seems not a big deal if Kitsune does not enter in any specific category :)
We wanted a game that combine stressful moments and some breaks to let the player chill with the relaxing mood.
Maybe it could have been even better with a more iterated difficulty curve, tho!
Fun that you thought about Ran Yakumo! I didn't thought about it myself, but I guess that's a good interpretation :p
As for the dashing: I'm fine with dashing being imprecise and keyboard being more precise, if keyboard control allowed vertical movement, too. Since the game practically ends up mostly in air, it's good to have a precise mid-air control as well.
Glad you'll consider "resetting" the altar protection, it'd help quite a lot at times.
As for relaxing/action-oriented: I don't mind having a break every once in a while, in fact it can be quite welcome, but it just happens too often. Then again, if you fix the spawn rates and difficulty curves, I think the game should leave the dreaded not-idle-enough-to-be-relaxing, not-busy-enough-to-stay-interesting territory.
Oh, on unrelated note, blowing the dark cloud away with the power of all 3 shrines at the end was kinda awesome, I liked that. ^^