Against The Ninja by berumondo

[raw]
made by berumondo for LD 44 (JAM)

Top down 2D Ninja Vs Demons Action !

You're a ninja fighting his last fight against the endless hordes of hell, and you need to survive for as long as you can and get the highest score. Also your health bar acts as a stamina bar (so i guess it's more like "your life is a resource" rather than currency, but i feel like it still fits the theme).

screenshot1resized.png yeah sorry this doesn't look really good but it's kinda hard taking a screenshot in the middle of this game.

Instructions :

  • Arrow keys : move.
  • Space : dash.
  • F : attack.
  • D : direction lock (keep attacking in the same direction even when you move).

Attacking and dashing depletes your stamina, but will never leave you with less than 1 point of stamina.

Taking hits from enemies also depletes your stamina.

Your Stamina will start recharging after a short time without takings hits or doing anything.

If your stamina reaches 0, you're dead!

Dashing lets you move through your enemies.

Keep your combo up to get a damage (and score) multiplier.

Protip : leave some skull piles alive to be able to combo from the skulls that they spawn.

You can't win this fight, but you can try to give this ninja the badass death scene he deserves !

If you can survive for 30 seconds you're already doing well.

(I hope this is helpful, it's 1 a.m. as i'm writing this, and i need some freakin' sleeeeep)

ps : we don't own the copyrights to the images used to make the titlescreen, but all the rest has been made during the jam.

pps : some issues with the game that we already know about * needs more balancing * needs more visual feedbacks * the dash is kinda useless * all the sprites have been made in a very limited time (like 6h), so lots of animations are missing

Nevertheless, the game is already fairly playable as it is.

Credits : * graphics : Tori * audio & titlescreen: Monogatari * code & placeholder graphics: Berumondo

Ratings

Given 36🗳️ 24🗨️

Feedback

Ahmed Ali
01. May 2019 · 08:01 UTC
Good Controls But work on graphics
-banzi
01. May 2019 · 08:10 UTC
I like it. I didn't realize that enemies were taking my stamina, so I was wondering why they are one-shotting me ... then I found out that I can't spam the attack, but I need to plan it to have enough stamina to survive the enemies. Also the audio seems to fit the game. Well done!
TK07
01. May 2019 · 08:30 UTC
Cool concept, graphics, fast paced and love the soundtrack.
The attack direction lock is hard to learn.
Sometimes you can get unlucky with multiple big pink guys spawning near each other
Also you can dash outside of the screen :)
Argon
01. May 2019 · 10:25 UTC
Came for the DOOM artwork, stayed for the pixel ninja (I like his animation).

I like it, it's fun to play, but I found myself not using the dodge because it was too risky : whenever I used it I get one-shoted direct after. Maybe you could try making the dodge decrease the damage meter, it's a softer price.
Also in one run there was just one type of ennemi spawning (the ghost nest thing) but maybe I wasn't lucky...
Anyway, well done !
Neon Glass
01. May 2019 · 10:29 UTC
Liked the idea, the pace and dynamic soundtrack!

I'll honestly say that on my second attempt (aka after getting ok with controls) I somehow managed to destroy skull piles fast enough to disable other spawns altogether, thus gaining not-so-high score but surviving for over 2 minutes!
...Of course, afterwards Ninja got tired of knocking skulls around and was overwhelmed quickly. Tough luck, tough luck.
JofersGames
01. May 2019 · 10:43 UTC
I liked it :)
🎤 berumondo
01. May 2019 · 11:05 UTC
Thanks for the feedback folks :heart: this is the 1st game jam we made together as a team and we had on ton of fun making it.

But yeah the spawn rng is the thing that's the least well balanced, the only thing i really specified is that skulls have more chance to spawn if there's not a lot of them already.
Bentekiller
01. May 2019 · 11:30 UTC
Good simple fighting game, I like the challenge, but felt the button placement to be weird and also there ain't a visible score while in play mode so hard to now your progress.
theustweak
01. May 2019 · 11:31 UTC
it was fun. although dash and direction lock mechanic was hardly used while doing my play-through. i believe the game is self sufficient and fun with only movement keys and one attack button.
DAVidus
01. May 2019 · 13:04 UTC
Cool game!
Zandecki Alexandre
01. May 2019 · 14:19 UTC
The game itself is fun when you understand how it really works ! Took me a few minutes to get it but I quite liked it !
Sleepqt
01. May 2019 · 14:54 UTC
Really like the difficulty, music is awesome, but takes some time to adapt to game tempo. Good job!
good.enough
01. May 2019 · 15:32 UTC
Hard... I'm never good with this type of game, but I played it several times, dying before I ever got past x2 damage..

I can tell though, that if I was more skilled, I would really enjoy it. There is an element of strategy with timing the attacks, and which enemies to target that kept me trying to do better. Great visuals and music too!
🎤 berumondo
01. May 2019 · 18:04 UTC
@theustweak i kinda agree, the thing is when we started we wanted to give it more of an action rpg gameplay (something like Bastion for example), but that would have required mouse + keyboard controls, and i knew right away that i would not have time to implement that properly (like, i wouldn't want players to die because they clicked outside the window and lost the focus, and there's no way to prevent this with gamemaker studio without having to build your own cursor system). I still though that i could make it word with keyboard only controls, but it was only like 40 hours in that i realized i could not, so i went back to a simpler gameplay that requires only a couple buttons. So i only kept the dash and direction lock because they worked, but they weren't necessarily relevant anymore. And i still think this game would work with a more complex gameplay if it had mouse and keyboard controls, it would make it way easier to go circles around mobs to dodge and attack at the same time, and you'd still be able to use spells / special skills in addition.

And here's a few tips for anyone having trouble with the difficulty : you need to keep 3 or 4 skull nests alive to build your damage multiplier up to x4 (which is the max), and you're gonna want them to spawn in the same corner of the arena so you won't get surrounded by them (you'll just have to pray for good rng for this). Until you have a high combo though, you're gonna want to dance around ennemies to avoid their attacks and adopt sort of a hit and run strategy (you can still spam your attacks on the mages, they really don't have a lot of health). Once you've built your combo to the max you can pretty much destroy anything, even the big guys only die in 4 hits, you just have to make sure there's not too much skull piles, otherwise you'll end up spending too much stamina to kill the flying skulls and you won't have enough left to kill the other monsters.
Fahim Faysal
02. May 2019 · 04:46 UTC
Really loved the dynamic soundtrack that builds up when you slice through a bunch of enemies quickly. The animations are snappy and pretty good considering it was done in 6 hours. I think that the dash is the main problem. It should be like a 'get out of jail' card, instead of putting you in a bad spot.The combo multiplier is a good idea. It makes you want to play more aggressively. I think what the game needs is more attack options and balancing. This game has potential to be fun if you polish it later on.

Good entry!
Rgarbati
02. May 2019 · 19:14 UTC
Love the visuals and music, but as you tell in the description of the game, some balancing could have made it better. Anyway, gg to you !
Lazertrax
02. May 2019 · 20:48 UTC
Very interesting game, I really enjoyed playing this one. The animations and the movement is very satisfying and the visual style is one of my favorites. My only complaint was that I wasn't able to move with WASD . I'm not really used to using arrows for movement but that didn't stop me from enjoying the game. Well done!
Lazertrax
02. May 2019 · 20:48 UTC
Very interesting game, I really enjoyed playing this one. The animations and the movement is very satisfying and the visual style is one of my favorites. My only complaint was that I wasn't able to move with WASD . I'm not really used to using arrows for movement but that didn't stop me from enjoying the game. Well done!
A_ColtZz
04. May 2019 · 16:56 UTC
I really like the way the game plays, however not knowing how much HP I have or not knowing what to do is a bit confusing. so I'll say 4/5 keep up the good work. If you have time check out my game too :v:
Vinay Rao
04. May 2019 · 17:34 UTC
The controls feel tight and responsive. The character movement speed is just right. The action is just the right amount of stressful when there are many enemies on the screen.

The sprite work is fine. Given the level of zoom, I think the sprites work well for this game. I think if anything this game just needs some hit feedback. Maybe a little particle splatter or something for when enemies are defeated.

The music is on another level. The escalation of the soundtrack tied to the damage multiplier was an excellent touch. Very cool.

The game's pace is pretty good, though I did notice that if you manage to clear the entire field of enemies, that the first enemy that appears is one of those swarm pod things that spawn the 3 homing projectiles. If you get the game into this state, it's not too hard to endlessly kill that one enemy type without much hassle. However, if you intentionally let the last enemy live, the pace of the game is much better. As the damage multiplier increases, it becomes easier to fall into that easier game state.

This game is begging for expansion. A few hypnotic background elements, stage transitions, new enemy types, maybe a boss or two, etc, etc. Oh yeah, I could see that being a thing.

Great job folks!
Skylark721
04. May 2019 · 18:33 UTC
Very addicting gameplay and the music just makes it so much better, haha!
🎤 berumondo
06. May 2019 · 08:32 UTC
@vinay-rao well glad to see such a positive reaction, that means a lot to us :)

We are gonna keep working on the game (at least to keep building up experience working together), but since we're just a small amateur team i think it's better if we keep it small scale and stick to a score attack game. In any case if we manage to make it something that looks like a finished product and we're satisfied with it, we'll upload it to itch.io as well.