Revenge of the Samurai by Kalkatos

Game about a samurai in pain.
What is the cost of seeking revenge?
The more he kills the better he will feel?
Ratings
| Overall | 501th | 3.075⭐ | 22🧑⚖️ |
| Fun | 495th | 2.947⭐ | 21🧑⚖️ |
| Innovation | 495th | 2.833⭐ | 20🧑⚖️ |
| Theme | 663th | 2.2⭐ | 22🧑⚖️ |
| Graphics | 60th | 4.1⭐ | 22🧑⚖️ |
| Mood | 251th | 3.25⭐ | 20🧑⚖️ |
| Given | 17🗳️ | 17🗨️ |
Great art! And having the player "lock on" to nearby enemies was a nice touch, made it feel more like dueling! :grin:
For the UI (the kills), perhaps having it black so you can see it above the map, or have a background on it if you want to keep it the same color.
For the design, I like what you were trying to do, but the narrative of revenge affecting the samurai doesn't really have any effect on the player - could be interesting to think about how the act of killing someone could impact the player experience. And if there is a negative impact, is there another solution that doesn't involve killing anyone? Anyway, keep up the good work!
Gameplay wise though, it's somewhat dull. It was easier to just move in short bursts and spam clicking than trying to time anything. Having to stop to attack doesn't feel exactly right, but well, it's what it is. If it works, it works. I just wish it had been a bit more real time, being able to attack while moving.
Still, good job with the compo entry! My [team](https://twitter.com/WhalesAndGames) congratulates you on a well executed job! :whale:
https://youtu.be/8-DRu0vJaKo
There was no sound/music right? The animation felt a bit iffy when clicking on the enemy, but I was playing the web version though. Art is great. :)
Clicking to attack was finnicky. You could click past the enemy because they started advancing toward you, and you wouldn't attack even though you should have.
I think if you had it so you aimed with the mouse and clicked to attack when you were still, it would prevent that. It would also let you have scenarios where multiple enemies were advancing on you and you'd have to try to fend them all off, which I think connects to the theme a little more strongly. As it is right now, the connection to the theme is rather weak because there isn't enough gameplay or story to really reflect it. Of course, if you went back and added more, it could work just fine.
Also, when walking up the hallway to the final room, your character can auto-target an enemy from the final room even though there's an enemy much closer standing before the doorway. It doesn't matter from a practical standpoint as attacking the enemy still works as expected, but it can throw someone off.
The audio matched perfectly the void in his heart that caused him pain? :p
I didn't encounter any bug, the controls are smooth.
As for the game, it's a pretty fun base game, a timer or having some enemies moving toward you could add some challenger / feeling of danger, unless you went for a kind of zen feeling, in which case it's well thought. You even thought about checkpoints, that's a good idea. I don't know if it's a bug, but being able to commit suicide is a "fun" and relevant feature/bug (Featug? Bugure? Feabug?).
Anyway, great job!