Cursed Ronin by Kaljal
This is a Ludum50 project by solo dev, your health decays per second because of your cursed blade that you hold and you need suck your enemies soul to stay alive. Controls:
W,D - Move S - Slide Space - Jump Mouse1 - Attack R - Restart
ESC - Quit
(It needs a lot of work and polishing but I'm glad that I've crossed the finish line)
| Link | https://kaljal.itch.io/cursed-ronin |
| Original URL | https://ldjam.com/events/ludum-dare/50/cursed-ronin |
Ratings
| Overall | 1388th | 2.413⭐ | 25🧑⚖️ |
| Fun | 1378th | 2.25⭐ | 24🧑⚖️ |
| Innovation | 1379th | 2.182⭐ | 24🧑⚖️ |
| Theme | 1291th | 2.87⭐ | 25🧑⚖️ |
| Graphics | 899th | 3.391⭐ | 25🧑⚖️ |
| Audio | 943th | 1.133⭐ | 17🧑⚖️ |
| Humor | 1147th | 1.367⭐ | 17🧑⚖️ |
| Mood | 1303th | 2.548⭐ | 23🧑⚖️ |
| Given | 16🗳️ | 26🗨️ |
But I also have to say some positiv things! The pixel art is VERY good! I want to be that good in designing my graphics. Also the idea of having a cursed blade fits the theme very well!
But i want to nitpick something about the pixel sizes - they are not consistent! It would look even better if all sprites were scaled to the same resolution. Its not too bad and i dont think its a big issue for a jam game but i think its useful advice moving forward.
But as a first publish the art especially is really impressive.
Some suggestions for the sword animation and attack - my hunch is that you based the attack hitbox on the sword swing? Sword attacks typically only have one frame of "wind up" or they even go immediately into the full swing on the first frame. Having multiple frames of pulling out a sword results in a sluggish attack, and players typically want to cause damage the second they hit the button. The general rule of thumb is that the player should attack immediately with little to zero "wind up" and enemies should be more sluggish and have more "wind up" to allow for player response. I'd check out some pixel art tutorials on YouTube that specifically address attack animations and how to match them up well with your gameplay.
Great job though and I hope you keep expanding on this game! A little more polish on the art and speed up that attack, and I think you've got a really great project. :)