Samurai Halloween by Nion
Tutorial
- Arrow keys to move. Don't get hit!
- Press [Z] to mark an enemy you are facing. You can mark multiple.
- When the timer runs out, press [Z] again to activate an attack on all marked enemies.
- Press ESC to pause the game.
- Mark and kill the scarecrow to begin.
You are a samurai on a mission to stop Halloween from happening too early.
You have a powerful sword capable of killing anything in a single blow. However, it requires ten seconds to charge. Use that time to mark any enemies in front of you. Mark multiple enemies to chain your attack.
No sound, so please play your favourite high-energy song on the background.
Good luck <3
Made in Godot Engine 3.5
https://twitter.com/nion_ne
https://youtu.be/kvQHvlmHb9U

| Link | https://github.com/nion-ne/SamuraiHalloween |
| itch.io (html) | https://nion-ne.itch.io/samurai-halloween |
| itchio (download) | https://nion-ne.itch.io/samurai-halloween |
| Original URL | https://ldjam.com/events/ludum-dare/51/samurai-halloween |
Ratings
| Overall | 249th | 3.4⭐ | 22🧑⚖️ |
| Fun | 252th | 3.3⭐ | 22🧑⚖️ |
| Innovation | 267th | 3.237⭐ | 21🧑⚖️ |
| Theme | 251th | 3.55⭐ | 22🧑⚖️ |
| Graphics | 112th | 3.85⭐ | 22🧑⚖️ |
| Mood | 176th | 3.425⭐ | 22🧑⚖️ |
| Given | 22🗳️ | 17🗨️ |
Dodging while waiting is fine, but the big attack should wipe a lot of the enemies (so that the wait is worth it). A mix of dodging positioning yourself in the middle of the throng and then unleash your attack.
The player controls are a bit too slippery (I have no idea how to make a player controller feels grounded (maybe ramping up the acceleration?) ), Maybe having a dash ?
I felt that the double Z to actually get something was cumbersome, but didnt play long enough to become good with it. I often got it trying to get the lock on... or forgeting once the lock was on to attack for real.
The graphics / mood is very nice. Some audio would help.
Good graphics.
Nice atmosphere.
Well done
Thanks for making it.
Good stuff!
The main mechanic was really satisfying to use. I could only imagine if you had more time to add some audio and feedback to the move and it would be totally epic.
I think controls were fine. I personally would have liked to have a different button to trigger the kill move. Now I often found myself accidentally triggering the move when I was just trying to mark enemy near the 10 second timer ending. It is also a good idea to support WASD movement - it took me a while to understand that only arrow keys are allowed even though it reads in the manual.
Overall, a really solid game. I would definitely play this if you end up relesing a more feature-rich version after the jam. Good work!
PS. The embed does not work for me currently. Not a big deal since there was the Itch.io link!
For sure thought the pumpkins were enemies at the start :smile:. Maybe in a bonus final round they could attack? Of course when you only have a weekend, you can only add so much.
Only thing I would have added is maybe some sort of low-powered attack you can also use while running around? Maybe that'd be too much with the marking, but it felt like there was sometimes a gap where I wanted to do something, but everything was already marked. Good work!
@nash Thanks for the kind words. Extra juice to actions is definitely something I wanted to add but ran out of time. I definitely think an in-game mini tutorial is warranted, I guess that's what I kind of tried to do with the scarecrow at the beginning. A remake is something I'm toying with so I appreciate the points :)
@ilari Thank you :)
@davidbradbury WASD with a mouse might be the way to go to give a bit more control. The marking system is a bit unintuitive. I want to add some sort of visual feedback to show the marking. You're right with the odd angle, it's made harder by the player only showing left or right in their sprite :sweat_smile: .
The pumpkins coming alive is a neat idea though, I might save that one.
One idea I had is giving the player little point orbs they can pick up that explode out of enemies in downtime.
At first I confused the Jack-o-lanterns with enemies but other than that the gameplay was straightforward and I really enjoyed playing. I would love to see these game mechanics used in a dungeon crawler! Only weak point in my opinion is the Halloween theme which is only seen in the lanterns but I do realize that is very tricky to build a solid story in such a short time (especially when the other areas of the game are so well executed).
You're right, initially I wanted a more themed roster if enemies (ghosts, zombies, and vampires) but was stuck for time.
you can had one line in your tutorial like : "use arroyw keys to move".
else it was an interesting concept ! More monsters or /musics_sounds would be great but i totally understand time limited of a jam^^
@ruslan-kossak Good point! I'll add that to you can mark multiple enemies to the description :). Thanks for your kind words <3
That all said, i think the art style and animations are absolutely fantastic, great job there. Perhaps the kill/attack anims could be a bit snappier.
I also think this is a good example where some sfx/music could have really elevated the feel of playing it.