This looks amazing! Though the katana attacks look really easy to dodge. Maybe you could speed them up? Or in the second phase have the samurai teleport to you when he does the basic slash attack
Yeah, definitely see what you are saying. I'll try to improve that at some point. And I actually did make the samurai kind of move towards you when he shoes the basic slash attack, but just forgot to show it I guess
suggestion: make the arena smaller as its way too easy to dodge stuff in an arena that big(im aware the walls shrink but just in general i personally think it should start smaller), and have some kind of last phase at 20% hp where its bullet hell but the bullets arent extremely fast as i assume this is an early game boss maybe also change his face to be angry and another attack could be him spinning rapidly with his katana cutting anything in his path
I think you should read about 12 Principles of Animation. It will improve your animation by a ton. Personally I think you need a kind of Anticipation into the katana attack.
9:10 Well well well... What do we have here? A secret boss that we have never heard about before The Keeper, huh? Sounds ominous. Looking forward to it!
I personally really enjoyed this devlog! It was entertaining and well made! I actually have a neat idea for a sword attack, my idea was basically the sword would spin around the entire edge of the map forcing players to go more into the middle and it could lead into another sword attack from the main samurai and just overall make the boss fight a little more difficult.
for the lunge attack, it would be cool that instead of a sweeping slash at the end, there is a very quick stab forward that has lots of range so that you’re forced to dodge to the side, even if the attck started while you were far away from the boss.
Devtip:☆ One thing I've never seen In a rougelike is ranks which is kinda weird, a different rank could unlock a new outfit or something like that. Some ideas on how to raise your rank would be: Having 100 slimeballs after the final boss Beating all main bosses Using only your capture and main gun Beating the game with no abilities Depending on rank you could get new costumes like F rank: Trash can skin ( A little mean but it's funny) D rank: Inverted skin ( It would just look cool what can I say) C Rank: Cat ears (C for cat what can I say) B Rank: Ben bonk Skin ( Shocked you haven't made one already) A Rank: Dx outfit ( A full colored version of the original outfit would be awsome and a flex) S Rank: Crown ( I mean it's the biggest flex what can I say) I'm honestly shocked it hasn't been done in my knowlage and would be a great way for more costumes.
You should make it so when any boss's health drops below the skull the skull snaps shut. This would mark the boss's next phase, you might need to place multiple depending on the boss but this would indicate to the player what phase they where on and how many phases there where to go.
This looks awesome! I have one idea to add to the samurai’s knife throw attacks, where once’s the boss got to a low enough health, his knives would explode after being lodged into the wall. This would make sense Thematically because ninjas used to attach small explosives to their kunai as a way to destroy obstacles or deal extra damage.
If you are talking about explosions that hurt the player, there is a similar attack done by the Hunter in Half-Life 2 Episode 2, so it’s already proven to be a good attack type in 3D, where more “experimental” attacks are much more likely to be annoying/op. No doubt it’ll work in 2D and within this game.
Awesome video mate! Bringing an Idea to such polished gameplay is hard but I am super happy that you are able to do it!! All the attack animations look super cool and fun..
Constuctional critism about the boss fight. For the katakana attacks. U should make them faster for sure. For the charge attack u should instead of having the katana stay upward while he moves forward. Face downward. It just makes more sense. Also it makes the swing larger which would differentiate it from the charge that has an active hitbox while dashing instead of being. Just The charge attack thats easier.Also i would reccomend adding anticipation to the attack which is a design principle. Basically for the short swing keep it fast because its meant to be fast and surprising. But for the dash attacks u should instead of Jim moving in an linear direction have him stand still and 'charge up' (for lack of a better word) before dashing. (Also make the dash much faster than before). For the knife throw attacks i wouldnt change the single knife throw that much. However for the sets of 3s you should make the second throw be way ahead of you. So you actually have to go inbetween the knifes. Right now both knife throws are 'different' sure. But they serve the exact same purpose. Theyrr beaten thr exact same way. Also i would make the stage bigger aswell. The samurai seems to be someone who takes up alot of your space with huge swings. But it kind of falls flat when the stage is so big. Having the stage be smaller would go much better with the boss's design and make him feel like a real threat. Also id make the dancers instead of being their own phase. Because (lets be real. Theyre so easy to dodge) u can probably just make the dancers there while the slime still attacks as his last 25% health or smth. If its too hard u can also reduce the amount of dancers. less constructive criticism: i really don't like that gun sound effect. It feels so soft and weak like ure jist tapping a desk. Maybe adding a. Id reccomend listening to the gungeon sound because the guns feel pretty powerful in that game. also a fun idea: maybe have the player walk into an empty room. Then the door closes behind him. And the samurai appears outta nowhere with that weird "dugh" sound that samurais movies use
This is great! the Samurai boss is a great idea but i do think the sword attacks are floaty and not convincing, and it looks like the boss is trying to slash the player in random directions. The dash is a little bit slow and not as punchy as i would like it.
Just a thought: Don’t samurai’s helmets usually wrap around the back or their head? I think it’d make for sense if you had to hit them in the face idk.
@@BenBonk I don't think its intuitive that he can only take damage from the back, perhaps add cracks or damage to the back of his sprite and have him facing away at the start of the fight.
Hey! I love the devlogs and it's what got me into game development in high school right now for about a year so I just wanted to say thanks for getting me into unity game dev so young!
oh i have an idea, like when the boss slam the katana on the ground, a "chunk of wall" would rise up to act as a normal wall permanently, only disconnected from the walls, and only 2-3 walls as small as 4 by 4 grid or randomized, something like that, just a suggestion tho, i don't expect this to be seen and used especially since coding takes long and may create bugs, love the content btw :)
I have two suggestions: 1. Maybe make it so when you attack the boss at the front, it doesn't damage instantly but after a lot of hits at once he gets stunned/his armour falls off for a bit so you can attack. Now my other suggestion would only work if you cannot attack from the front. 2. Make it so when you are halfway through his health (or 3/4 of his health) the boss starts to look at you so it's harder to get behind him. (Similar to the King Bob-Omb fight in Mario 64) You would have to somehow stun him or dash around him to quickly get some hits.
wow its looking amazing i cant wait for the release, ive watched all the these devlogs over the what? 2 years thats crazy. its so cool to see slimekeep so close to release ( also please use dark mode when u have a blank screen with images 🙏)
I think something cool would be to have a kinda last stance, where after he is technically dead, maybe he throws his katana around the room and he hits himself in the head, finishing him. I feel that would make him more dramatic.
The boss looks so good! But I have some ideas like when the samurai boss use the knife throw, some of them will like make little knives that will explode if it was near a player or when hit a wall. It would be awesome is you put like little minions in, because it looks empty with just the Samurai boss, and maybe like add a bow attack too, but overall it's good!
For phase two, you could combine the sword lunge and sword projectile with adding a little variety and difficulty. Also, it would be cooler if the geishas moved constantly but bounced off the walls and boss (like ping pong balls or the DVD logo), they could also speed up at different stages.
I have an idea for a sound effect, so you know how when you complete a puzzle in zelda there is a little jingle that plays? you could try something like that for when you find a rest area/room (if you haven't already).
Love this boss. The only thing I could see as a problem is the random movements. You can maybe add a little arrow for half a second before they happen. Or just change some more to be in the direction of the player. The animations are also great, however when turning, sometimes the armour shadows move in weird ways? (at least when seeing it in aseprite) Another small criticism I have is that some of the sound effects have too much noise I think, it might just be me tho. It seems like in a in one scene when you were showcasing them, all of the ones played had a noisy vibe. If I heard correctly it was mostly the slime coins pickup sound. Last thing: idk if you've seen it, but I had worked on a flamethrower animation update for the mech boss (I sent it in the mech boss thread). The og author had said when I started working on it that he was fine with me doing it. Maybe you can see if you like it. Really like the way this game is taking. I'm gonna buy it in the release day
Maybe you could give him an attack in his last phase where he extends his sword out and spins around the room like the Bouncing Dvd Screensaver. Then he each time he hits a wall he could fire slow moving kunai projectiles in random directions. I think that could be a cool mix of bullet hell while also having to dodge the boss.
Hey, just a thought. but during the geishas attack you can probably make it so that they still do move randomly but just code some logic that tells them to randomly move in any other directions that another geisha is not at already, and also that they should not be able to stack on top of each other when moving randomly and rather just instantly move again if they do stack. Just a thought though : ) ( p.s. loving these dev logs ! )
The sword is should be in his right hand than his left hand, it would be what samurais were taught to do, also the walls for the boss don't look too good at the door, there should be a sprite for a curved version of the wall which would make it look better
I really like the concepts you've incorporate for your game! Though some advice I'd like to give is that the animation kind of looks awkward for the idle, dash, and the wall shrinking katana
Honestly the geishas don't seem like much of a threat. Maybe in the second phase, he could permanently spawn them and keep attacking to make them more threatening.
Hey um I just wanna say 1st of all, add a walking animation because the boss looks very stiff 2nd of all if you need inspiration for stages of bossfights I recommend looking at pvz 2 boss battles, they are pretty good.
This boss looks really cool! Imo katana attacks would be much nicer if they could be faster and more snapier. Still he looks good and attacks look very fun!!
I'm going to be honest here. I'm *loving* this game, i can't wait to buy it on Steam! Also, i really hope you make a Steam Achievement Devlog! That would be awesome!
without knowing anything about japanese dance, I'd expect dancers to move together in sync. So maybe they'd move around the boss in some circular patter. Originally I had some links to cool movement pattern functions in this comment, but it got deleted, probably because it had links in it.
I want it to be like You have infinite lives or somthing i dont want 1 life only then i think it can be really frustratrating to lose st the final boss
The sword slam onto the ground that shrinks the walls looks a bit weird, try instead of it just slamming flat onto the ground it bounces a bit back up after hitting the ground.
This looks amazing! Though the katana attacks look really easy to dodge. Maybe you could speed them up? Or in the second phase have the samurai teleport to you when he does the basic slash attack
Yeah, definitely see what you are saying. I'll try to improve that at some point. And I actually did make the samurai kind of move towards you when he shoes the basic slash attack, but just forgot to show it I guess
@@BenBonk instead of having the slash be just quicker, you could alternatively speed it up towards the end. Would make it seem like it has momentum.
@@11th_defender51 ooh yeah, good idea
@@BenBonk thanks!
I watched people play Issacc for years before I got it assuming it was easy.
I learned the hard way that it is not as easy to play as shown in videos.
suggestion: make the arena smaller as its way too easy to dodge stuff in an arena that big(im aware the walls shrink but just in general i personally think it should start smaller), and have some kind of last phase at 20% hp where its bullet hell but the bullets arent extremely fast as i assume this is an early game boss maybe also change his face to be angry and another attack could be him spinning rapidly with his katana cutting anything in his path
an idea to try and trick the player into getting closer to enemies like the samurai would be to make the gun do more damage the closer you are.
The Samurai Boss Fight Looks Fun, But I Think I'd Look Better If You Pixelated The "Swoosh" Effects To Fit With The Games Art Style!👍
YES! I suggested this back in january for this reason, but I guess he ran into issues with the pixel perfect camera or dropped it.
I think you should read about 12 Principles of Animation. It will improve your animation by a ton. Personally I think you need a kind of Anticipation into the katana attack.
Yeah, true 😬
9:10 Well well well... What do we have here? A secret boss that we have never heard about before
The Keeper, huh?
Sounds ominous.
Looking forward to it!
uhhhhhhh
😮
👀
I didn't notice that!
I hope it looks like Kirby final bosses
Amazing, but you should really make the samurai lunge towards the player
the last time i checked one of these videos it was like episode 10... it's so insane how far the game has gotten and i'm very excited for the release!
Yup, it's been quite a journey. Thanks for tuning in!
I personally really enjoyed this devlog! It was entertaining and well made! I actually have a neat idea for a sword attack, my idea was basically the sword would spin around the entire edge of the map forcing players to go more into the middle and it could lead into another sword attack from the main samurai and just overall make the boss fight a little more difficult.
for the lunge attack, it would be cool that instead of a sweeping slash at the end, there is a very quick stab forward that has lots of range so that you’re forced to dodge to the side, even if the attck started while you were far away from the boss.
Devtip:☆ One thing I've never seen
In a rougelike is ranks which is kinda weird, a different rank could unlock a new outfit or something like that.
Some ideas on how to raise your rank would be:
Having 100 slimeballs after the final boss
Beating all main bosses
Using only your capture and main gun
Beating the game with no abilities
Depending on rank you could get new costumes like
F rank: Trash can skin ( A little mean but it's funny)
D rank: Inverted skin ( It would just look cool what can I say)
C Rank: Cat ears (C for cat what can I say)
B Rank: Ben bonk Skin ( Shocked you haven't made one already)
A Rank: Dx outfit ( A full colored version of the original outfit would be awsome and a flex)
S Rank: Crown ( I mean it's the biggest flex what can I say)
I'm honestly shocked it hasn't been done in my knowlage and would be a great way for more costumes.
You should make it so when any boss's health drops below the skull the skull snaps shut. This would mark the boss's next phase, you might need to place multiple depending on the boss but this would indicate to the player what phase they where on and how many phases there where to go.
Hey Benbonk, I hope you're having a great day 🙂
Love your devlogs ❤️ Keep it up!
Haha, thanks dude
Amazing game! Really inspired me to work on my one project. Boss looks good!
That's awesome, thanks dude
This looks awesome! I have one idea to add to the samurai’s knife throw attacks, where once’s the boss got to a low enough health, his knives would explode after being lodged into the wall. This would make sense Thematically because ninjas used to attach small explosives to their kunai as a way to destroy obstacles or deal extra damage.
If you are talking about explosions that hurt the player, there is a similar attack done by the Hunter in Half-Life 2 Episode 2, so it’s already proven to be a good attack type in 3D, where more “experimental” attacks are much more likely to be annoying/op. No doubt it’ll work in 2D and within this game.
You can (almost) never have too many slime bosses
You’re so devoted to your game! I can’t wait to play slimekeep keep on going!
Maybe in the knife throw attack instead of the knives destroying themselves they are summoned back to the samurai boss.
how do these devlogs get even beater every time
ikr
The game is shaping up really nicely, Ben! It's been fun to watch it come together and really feel like a complete and polished experience.
Awesome video mate! Bringing an Idea to such polished gameplay is hard but I am super happy that you are able to do it!!
All the attack animations look super cool and fun..
can't believe you made a slimurai
the geshas should bounce off the walls and sometimes bounce toward the player while other attacks are happening to add more chaos
I think the Geishas could roll around, and whenever they hit a wall, they bounce the other way...
Really cool game btw
Thanks :)
he should dash towards the player, also make the arena way smaller to force close combat
In the attack at 7:24 you can make the knives go back to the samurai guy (he has telekinisis now ig)
I don't know if I just forgot that you added in one of the other devlogs... But you should add a ton of achievements!
I just did recently actually! Should be in an upcoming devlog.
Why a psychic?! Lol
Constuctional critism about the boss fight. For the katakana attacks. U should make them faster for sure. For the charge attack u should instead of having the katana stay upward while he moves forward. Face downward. It just makes more sense. Also it makes the swing larger which would differentiate it from the charge that has an active hitbox while dashing instead of being. Just The charge attack thats easier.Also i would reccomend adding anticipation to the attack which is a design principle. Basically for the short swing keep it fast because its meant to be fast and surprising. But for the dash attacks u should instead of Jim moving in an linear direction have him stand still and 'charge up' (for lack of a better word) before dashing. (Also make the dash much faster than before). For the knife throw attacks i wouldnt change the single knife throw that much. However for the sets of 3s you should make the second throw be way ahead of you. So you actually have to go inbetween the knifes. Right now both knife throws are 'different' sure. But they serve the exact same purpose. Theyrr beaten thr exact same way. Also i would make the stage bigger aswell. The samurai seems to be someone who takes up alot of your space with huge swings. But it kind of falls flat when the stage is so big. Having the stage be smaller would go much better with the boss's design and make him feel like a real threat. Also id make the dancers instead of being their own phase. Because (lets be real. Theyre so easy to dodge) u can probably just make the dancers there while the slime still attacks as his last 25% health or smth. If its too hard u can also reduce the amount of dancers.
less constructive criticism: i really don't like that gun sound effect. It feels so soft and weak like ure jist tapping a desk. Maybe adding a. Id reccomend listening to the gungeon sound because the guns feel pretty powerful in that game.
also a fun idea: maybe have the player walk into an empty room. Then the door closes behind him. And the samurai appears outta nowhere with that weird "dugh" sound that samurais movies use
9:15 Excited to find out about "The Keeper" and some lore of the game!
Crap, just realised some other guy also commented about it.
WHY CAN I NEVER FIND COOL STUFF WHY DO YOU DO THIS TO ME GOD??
This is great! the Samurai boss is a great idea but i do think the sword attacks are floaty and not convincing, and it looks like the boss is trying to slash the player in random directions. The dash is a little bit slow and not as punchy as i would like it.
I like the idea of increased damage from the back (not only from back).
man, im so excited to try this game out once its done. much love to the project !!
I have no idea why, but I REALLY want to see this lad’s mustache grow out to improbable sizes and be used as arms/tentacles
Just a thought: Don’t samurai’s helmets usually wrap around the back or their head? I think it’d make for sense if you had to hit them in the face idk.
uhhhh, let's just say their armor is just really weak back there
@@BenBonk I don't think its intuitive that he can only take damage from the back, perhaps add cracks or damage to the back of his sprite and have him facing away at the start of the fight.
Hey! I love the devlogs and it's what got me into game development in high school right now for about a year so I just wanted to say thanks for getting me into unity game dev so young!
Sorry that I dont any feedback, but I would just like to say I'm SO exited for slimekeep I've been watching it come together from the start
Love how in the document at 9:12 there is just a half spoiler for a new secret boss.
The slash attack could be that the force of the swing moves him a bit forward, i think that would make it little bit more interesting
oh i have an idea, like when the boss slam the katana on the ground, a "chunk of wall" would rise up to act as a normal wall permanently, only disconnected from the walls, and only 2-3 walls as small as 4 by 4 grid or randomized, something like that, just a suggestion tho, i don't expect this to be seen and used especially since coding takes long and may create bugs, love the content btw :)
really cool can't wait till the full thing comes out but I don't want to rush you take as long as you want
Cool vid! I think it would be nice if you added a few more melee weapons for the player. It would allow players to have a whole different playstyle.
Epic development
the geishas should bounce around the room like the dvd logo because they spin kind of like curling stones
I have two suggestions:
1. Maybe make it so when you attack the boss at the front, it doesn't damage instantly but after a lot of hits at once he gets stunned/his armour falls off for a bit so you can attack.
Now my other suggestion would only work if you cannot attack from the front.
2. Make it so when you are halfway through his health (or 3/4 of his health) the boss starts to look at you so it's harder to get behind him. (Similar to the King Bob-Omb fight in Mario 64) You would have to somehow stun him or dash around him to quickly get some hits.
wow its looking amazing i cant wait for the release, ive watched all the these devlogs over the what? 2 years thats crazy. its so cool to see slimekeep so close to release ( also please use dark mode when u have a blank screen with images 🙏)
you give me motivation to code, this game looks absolutely bonkers
I think something cool would be to have a kinda last stance, where after he is technically dead, maybe he throws his katana around the room and he hits himself in the head, finishing him. I feel that would make him more dramatic.
Should add a Beyblade katana attack
The boss looks so good! But I have some ideas like when the samurai boss use the knife throw, some of them will like make little knives that will explode if it was near a player or when hit a wall. It would be awesome is you put like little minions in, because it looks empty with just the Samurai boss, and maybe like add a bow attack too, but overall it's good!
For phase two, you could combine the sword lunge and sword projectile with adding a little variety and difficulty.
Also, it would be cooler if the geishas moved constantly but bounced off the walls and boss (like ping pong balls or the DVD logo), they could also speed up at different stages.
When the throwing knives land on walls they should give a small wabble
Trueee
I have an idea for a sound effect, so you know how when you complete a puzzle in zelda there is a little jingle that plays? you could try something like that for when you find a rest area/room (if you haven't already).
During phase 2, the knife attacks should explode in the wall instead of disappearing. Maybe they could even shoot out mini knives as well.
Love this boss. The only thing I could see as a problem is the random movements. You can maybe add a little arrow for half a second before they happen. Or just change some more to be in the direction of the player.
The animations are also great, however when turning, sometimes the armour shadows move in weird ways? (at least when seeing it in aseprite)
Another small criticism I have is that some of the sound effects have too much noise I think, it might just be me tho. It seems like in a in one scene when you were showcasing them, all of the ones played had a noisy vibe. If I heard correctly it was mostly the slime coins pickup sound.
Last thing: idk if you've seen it, but I had worked on a flamethrower animation update for the mech boss (I sent it in the mech boss thread). The og author had said when I started working on it that he was fine with me doing it. Maybe you can see if you like it.
Really like the way this game is taking. I'm gonna buy it in the release day
Maybe you could give him an attack in his last phase where he extends his sword out and spins around the room like the Bouncing Dvd Screensaver. Then he each time he hits a wall he could fire slow moving kunai projectiles in random directions. I think that could be a cool mix of bullet hell while also having to dodge the boss.
I feel like the samurai should move faster because it fits with the idea!
I like it! I just think k he could move a bit more while using knifes and maybe shurikens instead of being still
Good point, I should try to work on that
I think you dropped this Benbonk
\/
👑
Hey, just a thought. but during the geishas attack you can probably make it so that they still do move randomly but just code some logic that tells them to randomly move in any other directions that another geisha is not at already, and also that they should not be able to stack on top of each other when moving randomly and rather just instantly move again if they do stack.
Just a thought though : )
( p.s. loving these dev logs ! )
The sword is should be in his right hand than his left hand, it would be what samurais were taught to do, also the walls for the boss don't look too good at the door, there should be a sprite for a curved version of the wall which would make it look better
Keep going king
That looks amazing! I would make the swoosh shape pixel artsy too though.
Nice boss! I think that it would be more fun if the boss will increace his speed by losing HP :)
I think the slime throwing star should work off of a grid system to help it cover more space and for it to look a bit better in my opinion.
this boss is really cool but maybe you should make the geishas active for the whole fight when he is somewhere half health
Yup, I've been hearing that in the comments. Might work on it a bit, I'll see
Congrats on 69 k subs
i think making the trail for the katana attack pixelated would fit the game more
It would be good if the boss can do other atacks whilst the spinny peapole are out
Hi keep up the great work
This boss looks really slow but still pretty fun, I can't wait for the game to come out!
I really like the concepts you've incorporate for your game! Though some advice I'd like to give is that the animation kind of looks awkward for the idle, dash, and the wall shrinking katana
Epic!
Add a cross on the samurai's back to indicate that it can only be hit from the back.
Cool boss! My only gripe with it is that the attacks ate painfully slow. Perhaps by speeding them up, adding juice, etc. you could improve them :)
Yup, will definitely work on that in the future
Honestly the geishas don't seem like much of a threat. Maybe in the second phase, he could permanently spawn them and keep attacking to make them more threatening.
Good point, I'll see about that
Hey um I just wanna say
1st of all, add a walking animation because the boss looks very stiff
2nd of all if you need inspiration for stages of bossfights I recommend looking at pvz 2 boss battles, they are pretty good.
Maybe he could do some of the simple katana swipes while the geishas are active because him just standing there feels a little odd
This boss looks really cool! Imo katana attacks would be much nicer if they could be faster and more snapier. Still he looks good and attacks look very fun!!
Yup, will definitely work on that in the future
Bro the Samurai Boss is like a hunter from Halo
Btw the dash and katana slashes are not "8-bit" sooo I mean I dont want to be THAT guy but sorry it bothered me lol
Yeah ik what you mean lol, I should prob change them
I'm going to be honest here. I'm *loving* this game, i can't wait to buy it on Steam!
Also, i really hope you make a Steam Achievement Devlog! That would be awesome!
Haha, thought you were about to roast me lol. Thanks dude
That katana is very slow, telegraphed, and short range. I feel like it should be more threatening
yay a new devlog I love your videos
without knowing anything about japanese dance, I'd expect dancers to move together in sync. So maybe they'd move around the boss in some circular patter. Originally I had some links to cool movement pattern functions in this comment, but it got deleted, probably because it had links in it.
You should’ve given the samurai boss a gun, because samurai’s usually just used guns they got from the dutch
YAY A NEW DEVLOG
New devlog from benbonk - more fun
You should make it so that you can have the slime pet attack on its own
A layer sorter for the y position would be very nice
Wot
@@BenBonk an example: the player Y position is under the bosses Y position, so the boss gets rendered first then the player
I think Sword attacks should be much much faster and the fight should be in a dojo, I love the boss though
You should add a sound effect when the bullet hits the wall, it should be barely noticable tho
I want it to be like You have infinite lives or somthing i dont want 1 life only then i think it can be really frustratrating to lose st the final boss
since it is a samurai you might wanna add some things inspired from a cherry blossom tree
Game looks amazing considering (mostly) one person made it. It actually looks fun to play
Thanks so much, really glad you like it so far :)
Also somthing chess related looks like it would really. Fit in the game
I think the knife is called a kunai, and they were originally trowels
The sword slam onto the ground that shrinks the walls looks a bit weird, try instead of it just slamming flat onto the ground it bounces a bit back up after hitting the ground.
You should make a lake monster-Boss for Slime Keep!
instead of shrinking the wall make the boss cut parts of the rooms
Idea: Imagine if there was a sakura tree spitting sakura leaf bombs.