Maybe you could add an execution/chain execution system where your character steals the weapon(shuriken, arrow...) of the enemy and shoots it at another one
@@bigenterbutton4934 yeah especially in this case finishers or executions would be a cool and useful mechanich too. Sadly i dont know how it was i far cry 4 tho.
You have no idea how well you conveyed my feelings in this video. As a (very) amateur game developer myself I know the odd feeling that something just isn't right in the core and the game isn't fun, yet you still try to implement the next feature, add more polish, make the next devlog, add different modes and maps and what not, in hopes of fixing the underlying, almost unfixable issue, and all of your efforts just utterly failing to do so. So thank you for this video, you really gave me a great relief and also helped open my eyes a bit. And I'm certain you will figure this game out in the future ;)
UA-cam game dev can be and usually is very deceptive. Very rarely do people show the "bad days" or when stuff isn't working out. It's always flashy, trying to grab your attention, like making a dream game, etc. So this builds up the image that anyone can make a massive game without many problems along the way. And well, that is not how game development works. It's a difficult grueling process and rarely things go as smoothly as they seem in other videos. I'm really glad this video helped you see another perspective of game development. Good luck on your journey.
I don’t have much experience with game development, but I think that “underlying issue” can many times be that the core ideas just don’t fit together well, like a first-person game inspired by Vampire Survivors with a low time-to-kill
Sad to hear that the project is on hold, I was really looking forward to seeing where your ideas went but it is what it is. If you ever decide to bring it back, I think you could derive some inspiration and ideas for mechanics or upgrades from shady knight, enchained, or ultrakill. Looking forward to seeing what you do next!
I feel like if when parrying, if it would give you a few seconds of slow motion, it would be incredibly fun and reward parrying a lot. Loving the videos!
Hey! The game looks so good now! There is one mechanic that I think would be super cool: "Issen" from the Onimusha series. Basically, when you strike just before an enemy connects their attack, you deliver an devastating blow that insta kills them. You can then "chain issen" to clear more enemies, flashing over them. I think it would be super cool to clear whole rooms with this!
I like the game concept but as a "quick fp slasher" dealing with crowds super fast like ror2 is where the dopamine hits the most for me. Some examples: Grapple Slice; allows to single out a target and land a free hit on an enemy(has a 5 second cooldown to disable spamming and rewards survivability), Smoke Bomb circle slash; Temporarily makes the player invisible and once coming out of the smoke bomb effect they do that spinning slash you showcased (7 second cooldown), Frenzy mode; The player draws a second katana and gets a damage and defense buff for a short period of time (could also turn this powerup into one heavy slash). Maybe have a powerup cap on a player so they can choose which builds to bring towards the next mission? Great vid and keep up the great work!
Just turn this game into something like totally accurate battle simulator. The whole beans fighting each other seems very entertaining especially with elemental enemies and such
@@EmisDev YOU GOTTA HAVE THAT AS A MINIGAME. Like sort of like a idk using ur wits to fight against this AI in a chess board or smth. Idk i've seen this chinese tv show and they made playing chess look like an actual battle. In short just make the characters black and white and the chinese chess grid and it's gonna look like that lol
@@EmisDev I know that I am very late in this conversation, youtube just now proposed this video and your channel to me. The game seems having vast potential, so I need to second what the first comment said: make it an accurate battle simulator. I feel like it would be an amazing swordfighting game. A fast methodical realistic one, like bean first person shekiro, or first person Zelda 2 the adventure of Link, where the sword fights were very much feeling realistic at the time of release. I sincerely think that the only issue your build had were enemy numbers. This combat doesnt fit hack n slash numbers of enemies. I think that if you took the exact same build you have and put it in narrow corridors and rooms filled with furniture and 2-4 enemies tops per room it would shine. The combat choices should be whether you lure one or two opponents in a spot that benefits you or if you sprint towards that annoynig archer in the other side of the room, instead of ''do I attack enemy one and 2 or enemies 9-12, maybe should I parry enemy 5?''. Instead of wandering in open spaces and big arenas full of enemies, you can make it all take place in a pagoda tower or something and the player should reach the top and fight the boss, manouvering enemies and funiture in every room. Your fighting system was amazing with one or two enemies but not with 8-12, so you should build on your gameplay strengths instead of trying to make it work in a totally different environment....In narrow corridors and staircases each enemy would be an important obstacle and a fun one to overcome.
I love your dev logs, these have been a big inspiration for me starting youtube :) I can't imagine restarting the project, you're a god for powering through something like that
Thanks. Game development is an iterative process after all and I kind of forgot the iteration part - sort of just skipped towards making final-ish assets, so making a whole new vertical slice from scratch was very necessary to make the project move in some direction.
Software is iteration, is really hard to make it perfect in the 1st attempt, but each incremental step is essential in the learn path, even when the gameplay becomes worst, you probably learned something. :D Keep doing, take some pauses, but never stop completely and someday you will reach what you want!
I hope this devlog is continued. Ive been watching this since i found your channel and i love the videos, especially this one. I feel like this is the game ive been waiting for, yet its on hold. I really like this concept and i hope it will be continued, you did a good job man.
my favorite analogy with artists is sometimes the piece "reveals itself to you" as you explore and push the piece further, and I feel that is very in line with game development. Your time wasnt necessarily wasted or thrown away, you just needed that time and effort to inform your further decisions. Really cool to watch!
A very well done video and remake! Sad that the project is on hold but it's relatable and understandable, i havent been updated on the project in a long time now so everything looks new to me😅
I'm sure putting it on hold was a tough call after all the work you've put in, but it's for the best. Even though something felt off about the game when I played it, the juiciness, modeling, animation, and music for the game is still very solid and can't wait to see your next big project!
I enjoyed the video! I think this game could be something big in the future but I do agree, it feels like something is missing that could make the game stand out. Excited to see what you work on next!
youve now inspired me to start my own samurai melee based game like this. i also hope you continue this one day bc it has potential if you add some features that the community suggests
Thank you for keeping it real. Gamedev is so hard, and it feels really unrewarding at times. I've been making games for almost 8 years, and I still end up trashing most of my prototypes for all kinds of different reasons!
What this game really needs is microtransactions and lootboxes, maybe a multiplayer battle royale mode. Could also do with some kind of fast paced building mechanic allowing players to create structures to aid them. Lastly, during the Sengoku period, samurai were known to use guns, so maybe add an arsenal of various firearms?? Remember to add emotes too, players love celebrating their accomplishments with style
I still loving this series. i almost forgot you, but then, like a month later, i went on youtube and saw THIS VIDEO. i was so happy to see, that you are still alive and still making fun videos. i just love it. and i have a idea for the game, please do this: you could add armor and shields to your game. and you should add a game mode, where you can just drag enemys around and let em fight eachother like you did in the first video of this series. i also would love to see a story mode and that you can download it on steam. anyways, have a good day and bye
Good video! I don't have much to say, but I think... oddly I feel like I understand more the difficulty of making a game. There are so many different approaches to ideas, so many small things you can do to make something feel much better. Subscribed for sure!
naaaaah, please dont stop working on this project, i really want to see it as a complete finished project, a huge fan and supporter of the game. found it the best one out of all the other dev's i follow. please dont stop working on this. i really want to see more of it. PLEASE!!!!
This is very important devlog :) It would be wise to have a sight of whole gameplay loop before implementing, in graph preferably, maybe in some notes. And then, to test it on placeholder assets, before making nice animations, models etc :)
Aw, I love the character design they remind me of these old toys I had when I was younger. They were like little beans with different designs that had some sort of weight in them that kept them upright.
It was great to see you openly talk about your "failure" of making the combat system, as yeah no matter how many new features you'd end up adding, it probably would never end up feeling good with the base combat not being the best. So seeing you address it was great, especially as someone also dabbling in game development. And for your rigging problems, do you know about the Data Transfer modifier in Blender? If you don't then it basically allows you to transfer the weights from your body mesh to the clothing, making "almost" perfect weights for you. You basically just add the DataTransfer modifier on your clothes, choose the body as your "Source", check the "Vertex Data" box, choose "Vertex Groups", change "Mapping" to "Nearest Face Interpolated" (this seems to work the best) and finally hit "Generate Data Layers" and apply it. And that should then do 90% of the work with weight painting clothing and is what I use for all my characters that I do. Btw incase you at some point want to continue this project, you could potentially look at Vermintide / Darktide, for how they do their combat system, it is a lot slower than yours, but it handles lots of enemies very well.
All of the clothes are a part of the same character model, they're not a separate thing. The issues with some of the clothing are due to very low amount of bones in the actual rig, so the clothing that overlaps both of the two main bones (root and head) just clip, cuz they have no other option. Thanks for the suggestions.
I don't know if this would fix the problem, but being able to use the abilities you made for the enemies as power ups sounds like it would be super cool. And adding different weapons might help out too; idk, rogue likes seem like they benefit from variety like that. Also, the game looks incredible. Glad you're in the game dev space! Keep up the good work.
I like the concept of the game and also seeing the other bean fight each other was extremely entertaining. Maybe you could make a game where you keep the combat similar but you can add AI teammates to fight along side you. I thought the elemental guys looked really cool and it would be fun to fight with/against them. Maybe the levels would be like raids where you and your team tear through the enemies base or whatever.
I was looking forward to this game so badly! 😢 Your concerns are definately understandable though. Maybe take a look at Shady Knight, it has very fun and satisfying combat.
This is nice, I like seeing the challenges and trying to tackle the fundamental designs. It's useful for learning more about game development. For combat I think there could be more done to basic enemy AI behavior to change the pacing of the fights. Things like adding strafing, running away, alternating from offense to defense. I like the coin system idea. I've recently been looking at things like boid behavior or context based behavior which could be great to keep them from just huddling together and swarming. I think some sound or visual cues, or a combination, could be useful before certain attacks if you're going in on the parry mechanics. I think it's okay if enemies are easy from the beginning and gradually you introduce stronger enemies, or more advanced behaviors, and eventually a combination of both. Things like hits, death and other major or minor animations, even just ordinary quirks, can really give it some life. I feel that for many games the subtle details, or the lack thereof, that can make the difference on how it feels despite how it plays. Good luck on future projects
Dude, you can easily convert this project to some sort of ninja-hitman thing, where you need to pass through several guards and kidnapp or fight the boss. Pay attention to level details and you will become John Wick Ninja Guy
Dude, i really love your work and process. Thanks for documenting and sharing. I hope you dont mind, but maybe a couple of solutions. The changes you made were awesome! Maybe try and make the basic enemies have a lot less hp and generally weaker attack, with your elites sprinkled among them sparsely? This will give the player a bit of a power fantasy, where 1 one 1 combat with basic enemies isn't as time consuming and the player will be encouraged to kill them as fast as possible or become swarmed? Additionally, adding a meter for enemies slain in a row that build over time and triggers special effects like time slow, health regen, shield buff, etc. Maybe even some basic enemies give instant buff when killed. This way the player is incentivized to keep fighting when the elites are on the way, so they can get the buffs in before engaging in combat. Just some thoughts... hope to see your project come back one day.
I think the parkour system can be used for specific levels like you are in between mountains because a dojo is on a secret place so the samurai can run from wall to wall and maybe have flying enemies or hanging enemies with bows shooting at you so to defend yourself you can throw shurikens it could be like a gimmick level to give a different experience after a few normal levels and it can only be used on those specific levels
Boss idea: If you've seen Rurouni Kenshin, I think Hannya from the show would be a good ninja-like boss. Where he fights with iron gauntlets concealed in leather gloves, uses movement and martial arts to fight. Where when he's really low on health (per say 25%), he can reveal out his iron wolverine claws and basically is just like a last resort rage kinda fight from then on. I think it would be nice to make able to do false speed mirage to trick the player into thinking it's either a ground slam (jump required) or a regular attack combo (dodging/constant parry/blocks)
I could imagine some kind of task could glue this game together. Just as example: The player needs to carefully carry some object to or from a specific place. Perhaps the player is some kind of delivery guy/samurai apprentice and needs to bring undamaged flowers to a princess. There is some room for funny little stories for each level. Fighting with in object in hand isn't possible and movement might even be slowed down. Strategically placed enemies could induce funny "panic" moments. I really like the style of your game.. I think there is something hiding!
I’m not a game developer but I had this idea when I was playing Dreams on PS4 : Paper Samurai fighting game where you use origami paper samurai characters and you can slice pieces of paper off them and disable their limbs.
Played it, and it felt really good! Only criticism I have is that I think the parry window starts a bit late compared to most other games, which took some getting used to, especially when fighting 4 or 5 enemies at a time -- I often found myself feeling like I'd hit the block button right on time for a parry, and then remembering that I needed to block in advance. Also, the strat of "hold attack, release, dash out, hold again" felt a little strong when facing multiple enemies. Played great though, and I enjoyed it.
WOW! when i watched the start of the video i thought "i wouldnt play this game" but at like 12minutes in the video i found my self thinking "i want to play this so badly"
I think a big reason for games like this feeling bad is how free the movement can be, while the enemies are slow. Effectively, you can strafe very quickly, but the enemies cannot. This leads to the player defining when they want to be in danger, instead of the enemies. Since the game is first person, the solution's way harder than it would be in third- just add a lock on system. A good start could be to significantly shrink the level size, and quantity of enemy spawns, while lowering the player's movement speed. The player should only be able to interact, in a significant way, with the combat with the "combat" buttons; instead of backing up to avoid an attack, make it so that they can *only* block, parry or dodge. You would also need a lot of visual flair, probably, to engage the player in this new combat system. Of course, that's just my opinion, though. If you do choose to continue this game at any point, look at the melee systems for Elden Ring, and For Honor, which both have melee combat that forces the player to play in a different way in combat than they would when outside of it.
I'm an amateur game developer myself, and I really enjoyed playing your demo! It reminds me a lot of the game Shadow Warrior, specifically, the 2013 reboot game. I see a lot of potential in the game and I hope you decide to return to it! I think the main thing that felt "off" about the game is how enemies don't stagger when you hit them (I'm not referring to the enemies reacting when you hit them, I'm referring to the ability to interrupt enemy attacks by hitting them). It felt like I only got the opportunity to attack once every few seconds before I had to go back to parrying or dancing around enemies. You should implement a system where enemies stagger for a few moments after being struck, allowing you to chain attacks rather than the current gameplay loop of dancing around and poking enemies until they die. To balance out this system, you could increase the number of enemies and add "Heavy" enemies which can't be staggered and force you to parry or dodge. Along that line, I think that the speed of the sword attack should be increased. It feels a little sluggish, you should be attacking faster than the enemies since they have the advantage of numbers and ranged attacks. Basically, you should embrace the idea of a "glass cannon" type of playstyle where you are encouraged to play fast and aggressive with little health, but high damage and fast attack speed.
If the idea is a RogueLike or similar, we have to look at what this type of game offers. I think you are in the right path. I'm no gamedev currently, just an artist and I know the feeling of working and still feel that something is missing and you just get frustrated because you don't know what needs to be done to get rid of the feeling. As a player, I expect a roguelike to have a linear "leveling" system. Where After sections of enemies, I get rewarded with upgrades, choices and etc, thats the gameplay loops' core. You NEED to feel awarded by getting through obstacles. Upgrades to the base attack damage? Effects for my weapons? A companion that helps me in some way? The possibilities are infinite, but they need to change my run in some way. If I want to make a run where I delete enemies with a single hit, it should be possible. Or if I want to play by attacking from a distance, it should be too. Even if its not the intention to make a Roguelike anymore, this kind of content is always cool and very pleasing to have. The game already looks awesome and I hope to see what will come in the future. The combat looks and feels good, just gotta fill it with options. Grapples? a skill that makes you shoot something and combo enemies? I hope you like the game the more you work with it, don't rush to make it feel perfect, just make it fun
This could easily be a great VR Game. What I think is missing is a point system. Make a timer in between successful Strikes and a Multiplier with successful parry's. Add some slow mo with kills. Add a secondary camera that waits for a boss character to get within a certain distance of you. Then it turns on and looks towards the boss and zooms in while in slow mo. then turns off.
I just learned about this game and it’s on hold! Come on! It’s so flashy and fast paced! Guess I’ll have to wait a year or two. If/When you start working on it again I would suggest adding a stealth mechanic of some sort.
I rnjoyed playing the alpha test thing. But it felt like getting hit by 2 attacks is just a dead wish, so it would be cool if you got hit you would get a slight knokback, making a instand death avoidable
I think I the decision to make the game 2 hit death was a bit too rushed, I definitely should've either given the player more health, or make blocking more useful, it's definitely too punishing in the playable slice.
Underated Opinion - The music (recently more so) in emis' games are genuinly top notch. Like in 1:59, you could also throw this game in such a direction that you, being a spirit army leader, go out to defeat enemies and gather their soul in a round. Then based on the number of souls collected (enemies killed) you have those many number of warriors on your side and the final aim of the game would be to fight another army or main boss with you as the leader and your current army - thus it factors in the possibility of including the build system wherein the elements, which type of enemies you chose in your army affecfts you in your final battle, thus adding replayability. Im quite sad to see it on hold, as a game with such progresss could be really cool if developed further.
😂Awesome video Emis! I hope you'll notice me Senpai! 😭 Some ideas: Add a fighting skill tree/ movement skill tree. Add a more appropriate parry sword animation. Modify the swing animation to include swinging from different directions with a randomize function. Add a knockback movement penalty when blocking a heavy attack. Combine that with a slide and you could get some interesting movement techs with that. Add a weak point feature so that if the enemies posture is critical you can use a dash to instantly kill them, making stamina more useful. Perhaps if you combine a dash and an attack you could get a stab lunge animation. Related to that weak point feature, when the enemies are cycling through which attack to use, you could make the weak point randomly appear if the enemy is still deciding which attack to use. Add a deflect so that when you parry a projectile and the projectile hits, it does critical posture damage if it hits an enemy. You could make the dash omnidirectional, not just x axis. You could also make dash dependent on a cooldown instead of a stamina bar. Make the enemies have friendly fire so that enemies that swing swords to close to each other do posture damage to themselves or to others. That could make the fights more tactical in terms of positioning. Add a rage system to where if you parry an enemy 3 times in succession, they will become angry and attack you without care. You could allow enemies to step back from a fight to compose their posture or heal.
Thanks for the ideas. I presume you suggest to make dashing vertical as well, not just stuck to a x y plane. The problem with that tho is that dashing would then need to work of your look angle, so to dash backwards you would literally need to look backwards and that would be extremely clunky to use in most fights. So as fun as dashing upwards would be, a different solution is needed rather then just converting the current dash. Enemies having friendly fire would require a pretty large AI overhaul and I'm not even sure it would improve the game all that much.
Make enemies slicable! More armor gives them more hits they can take before being sliced. Would love to see parryable arrows and also making them bounce and hit nearby enemies within a certain radius! Same with shuriken. Enemies should try to gang up on you, make them collide with each other, also the player should collide with them. Maybe a bash system so you can push them away? Hope you like these ideas would love to see them in the game!
This may be because of my taste in games (ULTRAKILL to Dark Souls to The isle type of variety), but what i feel like this game needs are combos the player could do with different attacks or abilities. For example: different or better ways to block (some kind of wind/magic shield), different ways to dash (like teleporting or maybe even a charge instead), having effects to your dashing (like leaving flames behind), Ranged attacks (Useful but also limited or with a big countdowns, stuff you use occasionally when u need), a little bit of parkour (like jumping on a wall and then above the enemies to unleash some powerfull attack), maybe weapon abilities (like multiple slashes from a katana or an sekiro-like lateral slash foward), ways to get the enemies away from you if needed (anything that knockbacks them, strong push) and the list goes on. Those things would also not be in a "stylish" fashion but flashy enough to look cool while doing them, but you still having to think of what you are doing because the enemies would also have their own cards. Tho u would have to find a way to balance the abilities in the basic weapon to weapon combat, maybe focuses more on weapon combos/abilities and such. Other minor things: About the enemies attacking each other, that could be used if you implemented some kind of "faction" system between them, enemies from different factions would fight each other if either the player is not around or when they hit another accidentally. Now to avoid players just letting the enemies kill themselves, either make it so that they mainly focus on the player or can't kill others but still attack when the player isn't involved, for immersion sake. Also u could make the ones not attacking the player space out, and then join in when one dies.
Idk if this is too much but instead of enemies dissapearing it would be cool to add some dimemberment where you cut with ur sword. Also some screenshake or camera movement when parrying. You can add a takedown animation when you kill the last enemy standing. A slifing ability would aldo be very cool. Arrows could also be parried and then hit another enemy, you cjoose if you want the player to aim where the arrow goes or just hits the enemy guarantee.
Just ideas I think that could possibly help: You could add an unsheath attack? You could have a basic vertical slash like in Elden Ring (since that's an inspiration it seems) and then a dash unsheath (press the unsheath and then to dash which releases it) Perhaps the different progression could be new blades with unique techniques (perhaps that's another thing you could look into spicing it up) I'll try it out and see if I can't find what the weird feeling you're experiencing bc it looks fun watching it at least. I love the idea, art, music, environment so I'd love to help with ideas or anything I can (I'm afraid I pretty much only have basic modeling and game testing experience)
If you come back, and you want to explore the elemental side of things, japanese culture (As I understand it) has a variety of takes on the idea of elements, I believe the 2 trains of thoughts are based on the Japanese Buddhist understanding of Elements, while the other is based on traditional Chinese understanding of the elements.
I can think of a cool way to enhance combat and make it feel more fast paced. Most, if not all attacks should be PARRYABLE, not blockable though. That way, high skill players can still rush in and excell it should have a visual cue to this. Another idea is to add a "combat focus" type system that rewards consistent parries and blocks without taking damage with a slow-mo for a few seconds or a free elemental ability use. This system would be use it or lose it, meaning that after 10 seconds out of combat it would not be able to be activated and would have to be built up again, which prevents saving up the "focus" to nuke bosses with.
I played your demo and kinda liked it Visually game is gorgeous. Combat is... it is good, but doesnt feel like that. Hits lack impact, both on player and enemies. First samurai takes 3 hits and there is no way to tell how much is left without counting in your head. Also 3 hits isnt exactly fast TTK when you have to parry/dodge attacks. On the other hand player dies very fast, but only feedback I noticed is red vignette. Also I failed to get a feel if my health would be enough for one hit, which lead to more passive and defensive gameplay. My thought was that having something like 3 hearts with distinct damage sound would feel more fair, but idk how it will work with different enemy types. Speaking sound - overall game sounds good, I only wish there was more music. Tracks in video were really fitting
Its great!!! The empty feeling you feel is because you have implemented Boss game mechanics to a game that has only simple NPCs, My suggestion: Turn it into a boss fighting game.
@@EmisDev I understand but I doubt skillfull, time-sensitive parrying would work in a fast paced game. (I am saying this because the dashing and your ideas for parkour implied you are trying to make a fast paced action game)
I don't know if this is just a subjective feeling, but I feel the enemies constantly "moving into" the player is a bit of an issue. It's clunky to have enemies constantly moving into you, but it also alters the feeling of combat itself a little bit where it feels like you're moreso swatting at the enemies while cowering away, rather than engaging in combat. Maybe making enemies keep a more consistent distance from the player/making their distance changes more sequential would improve the flow? Implementing an "advantage" system where the actions the enemies take depend on an advantage value that gets altered by them being parried/blocked/hit or dishing out parries/blocks/hits might also make for a better flow of combat. Making the enemies move, reposition (also move back, mimicking the players instincts a bit more?), and respond to the players actions based on who has the current higher advantage value in combat. Just spitballing really, it's overall a very impressive project and I hope you manage to make more progress on this!
You should add a supermove that hit many enemies. The move should charge up with each kill you get. Some speed boost should be around the final fight to make it quick and badass.
I listened to the music at x1.5 speed it wasn't half bad, reminded me of traditional japanese music blend with metal ( which is not uncommon ) reference Gakusaki Shiki. Btw the game seems like a original and nice idea wish you luck
Maybe you could add an execution/chain execution system where your character steals the weapon(shuriken, arrow...) of the enemy and shoots it at another one
👀
i was about to write the same thing.
@@bartucaner7704 I feel like execution combos in game is such underrated(maybe thats just because I played Far Cry 4 recently)
SUPER HOT
@@bigenterbutton4934 yeah especially in this case finishers or executions would be a cool and useful mechanich too. Sadly i dont know how it was i far cry 4 tho.
You have no idea how well you conveyed my feelings in this video. As a (very) amateur game developer myself I know the odd feeling that something just isn't right in the core and the game isn't fun, yet you still try to implement the next feature, add more polish, make the next devlog, add different modes and maps and what not, in hopes of fixing the underlying, almost unfixable issue, and all of your efforts just utterly failing to do so. So thank you for this video, you really gave me a great relief and also helped open my eyes a bit. And I'm certain you will figure this game out in the future ;)
UA-cam game dev can be and usually is very deceptive. Very rarely do people show the "bad days" or when stuff isn't working out. It's always flashy, trying to grab your attention, like making a dream game, etc.
So this builds up the image that anyone can make a massive game without many problems along the way. And well, that is not how game development works. It's a difficult grueling process and rarely things go as smoothly as they seem in other videos.
I'm really glad this video helped you see another perspective of game development.
Good luck on your journey.
I don’t have much experience with game development, but I think that “underlying issue” can many times be that the core ideas just don’t fit together well, like a first-person game inspired by Vampire Survivors with a low time-to-kill
Sad to hear that the project is on hold, I was really looking forward to seeing where your ideas went but it is what it is.
If you ever decide to bring it back, I think you could derive some inspiration and ideas for mechanics or upgrades from shady knight, enchained, or ultrakill. Looking forward to seeing what you do next!
Great references for first-person combat games
I feel like if when parrying, if it would give you a few seconds of slow motion, it would be incredibly fun and reward parrying a lot.
Loving the videos!
Hey! The game looks so good now!
There is one mechanic that I think would be super cool: "Issen" from the Onimusha series. Basically, when you strike just before an enemy connects their attack, you deliver an devastating blow that insta kills them. You can then "chain issen" to clear more enemies, flashing over them. I think it would be super cool to clear whole rooms with this!
I like the game concept but as a "quick fp slasher" dealing with crowds super fast like ror2 is where the dopamine hits the most for me. Some examples: Grapple Slice; allows to single out a target and land a free hit on an enemy(has a 5 second cooldown to disable spamming and rewards survivability), Smoke Bomb circle slash; Temporarily makes the player invisible and once coming out of the smoke bomb effect they do that spinning slash you showcased (7 second cooldown), Frenzy mode; The player draws a second katana and gets a damage and defense buff for a short period of time (could also turn this powerup into one heavy slash). Maybe have a powerup cap on a player so they can choose which builds to bring towards the next mission? Great vid and keep up the great work!
Just turn this game into something like totally accurate battle simulator. The whole beans fighting each other seems very entertaining especially with elemental enemies and such
I guess it could be an interesting game, a lot of people have been suggesting that as well
@@EmisDev YOU GOTTA HAVE THAT AS A MINIGAME. Like sort of like a idk using ur wits to fight against this AI in a chess board or smth. Idk i've seen this chinese tv show and they made playing chess look like an actual battle. In short just make the characters black and white and the chinese chess grid and it's gonna look like that lol
@@EmisDev I know that I am very late in this conversation, youtube just now proposed this video and your channel to me. The game seems having vast potential, so I need to second what the first comment said: make it an accurate battle simulator. I feel like it would be an amazing swordfighting game. A fast methodical realistic one, like bean first person shekiro, or first person Zelda 2 the adventure of Link, where the sword fights were very much feeling realistic at the time of release.
I sincerely think that the only issue your build had were enemy numbers. This combat doesnt fit hack n slash numbers of enemies. I think that if you took the exact same build you have and put it in narrow corridors and rooms filled with furniture and 2-4 enemies tops per room it would shine. The combat choices should be whether you lure one or two opponents in a spot that benefits you or if you sprint towards that annoynig archer in the other side of the room, instead of ''do I attack enemy one and 2 or enemies 9-12, maybe should I parry enemy 5?''. Instead of wandering in open spaces and big arenas full of enemies, you can make it all take place in a pagoda tower or something and the player should reach the top and fight the boss, manouvering enemies and funiture in every room.
Your fighting system was amazing with one or two enemies but not with 8-12, so you should build on your gameplay strengths instead of trying to make it work in a totally different environment....In narrow corridors and staircases each enemy would be an important obstacle and a fun one to overcome.
I love your dev logs, these have been a big inspiration for me starting youtube :) I can't imagine restarting the project, you're a god for powering through something like that
Thanks.
Game development is an iterative process after all and I kind of forgot the iteration part - sort of just skipped towards making final-ish assets, so making a whole new vertical slice from scratch was very necessary to make the project move in some direction.
@@EmisDev I do such similar things, I guess its a learning process lol
If you ever go back to it, try making kills give you stamina. It’ll encourage that aggressive moving playstyle the game seems to be wanting
Software is iteration, is really hard to make it perfect in the 1st attempt, but each incremental step is essential in the learn path, even when the gameplay becomes worst, you probably learned something. :D Keep doing, take some pauses, but never stop completely and someday you will reach what you want!
R.I.P Samurai Game 🥺 you were gorgeous goofy cool and fun sounding atleast but you will be missed🥺
I hope this devlog is continued. Ive been watching this since i found your channel and i love the videos, especially this one. I feel like this is the game ive been waiting for, yet its on hold. I really like this concept and i hope it will be continued, you did a good job man.
Its amazing how much thought is put into the little mechanical changes, and how those changes in turn makes a big difference overall
2:03 having a game where u command an army would be cool. So this could be a great basis
my favorite analogy with artists is sometimes the piece "reveals itself to you" as you explore and push the piece further, and I feel that is very in line with game development. Your time wasnt necessarily wasted or thrown away, you just needed that time and effort to inform your further decisions. Really cool to watch!
hehe, fuckstick
A very well done video and remake! Sad that the project is on hold but it's relatable and understandable, i havent been updated on the project in a long time now so everything looks new to me😅
I'm sure putting it on hold was a tough call after all the work you've put in, but it's for the best. Even though something felt off about the game when I played it, the juiciness, modeling, animation, and music for the game is still very solid and can't wait to see your next big project!
Love your vids bro, was waiting for this series
I enjoyed the video! I think this game could be something big in the future but I do agree, it feels like something is missing that could make the game stand out. Excited to see what you work on next!
youve now inspired me to start my own samurai melee based game like this. i also hope you continue this one day bc it has potential if you add some features that the community suggests
Nice video. And it looks very cool. Imo abilities would be cool, for the player and the enemies. Like the ninja has his stars.
Thank you for keeping it real. Gamedev is so hard, and it feels really unrewarding at times. I've been making games for almost 8 years, and I still end up trashing most of my prototypes for all kinds of different reasons!
What this game really needs is microtransactions and lootboxes, maybe a multiplayer battle royale mode. Could also do with some kind of fast paced building mechanic allowing players to create structures to aid them. Lastly, during the Sengoku period, samurai were known to use guns, so maybe add an arsenal of various firearms?? Remember to add emotes too, players love celebrating their accomplishments with style
I still loving this series. i almost forgot you, but then, like a month later, i went on youtube and saw THIS VIDEO. i was so happy to see, that you are still alive and still making fun videos. i just love it. and i have a idea for the game, please do this: you could add armor and shields to your game. and you should add a game mode, where you can just drag enemys around and let em fight eachother like you did in the first video of this series. i also would love to see a story mode and that you can download it on steam. anyways, have a good day and bye
I dont think its bad, its a good game. I even took inspiration from it for my own game :) anyway, good job emis
Even if you're leaving the project for now, your dedication is still inspiring bc you added so much every video.
Your quality is amazing!!! Your direction as a VFX artist is way more appealing than the same old 2D indie games I see.
loved the music! great job with the game! it's a huge motivation boost 😆
Good video!
I don't have much to say, but I think... oddly I feel like I understand more the difficulty of making a game.
There are so many different approaches to ideas, so many small things you can do to make something feel much better.
Subscribed for sure!
I know the feeling brother, your game has come a long way though - so huge props to you.
This was very interesting! High quality video 👍 Your channel's future looks bright! 😎
I like the idea of the elemental enemies and custom builds, please continue working on it I think it'll make a cool game
naaaaah, please dont stop working on this project, i really want to see it as a complete finished project, a huge fan and supporter of the game. found it the best one out of all the other dev's i follow. please dont stop working on this. i really want to see more of it. PLEASE!!!!
The music is insanly good, i would listen to it while playing games, like actually
its starting to look great! keep up the good work
This is very important devlog :) It would be wise to have a sight of whole gameplay loop before implementing, in graph preferably, maybe in some notes. And then, to test it on placeholder assets, before making nice animations, models etc :)
Aw, I love the character design they remind me of these old toys I had when I was younger. They were like little beans with different designs that had some sort of weight in them that kept them upright.
Sad to hear it’s on hold 😢was my favorite series and I loved the second devlog where you made elemental enemies I loved that idead😅
Oh man I've been thinking about making a game just like this! Thanks for the inspiration!
i really like these devlogs and im interested into what it'll become
It was great to see you openly talk about your "failure" of making the combat system, as yeah no matter how many new features you'd end up adding, it probably would never end up feeling good with the base combat not being the best. So seeing you address it was great, especially as someone also dabbling in game development.
And for your rigging problems, do you know about the Data Transfer modifier in Blender? If you don't then it basically allows you to transfer the weights from your body mesh to the clothing, making "almost" perfect weights for you.
You basically just add the DataTransfer modifier on your clothes, choose the body as your "Source", check the "Vertex Data" box, choose "Vertex Groups", change "Mapping" to "Nearest Face Interpolated" (this seems to work the best) and finally hit "Generate Data Layers" and apply it. And that should then do 90% of the work with weight painting clothing and is what I use for all my characters that I do.
Btw incase you at some point want to continue this project, you could potentially look at Vermintide / Darktide, for how they do their combat system, it is a lot slower than yours, but it handles lots of enemies very well.
All of the clothes are a part of the same character model, they're not a separate thing.
The issues with some of the clothing are due to very low amount of bones in the actual rig, so the clothing that overlaps both of the two main bones (root and head) just clip, cuz they have no other option.
Thanks for the suggestions.
So glad you didn’t scrap the game. Be honest I completely forgot about it, but seeing this video just made my day.
I don't know if this would fix the problem, but being able to use the abilities you made for the enemies as power ups sounds like it would be super cool. And adding different weapons might help out too; idk, rogue likes seem like they benefit from variety like that.
Also, the game looks incredible. Glad you're in the game dev space! Keep up the good work.
Cool project. I think it looks quite good so far. 🙂
I like the concept of the game and also seeing the other bean fight each other was extremely entertaining. Maybe you could make a game where you keep the combat similar but you can add AI teammates to fight along side you. I thought the elemental guys looked really cool and it would be fun to fight with/against them. Maybe the levels would be like raids where you and your team tear through the enemies base or whatever.
I was looking forward to this game so badly! 😢 Your concerns are definately understandable though. Maybe take a look at Shady Knight, it has very fun and satisfying combat.
This is nice, I like seeing the challenges and trying to tackle the fundamental designs. It's useful for learning more about game development.
For combat I think there could be more done to basic enemy AI behavior to change the pacing of the fights. Things like adding strafing, running away, alternating from offense to defense. I like the coin system idea. I've recently been looking at things like boid behavior or context based behavior which could be great to keep them from just huddling together and swarming. I think some sound or visual cues, or a combination, could be useful before certain attacks if you're going in on the parry mechanics. I think it's okay if enemies are easy from the beginning and gradually you introduce stronger enemies, or more advanced behaviors, and eventually a combination of both. Things like hits, death and other major or minor animations, even just ordinary quirks, can really give it some life. I feel that for many games the subtle details, or the lack thereof, that can make the difference on how it feels despite how it plays. Good luck on future projects
this game is so good bro it has potential much love
Finaly bro I ve been waiting 4months for this game no joke I have like looked 20 if the vid was out
Dude, you can easily convert this project to some sort of ninja-hitman thing, where you need to pass through several guards and kidnapp or fight the boss. Pay attention to level details and you will become John Wick Ninja Guy
Cool idea, thought of something similar as well after putting the project on hold.
Looking amazing! Keep it up ❤
Dude, i really love your work and process. Thanks for documenting and sharing.
I hope you dont mind, but maybe a couple of solutions. The changes you made were awesome!
Maybe try and make the basic enemies have a lot less hp and generally weaker attack, with your elites sprinkled among them sparsely?
This will give the player a bit of a power fantasy, where 1 one 1 combat with basic enemies isn't as time consuming and the player will be encouraged to kill them as fast as possible or become swarmed? Additionally, adding a meter for enemies slain in a row that build over time and triggers special effects like time slow, health regen, shield buff, etc. Maybe even some basic enemies give instant buff when killed. This way the player is incentivized to keep fighting when the elites are on the way, so they can get the buffs in before engaging in combat.
Just some thoughts... hope to see your project come back one day.
Dude the bravery to actually admit your faults is amazing
I just love this small community
1:58 you could totally add a rage spell to use that feature, or even just recruitable NPCs
Finally! BTW, can you add cel shading? Since the game is about Samurai, you could add that for some polish.
One thing I know for sure is that these models look sick
I think the parkour system can be used for specific levels like you are in between mountains because a dojo is on a secret place so the samurai can run from wall to wall and maybe have flying enemies or hanging enemies with bows shooting at you so to defend yourself you can throw shurikens it could be like a gimmick level to give a different experience after a few normal levels and it can only be used on those specific levels
You should put a "hit lag" when parrying it might gonna make parrying more impactfull,
Love this project keep it up🔥🔥🔥🔥
Boss idea:
If you've seen Rurouni Kenshin, I think Hannya from the show would be a good ninja-like boss. Where he fights with iron gauntlets concealed in leather gloves, uses movement and martial arts to fight. Where when he's really low on health (per say 25%), he can reveal out his iron wolverine claws and basically is just like a last resort rage kinda fight from then on. I think it would be nice to make able to do false speed mirage to trick the player into thinking it's either a ground slam (jump required) or a regular attack combo (dodging/constant parry/blocks)
4:27 that music is amazing
I could imagine some kind of task could glue this game together.
Just as example:
The player needs to carefully carry some object to or from a specific place. Perhaps the player is some kind of delivery guy/samurai apprentice and needs to bring undamaged flowers to a princess. There is some room for funny little stories for each level. Fighting with in object in hand isn't possible and movement might even be slowed down. Strategically placed enemies could induce funny "panic" moments.
I really like the style of your game.. I think there is something hiding!
I’m not a game developer but I had this idea when I was playing Dreams on PS4 : Paper Samurai fighting game where you use origami paper samurai characters and you can slice pieces of paper off them and disable their limbs.
Played it, and it felt really good! Only criticism I have is that I think the parry window starts a bit late compared to most other games, which took some getting used to, especially when fighting 4 or 5 enemies at a time -- I often found myself feeling like I'd hit the block button right on time for a parry, and then remembering that I needed to block in advance. Also, the strat of "hold attack, release, dash out, hold again" felt a little strong when facing multiple enemies. Played great though, and I enjoyed it.
WOW! when i watched the start of the video i thought "i wouldnt play this game" but at like 12minutes in the video i found my self thinking "i want to play this so badly"
Looks awesome, the remaster was definitely worth it
Looks pretty good
The lighting feels off though
It doesnt look like night it just looks like its missing light sources entirely
I think a big reason for games like this feeling bad is how free the movement can be, while the enemies are slow.
Effectively, you can strafe very quickly, but the enemies cannot. This leads to the player defining when they want to be in danger, instead of the enemies. Since the game is first person, the solution's way harder than it would be in third- just add a lock on system.
A good start could be to significantly shrink the level size, and quantity of enemy spawns, while lowering the player's movement speed. The player should only be able to interact, in a significant way, with the combat with the "combat" buttons; instead of backing up to avoid an attack, make it so that they can *only* block, parry or dodge. You would also need a lot of visual flair, probably, to engage the player in this new combat system.
Of course, that's just my opinion, though. If you do choose to continue this game at any point, look at the melee systems for Elden Ring, and For Honor, which both have melee combat that forces the player to play in a different way in combat than they would when outside of it.
I'm an amateur game developer myself, and I really enjoyed playing your demo! It reminds me a lot of the game Shadow Warrior, specifically, the 2013 reboot game. I see a lot of potential in the game and I hope you decide to return to it! I think the main thing that felt "off" about the game is how enemies don't stagger when you hit them (I'm not referring to the enemies reacting when you hit them, I'm referring to the ability to interrupt enemy attacks by hitting them). It felt like I only got the opportunity to attack once every few seconds before I had to go back to parrying or dancing around enemies. You should implement a system where enemies stagger for a few moments after being struck, allowing you to chain attacks rather than the current gameplay loop of dancing around and poking enemies until they die. To balance out this system, you could increase the number of enemies and add "Heavy" enemies which can't be staggered and force you to parry or dodge.
Along that line, I think that the speed of the sword attack should be increased. It feels a little sluggish, you should be attacking faster than the enemies since they have the advantage of numbers and ranged attacks. Basically, you should embrace the idea of a "glass cannon" type of playstyle where you are encouraged to play fast and aggressive with little health, but high damage and fast attack speed.
If the idea is a RogueLike or similar, we have to look at what this type of game offers. I think you are in the right path. I'm no gamedev currently, just an artist and I know the feeling of working and still feel that something is missing and you just get frustrated because you don't know what needs to be done to get rid of the feeling.
As a player, I expect a roguelike to have a linear "leveling" system. Where After sections of enemies, I get rewarded with upgrades, choices and etc, thats the gameplay loops' core. You NEED to feel awarded by getting through obstacles. Upgrades to the base attack damage? Effects for my weapons? A companion that helps me in some way? The possibilities are infinite, but they need to change my run in some way. If I want to make a run where I delete enemies with a single hit, it should be possible. Or if I want to play by attacking from a distance, it should be too.
Even if its not the intention to make a Roguelike anymore, this kind of content is always cool and very pleasing to have.
The game already looks awesome and I hope to see what will come in the future. The combat looks and feels good, just gotta fill it with options. Grapples? a skill that makes you shoot something and combo enemies? I hope you like the game the more you work with it, don't rush to make it feel perfect, just make it fun
I love that the boss music is based on DOOM and references DOOM
at 2:03, you really should bring this concept into the game. this is looking pretty promising.
This could easily be a great VR Game.
What I think is missing is a point system. Make a timer in between successful Strikes and a Multiplier with successful parry's.
Add some slow mo with kills.
Add a secondary camera that waits for a boss character to get within a certain distance of you. Then it turns on and looks towards the boss and zooms in while in slow mo. then turns off.
This feels like the sword fighting game from Wii sports resort but like the “story mode” of it and I love it for that and the fact it looks awesome
the slide was pretty good, maybe if you add s while sliding (and a cooldown) it could work well
I just learned about this game and it’s on hold! Come on! It’s so flashy and fast paced! Guess I’ll have to wait a year or two. If/When you start working on it again I would suggest adding a stealth mechanic of some sort.
I rnjoyed playing the alpha test thing. But it felt like getting hit by 2 attacks is just a dead wish, so it would be cool if you got hit you would get a slight knokback, making a instand death avoidable
I think I the decision to make the game 2 hit death was a bit too rushed, I definitely should've either given the player more health, or make blocking more useful, it's definitely too punishing in the playable slice.
Underated Opinion - The music (recently more so) in emis' games are genuinly top notch. Like in 1:59, you could also throw this game in such a direction that you, being a spirit army leader, go out to defeat enemies and gather their soul in a round. Then based on the number of souls collected (enemies killed) you have those many number of warriors on your side and the final aim of the game would be to fight another army or main boss with you as the leader and your current army - thus it factors in the possibility of including the build system wherein the elements, which type of enemies you chose in your army affecfts you in your final battle, thus adding replayability. Im quite sad to see it on hold, as a game with such progresss could be really cool if developed further.
The more people talk about liking the AI fights, the more "Samurai Armies" spin-off sounds like a good idea.
@@EmisDev Yea, I was thinking maybe you could incorporate the idea of totally accurate battle simulator somehow - that would be quite nice
😂Awesome video Emis! I hope you'll notice me Senpai! 😭
Some ideas:
Add a fighting skill tree/ movement skill tree.
Add a more appropriate parry sword animation.
Modify the swing animation to include swinging from different directions with a randomize function.
Add a knockback movement penalty when blocking a heavy attack. Combine that with a slide and you could get some interesting movement techs with that.
Add a weak point feature so that if the enemies posture is critical you can use a dash to instantly kill them, making stamina more useful. Perhaps if you combine a dash and an attack you could get a stab lunge animation.
Related to that weak point feature, when the enemies are cycling through which attack to use, you could make the weak point randomly appear if the enemy is still deciding which attack to use.
Add a deflect so that when you parry a projectile and the projectile hits, it does critical posture damage if it hits an enemy.
You could make the dash omnidirectional, not just x axis. You could also make dash dependent on a cooldown instead of a stamina bar.
Make the enemies have friendly fire so that enemies that swing swords to close to each other do posture damage to themselves or to others. That could make the fights more tactical in terms of positioning.
Add a rage system to where if you parry an enemy 3 times in succession, they will become angry and attack you without care.
You could allow enemies to step back from a fight to compose their posture or heal.
Thanks for the ideas.
I presume you suggest to make dashing vertical as well, not just stuck to a x y plane. The problem with that tho is that dashing would then need to work of your look angle, so to dash backwards you would literally need to look backwards and that would be extremely clunky to use in most fights. So as fun as dashing upwards would be, a different solution is needed rather then just converting the current dash.
Enemies having friendly fire would require a pretty large AI overhaul and I'm not even sure it would improve the game all that much.
Make enemies slicable! More armor gives them more hits they can take before being sliced. Would love to see parryable arrows and also making them bounce and hit nearby enemies within a certain radius! Same with shuriken. Enemies should try to gang up on you, make them collide with each other, also the player should collide with them. Maybe a bash system so you can push them away? Hope you like these ideas would love to see them in the game!
Man I really like your game I don't know why but it gives me the vibe of Sekiro 😭
can be hard like sekiro :)
GOOD JOB!
This may be because of my taste in games (ULTRAKILL to Dark Souls to The isle type of variety), but what i feel like this game needs are combos the player could do with different attacks or abilities.
For example: different or better ways to block (some kind of wind/magic shield), different ways to dash (like teleporting or maybe even a charge instead), having effects to your dashing (like leaving flames behind), Ranged attacks (Useful but also limited or with a big countdowns, stuff you use occasionally when u need), a little bit of parkour (like jumping on a wall and then above the enemies to unleash some powerfull attack), maybe weapon abilities (like multiple slashes from a katana or an sekiro-like lateral slash foward), ways to get the enemies away from you if needed (anything that knockbacks them, strong push) and the list goes on.
Those things would also not be in a "stylish" fashion but flashy enough to look cool while doing them, but you still having to think of what you are doing because the enemies would also have their own cards.
Tho u would have to find a way to balance the abilities in the basic weapon to weapon combat, maybe focuses more on weapon combos/abilities and such.
Other minor things:
About the enemies attacking each other, that could be used if you implemented some kind of "faction" system between them, enemies from different factions would fight each other if either the player is not around or when they hit another accidentally. Now to avoid players just letting the enemies kill themselves, either make it so that they mainly focus on the player or can't kill others but still attack when the player isn't involved, for immersion sake.
Also u could make the ones not attacking the player space out, and then join in when one dies.
Idk if this is too much but instead of enemies dissapearing it would be cool to add some dimemberment where you cut with ur sword. Also some screenshake or camera movement when parrying. You can add a takedown animation when you kill the last enemy standing. A slifing ability would aldo be very cool. Arrows could also be parried and then hit another enemy, you cjoose if you want the player to aim where the arrow goes or just hits the enemy guarantee.
Just ideas I think that could possibly help:
You could add an unsheath attack? You could have a basic vertical slash like in Elden Ring (since that's an inspiration it seems) and then a dash unsheath (press the unsheath and then to dash which releases it)
Perhaps the different progression could be new blades with unique techniques (perhaps that's another thing you could look into spicing it up)
I'll try it out and see if I can't find what the weird feeling you're experiencing bc it looks fun watching it at least.
I love the idea, art, music, environment so I'd love to help with ideas or anything I can (I'm afraid I pretty much only have basic modeling and game testing experience)
You even made it to a vertical slice stage. I haven't gone past prototype in a long time
If you come back, and you want to explore the elemental side of things, japanese culture (As I understand it) has a variety of takes on the idea of elements, I believe the 2 trains of thoughts are based on the Japanese Buddhist understanding of Elements, while the other is based on traditional Chinese understanding of the elements.
I like the idea of fastpaste and smart Enemies
Think it looks really cool though. I smell something great in the future. Sometime.
I can think of a cool way to enhance combat and make it feel more fast paced. Most, if not all attacks should be PARRYABLE, not blockable though. That way, high skill players can still rush in and excell it should have a visual cue to this. Another idea is to add a "combat focus" type system that rewards consistent parries and blocks without taking damage with a slow-mo for a few seconds or a free elemental ability use. This system would be use it or lose it, meaning that after 10 seconds out of combat it would not be able to be activated and would have to be built up again, which prevents saving up the "focus" to nuke bosses with.
A way to bring sliding back. Is to make it so the faster you slide. The harder you hit,But add a speed cap to not make it to op.
I played your demo and kinda liked it
Visually game is gorgeous. Combat is... it is good, but doesnt feel like that. Hits lack impact, both on player and enemies. First samurai takes 3 hits and there is no way to tell how much is left without counting in your head. Also 3 hits isnt exactly fast TTK when you have to parry/dodge attacks. On the other hand player dies very fast, but only feedback I noticed is red vignette. Also I failed to get a feel if my health would be enough for one hit, which lead to more passive and defensive gameplay. My thought was that having something like 3 hearts with distinct damage sound would feel more fair, but idk how it will work with different enemy types. Speaking sound - overall game sounds good, I only wish there was more music. Tracks in video were really fitting
Yay for the algorithm and because I'm hyped
Its great!!! The empty feeling you feel is because you have implemented Boss game mechanics to a game that has only simple NPCs, My suggestion: Turn it into a boss fighting game.
Could be that, tho I don't really want to make this into a boss focused game.
@@EmisDev I understand but I doubt skillfull, time-sensitive parrying would work in a fast paced game. (I am saying this because the dashing and your ideas for parkour implied you are trying to make a fast paced action game)
I don't know if this is just a subjective feeling, but I feel the enemies constantly "moving into" the player is a bit of an issue. It's clunky to have enemies constantly moving into you, but it also alters the feeling of combat itself a little bit where it feels like you're moreso swatting at the enemies while cowering away, rather than engaging in combat. Maybe making enemies keep a more consistent distance from the player/making their distance changes more sequential would improve the flow? Implementing an "advantage" system where the actions the enemies take depend on an advantage value that gets altered by them being parried/blocked/hit or dishing out parries/blocks/hits might also make for a better flow of combat. Making the enemies move, reposition (also move back, mimicking the players instincts a bit more?), and respond to the players actions based on who has the current higher advantage value in combat.
Just spitballing really, it's overall a very impressive project and I hope you manage to make more progress on this!
You should add a supermove that hit many enemies. The move should charge up with each kill you get.
Some speed boost should be around the final fight to make it quick and badass.
I listened to the music at x1.5 speed it wasn't half bad, reminded me of traditional japanese music blend with metal ( which is not uncommon ) reference Gakusaki Shiki. Btw the game seems like a original and nice idea wish you luck
I think it's really good. I think sound design needs a bit more work! I really enjoyed the dashing mechanic.
The song "tousand cuts" sounded a bit fimiliar to undertale in some parts but still sounded good
Even without playing it myself it looks significantly more fun. Congrats
perhaps I've played a bit too much Ultrakill, but I think the parry should have hitstop. I feel like that feature would fit well in this game.
ultrakill go brrrrrrr