WIP / Bushido Shuffle (56K warning, and....it's quite violent...) |
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Hassan
User Joined: Mon May 4th 2009 Location: Iraq |
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Gunn3r
BOTB Developer ![]() Joined: Mon Jun 12th 2006 Location: Portland, OR |
It's looking fantastic, and the style is perfect. Watching the last video, I think it might zoom out just a pinch too far when platforming. It seems like it's going to show you the entire level, and you just become a small little speck on it. The zoom levels for everything else are perfect, though. The only other thing that might be worth looking into, and this is just out of personal preference, so if it doesn't seem this way to you, don't bother, but the animation that's played when you get hit. He stumbles back a bit, and it seems to take a little bit too long to get ready to fight again. The animation is really smooth, but it just seems like it's a bit too long for a game of this style. Everything else looks fantastic. I really can't wait to play the 3 levels that you're planning on releasing, and I really hope you continue this past there. |
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Bizar Guy
User ![]() Joined: Wed Apr 20th 2005 Location: Collegeland |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
YES...A DEMO! BUT READ THIS POST BEFORE YOU DOWNLOAD DANG YOU! OR I'LL SPEND MY TIME REPEATING MYSELF IN THE NEXT 50 POSTS! Alright TGC community, here it is. I've worked almost 65 hours on this, this weekend to get it done.. and I now have something which I'm happy to put out there for you to try. This is not to say the game is ANYWHERE near complete, it's just that some other recent releases have inspired me to get on with this and get it out there! SO, what is in this delightful new update? Well. Due to Kris' busyness, there is still no story. Infact the levels in this version are just the 4 levels I've been using to test it, as well as the DOJO level I have used to test the fighting. Still, there is alot to play. Not to mention the entire menu system, and level loading and all that. BUT! And this is really important: Other than my flatmate, you guys are the first people to play this, so PLEASE be gentle. I EXPECT this demo to be FULL of bugs, and rather than recieve feedback along the lines of "this sucks", if you come across bugs, please let me know so I can fix them. Effectively you're playing a slightly polished engine ALPHA. TBH, nothing scares me more than putting out 1 year's hard work for everyone to rip appart. You don't have to be lovely about the game if you hate it, but please bear in mind that I've spent ALOT of my life working on this, so if you're going to crit, do it with some tact, and be polite...! There are some VERY serious known bugs. Please bear them in mind: -Collision is sketchy on some jumps. if you hit a platform at waist height, you'll fall through it. you can end up falling into the level -Lag. The game gets pretty choppy if you don't kill all the baddies as you go. running past all the enemies will -Some hud elements dont disapear when they should. -Some animations loop when the game is paused. -if you kill a baddy and he falls off a ledge, things sometimes get a bit -Enemy AI is still a bit sucky.... scratch that... very sucky...I've written better AI systems for HATE since I started this,and will very soon port over the better AI to this, but for the minute they do run on the spot, and generally look a little retarded... sorry. The game is totally untested on VISTA. although it has been played on XP and 7(with DX9.0c) and its fine. Runs at around 40FPS the whole time. It's been tested on : Win7 Quad core 4GB ram Nvidia 9900 1280x800 XP AMD Athlon somethingorother. 2GB Ram Nvidia 8600 1024x768 XP Intel Centrino Duo 2GB Ram Nvidia 8400 1280x800 There are probably loads of bugs I don't know about, but do let me know. I do intend to add more enemies, but with the amount of animation, each enemy takes about a week to make, so just live with the ones in there for a minute, and there'll be more in the final version. So, off you go and have fun, and remember I'm not competing with your Xbox or PS3. It's just me in my room, trying to make something cool. DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DL: http://rapidshare.com/files/393719200/Bushido_Shuffle_May_Demo.zip.html or just click here DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO DEMO Oh... I tried to make a bit of a tutorial level, but there are some controls that aren't mentioned... ZXC to attack. UP key and ZXC to do power attacks. if you get knocked backwards, repeatedly press ZXorC to do a counter attack (this is cool). I want robotic legs. |
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
(Read your entire post, will keep those in mind. Waiting for download to commence and will edit when I've had a bit of time to play it and generate some decent feedback. [EDIT] Okay, had a go with the game and here are my thoughts. It has a lot of potential to be a truly great game, but some of the polish just isn't there. I know you're going to replace the AI and that's good, because once you get used to them it's not much of a challenge anymore fighting them. The jumps and overall platforming was well-done, but I found some spots that were just frustrating to get through. One of them required you to wall-jump a couple times to reach landings that were placed throught a vertical shaft. This was frustrating and getting out of the pit after falling was a chore in and of itself. In level 3, however, I just flat out gave up on getting up one of the shafts. I don't know if your Chi plays any sort of role alongside the ninja gauge for wall stunts, but I had about half of my chi left (It was completely gone earlier in the level), but the shaft just seemed to be too high. I tried wall-jumping all the way up, that didn't work. I tried doing height boosts to get up, and that didn't get me as high as wall-jumping did. I tried walljumping up until I had only one jump left, where I would then use a jump boost to get some extra height and would fall just short of the platform... The wall stunts don't seem to be very well balanced. I discovered that using height boosting jumps was vastly better than simply running up the wall. Running up the wall doesn't get you very high, as the ninja meter shrinks almost immediately after you start doing the run. (I'm curious, though... does you initial running speed play into how far up the wall you can run?) The chi was a good idea, but could be fleshed out a bit more to make it essential for those tight combat situations. Slowing down time only gives the player one real bonus, and that's the ability to think about things while watching them play out, whereas they would normally not have any time during the fight to really think about their next move (without planning it out ahead of time, that is). But during the chi-time, it didn't seem like there was much use, since your attacks had little impact on strategy. It was either you attack and score a hit, or you attack and got hit instead (whereupon you would counterattack). The game feels like it should be a hack'n'slash genre, but the satisfying feeling of hacking through loads of enemies doesn't seem to be there. The menus were very nice, I liked how they were done. Your wording for the menu choices wasn't entirely clear for me at first, though. When I paused during my time in the dojo (wanting to go play the real game) I thought selecting "Play" would take me to the real game, it didn't immediately register with me that it would just close the pause menu. Lol I'm not sure how to gain chi during the game. It regenerated very slowly and I wasn't quite sure if there was a means to speed things up for it. The instant kills were a nice touch, but I found that I was using them for almost every engagement with the enemy. I would much rather kill them in one hit than have to slash them a load of times before they died. Is there a benefit to killing enemies with normal attacks over killing enemies with the one-hit kill? Alright, that's about all of the feedback I can come up with for now. I hope you don't think I'm ragging on your game or anything. I'm just giving you as much feedback as I can to help you make it better. All in all, I loved playing it, but felt a bit aggravated when those hard jumps came into play. I hope you keep up the good work! [/EDIT] The one and only, |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
rah! Thanks for the feedback dude, and no, I don't feel you were ragging on the game at all. Like I said, the levels are just a tester really so knowing that it's a nightmare on some bits is cool. I probably pitched some of it a little hard.. Your comments on platforming... You can do 4 wall jumps before you have to touch the floor, but only 1 wall run. so you can do 4 wall jumps then run, then jump out of it... Z and C do gain you more height, but you can't do as many of them. The platforming elements are all there, but you're right, they need refining onto a better system. It's good to get feedback on them. I know that pit in 3 is a total keyboard smasher.. there should be spikes to just kill you and send you back.. but I didn't put any in..duh. Oh, and Chi is only for combat... doesn't help at all with jumping... Comments on combat right.. ah.. Chi is only for combat. it regenerates a little for every hit you score without using instant kills. Yes, instant kills are too easy now, but later enemies will be faster/stronger and harder to kill with this technique. right, why is chi in there... it's complicated. I didn't mention this anywhere because I wanted to see if people noticed. I probably should have. if you do a mid attack as an enemy does a mid attack (or high, or low) you will automatically parry their attack, and leave them open for you to hit. this is why chi is cool, because you can see their attacks coming. I'm working on a nice way of pre-telling the player what the next attack is, but it's not there yet. you are right, the AI sucks, but I think once there are more enemies in there it will be a bit more varied. combos are better than instant kills because if you combo higher than 5 you will start to do instant kills automatically.. thanks very much for the comprehensive feedback. As I said, the reason I'm putting this out there is because I feel that right now, all the elements are there, but the gameplay is really unbalanced. I need people to play it and get pissed off, so I can see where the game gets frustrating... so cheers for the comments. I would have been gutted by your comments were it not for the fact that you said you did enjoy playing it! oh, and glad you liked the menus... helvetica saves the day again..! I want robotic legs. |
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baxslash
User ![]() Joined: Tue Dec 26th 2006 Location: Derby, UK |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
um... yes? I want robotic legs. |
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Plystire
User Joined: Tue Feb 18th 2003 Location: Staring into the digital ether |
Alright, good to know about the chi regaining after combos. I thought it must have been something like that because earlier in the game (while playing with each type of combat mechanic) I noticed that chi came back fast, but in level 3 (when I was instant killing guys all the time) chi just wasn't coming back at the same rate. I'm not sure if you already do something like this, but perhaps for combat you can have a sort of rock/paper/scissors thing going on, where the combatants gain an advantage over the other person if they perform the right move. So, when both the player and the AI perform a move at the same time, it would go like this: High Attack beats Mid Attack Mid Attack beats Low Attack Low Attack beats High Attack (Ducking would be why in my mind) I'll give the game another play later tonight and see if I can't get through the entire demo. The one and only, |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
sweet cheers dude. yeah there is that system kinda in place. match your height of move to their height of move to block it. as I said there will be a visual representation of the move you need to do added later, but I couldn't figure out a nice intuitive way of doing it. with the jumps, if in doubt just do 4 Xjumps, then wall run, then x jump. Z and C jumps burn the Ninja meter too fast to be useful for high climbs. they come into play in some of the levels that aren't really out yet.. Important.. you can hit M to get a zoomed out view and see where you're going, hit enter to jump back into the game.. should help. and plystire...if 3 got you angry... level 4 will drive you NUTS. I want robotic legs. |
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Hassan
User Joined: Mon May 4th 2009 Location: Iraq |
Hey very nice game you got there! but yes some high places drives you nuts =/ i couldn't finish 3rd level because of some very high place, pressed 'P' to go to the next level, was finishing 4 but my computer auto restarted Anyhow, i faced two bugs, first one is what you mentioned, jumping on corners make you go underground, second one is that when there is someone over you, like this: .|<--enemy ______ <--wall |<--you like you are facing him, but he is "over" you, if you attack while it's like this, he plays animations as if he is being hit (but he don't lose health) but overall the game is very very good |
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Green Gandalf
Valued Member ![]() Joined: Mon Jan 3rd 2005 Location: Cornwall UK |
I can't get through the proving ground. |
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Happy Cheesecake
User ![]() Joined: Tue Jun 16th 2009 Location: In Your Refrigerator |
Oh, thank goodness you are still working on this! And you're back with a demo! Man, I can't wait to test this baby out. Downloading, and I'm expecting good things. ![]() |
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j e s t a m a r l
User ![]() Joined: Mon Jul 16th 2007 Location: Cyberspace |
I, for one, kinda liked the platforming. It was very new and original, and I felt that the platforming required more thinking and strategy than skill. I managed to get through all four of the levels once I just tried different combinations of jumps and wall-runs. Butter fingers, if you're thinking of lowering the difficulty of the platforming, please keep the difficulty now as an option! I know it's kinda weird, but I enjoyed the platforming more than the combat! But that's probably because I like puzzles, and that fourth level didn't drive me NUTS, it was awesome! Had a very satisfying feeling once I finished it. Just a hint to those having trouble, wall-running uses up all of your ninja, so use it last after your wall jumps. Don't know if that was in the tutorial. And trial and error doesn't hurt! |
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Mazz426
User Joined: Mon Feb 4th 2008 Location: number 10... |
well i loved it, its the sort of game i can see on steam, once you throw a story in there it'll be great. the only thing was i never got past level 3, i don't know if this is just me being stupid but i just can't reach the above platform in the screen, i wall run and can only jump once, i try jumping 4 times, try spamming the z and c keys but nothing gets me there, is there some trick i'm missing ![]() EDIT: got past it, nice work on the last level, i think that the style is great but the levels felt to me empty, i think that adding detil objects like rocks, or plants or whatever would really make the game look more populated and dense zbrush 3D model thread:http://forum.thegamecreators.com/?m=forum_view&t=166698&b=3 pixologic thread:http://www.zbrushcentral.com/showthread.php?t=86900 |
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Hassan
User Joined: Mon May 4th 2009 Location: Iraq |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
Hey guys, THANK YOU SO MUCH FOR ALL THE FEEDBACK! It's really appreciated!! I'm at work so can't write a long reply, but inresponse to the questions about the above section of level 3... (my flatmate actually punched my keyboard and has a little GRRRRR on this bit) Start by jumping at medium speed into the RIGHT wall. Do 4 X jumps, then as you land back on the right hand wall do a wall run, and X jump out at the peak of the run. You should just squeak it! I want robotic legs. |
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Hassan
User Joined: Mon May 4th 2009 Location: Iraq |
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Happy Cheesecake
User ![]() Joined: Tue Jun 16th 2009 Location: In Your Refrigerator |
I absolutely love this game! It's a blast to play! I hardly noticed a single one of the glitches you mentioned in the post with the download. I'm gonna break this analysis down so I can give better feedback. Glitches There were not many glitches that occurred while I played. There were only two very noticeable glitches during my playtime and each can probably be fixed with ease. 1.) During the first level I ran up on a seam in the ground. The enemies fell through the seam and constantly slashed at nothing in the background. They were obviously out of the level, but I could still hear them hacking away. Just close up the seam and you should be fine. 2.) After I died (I died numerous times), if I waited for around 15 seconds, my character would come back to life, spewing blood. He was fully controllable but died with a single hit. The "You died, hit return." screen was still there, as well. That's all that I encountered glitch-wise, fortunately. Annoyances 1.) I have no return button. There just isn't one on my keyboard. After I die, then I have to bring up the start menu and click play. Which doesn't seem natural... Perhaps make it the enter button or backspace? 2.) I would like to see some difficulty levels. I honestly had some trouble with the enemies. I died a good ten times and I only made it to the end of level 2 (Which was awesome, by the way). Make it to where they do less damage on easy, a little bit more damage on medium, etc.. This would make for an interesting game on Ninja mode (like an impossible mode for the hardcore players.) 3.) I was disappointed you took out the speech bubbles. It broke my heart. Try and find some time to put them in, Mkay? 4.) No aerial attacks. I could definitely have used some aerial attacks in quite a few situations, and I think it would make for an interesting addition to the game. Try and squeeze these in there, also, because the game seems lacking because of it. 5.) I didn't get a good explanation of the attacks I could use, in-game. I still don't know which button out of ZXC is high attacks. This isn't a big deal, though, because I didn't really care what attack I was using when slashing through evil-ninja-faces. Likes 1.) The Platforming. I think it is awesome. I love it. I enjoyed it, and I think it added a good level of difficulty to the game without being too hard. 2.) Holding the down-arrow to show when to strike for a 1HKO was brilliantly designed. I thoroughly enjoyed slicing the bad guys completely in half. Awesome feature. 3.) The movement was well done, as well as the acceleration. 4.) The atmosphere was perfect. The music fit great and the clean stylized graphics were wonderful. I liked the way each level differed from one another with their own color theme. 5.) Chi-mode was definitely very cool. I had some fun with it, but didn't use it as much as I should have because I forgot it was there sometimes. But still, very cool feature. 6.) I had a great FPS when playing the game. No lag at all, and I have a crappy integrated card... I'm so glad that it worked as well as it did. Suggestions 1.) Bosses. Definitely try to get some end-level bosses in there. I think this game seems to be begging for a few gigantic bad-ass bosses. Even some human-sized ninja-like bosses would be cool. Probably sounds corny, but I think it'd be a great addition. 2.) Power-ups should be added and hidden throughout the level in hard to reach places. Temporary health add-ons, insta-kill for 30 seconds, jump boost, chi refill, health refill, power boost, speed increase, etc.. Basically, all of the usual stuff. 3.) Speech bubbles, of course. 4.) Change the death screen so that it asks for a key other than return. 5.) Fix the few glitches that you have. 6.) Aerial attacks. 7.) And lastly, I suggest that you get this baby finished! Further Comments I had a great time playing, and I cannot wait to see the future features you plan to implement in the game. I loved the demo and I expect to see this game becoming very popular here on TGC. Hope you find my post useful, and please remember, I'm only trying to help so don't take any of the negative things the wrong way! You're an inspiration to many of the coders on the forums here. Congrats on getting the demo out. -HC ![]() |
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hockeykid
User ![]() Joined: Wed Sep 26th 2007 Location: Cyberspace |
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Happy Cheesecake
User ![]() Joined: Tue Jun 16th 2009 Location: In Your Refrigerator |
I'm pretty sure I tried that as well... But, I guess it wouldn't hurt to try again. [edit] What do ya know, enter works. And I got a chance to play through the entire game. Each level is as awesome as the last. Tricky Tunnels were indeed, tricky. But I also encountered another glitch. If you die because of falling into spikes and do not jump the next time you fall off of a ledge, the gravity will keep adding on to itself, and you'll eventually fall extremely fast. Looks like jumping resets gravity being added on, but it should also reset after dying/hitting the spikes. ![]() |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
EDIT - I left this post for about 3 hours before I finished it. Happy Cheesecake , thanks for the wicked feedback. It's 2am here, so I'll reply tomorrow Hassan Thanks buddy, glad you got through it! The floor bug is just a case of tweaking the detection for landings, it's not too much of an issue, but it's long tweaking that kind of thing, I'll get it sorted soon. The bug with enemies above you is a bit of a weird one. I think it's to do with the distance calculations. It's not something that I had noticed so thankyou for pointing it out. I think that will be fixed when I sort out the AI so enemies actually have to "see" you. I'm sorry the jumping drove you a little nuts, I should have made a better tutorial! Happy Cheesecake Cool dude, well, I look forward to hearing what you think. Green Gandalf I'll reply to your email, but I totally blame your fingers for not finding the X button fast enough!! Mazz Steam! Well that's a compliment! Thanks dude. I actually went to Valve offices last year on a business trip and have some business cards... so who knows.. I get the feeling they would be a bit snobby about a DBpro game!! Hope my earlier post helps you get through the part level 3. I'm itching for the story to get done, but sadly Kris is a very talented guy and is very much in demand at the moment, and he's very kindly doing this for the love (i.e. free) so I can't really ask too much! It'll get there though.. and when it does I have every faith that he'll smash it!! You're right about detail. Don't worry though, these levels were just testers to be honest. The editor has the ability to add much more stuff - like individual animated objects, so the final maps will be much more detailed and exciting. Jesta Marl Glad you enjoyed it dude. I'm kind of with you on the difficulty a little bit. Between finishing meatboy this year, which I really enjoyed the platformy puzzle-ness off, and having a love of those impossibly hard 16 bit platformers of yesteryear, I didn't want to make something too easy. I think perhaps I pitched the demo a little bit too hard.. I should have made the levels scale in difficulty more slowly and gradually introduced the moves. I do agree with you about the strategy. I really want the platform bits to be a puzzle in themselves. I want the player to have to look at an obstacle and really have to think about the sequence of moves they will need to overcome it. I think it's really satisfying when you finally nail the right line through some of the bits of level 4. Thanks for the feedback guys, and please keep it coming... I'm going to take all of this to heart as I progress with the development, and try to get the balance a bit better in the next demo. DO keep the feedback coming... it's the only way I can improve! I want robotic legs. |
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j e s t a m a r l
User ![]() Joined: Mon Jul 16th 2007 Location: Cyberspace |
Maybe something you could do is add more checkpoints before the puzzles, because sometimes it became tiring to redo the same puzzle again, especially when it took some timing like in Tricky Tunnels. I like how you tried to make the hud very minimalist, just a symbol for heatlh, ninja, chi, etc, but it was a little hard to gauge how much of each you had left, especially the ninja. It's okay right now, but I just thought it could be something to improve on. |
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Darth Kiwi
User Joined: Fri Jan 7th 2005 Location: On the brink of insanity. |
Just had a chance to play this and I am VERY impressed. It's every bit as slick as the videos and screenshots suggested it would be. I too noticed the "enemy at a different height" bug, and the bug which doesn't reset falling speed after death. I don't think I encountered any of the others, though. Regarding platforming - at first, the whole thing really confused me: I wasn't really sure when it would be best to use a wall jump, when to use a wall run and when to use a boost-jump. As I played through the levels (level 3 particularly), I grew to learn what was needed where. I don't think I would have been able to figure out the "do 4 wall jumps, then a wall run, then a final wall jump" puzzle if I hadn't already come across your solution here, though. Perhaps if you actually tell people that wall jumps are relatively cheap, but that if you wall run you can then only do one wall jump after that? Having said that, by level 4 I was in full control of the jumping system, and could actually zoom out with the M key, plan a route and then execute it. On a side-note: using the M key is usually fine, but occasionally it doesn't show you what you want to see. For example, near the end of level 4 there's a big pit that you have to jump down where you have to jump off alternating walls to avoid spikes. The problem was, standing above the pit and using M only let me see the first set of spikes, and I only found out about the second set when I impaled myself on them The combat was very fluid and fun, particularly the dismemberment (aaah! Severed heads turning gracefully in the air!) but it did feel a bit haphazard at times. I did use Chi occasionally, and I tried to match the enemies' attacks (high with high, mid with mid etc.) but I find it quite difficult to judge which kind of attack an enemy is using. Most of the time I ran into the enemy, hitting them quickly before they could react with a variety of different attacks, and that seemed to work, but it felt as though I didn't deserve those kills because I hadn't really understood the fighting system. Although the levels weren't tremendously different in mood, I think the different colours and ambient music pieces helped to differentiate them, so when you start building more complex levels with animated objects etc. this'll really come through. Oh - a little suggestion: you know how buildings are black but have white windows, and the passages through buildings are completely white? I was able to differentiate between them, but it might make things easier if you paint the windows grey so that white always equals a gap in the architecture that you can go through. Oh, and - last but not least - love the art style! I particularly love the way blood splatters on the white walls when you're inside. Bottom line: it's excellent, and already fun to play, and will be a great game if made longer with a story. A few little tweaks here and there will make it into a slick little gem. Secretary of Unknowable Knowledge for the Rock/Dink administration '08 |
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Plotinus
User Joined: Sat Mar 28th 2009 Location: Cyberspace |
Really great to see a new update for this game, which I think is already one of the most impressive on the site. So these are my first impressions. The front-end is brilliant. The menu, loading screens, and font all look really great. It could do with loading bars, though. The music is also great and fits it well - especially such diverse-sounding tracks. I especially liked the funky track on the last level. I found the controls sometimes a bit confusing, but presumably in the finished game you would introduce them all more gradually. I couldn't work out the point of the down-arrow moves. The intro said that an icon would appear, allowing a sudden-death move, but I never saw it. I found it a bit counter-intuitive to use the up-arrow for slower, more powerful moves. It might be simpler to use the method that Oblivion does: quick key-press for standard move, hold and release for power move. Everything is really well animated - as usual. But the main character should have some transition frames between standing still and running. Also, it would be fun if, right at the top of a wall run, as he's running more frantically to stay up, he waved his arms about or something. It often seemed to me that the margin of error at precipices was very small. Often I would run towards the precipice, press space, and find that I hadn't pressed it quickly enough, and he would just run off the end. The slow-motion effect is very cool. I especially like the way the music changes. I think that the main character should move a bit more quickly during these bits, though, to provide more benefit from using it. Or perhaps there could be extra indication, during these sequences, of what attack the enemy is about to use, giving you a better chance of doing the correct block. Something like a little flash in front of the enemy - high, medium, or low - would work well with this and simulate the main character's heightened senses during these sequences. I like the platforming element. I especially liked the way that the final level was basically a series of puzzles. As I played it I came to understand better how all the wall jumping and running worked, and by the end was able to work out what to do in each situation pretty well. It was sometimes frustrating, partly because of the precipice issue mentioned above, and partly because he does seem to slide down the walls quickly. I think it would be better if he did that more slowly. Plus, I really hate spikes in platform games, just on aesthetic grounds (come on! spikes! they're the damage-dealing version of crates!) but perhaps that's just me. Also, I like the icons for health, ninja, etc., and I like the way they grow and shrink - especially how the ninja icon bounces back when you complete a sequence of moves. It all looks really professional. |
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Diggsey
User Joined: Mon Apr 24th 2006 Location: On this web page. |
The first time I tried it, it felt impossible to control, but I tried it again today and really enjoyed it A couple of bugs: - The one you already know about where you land not quite on a platform - I tried to wall run up one of the chimney things on the top of a roof, and it crashes the game with a "... has encountered a problem and needs to close" error. I'll see if I can reproduce it... edit: - Just played again and the player and enemies went white! A few things I liked: - The way you can knock enemies of the side of buildings! - The huge variety of different moves and the nice effects. - The platforming - The overall style - The 'cheat' key to go the next level, yes I found it Some suggestions: - Make the jumping a bit more forgiving. At the moment its easy to run straight off a platform when you want to jump! - Make the map scrollable up and down Overall it was very fun to play |
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Josh Mooney
User Joined: Sun Jan 18th 2009 Location: Cin Ohio |
Haha! I loved playing this, I want more levels. Splitting buggers down the middle, awesome! The platform jumping worked out real well. It's very precise so as long as your not mashing buttons you can execute some cool moves. The music was very cool to listen to while slicing limbs, and the voices were epically comical when spilling blood. Only things I think would improve gameplay: Add some markers to indicate where the player should be going or would want to be going. Randomly I was sliding down a wall, quit fast, and I just decided to wall jump to the next wall and just happened to narrowly miss some spikes. Block. Literally, a block+counter move would make combat more strategic. Ranged enemies would help mix it up. More enemy types in general would be great. Some kind of powerup after getting a full slash meter. Not sure if something should have happened, but I didn't see anything different when I did, and I could keep that thing full through most of the level. Overall, a lot of fun. Can't wait to see more! Edit: I was running this on a vista system and it ran just fine. Also, any chance for a window mode, or have the game auto detect screen resolution? I have a wide screen and the game looked stretched. ![]() |
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Happy Cheesecake
User ![]() Joined: Tue Jun 16th 2009 Location: In Your Refrigerator |
@Butter Fingers- Recorded myself playing through most of the second level. I think you'll appreciate watching someone else play through the game. While recording, I went to a few places that I think you should know about. They're very high up places and are probably meant to be inaccessible. If I were you, these would be places to add in secret bonus items, power-ups, funny little easter eggs, and the like. Anyways, here's the link. Enjoy the video, and ignore the slight-slo-mo (best quality I can get). Cheers! ![]() |
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Butter fingers
BOTB Developer ![]() ![]() Joined: Mon Mar 20th 2006 Location: Mecca |
Hey all, very sorry for the lack of response from me, have been very busy! I promise to get back to y'all tonight, and thanks for your comments HCC, I checked the video ,and posted it on the Bushido Page on my site. THANKS! I want robotic legs. |
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Kryogenik
User Joined: Tue Sep 22nd 2009 Location: Heidelberg, Germany |
Downloading now, rapidshare made me wait a minute before download because I'm not a "premium user" and then it has a download speed of 132 kbs on a 77 mb thing Edit Played through it, here is what I have to say. Cool Stuff: The death animations were priceless, like when the guy slices through him like a loaf of bread. It's really fun hacking people up and jumping around. Not Cool Stuff: The Ninja skill meter is annoying. It makes parts of the game less about jumping around and killing people and more about timing your jumps right and just barely reaching platforms with the skill meter you have. For this reason, I had to quit at level 3, it got too hard. Other then that, the jumping is pretty cool, reminds me of prince of persia. Also, the combo system is kind of odd. It's fun to do, but you can just press z x or c over and over in a line of enemies and rack up combos, even if you miss periodically. Makes it a little too easy to kill them. I did notice the glitch you talked about when you fall through the floor, happened to me on level 3. Also, it's a little hard to tell whats a wall and whats in the foreground/background, just a minor complaint. It's also a little weird that when you are running fast and change direction, you still move fast. Overall: Pretty cool. Fun to slice and dice people and hear the japanese guy yell stuff, but has a few issues to iron over. Sorry if stuff in here is repeat feedback, but I didn't want to read through everybody's posts and omit feedback already given, call me lazy Codesurge is so awesome, thanks Hyrichter. |
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Diggsey
User Joined: Mon Apr 24th 2006 Location: On this web page. |
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Sixty Squares
User Joined: Wed Jun 7th 2006 Location: Somewhere |
Great game there Butter fingers, I loved the animation, sounds and effects. The whole backlight thing was awesome too. The whole theme reminded (samurai and the music) me of a cartoon actually |
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