Can you make an Android version?
A downloadable game for Windows
Check out the new improved version - coming soon to Steam (and itch.io):
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This page is for the original free version.
A small fighting game started in 2017.
Face off against a friend or fight the computer.
This game can be played with a gamepad, a mouse and keyboard or just a keyboard.
Multiplayer can be played with either 2 gamepads, or 1 keyboard and 1 gamepad.
X = Attack
A = Dodge
D-pad = Move/Aim Sword
RT + direction = Shove
Square = Attack
X = Dodge
D-pad = Move/Aim Sword
R2 + direction = Shove
Mouse and Keyboard:
Left Click = Attack
Right click or C = Dodge
Mouse = Aim Sword
WASD = Move
Middlemouse or V + direction = Shove
Z = Attack
X = Dodge
Arrow Keys = Move/Aim Sword
C + direction = Shove
How to Play:
Pressing attack will perform a horizontal attack.
Holding up while you attack will perform a high vertical attack.
Holding down while you attack will perform a low vertical attack.
Holding the attack button will let you delay your attack.
Holding your attack will charge your movement speed when you release it.
You can cancel an attack before it begins by dodging.
Incoming attacks can be blocked by holding your sword at the correct height.
If you press attack immediately after blocking you will perform a counter attack.
When two attacks meet in the air they will be parried.
There are two kinds of dodge:
A normal dodge will duck under a horizontal attack, but you will be vulnerable to vertical attacks. You can block while ducking.
Pressing up while you dodge does a sidestep. You will avoid vertical attacks but will be vulnerable to horizontal attacks. You cannot block while sidestepping, but pressing down will change your dodge into a duck.
Holding the dodge button will let you stay down until you release it.
If you press attack while dodging you will attack after getting up.
Hold the shove button and press forward to push your opponent away. Press backwards to pull your opponent towards you.
Blocking your opponent and pressing attack as quickly as possible will result in a counter slash that will be faster than normal.
Blocking attacks, being shoved, and missing swings will build up fatigue which slow your attacks down slightly.
Fatigue recovers very quickly when you're not currently performing an action.
Fatigue can be avoided by dodging instead of blocking, aiming strikes carefully, and using footwork to stay out of range.
The first attack to connect will win the round.
This game is a prototype and is rough around the edges, especially the menu.
Let me know in the comments if you have any feedback or suggestions about the gameplay.
If you find any bugs or crashes please leave a comment so I can investigate.
If you get this message:
FATAL ERROR in Vertex Shader compilation
D3DXCompile failed - result
You need to update DirectX. Try this:
I've found that occasionally the game will run slowly on certain machines for no reason. If the game is sluggish try opening the options.ini file in notepad and changing the line: SleepMargin=1 to SleepMargin=10 This might fix the problem.
^ This should be fixed now.
The game is running at half-speed (30-40fps consistently, feels sluggish and slow):
Try opening the options.ini file in notepad and changing 'AlternateSyncMethod' to 1.
You can also try running the exe in compatibility mode.
Also try installing Visual C++ 2012 x86 and x64.
READ THIS IF IT CRASHES
Click download now to get access to the following files:
- New Years' Check-in16 days ago
- Steam Page / Trailer78 days ago
- More News - Discord, Steam, New FootageOct 21, 2022
- Further ProgressAug 31, 2022
- Art Pass 3: Customisation and DeathJul 07, 2022
- Art Pass 2 - Stances and StrikesApr 24, 2022
- Art Pass 1Feb 14, 2022
- My ReturnNov 29, 2021
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Can you add a harder difficulty? A pretty simple way to do that would be to add Game Speed/ Time Scale slider to settings.
I've been playing this for days now. It's the closest game in spirit to Hotline Miami I've ever seen. Simple clear fast-paced mechanics + one mistake on either side means death + immediate restart on failure = a great fucking game. Thank you, I missed that thrill
I've downloaded this game a few days ago for a game night and can't stop playing it since. It absolutely slaps.
The game is very hard. it delivers what is expected of it. it's very on point.
This is so fun. Can't wait to introduce it to my friends and absolutely destroy them after practicing a bit.
Really cool game. The combat is surprisingly deep for the limited controls, which makes it all the more fun to get better. Can only reccomend playing it with a friend.
Well, the game is GREAT a 8/10, a very HARD game to be a master, but good to pass the time
I hope the gameplay loop is addicting or you somehow ace the story component of each encounter..build it up like an anime episode so we anticipate the next battles we encounter (if it ends up being sort of like a boss fight game)
Very good game but the cursor moving up on its own is very annoying i die alot due to it. the only bad part is u can only fight 1 dude and thats the whole game
The much improved full release of the game on Steam will have at least one additional game mode in which you can fight multiple enemies at a time in a side-scrolling environment. Check the update posts to see how it looks.
very good gameplay but bots are very unbalanced on high level complexity
if i turn fullscreen mode, any sound dont work
cool game anyway
idk why but my cursor keeps moving up on its own, like i have stick drift but on my mouse. is this a bug?
good game short but i liked it
Is online multiplayer planed in the game?
Good game, cool mechanics (i haven't found any bugs yet)
what engine was the game created on?
Hi, I've made a video about the game and wanted to share some feedback about it, hopefully it is useful to you ^^-The main concept on the game is quite good, and I'll say that it has some nice arcade machine vibes ^^
-The gameplay mechanics are "simple", they are easy to get into but if you play against another person or the higher AI it really feels quite deep and in a certain way the learning curve isn't defined by the game itself since it relies more on the player to learn about the movement, etc.
-Visuals are on point, the levels are beautiful AF and simple enough to keep the player focused on the fight. I'll say that the particle effects are awesome and more gore than I expected, but it works perfectly ^^
-Adding some polish and depth to the game in general would end up in a flawless little game ^^.Good looking, fun, with interesting gameplay mechanics, and a good addition to the "couch gaming" collection ^^.
In conclusion, the idea is great and I hope you keep working on it. Hopefully this is useful for the development :D, also if you could subscribe that would help me a lot :)
does this game have a discord server or something?
Edit: Sorry just found out there's no bug, just my illusion. The player can cut up to four times after a kill.
Not sure if this is a bug or its intended, whenever I perform a kill with a downwards strike, then continue to cut up the body with a downwards cut, I only managed to cut up to 4 times, which is head, hand, hand, torso. The last 5th cut(or cuts) to the remaining legs is missing.
If I remember correctly, a horizontal kill in a medium distance allows the player to cut up to 5-6 times, which includes downwards cuts to the remaining legs.
Its quite satisfying to cut people many times, truly the most attractive feature of the game.
Not sure if the bloody background is unfinished or the graphics has failed to load. But the bloody waterfall area doesn't have a bloody river.
Love your game! Especially the background art!
How do I select a bloody background? Its so cool! I have seen the bloody background in random map fights but I can't seem to set it in map selection.
Simple and very polished mechanics, I love it
i got 10-102 in master, i am proud
best game ive played from itch.io, not even kidding
Could you mind telling me in what game engine was this game made?
Hi, it's GameMaker: Studio.
Are you using their GML Block or their GML code?
Also is GameMaker: studio priced or not?
Cause If I remember correctly GameMaker is free but GameMaker: studio is pay to use or I'm just dumb and forgot
I use GML code. They just call it 'GameMaker' now because they dropped the 'studio' title recently. They have a subscription model these days, but I bought GMS1 on sale a long time ago and I still use that version, which is unsupported but it has no subscription. Currently they only sell GMS2, with a subscription.
i can finally be the samurai warriors from my japanese anime
Do you have plans for online duels?
Just scored 44 on master im feeling so proud about myself
i like the way it looks, dodging attacks and the way the player attacks, its, just incredible
its just perfect
This is one of the best portrayals of swordsmanship I've seen in a video game.
I like it)