Man, my friend and I played this game together and it was chaotic and insanity and incredibly funny a lot of yelling and laughing. You did a great job man
My friend, this game is simply magnificent, I can’t even describe my emotions at the moment, but I can safely say that your efforts were not in vain :3
Excellent game! I wish there were similar games out there, I love the simplicity yet the challenge that comes with it. Just by adding a background to the menu and textured buttons and it could easily make its way into one of the best simple indie game I've ever played.
Adding multiplayer could be an actual challenge, the ping difference would be much more noticeable when you only have a fraction of a second to counter-attack a block or dodging, but it would definitely make it easier for friends to play together, even if not competitively.
I can't wait to see what you add on future updates!
Absolutely love this game, it sometimes has be smashing my head against a table during scenarios though lmao. Would love a option to sheath katana it would feel quite nice.
I'm loving the game so far! I think the mechanic I'm having the most fun with is the dodge mechanic acting as a pseudo wavedash when you continue moving while dodging. If you were cool with it, I would love to know your process when coming up with the dodge and how it affected the movement in the game. I have a personal project that would really benefit that kind of knowledge and I would love to talk about it with you!
Essentially the dodge movement was designed so that you could reposition yourself and try to get behind opponents. Rather than making a singular, timed dodge, I thought it would be more fun to have two dodges: horizontal and vertical, so you would have to read incoming attacks, and the attacking player could read your dodge and adjust their strikes to catch you. This meant being able to hold the dodge input, and as a consequence, you could use it to skid and cover more ground. This ended up being a lot of fun, as you could also use it in place of a dash to quickly reposition yourself, and players always responded really well to all the dashing and sliding, so it stayed in.
I guess what I really want to ask was the process of how it was coded into the game. I want to make a fighting game where one of the key aspects to it is the movement and the idea I had with my brother was to have forward and backwards combined with square would create a dash movement, similar to how you have the dodge mechanic. The game is pretty much still just a thought of a concept, but it's something that I really want to work on as soon and as much as I can lol. Also did you use a well known game development engine, or was it mostly done on your own?
It was made in GameMaker Studio 1.4. The game uses a state-system. The normal state is 'idle', allowing for basic movements and raising/lower the guard. The dodge input gives a burst of speed in whatever direction you're holding, and puts you in the 'dodge' state. You can't move in the dodge state, but the friction is lowered so that whatever speed you're moving at will last longer, and holding a direction will affect that friction, so if you hold the opposite direction you'll skid to a stop quicker.
Thank you for this awesome game! I just bought it on Steam. Is it possible to add a small feature to the game? Like pressing the O button to sheat your sword so you can switch between lethal and nonlethal attacks while ingame without going back to character setup
Thanks! That's a good idea, I can't promise anything yet but I'll be keeping that in mind. It would be really cool to swap modes, like flipping the sword and using the dull edge instead.
Hi, if you kill an enemy before he draws his sword it doesn't count towards the score. The score only goes up if the enemy is ready to fight. Thanks for playing.
One word: serene, brutal, tactical, spacing, infuriating, addictive, timing.
After about 2 hours I finally broke even on infinite mode against normal with 301 k/d. 9.9/10 because the cursor starts at the top every match instead of where I left it.
Maybe I'll donate when I regain access to my paypal..
I really enjoyed the game, everything was perfect, more custom clothing would be great! Aside from that it's really fun to play with coop. I really like the detail, the way blood splatter away is satisfying.
something this game does without knowing, is making everything customizable. i LOVE this game, and have customised every single inch of this game. The music, The maps. ive only had this for 2 days. ive got several maps, a map of a kids drawing, jetstream sam, and much more. music, i have also modded. only one music set complete as of rn, but im collecting more and more progressively.
edit a picture the dimensions 288 x 216. after, name this "custom" exactly like that, and play. furthermore, to customize the ground, fit in a ground texture at 288 x 55, shove it in a 288 x 216 picture with an empty background (not meaning white, meaning grey and white checkered) and slot it in and call it "customforeground" make sure to delete or move the original custom and customforeground folders.
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SAMURAI! (Steam Version)!
So simple yet so fun! Also very visually pleasing
Игра хорошая , мы с женой знатно повеселились. Когда-нибудь куплю полную версию в стим. Спасибо за разработанную игру.
牛逼,我一直在想一个硬核的格斗游戏,您给了我启发i bouthg the steam version, very cool
Man, my friend and I played this game together and it was chaotic and insanity and incredibly funny a lot of yelling and laughing. You did a great job man
Excellent game! I wish there were similar games out there, I love the simplicity yet the challenge that comes with it. Just by adding a background to the menu and textured buttons and it could easily make its way into one of the best simple indie game I've ever played.
Adding multiplayer could be an actual challenge, the ping difference would be much more noticeable when you only have a fraction of a second to counter-attack a block or dodging, but it would definitely make it easier for friends to play together, even if not competitively.
I can't wait to see what you add on future updates!
Absolutely love this game, it sometimes has be smashing my head against a table during scenarios though lmao. Would love a option to sheath katana it would feel quite nice.
The Steam release has that.
I'm loving the game so far! I think the mechanic I'm having the most fun with is the dodge mechanic acting as a pseudo wavedash when you continue moving while dodging. If you were cool with it, I would love to know your process when coming up with the dodge and how it affected the movement in the game. I have a personal project that would really benefit that kind of knowledge and I would love to talk about it with you!
Essentially the dodge movement was designed so that you could reposition yourself and try to get behind opponents. Rather than making a singular, timed dodge, I thought it would be more fun to have two dodges: horizontal and vertical, so you would have to read incoming attacks, and the attacking player could read your dodge and adjust their strikes to catch you. This meant being able to hold the dodge input, and as a consequence, you could use it to skid and cover more ground. This ended up being a lot of fun, as you could also use it in place of a dash to quickly reposition yourself, and players always responded really well to all the dashing and sliding, so it stayed in.
I guess what I really want to ask was the process of how it was coded into the game. I want to make a fighting game where one of the key aspects to it is the movement and the idea I had with my brother was to have forward and backwards combined with square would create a dash movement, similar to how you have the dodge mechanic. The game is pretty much still just a thought of a concept, but it's something that I really want to work on as soon and as much as I can lol. Also did you use a well known game development engine, or was it mostly done on your own?
It was made in GameMaker Studio 1.4. The game uses a state-system. The normal state is 'idle', allowing for basic movements and raising/lower the guard. The dodge input gives a burst of speed in whatever direction you're holding, and puts you in the 'dodge' state. You can't move in the dodge state, but the friction is lowered so that whatever speed you're moving at will last longer, and holding a direction will affect that friction, so if you hold the opposite direction you'll skid to a stop quicker.
that's the app i use but i dont know how to code
Thank you for this awesome game! I just bought it on Steam. Is it possible to add a small feature to the game? Like pressing the O button to sheat your sword so you can switch between lethal and nonlethal attacks while ingame without going back to character setup
Thanks! That's a good idea, I can't promise anything yet but I'll be keeping that in mind. It would be really cool to swap modes, like flipping the sword and using the dull edge instead.
That is great too. Would be fun^^ Thank you
After 23 attempts I killed a dude on master mode, better than mortal combat in my opinion
Edit: I just realized finished version comes out in a hour!
so easy
Poderia adicionar mais coisas tipo uma lore, ou novas armas algo do tipo .
Creo que las nuevas armas lo harían menos basado en samuráis y perderían el punto principal del juego.
o jogo na steam tem lore, esse não.
I don't know if this is a bug or not but when you play the hardest difficult and die the computer keeps swinging. By the way love the game
its supposed to be like that
problem: if I get more than 1 kill in survival and die the game still says one kill so that'd probably be good to fix
Hi, if you kill an enemy before he draws his sword it doesn't count towards the score. The score only goes up if the enemy is ready to fight. Thanks for playing.
but ive killed them when they have drawn there sword and it still doesnt count it, but it does if I kill 4 and then it says I killed 2
That's definitely not intended, but I can't replicate it myself in the game. The count isn't going up sometimes, or every time?
it seems like its every time, but idk why im only getting this
actually it is just because I kill them before they draw their sword
gg nice game
Estou ansioso para próximas atualização me diverti bastante jogand
Very good game pls i want 3d the blood have a good physics and this is not ultra hard that very good keep going that good
It fu***ng insane. Wishlisted Steam game!
This game is so Good , was epic if has a history , i love it
PLEASE MAKE THIS A BROWSER GAME!!!!!! I DONT CARE HOW IT RUNS
One word: serene, brutal, tactical, spacing, infuriating, addictive, timing.
After about 2 hours I finally broke even on infinite mode against normal with 301 k/d. 9.9/10 because the cursor starts at the top every match instead of where I left it.
Maybe I'll donate when I regain access to my paypal..
It's that, what i've looking for
good game. need various tactics to win. so not monotonous
is there a chance of this ever being ported to mac?
I really enjoyed the game, everything was perfect, more custom clothing would be great! Aside from that it's really fun to play with coop. I really like the detail, the way blood splatter away is satisfying.
Please add an online mode! Maybe a tournament format or some kind of belt/rank system too, can’t wait for the full release!
Is the cursor meant to constantly go up slowly when you're in a fight?
No. Check on your mouse or whatever you are using to move the cursor. You should be able to have full control over your cursor.
Will you ever make a web version of this?
crossplatform support please!
Very cool and bloody
excelente mi loco siga asi
something this game does without knowing, is making everything customizable. i LOVE this game, and have customised every single inch of this game. The music, The maps. ive only had this for 2 days. ive got several maps, a map of a kids drawing, jetstream sam, and much more. music, i have also modded. only one music set complete as of rn, but im collecting more and more progressively.
How to make custom map?
edit a picture the dimensions 288 x 216. after, name this "custom" exactly like that, and play. furthermore, to customize the ground, fit in a ground texture at 288 x 55, shove it in a 288 x 216 picture with an empty background (not meaning white, meaning grey and white checkered) and slot it in and call it "customforeground" make sure to delete or move the original custom and customforeground folders.
Drasnus, please reply when will this come out?
Please... a big fan btw
in January 2024.
Wait what? really?
This is the greatest game of all time.