Thanks so much. You're the second person to mention playing over Parsec, does it work well? I've had a lot of requests to add netcode to the game but if Parsec is a good solution then I might add it to the instructions in the meantime.
Yeah it was working pretty well, I think as long as both people have decent enough internet then it works nicely. I asked him about it and he said it wasn’t bad to play with, so I think it wouldn’t hurt to mention it for people who don’t know about Parsec to have the opportunity to still play with friends online.
Yes, as already mentioned, this is Bushido Blade in 2D. This is both good and bad. The good thing is playing BB was fun. The bad news is that your victory in most cases is just a random. But the game looks very nice and plays smoothly.
Hi, thanks for playing. You hit the nail on the head when it comes to trying to balance the AI. I created the game for pvp where players will naturally make little mistakes, but with AI those mistakes need to be coded in, and they need to be subtle enough that the same tactics won't keep working 100% of the time.
Thanks! I always wanted to eventually add a little story mode. Online multiplayer would be ideal but I'd have to rework the whole game from scratch... which is a maybe. In the meantime,you could try Parsec to play online with friends.
this game has SO MUCH POTENTIAL!!! add in an online multiplayer mode, whether it be direct connect or whatever and if possible a ranked system, and that would really turn this game into a masterpiece
It works shockingly well if your connection is good, I have used it with a few friends now and other than one odd issue where if they hosted I got lag but the other way round we were fine, I have used it for coop games and to stream gameplay for Amy to watch/react to as if we were in the same room :)
Also works around the house as an alternative to a Steam link/in home streaming etc.
I cannot stop playing. This captures sword fighting so vividly. The infinite mode is enthralling, i played until I could catch up to the AI in wins and maintain it. This is pristine.
its a good game, i just wished i could play it online with my friends :O, i think you should add 3 different types of attack, basically were you point the sword, a bit like rock paper scissors but with skills, and also a stamina bar since vs the computer you can yust spam attack to win in lower difficultyes
First impression from gifs and a couple of videos I found was "it's basically Kiai Resonance with pixel graphics" - I was very wrong in that first impression. It's more like Nidhogg or Griefhelm combat, but even those aren't quite right to compare - this game's block/counter and dodge mechanics give it a distinctive feel. Sidestep dash animation looks a bit weird, and the flashy effect on blade clashes is a bit much (would be nice to turn that down/off). Overall though, it feels like a really cool game, great job!
I would literally pay like £10 for this game if it had multiplayer and was on steam, this has great potential and it looks stunning, it plays great and so smooth.
This game is so breathtaking and somehow RELAXING! It has amazing pixelated graphics and smooth gameplay. the sounds and music are well picked that could really immerse you whilst playing.
if that game was on steam and it had an multiplayer option with network not just local it could be really great ı think you should think about that and if you can add one more mechanic to game for be much more challanging you could add if player dodges an attack after his dodge if her enemy can just block not parry juts block it could make game much more challanging and avoid the spam wins and make easier to win to the master difficult otherwise it takes like 5 min to kill one master ;-;
Hey man. I'd need to disable the option to pick robe colours. It might be doable but I'll need to figure out how to make it work. An OSX port isn't possible right now simply because I don't have an OSX device to port it on. I'll see what I can do though. I'm glad you like the game.
This game is so good, it looks like a spam=win kinda game but if you try that tactic on the master difficulty or even duel you will notice quickly you'll get your arse handed to you so quick you don't even know what happened ^^. It requires so much more tactic than you first see on first sight and it plays amazingly well. One tip for new players, don't back yourself into the corner, you'll have a bad time xD
This game is pretty fun (I played it for 2 hours straight after downloading) I'm not 100% sure how the fighting mechanics work though. Sometimes just button smashing seems to work better than tactics (might just be me).
Some ideas: a training mode (to help people understands the mechanics) and maybe having an option for changing the speed of the enemies (so you can see what they are about to do)
this game is really fun and and hard to learn even the easy bot is pretty hard to kill but thats why its fun when you get that satisfing kill due to the games difficulty i would not recommend this for casual gamers because this game is really difficult and more focused on hardcore gamers i would rate this a 10/10
I had a few of my friends try the game recently and they only had positive things to say about it. To give you an idea, one was surprised to hear that the game was free and the other played 500 rounds straight.
I also really like the few changes you made since my last comment. The extra safety of being able to block neutral attacks while charging your own makes the push mechanic viable when your back is against the wall (I'm pretty sure that was added recently. Otherwise I must have missed it the first time). This makes it easier to back up during the fight and helps avoiding spam-fests.
The visuals are still amazing and I'm excited for the new survival mode. My brother suggested having enemies come from the rear and being able to turn around. I'm presonally against it, but it's an interesting idea you might want to think about.
Thanks man. I see that you've been using Unity so your implementation will no doubt be different, but my river effect was made by:
- Rendering the scene.
-Rendering the scene again, but flipped upside down. This gives me the reflection of everything above the shore. I hold off on rendering UI stuff until after this is done, so the UI isn't reflected too.
- I have a simple ripple shader to distort the reflected image. It stops the reflections from looking too static.
- On top of that I have two seamless river textures I drew (so they can scroll endlessly), each is transparent and they slowly scroll sideways at different speeds. This is to give the surface some shape with shading and highlights. Since the two textures move independently, they give the impression of the waves changing shape as they move. They also darken the reflection underneath a bit.
It took a lot of experimentation to get an effect I was happy with and I redid the water textures a bunch of times. Honestly, you'll probably have an easier time doing it in Unity. Good luck dude.
heyeyeyeyeyeyeyey! idea i know you have a school and game is free and also you have propably not much time... but listen. you could make something like stamina system. it will not only make fighting with bots impossible to spam but also give to it more strategic combat. the idea is that every attack will be slower than the other and to attack as fast as at the beggining you just stop moving for a moment.
what do you think? and feel free not to agree with me. this is your game and my idea needs some improments on your AI and lot of work. love your work <3
Antivirus software tends to be wary of 'unsigned' executables. As an independent developer my game isn't recognized by most antivirus software so it will urge you to be careful. You can scan it all you want - it's safe.
The art is really cool. But the mechanics is a bit confusing. I tried every difficulty and all the AI could easily be beat by keep smashing left mouse button.
The AI currently has some pretty big blind spots. I've got an update in the works to improve it, and some improved mechanics. It's almost ready for release but I've been very busy for the last few months. Thanks for the feedback.
I'm currently working on a update and I've been improving the AI to get rid of a few blind-spots they have. At the moment I can beat the master too easily too so I'll be sure to make him a nightmare again for the new update.
Hey, the game is very good so far, i was initally impressed how satisfying to win the round is, the animations and blood particles are so good. I especially love how it has the anime/realisim mixture to it. I am personally a fan of high skill games with blades and the such and this game really suits me.
Thus, i have some suggestions for you, some of which may be have been already mentioned.
It's kind of hard to tell if the attack was parried or not so it would be nice to see some sparks of something to indicate a parry.
Sometimes it's also hard to tell which stance you are in since i would be looking at my opponnent, so maybe some simple sprite in a corner somewhere could show that? (like a man standing with high/mid/low stance).
As for the wakisashi, you could do 2 hit kill instead of one, though then balancing would be hard ;/
Also an empty level with a peacefull dummy so that you could test the range/speed/ etc of the weapons.
For something to keep people playing you could do infinite waves (Just continuously spawn enemies) that would be even more satisfying (with all the blood accumulating ).
But hey, keep up the good work, i see a lot of potential with this game that you could turn into something bigger.
I'm currently close to releasing a new update with some improvements across the board. The parry is something I'm currently looking at as I think the mechanic needs some extra depth. I can also add a stance indicator - I imagine that'd be useful for playing with the mouse controls.
Your comment inspired me to try out a survival mode like you mentioned - that's done now, and it will be in the new update. If you thought the blood looked ridiculous before, imagine what it looks like after 10 fights in a row :)
I am happy to hear that you're continouing the development of the game! Yeah i am pretty excited to see the survival mode :D, all the blood effects would make it look really cool.
Also are you planning on a LAN mode any time soon? I would love to play with my friends sometimes Maybe even a 2v2 where you have 2 planes of duels (As in, it would be the same way as it is now, but 2 different depths on the screen). I know it's a bit hard to implement, especially i have no idea how it would be done in GameMaker (since i use Unity myself, previously used GameMaker a bit)
so i have suggestion, question and something to warm your heart.
when two people do an attack it shouldnt be always bouncing off, i think that parry will only work like : mid attack can parry mid attack and low attack can parry high and high can parry low i would make sense for me.
can you do something so two players can play only on keyboard (in some cases having a mouse is unfair) because i want to play fair matches with my friends and dont hear their compleins about me having a mouse hahah.
game is awesome! its that fun and good that i am even writing a comment despite my lack of ,,english skill,, hahah
i am looking forward to new updates and you can be sure that i'll donate someting ;)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
I'm currently figuring out a way to add more depth to the parries. My thoughts were along the same lines as yours, with sword direction playing a part. We'll see how that goes. It's been awhile since I updated because I got so busy lately, but I've got another small update planned soon and I'll probably try out some tweaks to the parrying.
I'll also go ahead and add support for playing on the same keyboard. It'll be pretty clumsy but as long as everyone is equally disadvantaged then it's a good call.
A very good game. Simple yet smooth and very addictive, specially when fighting against a human opponent.
In an era in which we have a lot of useless features on games, being hard to learn how to play without any sense i encourage you to keep developing this one without loosing it´s simplicity and quick learning. Sometimes more complex doesn´t mean more fun.
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Super fun to play with a friend over parsec! Keep up the great work on this and whatever other projects you work on!
Thanks so much. You're the second person to mention playing over Parsec, does it work well? I've had a lot of requests to add netcode to the game but if Parsec is a good solution then I might add it to the instructions in the meantime.
Yeah it was working pretty well, I think as long as both people have decent enough internet then it works nicely. I asked him about it and he said it wasn’t bad to play with, so I think it wouldn’t hurt to mention it for people who don’t know about Parsec to have the opportunity to still play with friends online.
Yes, as already mentioned, this is Bushido Blade in 2D. This is both good and bad. The good thing is playing BB was fun. The bad news is that your victory in most cases is just a random. But the game looks very nice and plays smoothly.
Hi, thanks for playing. You hit the nail on the head when it comes to trying to balance the AI. I created the game for pvp where players will naturally make little mistakes, but with AI those mistakes need to be coded in, and they need to be subtle enough that the same tactics won't keep working 100% of the time.
This game has a lot of potential and i can't stop playing. What would really top it off is either an online mulitplayer or a story mode.
Thanks! I always wanted to eventually add a little story mode. Online multiplayer would be ideal but I'd have to rework the whole game from scratch... which is a maybe. In the meantime,you could try Parsec to play online with friends.
i really like the game
what would make it better would be online play and a story mod
really good concept
Damn this game is good!
this game has SO MUCH POTENTIAL!!! add in an online multiplayer mode, whether it be direct connect or whatever and if possible a ranked system, and that would really turn this game into a masterpiece
Challenging but very enjoyable. Had a great time playing.
Hi, thanks for playing!
We had so much fun with this one.
Thanks :D
I'm glad you had fun, thanks for playing! Does Parsec work well?
It works shockingly well if your connection is good, I have used it with a few friends now and other than one odd issue where if they hosted I got lag but the other way round we were fine, I have used it for coop games and to stream gameplay for Amy to watch/react to as if we were in the same room :)
Also works around the house as an alternative to a Steam link/in home streaming etc.
I cannot stop playing. This captures sword fighting so vividly. The infinite mode is enthralling, i played until I could catch up to the AI in wins and maintain it. This is pristine.
Thanks buddy.
holy fuck, this game is fun.
The art style is spot on, the feedback is spot on.
I love how polished it is. Especially blood on sword and how it disappear after first attack
its a good game, i just wished i could play it online with my friends :O, i think you should add 3 different types of attack, basically were you point the sword, a bit like rock paper scissors but with skills, and also a stamina bar since vs the computer you can yust spam attack to win in lower difficultyes
First impression from gifs and a couple of videos I found was "it's basically Kiai Resonance with pixel graphics" - I was very wrong in that first impression. It's more like Nidhogg or Griefhelm combat, but even those aren't quite right to compare - this game's block/counter and dodge mechanics give it a distinctive feel. Sidestep dash animation looks a bit weird, and the flashy effect on blade clashes is a bit much (would be nice to turn that down/off). Overall though, it feels like a really cool game, great job!
Hi, thanks for the detailed feedback!
Is this 2D Bushido Blade? Hell yes
Hell yes.
I would literally pay like £10 for this game if it had multiplayer and was on steam, this has great potential and it looks stunning, it plays great and so smooth.
Hey I'll buy this game 25€ if you make a Linux build
This game is so breathtaking and somehow RELAXING! It has amazing pixelated graphics and smooth gameplay. the sounds and music are well picked that could really immerse you whilst playing.
Единственное что я понял , что я плохой самурай )).Игра супер
Really enjoyed this! Like the artstyle and the simple mechanics the game has.
In which programing language did you wrote this game?
Hi, I created this game in GMS1.
if that game was on steam and it had an multiplayer option with network not just local it could be really great ı think you should think about that and if you can add one more mechanic to game for be much more challanging you could add if player dodges an attack after his dodge if her enemy can just block not parry juts block it could make game much more challanging and avoid the spam wins and make easier to win to the master difficult otherwise it takes like 5 min to kill one master ;-;
Very well made, sir!
can you add multiplayer?
I was wondering the same question, is there a way to play this with friends online like Nidhogg ? Is it planned ?
It would be awesome.
Nice game btw, good job !
This is incredible, dude.
If there is anyway you could fix the issue with FATAL ERROR in Vertex Shader compilation
ShaderName: shColorReplaceBlend
in game without needing DirectX it would make the game available to Mac users Via Winery
Hey man. I'd need to disable the option to pick robe colours. It might be doable but I'll need to figure out how to make it work. An OSX port isn't possible right now simply because I don't have an OSX device to port it on. I'll see what I can do though. I'm glad you like the game.
even just a seperate version of the game without the robes option would be considered enough for osx. thankyou so much!
This game is so good, it looks like a spam=win kinda game but if you try that tactic on the master difficulty or even duel you will notice quickly you'll get your arse handed to you so quick you don't even know what happened ^^. It requires so much more tactic than you first see on first sight and it plays amazingly well. One tip for new players, don't back yourself into the corner, you'll have a bad time xD
please make this game available on OSX it looks so fun, great job!
This game is pretty fun (I played it for 2 hours straight after downloading) I'm not 100% sure how the fighting mechanics work though. Sometimes just button smashing seems to work better than tactics (might just be me).
Some ideas: a training mode (to help people understands the mechanics) and maybe having an option for changing the speed of the enemies (so you can see what they are about to do)
I'd give this a 9/10
I REALLY ENJOYED THIS GAME.
this game is really fun and and hard to learn even the easy bot is pretty hard to kill but thats why its fun when you get that satisfing kill due to the games difficulty i would not recommend this for casual gamers because this game is really difficult and more focused on hardcore gamers i would rate this a 10/10
Hi hi!
I had a few of my friends try the game recently and they only had positive things to say about it. To give you an idea, one was surprised to hear that the game was free and the other played 500 rounds straight.
I also really like the few changes you made since my last comment. The extra safety of being able to block neutral attacks while charging your own makes the push mechanic viable when your back is against the wall (I'm pretty sure that was added recently. Otherwise I must have missed it the first time). This makes it easier to back up during the fight and helps avoiding spam-fests.
The visuals are still amazing and I'm excited for the new survival mode. My brother suggested having enemies come from the rear and being able to turn around. I'm presonally against it, but it's an interesting idea you might want to think about.
Hey, I wanted to ask you how you achieved that river effect.
I would love to implement something like it into one of my own games.
Also I loved first cut especially the visuals
Thanks man. I see that you've been using Unity so your implementation will no doubt be different, but my river effect was made by:
- Rendering the scene.
-Rendering the scene again, but flipped upside down. This gives me the reflection of everything above the shore. I hold off on rendering UI stuff until after this is done, so the UI isn't reflected too.
- I have a simple ripple shader to distort the reflected image. It stops the reflections from looking too static.
- On top of that I have two seamless river textures I drew (so they can scroll endlessly), each is transparent and they slowly scroll sideways at different speeds. This is to give the surface some shape with shading and highlights. Since the two textures move independently, they give the impression of the waves changing shape as they move. They also darken the reflection underneath a bit.
It took a lot of experimentation to get an effect I was happy with and I redid the water textures a bunch of times. Honestly, you'll probably have an easier time doing it in Unity. Good luck dude.
Thanks for the detailed answer! I really appreciate your help!
will this game ever come to Mac OSX?
heyeyeyeyeyeyeyey! idea i know you have a school and game is free and also you have propably not much time... but listen. you could make something like stamina system. it will not only make fighting with bots impossible to spam but also give to it more strategic combat. the idea is that every attack will be slower than the other and to attack as fast as at the beggining you just stop moving for a moment.
what do you think? and feel free not to agree with me. this is your game and my idea needs some improments on your AI and lot of work. love your work <3
WINDOWS SAYS IT'S A VIRUS (I HAVE AVG) SHOULD I BEWARE
Antivirus software tends to be wary of 'unsigned' executables. As an independent developer my game isn't recognized by most antivirus software so it will urge you to be careful. You can scan it all you want - it's safe.
The art is really cool. But the mechanics is a bit confusing. I tried every difficulty and all the AI could easily be beat by keep smashing left mouse button.
Hello,
The AI currently has some pretty big blind spots. I've got an update in the works to improve it, and some improved mechanics. It's almost ready for release but I've been very busy for the last few months. Thanks for the feedback.
the game is very fun one thing is after playing with normal for 10 min i can beat the master easly please make him harder
Hey dude,
I'm currently working on a update and I've been improving the AI to get rid of a few blind-spots they have. At the moment I can beat the master too easily too so I'll be sure to make him a nightmare again for the new update.
thanks, he always dies because he tries to push me using his hands often
Hey, the game is very good so far, i was initally impressed how satisfying to win the round is, the animations and blood particles are so good. I especially love how it has the anime/realisim mixture to it. I am personally a fan of high skill games with blades and the such and this game really suits me.
Thus, i have some suggestions for you, some of which may be have been already mentioned.
It's kind of hard to tell if the attack was parried or not so it would be nice to see some sparks of something to indicate a parry.
Sometimes it's also hard to tell which stance you are in since i would be looking at my opponnent, so maybe some simple sprite in a corner somewhere could show that? (like a man standing with high/mid/low stance).
As for the wakisashi, you could do 2 hit kill instead of one, though then balancing would be hard ;/
Also an empty level with a peacefull dummy so that you could test the range/speed/ etc of the weapons.
For something to keep people playing you could do infinite waves (Just continuously spawn enemies) that would be even more satisfying (with all the blood accumulating ).
But hey, keep up the good work, i see a lot of potential with this game that you could turn into something bigger.
Hey man,
I'm currently close to releasing a new update with some improvements across the board. The parry is something I'm currently looking at as I think the mechanic needs some extra depth. I can also add a stance indicator - I imagine that'd be useful for playing with the mouse controls.
Your comment inspired me to try out a survival mode like you mentioned - that's done now, and it will be in the new update. If you thought the blood looked ridiculous before, imagine what it looks like after 10 fights in a row :)
Thanks for playing.
I am happy to hear that you're continouing the development of the game!
Yeah i am pretty excited to see the survival mode :D, all the blood effects would make it look really cool.
Also are you planning on a LAN mode any time soon? I would love to play with my friends sometimes Maybe even a 2v2 where you have 2 planes of duels (As in, it would be the same way as it is now, but 2 different depths on the screen). I know it's a bit hard to implement, especially i have no idea how it would be done in GameMaker (since i use Unity myself, previously used GameMaker a bit)
so i have suggestion, question and something to warm your heart.
when two people do an attack it shouldnt be always bouncing off, i think that parry will only work like : mid attack can parry mid attack and low attack can parry high and high can parry low i would make sense for me.
can you do something so two players can play only on keyboard (in some cases having a mouse is unfair) because i want to play fair matches with my friends and dont hear their compleins about me having a mouse hahah.
game is awesome! its that fun and good that i am even writing a comment despite my lack of ,,english skill,, hahah
i am looking forward to new updates and you can be sure that i'll donate someting ;)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
Thanks for your support.
I'm currently figuring out a way to add more depth to the parries. My thoughts were along the same lines as yours, with sword direction playing a part. We'll see how that goes. It's been awhile since I updated because I got so busy lately, but I've got another small update planned soon and I'll probably try out some tweaks to the parrying.
I'll also go ahead and add support for playing on the same keyboard. It'll be pretty clumsy but as long as everyone is equally disadvantaged then it's a good call.
A very good game. Simple yet smooth and very addictive, specially when fighting against a human opponent.
In an era in which we have a lot of useless features on games, being hard to learn how to play without any sense i encourage you to keep developing this one without loosing it´s simplicity and quick learning. Sometimes more complex doesn´t mean more fun.
Thanks for a nice and beautiful game
Thanks buddy. Simplicity is one of the key principles of the game so no worries there.