FoonLudum Dare ExplorerLD35 → Infinite Ronin

Infinite Ronin

By stefenism

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CategoryRankScoreCount
Audio2623.40
Overall9932.73
Coolness206120

Comments

rafaskb 2016-04-19 03:33

Nice music. The gameplay could use some work though

allthebees 2016-04-19 04:08

I enjoyed the setting, definitely fits the mechanics of the gameplay.

kairosxiii 2016-04-19 04:26

Love the overall style and music. Gameplay was a little underwhelming though.

linver 2016-04-20 05:39

You created good style and art, and meditative gameplay. (when random don't created a huge pack of enemies at one place o_O)
But without new things after 3-4 minutes it become boring :'(
You should add typical runners features: currency, bonuses, new eniemies after time.. and it can be a good game for mobile devices, I think

felladrin 2016-04-24 19:12

Good entry. I always try samurai games.
Nice catch with the commands, but it would be a lot better if you put the instructions in-game.
Keep it up! I'm sure you can work it out to a mobile game.

tommyboys0107 2016-04-27 06:39

Great graphics and audio.

The gameplay is not polished well, especially spawning enemy in a large group at same spot. Also, the background will sometimes occlude the player so I can't see anything.

rock-eaters 2016-05-01 07:38

nice music and the gameplay is working quiet well

csanyk 2016-05-04 01:16

WSD is a bit awkward on a keyboard. On a D-pad, up-down-right would feel pretty good, I think, but on a keyboard I'd prefer a straight line row of keys.

The graphics are good and all, and the sounds are ok, but the gameplay's a bit too simple for my taste -- it just comes down to a matter of matching the pattern and pressing the one control that will allow you to continue, or lose. I'd rather play something where there's some nuance, options, and opportunity for being creative in defeating the enemy samurai.

ragnta 2016-05-04 08:33

The enemies killed me in all time. I don't know how to defend their attacks. :(

wavertron 2016-05-04 12:22

I enjoyed it. As Linver said, a meditative type of play. The issue was the stacked enemies that can't beaten. What would have improved this was a ramping up in difficulty, where the distance between enemies progressively got shorter/harder (but not the unbeatable double stacks).