FoonLudum Dare ExplorerLD43 → Buki Nashi

Buki Nashi

By blackymagick, saucygames and essejparr

View on ldjam.com

CategoryRankScoreCount
Overall4473.5034
Fun1453.7733
Innovation5723.0734
Theme7163.1633
Graphics4263.6635
Audio3303.3734
Humor5892.6933
Mood6173.1933

Comments

izi 2018-12-04 04:59

Cool concept. Keep up the good work!

simon-strange 2018-12-04 06:44

Dash and throw felt great. The upgrades page made absolutely no sense to me, however. Nice work!

mortifix 2018-12-04 07:02

Very addictive and I lost myself playing it. Very good.

corbak 2018-12-04 08:12

Simple and polished art, I like thelook you went for! Controls feel pretty good, I love the dash attack! I also had problems figuring out how to use the updgrade/downgrade panel? Well done overall!

spigaru 2018-12-04 08:33

I really enjoy this game. Awesome how you use the idea of sacrificing skills. I didn't expect such hard game, I barely made it to the wave 3. I find it a little confusing the skills menu, but I love how smooth your game works. Great badass-cute graphics :smile_cat:

Awesome game guys!

joker-v 2018-12-04 13:30

Enjoy gameplay, a little hard, really addictive, nicework!

sozey 2018-12-04 16:12

The gameplay was extremely fun. The musics and sound effects are very nice, and the graphics are simple but nice. I didn't really understand the ability sacrificing part either but i could still progress without it. I liked how the AI could dodge too.

saucygames 2018-12-05 03:18

In regards to the stats menu below --- @sozey @spigaru @corbak thanks for playing!

Well the idea was to have 4 abilities (we only had 3(dash, dagger, stealth)) the 4th was supposed to be grab. the pt of the skill tree was to force the player to downgrade (sacrifice) one of their 4 abilities to upgrade one of the other 3 (each ability has 5 levels, 5 being the highest and 1 being the lowest. the player starts at level 3 on each ability). Now that is happening with the 3 abilities in the game and the 4th being a free column to use your downgrades on. but the menu lacks some extra code it needed to clarify visually what was going on lol.

mbc 2018-12-05 06:55

Good distinct enemy types, I like their unique behaviors as well as how they can do quick dodges and spins. They are interesting when paired together.

I would like some sort of indication that an enemy is about to spawn to warn me to move out of the way before that happens. I feel 'boxed in' at the start of a level because going towards the corners means that an enemy might spawn too close to me.

The abilities feel good to use, I like how you can choose to throw the knives a short distance (easy to reload, small attack area covered) and long distance (hard to reload, but covers a large area and can hit many enemies). The dash attack feels nice to use, but it was a little unclear as to where my attacking hitbox was, or in which frames of the attack my character was vulnerable/invulnerable.

aeveis 2018-12-05 09:28

The upgrade system was not really clear to me so the trade off of getting better or worse things was hard to leverage well. I got up to wave 9 though after playing through several times. Not sure why there are two red bars for each skill? Is the first time downgrade and the 2nd time upgrade? I didn't notice any big difference between upgrades (longer distances for the kunai?)

There were some things I felt would make the gameplay not as punishing- a spawn animation where enemies are coming in so they don't spawn on you and you die, and clearer fx when an enemy kills you - I'm assuming they attack you whenever you get close to them - it'll be nice if they choose a direction and have the possibility of missing you if you move away from that direction.

I liked the different enemy types, good change up of how I would approach them. keep up the good work!

saucygames 2018-12-05 16:55

one is supposed to be green from a plus level in that ability, then the other red for a down level. Sacrifice 1 level for another level in a different ability is the idea. Didnt end up polishing the menu as much as we wanted to. Dagger adjusts your throw distance, Dash adjusts your dash length, stealth your stealth timer and the last column is free. @aeveis thanks for playing, keep up the good work as well.

srx 2018-12-06 18:11

Very addictive. I haven't noticed much effect of the skill tree choices but the gameplay itself is very fun and works very well. I wish I had more control over the dashes, sometimes i want to dash away from the group of enemies but the dash snaps to the nearest enemy and I end up dead. Starting over is very frustrating... I like it :D

honey 2018-12-08 01:20

Picking up abilities after first wave, when I only discovered the throwing daggers, wasn't very informed decision on my side. Also I didn't quite get the graphics of skill menu, those orange and black lines, what do I do with them? Couldn't really make sense of them. But apart from that, the gameplay feels very tight and polish and the graphic work is really neat, even the subtle animations, attack has nice feel of impact, very pleasant to play! Thanks for the experience!

2018-12-10 20:52

Challenging, well made game. I included it in my compilation video series of games from the Ludum Dare, if you’d like to take a look :) https://youtu.be/Ow-xrYDXDFE

arvejeitor 2018-12-12 18:42

Very nice game! Really liked the mechanics

elysiagriffin 2018-12-18 21:22

Hey essejparr! Thanks for submitting your game for me to play on my livestream!

If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346058131?t=06h29m51s

Good luck on your ratings, see you next LD! :D

💜 Elysia Griffin AKA Button Feedback Lady

https://www.twitch.tv/elysiagriffin

strega 2018-12-23 22:55

Fun and challenging game! I really liked the mechanic of having to pick up your kunai. I was a bit confused about the skill sacrifice UI though, I wasn't sure what upgrading the skill meant? (like do I do more damage or have an extra throw etc)

evbo 2018-12-30 15:53

This is great! The gameplay is addictive, the squelch sound effect makes killing enemies really satisfying, the gameplay was tough but felt very fair.

My only real gripe is with the skill mechanic. It took me a *really* long time to figure out how the menu worked, I think mainly because the level my skill was *currently* at was only implied by the surrounding options. And then once I did figure out how it worked, I ended up maxing the two skills I preferred and then doing an annoying jiggle back and forth at the end of alternating levels. I also felt like it interrupted the flow a little bit.

Definitely a solid entry overall. Great work!