Comments

Log in with itch.io to leave a comment.

goooooooooooooooood gameeeeeeeeeeeeeeeeeeeeeee

susah💦💦

Fun! Though I did get annoyed a bit on what felt like too many unfair hits...

Sorry this will be a bit long HAHAH I played it for a good 2 hours.


Pros:

  1. Everything regarding aesthetic is really good! Art direction and sound design are very fitting and works in tandem! Already makes it a unique premise for a game. (I wish Ronin Neko have it's own plushie line HAHAHAHAHA)
  2. The game is designed and balanced around the main movement options and punishes overcommitting; shurikens punish jumping too much, neko ninjas punish falling erroneously. Simple design choices and they work in harmony, coupled with the surprisingly paced difficulty and it gets really addicting fast.

Cons:

  1. That said, regarding the 2nd in the pros, Kunai doesn't feel fitting tbh -- or at least how it's designed. It basically works like an ammunition, promoting a sense of urgency of getting them while also must be used sparingly for crucial moments especially in very unfavorable situations , as they don't really spawn that much either -- and if they do, they require you to decide fast if they should be collected or not. However, you also have to use it correctly, requiring precision so you can hit the target successfully

    This would feel overwhelming when the game gets REALLY fast. In my experience, the moments where I used a kunai I either die cause it didn't hit/I had to think of making it hit, or I simply avoid the obstacle altogether through the movement options. Heck, I forgo getting them sometimes even if they spawn; the invis powerup is way better.

    Some suggestions:
    Just make the kunai infinite and MAYBE make it bigger and faster.
    A quick melee slash that's also infinite, but would work as a panic button against obstacles. Kind of like the shotgun in Monster Dash.
    Explosions scroll that has 3 uses, but destroys every obstacle in the screen, but not the spawning ones. You can also pick them up.
  2. Technical issues, though some of them are too tall order of a fix tbh. I'll list them below:

   - Enemy neko AI doesn't work properly at times, most noticeable if they are on the edge of a roof. They tend to stand there and shake, or at best they stay a long while on the edge.

   - Hitboxes are wonky. Sometimes I die even for a big gap between me and the obstacle, but I also do not die even if I completely touched a shuriken. Kunai is also affected as well; I don't hit the shurikens sometimes even if it's a direct line of sight kind of throw. I'd say make the shuriken a bit smaller as well.
   
   - There's a glitch where I phase through the roof sometimes when I land, so it's stuck on the falling animation and while I can jump through mashing, it's inconsistent, and a sure death from falling as well. 

   - Background animation doesn't seem to refresh; playing another instance after getting a high score still makes the clouds go fast even if it's the starting phase of the game. This is corrected by refreshing the page though.


The issues are mostly really technical; the game is really fun still. Most of the mechanics are easy to grasp and simple to understand, aesthetic is quite unique and well executed, the game feels really good to play when it does get going. 


You really did a great job on this one dude seriously. Really wish you'd continue working on it so we can get a line of merch jk HAHAHAHHA, you already got the concepts down.

hi afu! i must say this game is great (super challenging and addicting HAHA) and i really enjoyed the mini story dialogue in the beginning ^^

some feedbacks from me: i had to get used to the control when i try to hit with the kunai, and found some minor bugs regarding the big shuriken that didn't hit me and it kinda took some time for me to fall down to my death

i hope these feedbacks will help you when developing this game further in the upcoming future. i look forward for more stuff from you!! <3

The art is good, i love it tho, but the most thing that i realise is the phase. I think its too fast, maybe you can adjust the phase from slow to fast. Last, i found a little bug, when i jump and press s fast, the obstacle ( big shuriken ) didn't hit me. Hope this game will be good in the future!

thank you!

AAAAaa! This is FUN-tastic!
The game was fun.
BGM just perfectly fit on the mood.
I feel taunted by the BGM when i got lose tho >:D (nice try)

I found some minor bug when the ronin fall and stuck on the roof + the camera is still moving. But eventually it shows me the game over screen when the roof where ronin stuck on to is left behind by the camera (i hope you get what i mean!)

I personally would love the idea if the ronin can jump / throw kunai at the menu screen (i think thats what its called in your case?)

If you are going still going to develop this game, i think changing the background every 1/2 minutes would give a nice experience to change the mood.

Some ideas that i think of are: sudden rain, windy (add windblown leaves), or maybe changing the orange sky turns dark blue (night time).

I hope that is not very rude of me to give you such a feedback <3

Thank you, i really enjoyed the game!

Thank you!! Noted for future reference TuT

I think, pressing "SPACE" to shoot while using "WASD" keys to move is a bit hard to do (Or maybe I'm just not used to it).

Why not use the right side of the alphabet keys on the keyboard, maybe it'll be more comfortable that way.

Also, the gameplay is too fast on the early phase. You might want to tone it down early and make it harder the longer you play the game.

thank you for the feedback!

challenging and fast paced. The art is really good! The control for up and down feels a little clunky but I eventually got used to it.

Thank you!!