Maybe you could add an execution/chain execution system where your character steals the weapon(shuriken, arrow...) of the enemy and shoots it at another one
@@bigenterbutton4934 yeah especially in this case finishers or executions would be a cool and useful mechanich too. Sadly i dont know how it was i far cry 4 tho.
You have no idea how well you conveyed my feelings in this video. As a (very) amateur game developer myself I know the odd feeling that something just isn't right in the core and the game isn't fun, yet you still try to implement the next feature, add more polish, make the next devlog, add different modes and maps and what not, in hopes of fixing the underlying, almost unfixable issue, and all of your efforts just utterly failing to do so. So thank you for this video, you really gave me a great relief and also helped open my eyes a bit. And I'm certain you will figure this game out in the future ;)
TH-cam game dev can be and usually is very deceptive. Very rarely do people show the "bad days" or when stuff isn't working out. It's always flashy, trying to grab your attention, like making a dream game, etc. So this builds up the image that anyone can make a massive game without many problems along the way. And well, that is not how game development works. It's a difficult grueling process and rarely things go as smoothly as they seem in other videos. I'm really glad this video helped you see another perspective of game development. Good luck on your journey.
I don’t have much experience with game development, but I think that “underlying issue” can many times be that the core ideas just don’t fit together well, like a first-person game inspired by Vampire Survivors with a low time-to-kill
Sad to hear that the project is on hold, I was really looking forward to seeing where your ideas went but it is what it is. If you ever decide to bring it back, I think you could derive some inspiration and ideas for mechanics or upgrades from shady knight, enchained, or ultrakill. Looking forward to seeing what you do next!
I feel like if when parrying, if it would give you a few seconds of slow motion, it would be incredibly fun and reward parrying a lot. Loving the videos!
Hey! The game looks so good now! There is one mechanic that I think would be super cool: "Issen" from the Onimusha series. Basically, when you strike just before an enemy connects their attack, you deliver an devastating blow that insta kills them. You can then "chain issen" to clear more enemies, flashing over them. I think it would be super cool to clear whole rooms with this!
I like the game concept but as a "quick fp slasher" dealing with crowds super fast like ror2 is where the dopamine hits the most for me. Some examples: Grapple Slice; allows to single out a target and land a free hit on an enemy(has a 5 second cooldown to disable spamming and rewards survivability), Smoke Bomb circle slash; Temporarily makes the player invisible and once coming out of the smoke bomb effect they do that spinning slash you showcased (7 second cooldown), Frenzy mode; The player draws a second katana and gets a damage and defense buff for a short period of time (could also turn this powerup into one heavy slash). Maybe have a powerup cap on a player so they can choose which builds to bring towards the next mission? Great vid and keep up the great work!
I love your dev logs, these have been a big inspiration for me starting youtube :) I can't imagine restarting the project, you're a god for powering through something like that
Thanks. Game development is an iterative process after all and I kind of forgot the iteration part - sort of just skipped towards making final-ish assets, so making a whole new vertical slice from scratch was very necessary to make the project move in some direction.
Just turn this game into something like totally accurate battle simulator. The whole beans fighting each other seems very entertaining especially with elemental enemies and such
@@EmisDev YOU GOTTA HAVE THAT AS A MINIGAME. Like sort of like a idk using ur wits to fight against this AI in a chess board or smth. Idk i've seen this chinese tv show and they made playing chess look like an actual battle. In short just make the characters black and white and the chinese chess grid and it's gonna look like that lol
@@EmisDev I know that I am very late in this conversation, youtube just now proposed this video and your channel to me. The game seems having vast potential, so I need to second what the first comment said: make it an accurate battle simulator. I feel like it would be an amazing swordfighting game. A fast methodical realistic one, like bean first person shekiro, or first person Zelda 2 the adventure of Link, where the sword fights were very much feeling realistic at the time of release. I sincerely think that the only issue your build had were enemy numbers. This combat doesnt fit hack n slash numbers of enemies. I think that if you took the exact same build you have and put it in narrow corridors and rooms filled with furniture and 2-4 enemies tops per room it would shine. The combat choices should be whether you lure one or two opponents in a spot that benefits you or if you sprint towards that annoynig archer in the other side of the room, instead of ''do I attack enemy one and 2 or enemies 9-12, maybe should I parry enemy 5?''. Instead of wandering in open spaces and big arenas full of enemies, you can make it all take place in a pagoda tower or something and the player should reach the top and fight the boss, manouvering enemies and funiture in every room. Your fighting system was amazing with one or two enemies but not with 8-12, so you should build on your gameplay strengths instead of trying to make it work in a totally different environment....In narrow corridors and staircases each enemy would be an important obstacle and a fun one to overcome.
It was great to see you openly talk about your "failure" of making the combat system, as yeah no matter how many new features you'd end up adding, it probably would never end up feeling good with the base combat not being the best. So seeing you address it was great, especially as someone also dabbling in game development. And for your rigging problems, do you know about the Data Transfer modifier in Blender? If you don't then it basically allows you to transfer the weights from your body mesh to the clothing, making "almost" perfect weights for you. You basically just add the DataTransfer modifier on your clothes, choose the body as your "Source", check the "Vertex Data" box, choose "Vertex Groups", change "Mapping" to "Nearest Face Interpolated" (this seems to work the best) and finally hit "Generate Data Layers" and apply it. And that should then do 90% of the work with weight painting clothing and is what I use for all my characters that I do. Btw incase you at some point want to continue this project, you could potentially look at Vermintide / Darktide, for how they do their combat system, it is a lot slower than yours, but it handles lots of enemies very well.
All of the clothes are a part of the same character model, they're not a separate thing. The issues with some of the clothing are due to very low amount of bones in the actual rig, so the clothing that overlaps both of the two main bones (root and head) just clip, cuz they have no other option. Thanks for the suggestions.
Software is iteration, is really hard to make it perfect in the 1st attempt, but each incremental step is essential in the learn path, even when the gameplay becomes worst, you probably learned something. :D Keep doing, take some pauses, but never stop completely and someday you will reach what you want!
Hi, I just started working on my very first game two weeks ago and got your first devlog recommended. What you've been working on is very much what I've been trying to make, in terms of gameplay. I've been a bit bummed out that "my idea" was already almost made by someone. But, seeing the amount of work and thought you've put into this is highly inspirational and the issues you've described, fixed, or considered are such a treasure trove of information. I have almost zero gamedev experience and cannot code much, but sword slashing through beans is what I'm focusing at at the moment. What i'm making is similar in broad strokes, but some issues are universal and having them tackled helps a lot. Thank you for sharing your progress and insights! I'll be sure looking forward to new updates and wisdom. Cheers!
Aw, I love the character design they remind me of these old toys I had when I was younger. They were like little beans with different designs that had some sort of weight in them that kept them upright.
What this game really needs is microtransactions and lootboxes, maybe a multiplayer battle royale mode. Could also do with some kind of fast paced building mechanic allowing players to create structures to aid them. Lastly, during the Sengoku period, samurai were known to use guns, so maybe add an arsenal of various firearms?? Remember to add emotes too, players love celebrating their accomplishments with style
I'm sure putting it on hold was a tough call after all the work you've put in, but it's for the best. Even though something felt off about the game when I played it, the juiciness, modeling, animation, and music for the game is still very solid and can't wait to see your next big project!
naaaaah, please dont stop working on this project, i really want to see it as a complete finished project, a huge fan and supporter of the game. found it the best one out of all the other dev's i follow. please dont stop working on this. i really want to see more of it. PLEASE!!!!
You really have a great thing here! I played your game on itch and I really like the art style. It is way fun to play and also has captivating mechanics. Please keep us updated if you add anything!
I hope this devlog is continued. Ive been watching this since i found your channel and i love the videos, especially this one. I feel like this is the game ive been waiting for, yet its on hold. I really like this concept and i hope it will be continued, you did a good job man.
Maybe you could just make it a simple story. You're infultrating castles to defeat the general, or dojos to assassinate the master Not all enemies have to attack you at once, maybe you could sneak, maybe they are stationed. Maybe there are distances between each patrol. Then there could be power ups you can choose from, like, attacks or skills from the enemies you fought, like shuriken (not unlimited) or bombs. Maybe a combo attack. Or maybe there are builds and different weapons. Strength builds using heavier weapons that are slow but strong and stun enemies. Spears, and whatnot... idk It will need balancing Or just good old katana and try to get through / deal with all different challenges with what you have.
Thank you for keeping it real. Gamedev is so hard, and it feels really unrewarding at times. I've been making games for almost 8 years, and I still end up trashing most of my prototypes for all kinds of different reasons!
I enjoyed the video! I think this game could be something big in the future but I do agree, it feels like something is missing that could make the game stand out. Excited to see what you work on next!
maybe this is offensive but I feel like this guy has pretty solid skills in everything except game design, making all the parts work together and play off each other and be fun
A very well done video and remake! Sad that the project is on hold but it's relatable and understandable, i havent been updated on the project in a long time now so everything looks new to me😅
I still loving this series. i almost forgot you, but then, like a month later, i went on youtube and saw THIS VIDEO. i was so happy to see, that you are still alive and still making fun videos. i just love it. and i have a idea for the game, please do this: you could add armor and shields to your game. and you should add a game mode, where you can just drag enemys around and let em fight eachother like you did in the first video of this series. i also would love to see a story mode and that you can download it on steam. anyways, have a good day and bye
WOW! when i watched the start of the video i thought "i wouldnt play this game" but at like 12minutes in the video i found my self thinking "i want to play this so badly"
youve now inspired me to start my own samurai melee based game like this. i also hope you continue this one day bc it has potential if you add some features that the community suggests
I’m not a game developer but I had this idea when I was playing Dreams on PS4 : Paper Samurai fighting game where you use origami paper samurai characters and you can slice pieces of paper off them and disable their limbs.
I was looking forward to this game so badly! 😢 Your concerns are definately understandable though. Maybe take a look at Shady Knight, it has very fun and satisfying combat.
This is very important devlog :) It would be wise to have a sight of whole gameplay loop before implementing, in graph preferably, maybe in some notes. And then, to test it on placeholder assets, before making nice animations, models etc :)
Boss idea: If you've seen Rurouni Kenshin, I think Hannya from the show would be a good ninja-like boss. Where he fights with iron gauntlets concealed in leather gloves, uses movement and martial arts to fight. Where when he's really low on health (per say 25%), he can reveal out his iron wolverine claws and basically is just like a last resort rage kinda fight from then on. I think it would be nice to make able to do false speed mirage to trick the player into thinking it's either a ground slam (jump required) or a regular attack combo (dodging/constant parry/blocks)
I rnjoyed playing the alpha test thing. But it felt like getting hit by 2 attacks is just a dead wish, so it would be cool if you got hit you would get a slight knokback, making a instand death avoidable
I think I the decision to make the game 2 hit death was a bit too rushed, I definitely should've either given the player more health, or make blocking more useful, it's definitely too punishing in the playable slice.
I think that adding the parkour/movement that you were talking about could make taking on groups easier than fighting nine at once but more fun and challenging than only fighting a few at a time Maybe being able to slide and dash around the environment would kind of offset the difficulty of having multiple enemy types Also a diversity of attacks (slash, stab, heavy, charge) could be super cool, but I’m not sure how that could be implemented on a mouse and still feel satisfying Anyway, I love these vids. I hope you eventually come back to this idea, I feel like there is so much potential here
I just learned about this game and it’s on hold! Come on! It’s so flashy and fast paced! Guess I’ll have to wait a year or two. If/When you start working on it again I would suggest adding a stealth mechanic of some sort.
I think the parkour system can be used for specific levels like you are in between mountains because a dojo is on a secret place so the samurai can run from wall to wall and maybe have flying enemies or hanging enemies with bows shooting at you so to defend yourself you can throw shurikens it could be like a gimmick level to give a different experience after a few normal levels and it can only be used on those specific levels
I could imagine some kind of task could glue this game together. Just as example: The player needs to carefully carry some object to or from a specific place. Perhaps the player is some kind of delivery guy/samurai apprentice and needs to bring undamaged flowers to a princess. There is some room for funny little stories for each level. Fighting with in object in hand isn't possible and movement might even be slowed down. Strategically placed enemies could induce funny "panic" moments. I really like the style of your game.. I think there is something hiding!
I like the concept of the game and also seeing the other bean fight each other was extremely entertaining. Maybe you could make a game where you keep the combat similar but you can add AI teammates to fight along side you. I thought the elemental guys looked really cool and it would be fun to fight with/against them. Maybe the levels would be like raids where you and your team tear through the enemies base or whatever.
To me, fixing the perspective would help your game a lot. It is overwhelming how the enemies get almost inside you and their lifeless eyes stare at me.
I have few suggestion for you game after playing it 1 - Enemies are already ready to attack when the attack player there should be a slight delay before attacking again 2 - Enemies should get stun when when they attack blocking players for 1.5 ~ 2 sec 3 - Enemies Damage is way too much it have to be 4 - Player should regenerate health 2 points every 5 sec 5 - Player attack is too fast it has to be more delay between attack's 6 - Also Increase the player health like 50 % I hope you can give it a try to this project
Good video! I don't have much to say, but I think... oddly I feel like I understand more the difficulty of making a game. There are so many different approaches to ideas, so many small things you can do to make something feel much better. Subscribed for sure!
This is nice, I like seeing the challenges and trying to tackle the fundamental designs. It's useful for learning more about game development. For combat I think there could be more done to basic enemy AI behavior to change the pacing of the fights. Things like adding strafing, running away, alternating from offense to defense. I like the coin system idea. I've recently been looking at things like boid behavior or context based behavior which could be great to keep them from just huddling together and swarming. I think some sound or visual cues, or a combination, could be useful before certain attacks if you're going in on the parry mechanics. I think it's okay if enemies are easy from the beginning and gradually you introduce stronger enemies, or more advanced behaviors, and eventually a combination of both. Things like hits, death and other major or minor animations, even just ordinary quirks, can really give it some life. I feel that for many games the subtle details, or the lack thereof, that can make the difference on how it feels despite how it plays. Good luck on future projects
Dude, you can easily convert this project to some sort of ninja-hitman thing, where you need to pass through several guards and kidnapp or fight the boss. Pay attention to level details and you will become John Wick Ninja Guy
Its great!!! The empty feeling you feel is because you have implemented Boss game mechanics to a game that has only simple NPCs, My suggestion: Turn it into a boss fighting game.
@@EmisDev I understand but I doubt skillfull, time-sensitive parrying would work in a fast paced game. (I am saying this because the dashing and your ideas for parkour implied you are trying to make a fast paced action game)
Dude, i really love your work and process. Thanks for documenting and sharing. I hope you dont mind, but maybe a couple of solutions. The changes you made were awesome! Maybe try and make the basic enemies have a lot less hp and generally weaker attack, with your elites sprinkled among them sparsely? This will give the player a bit of a power fantasy, where 1 one 1 combat with basic enemies isn't as time consuming and the player will be encouraged to kill them as fast as possible or become swarmed? Additionally, adding a meter for enemies slain in a row that build over time and triggers special effects like time slow, health regen, shield buff, etc. Maybe even some basic enemies give instant buff when killed. This way the player is incentivized to keep fighting when the elites are on the way, so they can get the buffs in before engaging in combat. Just some thoughts... hope to see your project come back one day.
Underated Opinion - The music (recently more so) in emis' games are genuinly top notch. Like in 1:59, you could also throw this game in such a direction that you, being a spirit army leader, go out to defeat enemies and gather their soul in a round. Then based on the number of souls collected (enemies killed) you have those many number of warriors on your side and the final aim of the game would be to fight another army or main boss with you as the leader and your current army - thus it factors in the possibility of including the build system wherein the elements, which type of enemies you chose in your army affecfts you in your final battle, thus adding replayability. Im quite sad to see it on hold, as a game with such progresss could be really cool if developed further.
This may be because of my taste in games (ULTRAKILL to Dark Souls to The isle type of variety), but what i feel like this game needs are combos the player could do with different attacks or abilities. For example: different or better ways to block (some kind of wind/magic shield), different ways to dash (like teleporting or maybe even a charge instead), having effects to your dashing (like leaving flames behind), Ranged attacks (Useful but also limited or with a big countdowns, stuff you use occasionally when u need), a little bit of parkour (like jumping on a wall and then above the enemies to unleash some powerfull attack), maybe weapon abilities (like multiple slashes from a katana or an sekiro-like lateral slash foward), ways to get the enemies away from you if needed (anything that knockbacks them, strong push) and the list goes on. Those things would also not be in a "stylish" fashion but flashy enough to look cool while doing them, but you still having to think of what you are doing because the enemies would also have their own cards. Tho u would have to find a way to balance the abilities in the basic weapon to weapon combat, maybe focuses more on weapon combos/abilities and such. Other minor things: About the enemies attacking each other, that could be used if you implemented some kind of "faction" system between them, enemies from different factions would fight each other if either the player is not around or when they hit another accidentally. Now to avoid players just letting the enemies kill themselves, either make it so that they mainly focus on the player or can't kill others but still attack when the player isn't involved, for immersion sake. Also u could make the ones not attacking the player space out, and then join in when one dies.
I don't know if this would fix the problem, but being able to use the abilities you made for the enemies as power ups sounds like it would be super cool. And adding different weapons might help out too; idk, rogue likes seem like they benefit from variety like that. Also, the game looks incredible. Glad you're in the game dev space! Keep up the good work.
I heard somewhere that a lot of games design themselves. You seem to be focused on making a game where the focus is on attack, but perhaps this would work better as a hitman/metal gear solid game set in the feudal era. All you need to do is add stealth mechanics and build a level around the idea that your mission is to infiltrate and assassinate, with combat being a last resort should you be spotted by the enemy. Small criticism of the beans for me is that even when they telegraph their attacks it is still hard to notice, and practically impossible when their are multiple (another reason why combat should not be the main focus imo). I like that you show how you made things, and the thought process is explained throughout. A little bit too fast for me (i am a beginner) but blocking out, problem solving, animation, sound design, textures, as well as explaining the thought process are all important aspects of game development that you talk about, and i find it helpful. Subbed.
I have a few suggestions that I think could be good for the game. I understand if you don't want to work on the game but I just wanted to say a couple suggestions I think could be cool. MOVEMENT: Double Jump- Basic double jump, allowing for more mobility and making movement possibly feel smoother. If you would like you can make this have a stamina cost making the stamina bar a little more important then just the dash. Also this could not only make levels more unique, movement possibly faster but also possibly allow for more dodging options. (This could be classified as combat) Sidestep- This ability wouldn't really be used when moving about as it's mainly to dodge attacks. My main idea is you swiftly zoom to the side dodging potential attacks. Again this could use stamina making the bar more useful/utilized. Grappling Hook- This grappling hook would be basic allowing you to grapple to certain set points. This could be useful to make level design a little bit more interesting and possibly allow you to make shortcuts which could also make level design feel smoother and more thought out. The other use is combat. My basic thought for the combat use is that you can grapple an enemy dealing low-no damage but pulling the enemy to you or you to the enemy (You could choose what variant you want as I think both variants being able to be utilized at once could be overpowered). COMBAT: Combo- I'm thinking just a basic combo counter could add some extra depth to the game and give player's the drive to do better. The combo counter could just be a kill counter that functions the same as a combo counter but only counting kills in quick succession. Adrenaline- I'm thinking this suggestion should be kind of two things, it has a passive effect and an ability. You would build up adrenaline by doing damage and taking damage. Adrenaline would be drained from either not taking damage or dealing damage for a certain period of time. Once the time is up the bar will slowly or swiftly go down. Depending on the amount of adrenaline you have there will be a passive buff. The more adrenaline you have the stronger the buff (There is a max adrenaline number). The buff would probably just make you move faster, attack faster, do more damage, take less damage and such (This buff would be kind of minor like maybe 10-15% at max adrenaline). If you cash in your adrenaline I'm thinking two options (Also I know it may be obvious but performing these abilities would take all your adrenaline). Either you make it so it refills your health depending on how much adrenaline you have (Maybe a full bar of adrenaline would refill all your health). Or it would be the same as the passive effect but a larger buff (Except the other buff is passive while this one only lasts a limited time). Chain Kill- This chain Kill could work like the other comment described it or maybe it would give you an option to chain a kill once you have a certain amount of kills in quick succession. OTHER: (This could be classified as combat) Boss- Maybe to add a little more variety to the level you could reuse one of the elemental characters as a boss (Maybe upgrade the stats a little more then a normal elemental one). This would allude to future enemies and possibly make a good fight/early impression to the player. Among this it could possibly make the level a little bit more unique. Optional Objectives- There are two main ways I'm thinking you could do this system. If you plan on people commonly replaying levels you could maybe make a list of like 10 optional objectives just for this level and any run a player does will have maybe 2 out of these 10 objectives that were chosen randomly. This would allow for more variation in optional objectives and possibly add more replayability. The other option would be to just make 1 or more optional objectives that are 100% going to be the optional objectives to this level (Also once you complete one of these set objectives maybe you'll make it so they can't be done again). The reward you get for completing the optional objective could just be extra EXP, or whatever you would like. Quick NOTE: Also maybe the healing after kills should heal over time, I don't really know it's just a though I had while watching this. EDIT: Also sorry for the long essay but I would like to add that it looks from the video that the damage is to high but I'll play it and see if it really is. Also I want you to know that if this project demotivates you and you dont enjoy it, dont sweat it, I understand and I'm sorry if me saying suggestions is annoying. If you don't want to work on the project for a time or at all you don't need to feel forced to work on it, I know I made a big essay of what could fix the game but it's just suggestions and your the one who puts in the work. What I'm trying to say is that on the matter of working on this game or not I hope you don't feel pressured by me.
Thanks for writing such a long list of suggestions. Even if the game is on hold, I still really enjoy reading ideas for it. You got some really nice suggestions here. The entire movement section sounds very similar to Sekiro tho :D Interesting suggestions for the combat as well, especially the Adrenaline mechanic.
@@EmisDev Thanks for reading, I hope you luck with whatever projects you work on be it this game or other projects. Good luck, and do whatever you feel like!
If the idea is a RogueLike or similar, we have to look at what this type of game offers. I think you are in the right path. I'm no gamedev currently, just an artist and I know the feeling of working and still feel that something is missing and you just get frustrated because you don't know what needs to be done to get rid of the feeling. As a player, I expect a roguelike to have a linear "leveling" system. Where After sections of enemies, I get rewarded with upgrades, choices and etc, thats the gameplay loops' core. You NEED to feel awarded by getting through obstacles. Upgrades to the base attack damage? Effects for my weapons? A companion that helps me in some way? The possibilities are infinite, but they need to change my run in some way. If I want to make a run where I delete enemies with a single hit, it should be possible. Or if I want to play by attacking from a distance, it should be too. Even if its not the intention to make a Roguelike anymore, this kind of content is always cool and very pleasing to have. The game already looks awesome and I hope to see what will come in the future. The combat looks and feels good, just gotta fill it with options. Grapples? a skill that makes you shoot something and combo enemies? I hope you like the game the more you work with it, don't rush to make it feel perfect, just make it fun
This could easily be a great VR Game. What I think is missing is a point system. Make a timer in between successful Strikes and a Multiplier with successful parry's. Add some slow mo with kills. Add a secondary camera that waits for a boss character to get within a certain distance of you. Then it turns on and looks towards the boss and zooms in while in slow mo. then turns off.
I don't know if this is just a subjective feeling, but I feel the enemies constantly "moving into" the player is a bit of an issue. It's clunky to have enemies constantly moving into you, but it also alters the feeling of combat itself a little bit where it feels like you're moreso swatting at the enemies while cowering away, rather than engaging in combat. Maybe making enemies keep a more consistent distance from the player/making their distance changes more sequential would improve the flow? Implementing an "advantage" system where the actions the enemies take depend on an advantage value that gets altered by them being parried/blocked/hit or dishing out parries/blocks/hits might also make for a better flow of combat. Making the enemies move, reposition (also move back, mimicking the players instincts a bit more?), and respond to the players actions based on who has the current higher advantage value in combat. Just spitballing really, it's overall a very impressive project and I hope you manage to make more progress on this!
Make enemies slicable! More armor gives them more hits they can take before being sliced. Would love to see parryable arrows and also making them bounce and hit nearby enemies within a certain radius! Same with shuriken. Enemies should try to gang up on you, make them collide with each other, also the player should collide with them. Maybe a bash system so you can push them away? Hope you like these ideas would love to see them in the game!
Maybe you could add an execution/chain execution system where your character steals the weapon(shuriken, arrow...) of the enemy and shoots it at another one
👀
i was about to write the same thing.
@@bartucaner7704 I feel like execution combos in game is such underrated(maybe thats just because I played Far Cry 4 recently)
SUPER HOT
@@bigenterbutton4934 yeah especially in this case finishers or executions would be a cool and useful mechanich too. Sadly i dont know how it was i far cry 4 tho.
You have no idea how well you conveyed my feelings in this video. As a (very) amateur game developer myself I know the odd feeling that something just isn't right in the core and the game isn't fun, yet you still try to implement the next feature, add more polish, make the next devlog, add different modes and maps and what not, in hopes of fixing the underlying, almost unfixable issue, and all of your efforts just utterly failing to do so. So thank you for this video, you really gave me a great relief and also helped open my eyes a bit. And I'm certain you will figure this game out in the future ;)
TH-cam game dev can be and usually is very deceptive. Very rarely do people show the "bad days" or when stuff isn't working out. It's always flashy, trying to grab your attention, like making a dream game, etc.
So this builds up the image that anyone can make a massive game without many problems along the way. And well, that is not how game development works. It's a difficult grueling process and rarely things go as smoothly as they seem in other videos.
I'm really glad this video helped you see another perspective of game development.
Good luck on your journey.
I don’t have much experience with game development, but I think that “underlying issue” can many times be that the core ideas just don’t fit together well, like a first-person game inspired by Vampire Survivors with a low time-to-kill
Sad to hear that the project is on hold, I was really looking forward to seeing where your ideas went but it is what it is.
If you ever decide to bring it back, I think you could derive some inspiration and ideas for mechanics or upgrades from shady knight, enchained, or ultrakill. Looking forward to seeing what you do next!
Great references for first-person combat games
I feel like if when parrying, if it would give you a few seconds of slow motion, it would be incredibly fun and reward parrying a lot.
Loving the videos!
Hey! The game looks so good now!
There is one mechanic that I think would be super cool: "Issen" from the Onimusha series. Basically, when you strike just before an enemy connects their attack, you deliver an devastating blow that insta kills them. You can then "chain issen" to clear more enemies, flashing over them. I think it would be super cool to clear whole rooms with this!
I like the game concept but as a "quick fp slasher" dealing with crowds super fast like ror2 is where the dopamine hits the most for me. Some examples: Grapple Slice; allows to single out a target and land a free hit on an enemy(has a 5 second cooldown to disable spamming and rewards survivability), Smoke Bomb circle slash; Temporarily makes the player invisible and once coming out of the smoke bomb effect they do that spinning slash you showcased (7 second cooldown), Frenzy mode; The player draws a second katana and gets a damage and defense buff for a short period of time (could also turn this powerup into one heavy slash). Maybe have a powerup cap on a player so they can choose which builds to bring towards the next mission? Great vid and keep up the great work!
I love your dev logs, these have been a big inspiration for me starting youtube :) I can't imagine restarting the project, you're a god for powering through something like that
Thanks.
Game development is an iterative process after all and I kind of forgot the iteration part - sort of just skipped towards making final-ish assets, so making a whole new vertical slice from scratch was very necessary to make the project move in some direction.
@@EmisDev I do such similar things, I guess its a learning process lol
Just turn this game into something like totally accurate battle simulator. The whole beans fighting each other seems very entertaining especially with elemental enemies and such
I guess it could be an interesting game, a lot of people have been suggesting that as well
@@EmisDev YOU GOTTA HAVE THAT AS A MINIGAME. Like sort of like a idk using ur wits to fight against this AI in a chess board or smth. Idk i've seen this chinese tv show and they made playing chess look like an actual battle. In short just make the characters black and white and the chinese chess grid and it's gonna look like that lol
@@EmisDev I know that I am very late in this conversation, youtube just now proposed this video and your channel to me. The game seems having vast potential, so I need to second what the first comment said: make it an accurate battle simulator. I feel like it would be an amazing swordfighting game. A fast methodical realistic one, like bean first person shekiro, or first person Zelda 2 the adventure of Link, where the sword fights were very much feeling realistic at the time of release.
I sincerely think that the only issue your build had were enemy numbers. This combat doesnt fit hack n slash numbers of enemies. I think that if you took the exact same build you have and put it in narrow corridors and rooms filled with furniture and 2-4 enemies tops per room it would shine. The combat choices should be whether you lure one or two opponents in a spot that benefits you or if you sprint towards that annoynig archer in the other side of the room, instead of ''do I attack enemy one and 2 or enemies 9-12, maybe should I parry enemy 5?''. Instead of wandering in open spaces and big arenas full of enemies, you can make it all take place in a pagoda tower or something and the player should reach the top and fight the boss, manouvering enemies and funiture in every room.
Your fighting system was amazing with one or two enemies but not with 8-12, so you should build on your gameplay strengths instead of trying to make it work in a totally different environment....In narrow corridors and staircases each enemy would be an important obstacle and a fun one to overcome.
R.I.P Samurai Game 🥺 you were gorgeous goofy cool and fun sounding atleast but you will be missed🥺
It was great to see you openly talk about your "failure" of making the combat system, as yeah no matter how many new features you'd end up adding, it probably would never end up feeling good with the base combat not being the best. So seeing you address it was great, especially as someone also dabbling in game development.
And for your rigging problems, do you know about the Data Transfer modifier in Blender? If you don't then it basically allows you to transfer the weights from your body mesh to the clothing, making "almost" perfect weights for you.
You basically just add the DataTransfer modifier on your clothes, choose the body as your "Source", check the "Vertex Data" box, choose "Vertex Groups", change "Mapping" to "Nearest Face Interpolated" (this seems to work the best) and finally hit "Generate Data Layers" and apply it. And that should then do 90% of the work with weight painting clothing and is what I use for all my characters that I do.
Btw incase you at some point want to continue this project, you could potentially look at Vermintide / Darktide, for how they do their combat system, it is a lot slower than yours, but it handles lots of enemies very well.
All of the clothes are a part of the same character model, they're not a separate thing.
The issues with some of the clothing are due to very low amount of bones in the actual rig, so the clothing that overlaps both of the two main bones (root and head) just clip, cuz they have no other option.
Thanks for the suggestions.
Its amazing how much thought is put into the little mechanical changes, and how those changes in turn makes a big difference overall
Software is iteration, is really hard to make it perfect in the 1st attempt, but each incremental step is essential in the learn path, even when the gameplay becomes worst, you probably learned something. :D Keep doing, take some pauses, but never stop completely and someday you will reach what you want!
If you ever go back to it, try making kills give you stamina. It’ll encourage that aggressive moving playstyle the game seems to be wanting
2:03 having a game where u command an army would be cool. So this could be a great basis
Love your vids bro, was waiting for this series
Hi, I just started working on my very first game two weeks ago and got your first devlog recommended. What you've been working on is very much what I've been trying to make, in terms of gameplay. I've been a bit bummed out that "my idea" was already almost made by someone. But, seeing the amount of work and thought you've put into this is highly inspirational and the issues you've described, fixed, or considered are such a treasure trove of information. I have almost zero gamedev experience and cannot code much, but sword slashing through beans is what I'm focusing at at the moment. What i'm making is similar in broad strokes, but some issues are universal and having them tackled helps a lot. Thank you for sharing your progress and insights! I'll be sure looking forward to new updates and wisdom. Cheers!
I dont think its bad, its a good game. I even took inspiration from it for my own game :) anyway, good job emis
Nice video. And it looks very cool. Imo abilities would be cool, for the player and the enemies. Like the ninja has his stars.
So glad you didn’t scrap the game. Be honest I completely forgot about it, but seeing this video just made my day.
Aw, I love the character design they remind me of these old toys I had when I was younger. They were like little beans with different designs that had some sort of weight in them that kept them upright.
this game is so good bro it has potential much love
What this game really needs is microtransactions and lootboxes, maybe a multiplayer battle royale mode. Could also do with some kind of fast paced building mechanic allowing players to create structures to aid them. Lastly, during the Sengoku period, samurai were known to use guns, so maybe add an arsenal of various firearms?? Remember to add emotes too, players love celebrating their accomplishments with style
Hey, that reminds me of that one game, Minecraft!
The music is insanly good, i would listen to it while playing games, like actually
1:58 you could totally add a rage spell to use that feature, or even just recruitable NPCs
I'm sure putting it on hold was a tough call after all the work you've put in, but it's for the best. Even though something felt off about the game when I played it, the juiciness, modeling, animation, and music for the game is still very solid and can't wait to see your next big project!
Even if you're leaving the project for now, your dedication is still inspiring bc you added so much every video.
naaaaah, please dont stop working on this project, i really want to see it as a complete finished project, a huge fan and supporter of the game. found it the best one out of all the other dev's i follow. please dont stop working on this. i really want to see more of it. PLEASE!!!!
You really have a great thing here! I played your game on itch and I really like the art style. It is way fun to play and also has captivating mechanics. Please keep us updated if you add anything!
I hope this devlog is continued. Ive been watching this since i found your channel and i love the videos, especially this one. I feel like this is the game ive been waiting for, yet its on hold. I really like this concept and i hope it will be continued, you did a good job man.
bro i heard the thousand cuts and i said "it sounds like megalovania if it had longer times between the melody" and i was right
Maybe you could just make it a simple story. You're infultrating castles to defeat the general, or dojos to assassinate the master
Not all enemies have to attack you at once, maybe you could sneak, maybe they are stationed. Maybe there are distances between each patrol.
Then there could be power ups you can choose from, like, attacks or skills from the enemies you fought, like shuriken (not unlimited) or bombs. Maybe a combo attack. Or maybe there are builds and different weapons. Strength builds using heavier weapons that are slow but strong and stun enemies. Spears, and whatnot... idk
It will need balancing
Or just good old katana and try to get through / deal with all different challenges with what you have.
Thank you for keeping it real. Gamedev is so hard, and it feels really unrewarding at times. I've been making games for almost 8 years, and I still end up trashing most of my prototypes for all kinds of different reasons!
This was very interesting! High quality video 👍 Your channel's future looks bright! 😎
I enjoyed the video! I think this game could be something big in the future but I do agree, it feels like something is missing that could make the game stand out. Excited to see what you work on next!
maybe this is offensive but I feel like this guy has pretty solid skills in everything except game design, making all the parts work together and play off each other and be fun
The song "tousand cuts" sounded a bit fimiliar to undertale in some parts but still sounded good
A very well done video and remake! Sad that the project is on hold but it's relatable and understandable, i havent been updated on the project in a long time now so everything looks new to me😅
I know the feeling brother, your game has come a long way though - so huge props to you.
Your quality is amazing!!! Your direction as a VFX artist is way more appealing than the same old 2D indie games I see.
I still loving this series. i almost forgot you, but then, like a month later, i went on youtube and saw THIS VIDEO. i was so happy to see, that you are still alive and still making fun videos. i just love it. and i have a idea for the game, please do this: you could add armor and shields to your game. and you should add a game mode, where you can just drag enemys around and let em fight eachother like you did in the first video of this series. i also would love to see a story mode and that you can download it on steam. anyways, have a good day and bye
WOW! when i watched the start of the video i thought "i wouldnt play this game" but at like 12minutes in the video i found my self thinking "i want to play this so badly"
youve now inspired me to start my own samurai melee based game like this. i also hope you continue this one day bc it has potential if you add some features that the community suggests
I’m not a game developer but I had this idea when I was playing Dreams on PS4 : Paper Samurai fighting game where you use origami paper samurai characters and you can slice pieces of paper off them and disable their limbs.
I was looking forward to this game so badly! 😢 Your concerns are definately understandable though. Maybe take a look at Shady Knight, it has very fun and satisfying combat.
This is very important devlog :) It would be wise to have a sight of whole gameplay loop before implementing, in graph preferably, maybe in some notes. And then, to test it on placeholder assets, before making nice animations, models etc :)
I like the idea of the elemental enemies and custom builds, please continue working on it I think it'll make a cool game
Boss idea:
If you've seen Rurouni Kenshin, I think Hannya from the show would be a good ninja-like boss. Where he fights with iron gauntlets concealed in leather gloves, uses movement and martial arts to fight. Where when he's really low on health (per say 25%), he can reveal out his iron wolverine claws and basically is just like a last resort rage kinda fight from then on. I think it would be nice to make able to do false speed mirage to trick the player into thinking it's either a ground slam (jump required) or a regular attack combo (dodging/constant parry/blocks)
loved the music! great job with the game! it's a huge motivation boost 😆
Yay for the algorithm and because I'm hyped
I rnjoyed playing the alpha test thing. But it felt like getting hit by 2 attacks is just a dead wish, so it would be cool if you got hit you would get a slight knokback, making a instand death avoidable
I think I the decision to make the game 2 hit death was a bit too rushed, I definitely should've either given the player more health, or make blocking more useful, it's definitely too punishing in the playable slice.
Sad to hear it’s on hold 😢was my favorite series and I loved the second devlog where you made elemental enemies I loved that idead😅
i really like these devlogs and im interested into what it'll become
Cool project. I think it looks quite good so far. 🙂
its starting to look great! keep up the good work
I just love this small community
I think that adding the parkour/movement that you were talking about could make taking on groups easier than fighting nine at once but more fun and challenging than only fighting a few at a time
Maybe being able to slide and dash around the environment would kind of offset the difficulty of having multiple enemy types
Also a diversity of attacks (slash, stab, heavy, charge) could be super cool, but I’m not sure how that could be implemented on a mouse and still feel satisfying
Anyway, I love these vids. I hope you eventually come back to this idea, I feel like there is so much potential here
We need to see last hit cut in half enemy
One thing I know for sure is that these models look sick
I just learned about this game and it’s on hold! Come on! It’s so flashy and fast paced! Guess I’ll have to wait a year or two. If/When you start working on it again I would suggest adding a stealth mechanic of some sort.
I think the parkour system can be used for specific levels like you are in between mountains because a dojo is on a secret place so the samurai can run from wall to wall and maybe have flying enemies or hanging enemies with bows shooting at you so to defend yourself you can throw shurikens it could be like a gimmick level to give a different experience after a few normal levels and it can only be used on those specific levels
I could imagine some kind of task could glue this game together.
Just as example:
The player needs to carefully carry some object to or from a specific place. Perhaps the player is some kind of delivery guy/samurai apprentice and needs to bring undamaged flowers to a princess. There is some room for funny little stories for each level. Fighting with in object in hand isn't possible and movement might even be slowed down. Strategically placed enemies could induce funny "panic" moments.
I really like the style of your game.. I think there is something hiding!
Looks awesome, the remaster was definitely worth it
I like the concept of the game and also seeing the other bean fight each other was extremely entertaining. Maybe you could make a game where you keep the combat similar but you can add AI teammates to fight along side you. I thought the elemental guys looked really cool and it would be fun to fight with/against them. Maybe the levels would be like raids where you and your team tear through the enemies base or whatever.
This feels like the sword fighting game from Wii sports resort but like the “story mode” of it and I love it for that and the fact it looks awesome
To me, fixing the perspective would help your game a lot. It is overwhelming how the enemies get almost inside you and their lifeless eyes stare at me.
I have few suggestion for you game after playing it
1 - Enemies are already ready to attack when the attack player there should be a slight delay before attacking again
2 - Enemies should get stun when when they attack blocking players for 1.5 ~ 2 sec
3 - Enemies Damage is way too much it have to be
4 - Player should regenerate health 2 points every 5 sec
5 - Player attack is too fast it has to be more delay between attack's
6 - Also Increase the player health like 50 %
I hope you can give it a try to this project
Finaly bro I ve been waiting 4months for this game no joke I have like looked 20 if the vid was out
Oh man I've been thinking about making a game just like this! Thanks for the inspiration!
Good video!
I don't have much to say, but I think... oddly I feel like I understand more the difficulty of making a game.
There are so many different approaches to ideas, so many small things you can do to make something feel much better.
Subscribed for sure!
This is nice, I like seeing the challenges and trying to tackle the fundamental designs. It's useful for learning more about game development.
For combat I think there could be more done to basic enemy AI behavior to change the pacing of the fights. Things like adding strafing, running away, alternating from offense to defense. I like the coin system idea. I've recently been looking at things like boid behavior or context based behavior which could be great to keep them from just huddling together and swarming. I think some sound or visual cues, or a combination, could be useful before certain attacks if you're going in on the parry mechanics. I think it's okay if enemies are easy from the beginning and gradually you introduce stronger enemies, or more advanced behaviors, and eventually a combination of both. Things like hits, death and other major or minor animations, even just ordinary quirks, can really give it some life. I feel that for many games the subtle details, or the lack thereof, that can make the difference on how it feels despite how it plays. Good luck on future projects
perhaps I've played a bit too much Ultrakill, but I think the parry should have hitstop. I feel like that feature would fit well in this game.
ultrakill go brrrrrrr
Dude the bravery to actually admit your faults is amazing
I love that the boss music is based on DOOM and references DOOM
Dude, you can easily convert this project to some sort of ninja-hitman thing, where you need to pass through several guards and kidnapp or fight the boss. Pay attention to level details and you will become John Wick Ninja Guy
Cool idea, thought of something similar as well after putting the project on hold.
We need. To see. The oni.
Its great!!! The empty feeling you feel is because you have implemented Boss game mechanics to a game that has only simple NPCs, My suggestion: Turn it into a boss fighting game.
Could be that, tho I don't really want to make this into a boss focused game.
@@EmisDev I understand but I doubt skillfull, time-sensitive parrying would work in a fast paced game. (I am saying this because the dashing and your ideas for parkour implied you are trying to make a fast paced action game)
4:27 that music is amazing
Looking amazing! Keep it up ❤
Dude, i really love your work and process. Thanks for documenting and sharing.
I hope you dont mind, but maybe a couple of solutions. The changes you made were awesome!
Maybe try and make the basic enemies have a lot less hp and generally weaker attack, with your elites sprinkled among them sparsely?
This will give the player a bit of a power fantasy, where 1 one 1 combat with basic enemies isn't as time consuming and the player will be encouraged to kill them as fast as possible or become swarmed? Additionally, adding a meter for enemies slain in a row that build over time and triggers special effects like time slow, health regen, shield buff, etc. Maybe even some basic enemies give instant buff when killed. This way the player is incentivized to keep fighting when the elites are on the way, so they can get the buffs in before engaging in combat.
Just some thoughts... hope to see your project come back one day.
I like the idea of fastpaste and smart Enemies
Underated Opinion - The music (recently more so) in emis' games are genuinly top notch. Like in 1:59, you could also throw this game in such a direction that you, being a spirit army leader, go out to defeat enemies and gather their soul in a round. Then based on the number of souls collected (enemies killed) you have those many number of warriors on your side and the final aim of the game would be to fight another army or main boss with you as the leader and your current army - thus it factors in the possibility of including the build system wherein the elements, which type of enemies you chose in your army affecfts you in your final battle, thus adding replayability. Im quite sad to see it on hold, as a game with such progresss could be really cool if developed further.
The more people talk about liking the AI fights, the more "Samurai Armies" spin-off sounds like a good idea.
@@EmisDev Yea, I was thinking maybe you could incorporate the idea of totally accurate battle simulator somehow - that would be quite nice
Even without playing it myself it looks significantly more fun. Congrats
This may be because of my taste in games (ULTRAKILL to Dark Souls to The isle type of variety), but what i feel like this game needs are combos the player could do with different attacks or abilities.
For example: different or better ways to block (some kind of wind/magic shield), different ways to dash (like teleporting or maybe even a charge instead), having effects to your dashing (like leaving flames behind), Ranged attacks (Useful but also limited or with a big countdowns, stuff you use occasionally when u need), a little bit of parkour (like jumping on a wall and then above the enemies to unleash some powerfull attack), maybe weapon abilities (like multiple slashes from a katana or an sekiro-like lateral slash foward), ways to get the enemies away from you if needed (anything that knockbacks them, strong push) and the list goes on.
Those things would also not be in a "stylish" fashion but flashy enough to look cool while doing them, but you still having to think of what you are doing because the enemies would also have their own cards.
Tho u would have to find a way to balance the abilities in the basic weapon to weapon combat, maybe focuses more on weapon combos/abilities and such.
Other minor things:
About the enemies attacking each other, that could be used if you implemented some kind of "faction" system between them, enemies from different factions would fight each other if either the player is not around or when they hit another accidentally. Now to avoid players just letting the enemies kill themselves, either make it so that they mainly focus on the player or can't kill others but still attack when the player isn't involved, for immersion sake.
Also u could make the ones not attacking the player space out, and then join in when one dies.
Yo he actually added bow n arrow 9:17
I don't know if this would fix the problem, but being able to use the abilities you made for the enemies as power ups sounds like it would be super cool. And adding different weapons might help out too; idk, rogue likes seem like they benefit from variety like that.
Also, the game looks incredible. Glad you're in the game dev space! Keep up the good work.
I heard somewhere that a lot of games design themselves. You seem to be focused on making a game where the focus is on attack, but perhaps this would work better as a hitman/metal gear solid game set in the feudal era.
All you need to do is add stealth mechanics and build a level around the idea that your mission is to infiltrate and assassinate, with combat being a last resort should you be spotted by the enemy.
Small criticism of the beans for me is that even when they telegraph their attacks it is still hard to notice, and practically impossible when their are multiple (another reason why combat should not be the main focus imo).
I like that you show how you made things, and the thought process is explained throughout. A little bit too fast for me (i am a beginner) but blocking out, problem solving, animation, sound design, textures, as well as explaining the thought process are all important aspects of game development that you talk about, and i find it helpful. Subbed.
You should put a "hit lag" when parrying it might gonna make parrying more impactfull,
Love this project keep it up🔥🔥🔥🔥
I have a few suggestions that I think could be good for the game. I understand if you don't want to work on the game but I just wanted to say a couple suggestions I think could be cool.
MOVEMENT:
Double Jump- Basic double jump, allowing for more mobility and making movement possibly feel smoother. If you would like you can make this have a stamina cost making the stamina bar a little more important then just the dash. Also this could not only make levels more unique, movement possibly faster but also possibly allow for more dodging options.
(This could be classified as combat) Sidestep- This ability wouldn't really be used when moving about as it's mainly to dodge attacks. My main idea is you swiftly zoom to the side dodging potential attacks. Again this could use stamina making the bar more useful/utilized.
Grappling Hook- This grappling hook would be basic allowing you to grapple to certain set points. This could be useful to make level design a little bit more interesting and possibly allow you to make shortcuts which could also make level design feel smoother and more thought out. The other use is combat. My basic thought for the combat use is that you can grapple an enemy dealing low-no damage but pulling the enemy to you or you to the enemy (You could choose what variant you want as I think both variants being able to be utilized at once could be overpowered).
COMBAT:
Combo- I'm thinking just a basic combo counter could add some extra depth to the game and give player's the drive to do better. The combo counter could just be a kill counter that functions the same as a combo counter but only counting kills in quick succession.
Adrenaline- I'm thinking this suggestion should be kind of two things, it has a passive effect and an ability. You would build up adrenaline by doing damage and taking damage. Adrenaline would be drained from either not taking damage or dealing damage for a certain period of time. Once the time is up the bar will slowly or swiftly go down. Depending on the amount of adrenaline you have there will be a passive buff. The more adrenaline you have the stronger the buff (There is a max adrenaline number). The buff would probably just make you move faster, attack faster, do more damage, take less damage and such (This buff would be kind of minor like maybe 10-15% at max adrenaline). If you cash in your adrenaline I'm thinking two options (Also I know it may be obvious but performing these abilities would take all your adrenaline). Either you make it so it refills your health depending on how much adrenaline you have (Maybe a full bar of adrenaline would refill all your health). Or it would be the same as the passive effect but a larger buff (Except the other buff is passive while this one only lasts a limited time).
Chain Kill- This chain Kill could work like the other comment described it or maybe it would give you an option to chain a kill once you have a certain amount of kills in quick succession.
OTHER:
(This could be classified as combat) Boss- Maybe to add a little more variety to the level you could reuse one of the elemental characters as a boss (Maybe upgrade the stats a little more then a normal elemental one). This would allude to future enemies and possibly make a good fight/early impression to the player. Among this it could possibly make the level a little bit more unique.
Optional Objectives- There are two main ways I'm thinking you could do this system. If you plan on people commonly replaying levels you could maybe make a list of like 10 optional objectives just for this level and any run a player does will have maybe 2 out of these 10 objectives that were chosen randomly. This would allow for more variation in optional objectives and possibly add more replayability. The other option would be to just make 1 or more optional objectives that are 100% going to be the optional objectives to this level (Also once you complete one of these set objectives maybe you'll make it so they can't be done again). The reward you get for completing the optional objective could just be extra EXP, or whatever you would like.
Quick NOTE: Also maybe the healing after kills should heal over time, I don't really know it's just a though I had while watching this.
EDIT: Also sorry for the long essay but I would like to add that it looks from the video that the damage is to high but I'll play it and see if it really is. Also I want you to know that if this project demotivates you and you dont enjoy it, dont sweat it, I understand and I'm sorry if me saying suggestions is annoying. If you don't want to work on the project for a time or at all you don't need to feel forced to work on it, I know I made a big essay of what could fix the game but it's just suggestions and your the one who puts in the work. What I'm trying to say is that on the matter of working on this game or not I hope you don't feel pressured by me.
Thanks for writing such a long list of suggestions. Even if the game is on hold, I still really enjoy reading ideas for it. You got some really nice suggestions here. The entire movement section sounds very similar to Sekiro tho :D
Interesting suggestions for the combat as well, especially the Adrenaline mechanic.
@@EmisDev Thanks for reading, I hope you luck with whatever projects you work on be it this game or other projects. Good luck, and do whatever you feel like!
if this game was third person i feel like it would be so much better
possibly
Finally! BTW, can you add cel shading? Since the game is about Samurai, you could add that for some polish.
If the idea is a RogueLike or similar, we have to look at what this type of game offers. I think you are in the right path. I'm no gamedev currently, just an artist and I know the feeling of working and still feel that something is missing and you just get frustrated because you don't know what needs to be done to get rid of the feeling.
As a player, I expect a roguelike to have a linear "leveling" system. Where After sections of enemies, I get rewarded with upgrades, choices and etc, thats the gameplay loops' core. You NEED to feel awarded by getting through obstacles. Upgrades to the base attack damage? Effects for my weapons? A companion that helps me in some way? The possibilities are infinite, but they need to change my run in some way. If I want to make a run where I delete enemies with a single hit, it should be possible. Or if I want to play by attacking from a distance, it should be too.
Even if its not the intention to make a Roguelike anymore, this kind of content is always cool and very pleasing to have.
The game already looks awesome and I hope to see what will come in the future. The combat looks and feels good, just gotta fill it with options. Grapples? a skill that makes you shoot something and combo enemies? I hope you like the game the more you work with it, don't rush to make it feel perfect, just make it fun
This looks fun, even if it is “bad.”
Continue the good work!
This could easily be a great VR Game.
What I think is missing is a point system. Make a timer in between successful Strikes and a Multiplier with successful parry's.
Add some slow mo with kills.
Add a secondary camera that waits for a boss character to get within a certain distance of you. Then it turns on and looks towards the boss and zooms in while in slow mo. then turns off.
You even made it to a vertical slice stage. I haven't gone past prototype in a long time
I don't know if this is just a subjective feeling, but I feel the enemies constantly "moving into" the player is a bit of an issue. It's clunky to have enemies constantly moving into you, but it also alters the feeling of combat itself a little bit where it feels like you're moreso swatting at the enemies while cowering away, rather than engaging in combat. Maybe making enemies keep a more consistent distance from the player/making their distance changes more sequential would improve the flow? Implementing an "advantage" system where the actions the enemies take depend on an advantage value that gets altered by them being parried/blocked/hit or dishing out parries/blocks/hits might also make for a better flow of combat. Making the enemies move, reposition (also move back, mimicking the players instincts a bit more?), and respond to the players actions based on who has the current higher advantage value in combat.
Just spitballing really, it's overall a very impressive project and I hope you manage to make more progress on this!
Make enemies slicable! More armor gives them more hits they can take before being sliced. Would love to see parryable arrows and also making them bounce and hit nearby enemies within a certain radius! Same with shuriken. Enemies should try to gang up on you, make them collide with each other, also the player should collide with them. Maybe a bash system so you can push them away? Hope you like these ideas would love to see them in the game!
Gotta say, for me, I feel like your game looks good👍
personally i really like the gameplay, it reminds me of Wii Sports Resort - Swordplay Showdown
Think it looks really cool though. I smell something great in the future. Sometime.