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Samurai Action Platformer – Playtesting needed!

Crovaxus17

  • Posts: 65
Hello All!

This game used to be top-down RPG, but we have recently revived it as an action platformer / metroidvania type game. We are currently working on the controls for the player character, trying to get him to feel right. Please playtest this short demo (only a couple minutes, tops) and let us know what you think! The controls are:
Left and Right Arrow Keys = run left and right
[Z]/Up Arrow = Jump, Air Jump, Wall Jump
Down Arrow = Duck and Slide
[X] = attack (combos up to 3 times)
Press and Hold [X] to charge up a power attack

All the assets are stand-ins except for the main character, who has more polished artwork, so you can get a sense for the intended style of the rest of the animations and assets. Detailed feedback welcome!

*****UPDATE – New Version!*****
http://www.stencyl.com/game/play/38171

Cheers!

« Last Edit: January 08, 2018, 01:43:55 pm by Crovaxus17 »

traibergen

  • Posts: 1
I really enjoy the art style and the music!

RosalinaGalaxer

  • Posts: 67
This game has a lot of promise!

Some things that could use some polishing:

The charge attack should be easier to use, e.g. In Zelda, if you start charging a spin-attack, you can still move, just a lot more slowly. Though, this is just personal opinion.

The font for the amount of candy bars(?) is a bit glitched.

You should make it so the player can't leave the screen, or put tiles off screen to stop certain things from happening. To see what I mean, go to the top (where the charge-attack blocks are) and jump up and hold right. If the player doesn't come back down, Press left and right a whole bunch, and the player will fall down into the tiles.

I'm assuming that there's going to be a tutorial of some sort in the future.

Otherwise, this game looks like it could be something very cool.
There we go...

Crovaxus17

  • Posts: 65
Thanks for the feedback! Every bit helps.

Cheers!

ViniciusAlves

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  • Posts: 24
I enjoyed the demo and would like to give yousome feedback:

The first enemy attack is faster than our basic combo, that seems really odd if you don't have an evade button or a parry button;
The slide animation should be different from the regular animation;
You can't control the player's direction after a wall jump and it feels odd.

Keep up the good work :)

Crovaxus17

  • Posts: 65
@ViniciusAlves

Thanks for the feedback. I think we fixed the wall jump problem, and we made the enemy attacks more avoidable. There is now a better tell before they attack, plus the attacks can be interrupted.

Crovaxus17

  • Posts: 65
Hey all, we added in some new assets, so the game feels a lot closer to the final product we are aiming at (though we have a long way to go: still mostly stand-ins and works in progress, just slightly more polished). And we are still looking for feedback on the feel of the main character and the gameplay loops. Cheers!

http://www.stencyl.com/game/play/38171

RosalinaGalaxer

  • Posts: 67
You can duck in the air. Not sure if this is intentional.

Personally, I feel like the combat is kind of blasé. If you just mash X, you win. The game's just in the beginning stages though, so I'm not super worried about it yet.

Also, I certainly hope that's not the final background.
There we go...

Crovaxus17

  • Posts: 65
@RosalinaGalaxer
Lol, no the background is a stand-in, as is everything else, except for the main character who is a lot closer the final version.

And the combat does need work. In particular, the actual combat  challenges need to be more interesting. The enemies in the demo are just meant to be a really simple version to test out the basic mechanics. Our current plan is to make combat challenges composed of different elements: for example, a basic melee enemy (like the ones in the demo) should be really easy to beat, but fighting multiple enemies, some ranged some melee would be more interesting and challenging.

And you're right, you probably shouldn't be able to duck mid-air. Thanks for the feedback!

merrak

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  • Posts: 1687
I really liked the background track and the atmosphere you've set up so far. I'm interested in seeing how that fleshes out when the final graphics are put in.

Gameplay was kinda 'meh' to be honest, but I can't think of anything to suggest that you aren't already aware of. I like the ideas you mentioned, so I think the gameplay will be much better once you get those in.

Looking forward to seeing more at this develops. :)

Crovaxus17

  • Posts: 65
@merrak
Thanks for trying it out. And yeah, we are trying now to envision ways to make the gameplay really stand out and match the mood in an interesting way.

Crovaxus17

  • Posts: 65
Okay, so I kind of want to put all our cards on the table. Here are our current ideas that probably would benefit from suggestions and feedback:
1) Multiple versions of the shade enemy, like I mentioned above, that could be combined in different ways and with different environments for unique combat challenges: e.g. short range melee (like the one in the demo), long range melee (maybe with a spear or something), and ranged (with a bow and arrow, perhaps).
2) As an alternative to (1), maybe make the shades more like bosses, so each type would have some unique special power(s) that are hard to avoid to make the fight difficult and interesting; plus, the enemies would get a lot more hit points, and each one would have a particular environment suited to the way it fights (e.g. a foe with several ranged attacks might be in a level with lots of platforms at different heights and maybe some pits to fall into).
3) Adding elements like movable blocks so the player has to solve little puzzles to progress through levels that don't have enemies to fight; we could really use suggestions for more puzzle elements if we are going to go this route; so far we have in mind the destructible blocks, little tunnels to slide through, switches to hit that open doors and activate moving platforms, and large movable blocks; we really want ideas for things that the player can interact with using the abilities he already has, like the sword, the power attack, the wall jump, slide, etc. Ideally these elements would be things that could be combined in lots of different ways to make lots of different puzzles. Any ideas?
4) Ideas for environmental hazards that fit the samurai / Shinto theme of the game (the rough idea as of now is that the enemies are corrupted earth spirits, or maybe the twisted spirits of fallen warriors). The problem we have with this is that plenty of ideas for hazards present themselves, but we are not sure how to make them _feel_ right and be more than just obligatory platformer obstacles.

Thanks, Stencylers!