Shadow Samurai

Hello, I’m showcasing my game early-build, ShadowSamurai, WIP

web-player: ShadowSamurai
have fun

Its a Survival game, action oriented with a tactical mindset rendered in 2d, top down.
I´v streamlined the gameplay to the very basic showcasing a mini-game. You have three days (ingame time = 6mt) to kill as many enemies as you can.
Hopefully I can convince some of you to try it and post your thoughts and overall experience. Targeting PC, Mouse Keyboard required

using Unity Free +: Playmaker, 2DToolkit and 2DVolumetric Lights. It would be very hard to pull this off with other game engine besides Unity but it would be impossible without Playmaker ( not a single line of code has been butchered), Thanks.

PS: Hints/ Tips:
If you hit the left-Control your character will follow the cursor (always defaulting to walk);
Watch out for your stamina level, if it gets to zero you can only walk out of whatever situation you are (i.e won’t be able to use your weapon or run);
Refresh page to re-play;
Although the game world is virtually infinite, there is nothing to find out there so don’t wander off.

You really should write some game logic to end the game when the player dies .

That is a really beautiful art style !
The top down view with the limited cone of vision can take getting used to especially during combat.

I really liked the style and concept, but hated the controls with a passion. I think if anything make it more point and click and have basic keys for attacks. 1-2 should cycle between Katana and bow, and one button should control the attack for each. Would be nice to hold the arrow longer and see a distance marker increasing to show its range.

Thanks for your comments

yes, a proper ending is still missing.

The limited vision/ awareness circle is there to put some stress on the action, constraining the player understanding of the environment.
Its intended to be more dynamic, maybe should be larger in this default start state.

I´ve tried to streamline the control scheme as mush as I could, and that’s one thing i need to get right.
I’m not going for pure arcade, one button game. Wanted to enforce the player to plan ahead, scout, check the stamina, chose the weapon and how to use etc
Although in this limited present version it thus “ask” for and arcade hack and hack again game.

As for now you can move in 3 ways: by clicking; by keeping the mouse pressed ( Diablo style), or my preference click the left control and the character will just follow the cursor.
About the weapon keys: A swings the sword left and D swings Right, plus X to swing front, the same key to arm and release the arrow when the Bow is in use.
You can hold the arrow as long as you want by keeping the X key pressed, and yes the sights are lacking, i´m planning to shrink it as you move further away. At present the Bow as infinite range.

PS:
Hopefully i can make it less painful hellraizerhhh :slight_smile:

I just kept using the forward attack since the others didnt seem as they had a purpose. I didnt even notice the stamina :stuck_out_tongue: I guess I focused too much on the character and the enemies, I just swung to my hearts content trying to mow people down.

oh! i see the pain now.
The Front X sword move is the hardest to use, it requires special timing and the hit box is smaller. I rarely use it. Its meant to be a stronger blow required to be used on some enemy’s… that don’t exist yet)
A&D should get you till the end of day.

Nice graphics.but control :cry:
It’s hard to swing a sword and move in the same time.