Tower of the Flying Samurai
- Escape the encroaching lava
- Slash lanterns to gain height
- Collect rice baskets for extra score
Controls
- WASD
- Space: Jump / Air Jump
- Left Click: Horizontal Slash (Dashes Forward)
- Right Click: Vertical Slash (Jumps Up)
Project is in development and very open to discussion
This game was made in about ~36 hours, but I'm very proud of it. If there is enough interest, I will add some complexity, additional modes, and many more features to it and launch on Steam.
Leave comments & feature requests please!
Status | Released |
Platforms | HTML5, Windows |
Author | snarge |
Genre | Action |
Made with | Unity, Blender |
Tags | Arcade, First-Person, High Score, jumping, Score Attack, Singleplayer, Unity |
Average session | A few minutes |
Inputs | Keyboard, Mouse |
Download
Download NowName your own price
Click download now to get access to the following files:
totfs-windows.zip 27 MB
Version 6
Development log
- Multiplier, Score Tweaks, and WebGLFeb 22, 2020
- Quick Postmortem for a Quick GameFeb 19, 2020
Comments
Log in with itch.io to leave a comment.
Just saw this on your twitter bio, decided to try it out.
I love the concept, but had to put the pause at max to make any headway. Maybe I'm just not cut out for this game...
At first I expected to be able to target the rice baskets, but that didn't seem to work. I found actually moving through jumps / WASD kind of distracting... I just wanted to click slash anything and everything. Had a lot of trouble even making it to the platforms intentionally, even with the 1s timer.
I also wasn't sure what the difference was between horizontal and vertical slices, if there is one.
Not sure you're still working on this, but here's a couple of quick thoughts:
* Add a "Dog Ninja" mode with infinite pause
* Allow Lanterns to respawn over time (I ran out of the high lanterns)
* Make Lanterns more visible from the bottom / top (if them being hard to see wasn't intentional)
* Consider Targets that REQUIRE Vertical / Horizontal slices (wrong attack = health loss? temp loss of control?)
* Consider "Bonus" objects that go into a Fist of the North Star / Fruit Ninja button mash mode when hit and award points based on the number of slashes done during a time period
Anyway, I'm rambling at this point. I think it's cool though and has tons of potential! Could go any direction with it, really.
That's all great feedback. I think I got really happy and excited with the feeling I got from the game, but failed to convey clearly what is going on for the player. I think we call this "Too close to the game" syndrome.
I also really thought about fully converting it to no WASD. A touch or click based game where it was very action-y, fast strategy, but very simple controls. I think I kinda left as just an idea.
As it is, I call it complete, despite it's flaws. It was an exercise to get me back into a groove that I had been funked out of for a while. Not exactly a "game jam", but I did it with the intention of getting it done quickly.
However!
I've taken a lot of the pieces of it and been working with another former n-Spacer to create something new, but similar. It's pretty neat and will be a much more complete game.
Sounds exciting - started following you on here so maybe I won't miss the next big thing! Good luck!
Needs bonus point for really far targets hit. Think Peggle's "Longshot" award.
I like this a lot. I like Peggle a lot.