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December 30, 2014, 11:17:11 AM
TIGSource ForumsFeedbackPlaytestingShin Samurai Jazz (Demo Version)
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Author Topic: Shin Samurai Jazz (Demo Version)  (Read 578 times)
blaze_epic
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« on: September 04, 2013, 03:43:18 AM »

Download the demo here:
http://www.indiedb.com/games/shin-samurai-jazz/downloads/shin-samurai-jazz-demo-version
(This demo is of a work-in-progress and does not reflect the quality of the final product.)




Shin Samurai Jazz is a platform-adventure game. It combines the likes of film noir and samurai cinema, presenting them with 8-bit graphics, an electro-jazz soundtrack, and a comic/manga-like style creating a unique atmosphere.

Unlike it's predecessor, samurai_jazz, Shin Samurai Jazz takes a more modern approach to 8-bit platforming with mechanics like double-jumping, wall-jumping, and mid-air dashing. The combat consists of hacking and slashing on land and in air with the ability to juggle enemies to overcome their unique attack patterns and strategic placements. While the adventure elements remain intact, the puzzles are more complex with varied level designs that make use of the game's mechanics with regenerating health and infinite continues implemented in a way that's both challenging and fair.

Here's a link to some rough, early gameplay footage:
http://www.indiedb.com/games/shin-samurai-jazz/videos/shin-samurai-jazz-early-gameplay-footage

Please do check it out and let me know what you think!

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gggfhfdh
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« Reply #1 on: September 04, 2013, 06:55:57 AM »

try to add some more emphasis to your animations, right now they're all suffering from an obvious fear of having to redraw every frame individually(which, you're not really sticking to 8bit sizing restrictions so you shouldn't have to worry about that in the first place) which is a problem you need to deal with as soon as you can because it gets harder to fix the more you let that go on

the physics are weird and.. really floaty. it looks like you just kind of fly everywhere in places when that's not really the case

and also probably animate some of the background npcs everything is really static right now idk
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blaze_epic
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« Reply #2 on: September 05, 2013, 02:47:15 AM »

Thank you for the feedback. I really do appreciate you checking the demo out and whatnot. The only thing is that the sprites are actually proportionate to those found in the NES Castlevania trilogy. The first and third titles are two of my favorite games of all time and I wanted to emulate the look of the sprites, sticking to the NES color palette and restrictions (3 colors per sprite, etc.). Also, the floaty physics are inspired by classic Wire Fu flicks. I'll work on the npcs, though...   
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