I'm amazed by the complexity of your game. Enemy AI, amount of weapons and items, character movement options and different attacks, you even have voice acting! I accidentally killed one woman and one of the targets found her, kneeled down and apologized her he couldn't save her.
I like the level, I'd say it has a natural flow - front heavily guarded, possibility to sneak from the back, first target can be killed pretty easily once you know where pathfinding's gonna lead him. Sumo dude can be killed stealthly pretty easily too (but entering the water should alarm him I guess?). Ninja target surprised me, I attacked him from stealth (invisibility charm) and he managed to execute ninjutsu with a piece of wood anyway? It's kinda fun but maybe giving a different feedback after attacking him would be better. I felt like I had to kill him twice.
Another great plus is interactivity. Breaking windows, destroying vases, items that can be found in different rooms. They could use of furniture though, plenty of rooms are empty.
Now for the balance - I abused front roll as that's the fastest and stealthiest way to traverse level. I think it kinda breaks the game, but then again running on the wooden panels sounds pretty loud and enemies definitely can hear it. Walking crouched though is pretty slow. It's a trope in stealth games that crouched = silent, but I'd expect that a thin woman trained in the ninja ways can move silently while walking or running.
Pathfinding could also use some work. I had enemies stuck on their way wiggling awkwardly, probably when moving from ground to wooden floor. Their return to relaxed state after finding assassinated colleague also isn't natural. Maybe they could alert their friends? Maybe they even do that in certain circumstances but that never happened to me. They do alert them when they see me though.
What your game really needs is UI or any HUD interface. I very much like 3D models, environments and the like but having just simple descriptions for picking up items in default font kinda disappoints. When everything looks that good but there's no eyecandy for your health, items or just better font then it just sticks out.
I can jump and do a sommersault but I can't attack with a katana when doing that? You have to do it. It's the pinnacle of extra juice.
I had enemy below me once but there was no instakill and jumping down with weapon executed frontkick too.
I went to the level emptyhanded and even though it wan't a big deal I find it strange that you would go for an assassination mission without any equipment. It could be added as an achievement of some sorts and I believe that the game can be adjusted to have multiple different objectives on the same levels (like in MGS V) so you could expand the game significantly without the need to be in the level mines creating content too much.
Also first time I used my laptop to play it and every 5 seconds or so I had a freeze, like some big chunk of logic had to be calculated. It didn't happen on my PC but it's on the highher end so...
Also I felt down through the level once. I went into the river and then bye bye level, BUT it was at the time I found the debug options for increasing the speed of your character, so maybe I just was moving too fast and collision didn't catch me in time.
Long story short - I love it, it's pure joy to play and with a little bit of polish it's gonna be a true gem.
i'm not great at in depth analysis but i liked this one a lot, my favorite DD 61 game. i like how many actions can be chained into each other and the overall level of interactivity and attention to detail is very impressive. i agree with other posters block being bound to B wasn't great for mouse and keyboard and had some initial difficulty reading the controls screen.
Played on controller because I saw block being bound to "B" on keyboard and that's just silly. Some button combos are clunky like holding the weapon select wheel and then holding the analog stick and towards what you want to drop and pressing B. Maybe when wheel shouldn't reset if the analog stick is at rest. Objects could use a highlight when you're about to interact with them.
Got very unlucky at the very end as I stealth killed the last target (for the second time) but accidentally crouched when trying to run away. maybe crouch should have its own button instead of being bound to pressing the left analog.
It's kinda odd how I stabbed the ninja master and then they went back to patrolling in their room instead of having some alternate behavior when aggroed.
Very cool overall, love the characters and how things interact with each other. The level could have used some bananas for healing and I think it would be nice if you tossing enemies through a window made glass stick to them like an arrow.
I noticed sometimes enemies freeze mid-animation in the distance idk if it's some optimization thing that freezes them if you're too far but it was noticeable. One of the yari guards fell through the map at this spot after a throw:
The core gameplay is damn fun, combat is good enough that 1 on 1 duels are doable while being difficult enough that fighting groups of enemies in melee is discouraged.
I had a blast with it, I'll try beating the level properly later.
NEW MAP, WOOOOO love the kung fu after i died, the camera controls still work, which makes navigating the death screen menu confusing. i look forward to playing more, i REALLY like your game.
I got stuck with the pause menu that I couldn't use, and the options menu wasn't in the main menu. The gold of trick of dodging backwards and attacking forwards worked on most enemies. They blocked, but repositioning made them easier targets with running in circles. I like the graphics. I played with keyboard and mouse for a bit. I think there needs to be reminders of combos. Not sure on the hardware requirements, but I have 60+ FPS for most of the game unless I am moving the camera, then it goes down until it stops changing. Will be interesting where this goes, since there is a lot done well here so far.
Was extremely fun, controls nicely and the environments are also immersive, especially the cicadas. The AI is a bit dumb and I wasn't able to pick new arrows from a KOed archer but other than that I love it.
Really fun to figure out. The inputs are a bit too complex to remember all of them at once, so I think having some kind of contextual HUD to show what actions you can perform in each state would be good. Targets are very easily identifiable as important people with their unique models, but I do wish I had some idea of what I was looking for at the start of the mission.
Game looks good, has a solid aesthetic and feel to it. Combat is hard but fun on M+KB, but I’d assume that’s expected. Once I figured out the drop kick went through blocks I felt like I could take most in a 1v1. Executes were very satisfying. The destructible environments are really nice, also the effects of stuff like water getting bloody and such.
My main complaint about the stealth was it’s hard to know when you are making enough noise to alert guards, or if you are in their visual range. Also, I ended up with tons of enemies in one spot, which I could never defe
Gameplay is super solid, just wish I had more background info on targets and my players goals. But I’d assume that’s all planned.
Comments
I'm amazed by the complexity of your game. Enemy AI, amount of weapons and items, character movement options and different attacks, you even have voice acting! I accidentally killed one woman and one of the targets found her, kneeled down and apologized her he couldn't save her.
I like the level, I'd say it has a natural flow - front heavily guarded, possibility to sneak from the back, first target can be killed pretty easily once you know where pathfinding's gonna lead him. Sumo dude can be killed stealthly pretty easily too (but entering the water should alarm him I guess?). Ninja target surprised me, I attacked him from stealth (invisibility charm) and he managed to execute ninjutsu with a piece of wood anyway? It's kinda fun but maybe giving a different feedback after attacking him would be better. I felt like I had to kill him twice.
Another great plus is interactivity. Breaking windows, destroying vases, items that can be found in different rooms. They could use of furniture though, plenty of rooms are empty.
Now for the balance - I abused front roll as that's the fastest and stealthiest way to traverse level. I think it kinda breaks the game, but then again running on the wooden panels sounds pretty loud and enemies definitely can hear it. Walking crouched though is pretty slow. It's a trope in stealth games that crouched = silent, but I'd expect that a thin woman trained in the ninja ways can move silently while walking or running.
Pathfinding could also use some work. I had enemies stuck on their way wiggling awkwardly, probably when moving from ground to wooden floor. Their return to relaxed state after finding assassinated colleague also isn't natural. Maybe they could alert their friends? Maybe they even do that in certain circumstances but that never happened to me. They do alert them when they see me though.
What your game really needs is UI or any HUD interface. I very much like 3D models, environments and the like but having just simple descriptions for picking up items in default font kinda disappoints. When everything looks that good but there's no eyecandy for your health, items or just better font then it just sticks out.
I can jump and do a sommersault but I can't attack with a katana when doing that? You have to do it. It's the pinnacle of extra juice.
I had enemy below me once but there was no instakill and jumping down with weapon executed frontkick too.
I went to the level emptyhanded and even though it wan't a big deal I find it strange that you would go for an assassination mission without any equipment. It could be added as an achievement of some sorts and I believe that the game can be adjusted to have multiple different objectives on the same levels (like in MGS V) so you could expand the game significantly without the need to be in the level mines creating content too much.
Also first time I used my laptop to play it and every 5 seconds or so I had a freeze, like some big chunk of logic had to be calculated. It didn't happen on my PC but it's on the highher end so...
Also I felt down through the level once. I went into the river and then bye bye level, BUT it was at the time I found the debug options for increasing the speed of your character, so maybe I just was moving too fast and collision didn't catch me in time.
Long story short - I love it, it's pure joy to play and with a little bit of polish it's gonna be a true gem.
Unplayable in my shit computer 4 gb ram, i3 7th gen dual core, no GPU.
10 FPS.
https://drive.google.com/file/d/1G26bwsUSkq34Y4tKSYrHjb-GwboK5Fgw/view?usp=shari...
Definitely the highlight of DD, nice work. Here's my playthrough. (Will delete after a week)
holy shit thanks for recording I was starting to panic about having to ask for some
i'm not great at in depth analysis but i liked this one a lot, my favorite DD 61 game. i like how many actions can be chained into each other and the overall level of interactivity and attention to detail is very impressive. i agree with other posters block being bound to B wasn't great for mouse and keyboard and had some initial difficulty reading the controls screen.
Very nice.
Played on controller because I saw block being bound to "B" on keyboard and that's just silly.
Some button combos are clunky like holding the weapon select wheel and then holding the analog stick and towards what you want to drop and pressing B. Maybe when wheel shouldn't reset if the analog stick is at rest.
Objects could use a highlight when you're about to interact with them.
Got very unlucky at the very end as I stealth killed the last target (for the second time) but accidentally crouched when trying to run away. maybe crouch should have its own button instead of being bound to pressing the left analog.
It's kinda odd how I stabbed the ninja master and then they went back to patrolling in their room instead of having some alternate behavior when aggroed.
Very cool overall, love the characters and how things interact with each other.
The level could have used some bananas for healing and I think it would be nice if you tossing enemies through a window made glass stick to them like an arrow.
I noticed sometimes enemies freeze mid-animation in the distance idk if it's some optimization thing that freezes them if you're too far but it was noticeable.

One of the yari guards fell through the map at this spot after a throw:
The core gameplay is damn fun, combat is good enough that 1 on 1 duels are doable while being difficult enough that fighting groups of enemies in melee is discouraged.
I had a blast with it, I'll try beating the level properly later.
NEW MAP, WOOOOO
love the kung fu
after i died, the camera controls still work, which makes navigating the death screen menu confusing.
i look forward to playing more, i REALLY like your game.
I got stuck with the pause menu that I couldn't use, and the options menu wasn't in the main menu. The gold of trick of dodging backwards and attacking forwards worked on most enemies. They blocked, but repositioning made them easier targets with running in circles. I like the graphics. I played with keyboard and mouse for a bit. I think there needs to be reminders of combos. Not sure on the hardware requirements, but I have 60+ FPS for most of the game unless I am moving the camera, then it goes down until it stops changing. Will be interesting where this goes, since there is a lot done well here so far.
Was extremely fun, controls nicely and the environments are also immersive, especially the cicadas. The AI is a bit dumb and I wasn't able to pick new arrows from a KOed archer but other than that I love it.
Really fun to figure out. The inputs are a bit too complex to remember all of them at once, so I think having some kind of contextual HUD to show what actions you can perform in each state would be good. Targets are very easily identifiable as important people with their unique models, but I do wish I had some idea of what I was looking for at the start of the mission.
Played on M+KB.
Game looks good, has a solid aesthetic and feel to it. Combat is hard but fun on M+KB, but I’d assume that’s expected. Once I figured out the drop kick went through blocks I felt like I could take most in a 1v1. Executes were very satisfying. The destructible environments are really nice, also the effects of stuff like water getting bloody and such.
My main complaint about the stealth was it’s hard to know when you are making enough noise to alert guards, or if you are in their visual range. Also, I ended up with tons of enemies in one spot, which I could never defe
Gameplay is super solid, just wish I had more background info on targets and my players goals. But I’d assume that’s all planned.
Bugs/Issues:
Escape doesn’t release mouse pointer
Can get stuck in block if you alt+tab