Great work! I almost gave up in the cave just before double jump, it was annoying to get to jump the gap in the first place and I didn’t have a good sense of enemy attack range. Flip side, the reflect worked great, that’s how I defeated the boss, very reliable! I would have liked some lighting, everything was just so flat color-wise. I think the size of this was just on the inside edge of me needing a map, so awesome work on that.
Play game
Legend of the Sword Man : Rising's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #11 | 3.337 | 3.500 |
| Metroidvania | #12 | 3.432 | 3.600 |
| Overall | #13 | 3.170 | 3.325 |
| Execution | #13 | 3.242 | 3.400 |
| Sensory | #23 | 2.670 | 2.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unreal Engine 5.4
Team/Developer
Kingpoki
External assets
All external assets are mentioned on the game page (only fully made code and map by my self, rest is all edited in some way however)
Reference info
alexander.sandberg.enskede@gmail.com
Comments
Loved the Samurai theme. Totally had an old school vibe of an old 2D game faking 3D.
The controller look was way too fast (especially up and down), and the mouse look was too slow IMO. And there was no way to attack with the controller. After I died to the speed demon soldiers a couple times I gave up because WASD hurts my wrist. I read in the comments there was boss music. I would've enjoyed a general soundtrack.
It was a solid game for what it was. Those graphics definitely brought back memories of other games.
First person samurai is a good concept. Had fun playing. Thanks for making this.
This was fun, it can be hard to make first person melee combat feel good but it works well here. I like the enemy's attacks, especially the ones that dash at you, having the option to dodge them or do the cooler thing and hit them while they're dashing is nice. The boss fight was a fun and tense battle as well.
During the platforming sections I kept jumping too late (skill issue), some coyote time would help make it feel more intuitive I think. Though I get why that might not have been high on your priority list, it's pretty minor all things considered.
Ebic, very fun little game
Fairly simple too tho, I don't have a lot to comment on. Aesthetics looks nice besides the AI generation, and the boss music was actually quite a bop too, but I'll have to take you some points out due to personal bickeries sowwy x)
(I mean I already do that to every game that uses external assets in general, but shhhhhh don't let them know it)
I loved how the music didn't stop when I died to the boss tho, that way I was always pumped up to get back to action. It's something small but it's something a lot of other games that gives you the chance for quick retries never do.
Something that felt a little cheap on the bossfight was how it gave me no time to react to fireballs at all if I was already too close to it when it began shooting, I think it would have been nice if it did a backdash to gain distance before doing that (it could do it for the dash attack too so you have more time to properly see the indication, and also, it would just make the whole fight coreography a little fancier in general). Also, when the boss shoot fireballs on the middle of a flip, their textures comes flipped too so sometimes they were super thin lol. (I do love the paper flipping tho, it never fails to be charming x3)
Also, there is a wall at some point in the map I didn't actually cross... It looked like it was set up to be aaccessed by some kind of wall jump or ledge grab ability, but I just got to the end without finding one. Maybe I missed something, but I can't tell.
Thank you so much for playing!
Yea the AI wasnt really something i wanted to use, but in the end that became easier "legaly" since i couldnt find images that were free and the ones i did find were on some sketchy site that just stole copyrighted images, And i didnt really have the time to create my own.
Really good idea with making the boss jump back before the different attacks, didnt think of that at all. I'll try implementing it if make a post jam update.
Im interested in this ledge you mention, where in the game was it? all places should be accessible with the double jump and dash.
Ahhhh, thats the spot i intendet for you to jump down to after you get the double jump, its straight to the left in the room where you get the double jump upgrade Probably should have made it more clear since the low res and post process can make it very hard to see where there are corridors/doors vs walls
Amazing game! I love the aesthetic and the art was BEAUTIFUL! The final boss was tough but entirely fair! I would love to see a full version of this game! As far as metroidvania goes, this game didn't quite get it but 5 stars for everything else!
lololol SamuraiVania. Great file name. 10/10.
Also a fan of the PS1 style environment. Good tutorial on jumping! I think a lot of people in jams try and throw lethality at you too fast, so this was welcome design. Your tutorializing in general was really good by unlocking a mechanic then immediately having an area you need to use it in.
It would make me feel really cool if fireballs didn't go through walls, so I can use superior positioning to destroy my enemies. How am I supposed to fight the dash dudes? I had to cheese it and get up on a box to not get ganked consistently. Do I sidestep them like the boss? Maybe it was just hard because there was three at once.
I also liked how your mechanics stacked for the boss. You used A-B enemy encounter design but to teach boss mechanics instead of introduce new enemies. Good stuff.
This game is solid! I really enjoyed it.
ah shit, thought i fixed the fireball through wall problem. Well thats what happens in jams i guess hahaha. The dashing enemies i think can be defeated by just going around in a circle, or if you are feeling extra samurai-y you can hit them mid dash to send them back. Anyways thank you so much for playing :D
I really like how crunchy the environment looks. The movement felt good, I enjoyed moving around the map once I had all the abilities. Using each enemy type as a mini-tutorial for the boss was a nice design touch as well. I did notice an issue with the boss however where his sprite seemed to get stuck spinning around. I think he got dizzy after I strafed him too many times. Overall, I thought this was pretty fun!
hahah yes ofc... he got dizzy, it is a feature....
No but thanks for playing, that bug was something i didnt have time to fix, it happens with the regular enemies to but its harder to notice because they have less hp. I think it has to do with the animation of them fliping and the squash and stretch when you hit them that interacts weirdly.
Design is tight and effective. Only obvious bug I found was the boss music continuing to play after dying. The pagoda png behind the door does a good job of making the player feel like there's a whole complex even though its just a hallway.
I successfully cleared the game, though there were many bugs like enemies spotting me from very far away. But when I entered the boss battle, I genuinely felt the pressure, and the map design was also quite good, worth learning from.
Can you explain how to play this game? I'm stuck in front of a big gate and don't know what to do.






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