NIce player movement and very fun to move around. Coherent style and good animations. I would play a longer version with enemies.
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Ronin Around's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I would buy a longer/commercial version of this game | #14 | 2.861 | 2.929 |
| I appreciate the art/visual style | #16 | 4.048 | 4.143 |
| Overall | #25 | 3.330 | 3.408 |
| I appreciate the sound design and/or music | #26 | 3.420 | 3.500 |
| I appreciate the mood/atmosphere | #27 | 3.582 | 3.667 |
| I find this game's challenge/puzzles interesting or compelling | #29 | 2.885 | 2.952 |
| I appreciate the game-feel (responsiveness of interactions) | #34 | 3.140 | 3.214 |
| This game was intuitive and self-explanatory | #48 | 3.373 | 3.452 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
Collab Jam 26
The Team
Joshua Zeltman - Generalist, Level Design, VFX, Code
Tony Carter - Art, Animation, VFX
Max Newton - Audio, Scope crusher
David Hicks - Programming
Other Credits
Synty Samurai Empire - https://syntystore.com/products/polygon-samurai-empire
LitMotion - https://github.com/annulusgames/LitMotion
FMOD - https://www.fmod.com/
RealToon - https://mjqstudioworks.weebly.com/projects.html
SceneReference - https://github.com/starikcetin/Eflatun.SceneReference
Spline Mesher | Pro - https://staggart.xyz/support/documentation/spline-mesher-pro
Screenspace VFX - Screenspace VFX | Spells | Unity Asset Store
Comments
Unfortunately I can't rate this one as it was lagging too much and stuttering a lot so I couldn't really play. Seemed like it could be quite cool though.
Edit: Managed to sort that issue and played through it. FOV felt very low for me but rocket jumping was quite satisfying. I did notice a strange bug where there was limited rotation of about 540 degrees
The scope of this was really impressive! As someone who isn’t used to first-person platformers I really struggled with the controls, but it was still fun and immersive enough that I made it to the end. Thanks for making it possible to just side-step most of the traps in the last section :)
I don’t like having the rocket jump as such a central mechanic because it feels clunky to use, and you have to constantly look at the floor to trigger it. I would probably experiment with having a dedicated button/action for it.
In some of the vertical sections it wasn’t clear where to go after you died, because the paths are often indicated by coins which are now gone.
Thanks for playing and for your feedback! After playing I also thought it might be nice to have a down + rmb as a way to do a rocket jump. i'm also someone not used to playing FPS games, so lots of mouse dexterity was tough for me and I also ended up looking at the ground a lot. Glad you found the 'cheat' area at the end :)
Hard to master the rocket jump, and it wasn't self explanatory during the tutorial. Otherwise pretty fun and cool!
Quite an ambitious project for a game jam! I really enjoyed the movement, and I like that it felt like there were a lot of options at my disposal when getting around objects. At first I couldn't tell what I needed to do at the point in the tutorial where you're taught about rocket jumping, until I read the words "rocket jump" in the description, so maybe there's a better way to indicate that. I also felt the rocket jumping was a little awkward at first, but once I got it down it felt great, and it was fun using it to zoom through the maps (though I did feel it trivialized some of the obstacles). Great job!
I really liked the visual style for only 2 weeks! Performance was quiet laggy in browser, but I managed to finish the levels. Controls and objectives were clear due to levelbuilding and the coins showing the path to go. Only Issue I had was with the Jump + RMB. I had to try like 10 times to pull it of, I still don't really know how to excactly pull the jump off? Do you need to RMB while landing, press both at the same time? Idk. Overall fun little game for only 2 weeks. Gratulations for the project.
You jump whilst looking at the ground and whilst 'ascending' in the jump.. You release the 'shoot fireball' button.
The explosive force of the fireball + the upwards jump momentum is combined and you go further.. That's the 'theory' anyway.
It's kinda channeling an oldschool thing from the 90's / boomer shooters / 'quake' / unreal tournament ... it's basically 'rocket jumping'..
It's much easier to get a 'feel' for it, if your performance is good lol. (and even then, it can bug out on occasion in some areas.. So it may not be you )
Thanks for your kind words though :)
Really cool, and visually impressive for a 2-weeker. Clear objectives, clear controls, and fun movement (something rarely said even about AAA games). My clunker of a laptop struggled with it, but it's visually pretty, really well tutorialised, and satisfying to interact with.
Thanks for the kind words.
-its a shame the performance wasn't great, we did spend a lot of time rebuilding and trying to optimize it for web lol...
We know about the stuttering sound when switching levels and there is a few stutters on the first level, when you turn towards the 'main level'.
Other than that.. performance seemed to 'settle' for us?
Was the performance bad throughout your entire playthrough for you?
Appreciate that you enjoyed it, thanks for the kind words :D -and thanks for taking the time to give the feedback, it is helpful. Sadly there was little else we could do in the time to increase the web performance, but the desktop build does run better thankfully. (cant add that until the jam is closed though -when we do, it will be much improved)
(If you do upload a video, please include any information about your system specs-and what browser you are using -it will be watched, cheers)
Very pretty game. Sadly, I couldn't make it out of the tutorial area. The intermittent stutters, and the stutter whenever I used either the blade or magic attack made things difficult on their own. But I also had a bug of some sort where moving forward also moved me consistently to the right.
I was completely unable to time the katana strike, and had a lot of difficulty making it over the swordstrike pit, and though I could tell it was a rocket jump setup, I was completely unable to proc anything that resembled one.
I gave it a solid ten minutes of attempts before I decided that whatever game was locked behind the tutorial, wasn't going to be fun for me with that level of consistency regardless.
Graphically, it was really cool. Levels felt very thematic and distinct. Great use of assets.
As far as being self-explanatory, I had a lot of trouble rocket-jumping. I actually didn't really know what to do at the rocket-jump tutorial, until I saw the words "rocket-jump" in the game's description. Once I got it, it was super fun. I didn't use the katana much, other than to save myself from a few bad jumps. I think the whole game is playable without the katana. Would've liked to see more interactions with the katana and rocket jump, and maybe some destructible walls! Those were fun to destroy in level 1.
Also, I was able to cheese level 3's "death tunnel" by rocket jumping over it. Which is great, because otherwise there's no way I was making it through there.
I did have some freezes and a weird.. shiny graphical bug in level 2? But I believe that is due to the web version, and they were minor issues overall.
This was a fun one! The starting area was a really good way to teach the mechanics, because you pretty much have to do the thing before the game lets you move on. The fire jump was probably the one part that still took me a bit to get, and I’m not sure how obvious it would be to someone who has never heard of rocket jumping before.
Once I got it though, the platforming felt good. I liked that there were optional paths too. Being able to recover from mistakes also helped a lot. It made me more willing to try stuff instead of feeling like every missed jump was going to ruin the run.
Only a couple things really stuck out. I did not notice the dark timer at the bottom until near the end of my second playthrough, and when I let it run out, it looked like it just reset? I also hit replay after beating the level, and the coins I had already collected did not seem to come back.
The music was great, especially the transition from the tutorial area into the main part. The style/gameplay/music all fit together well. Just needs a little more cleanup in spots, but this was a good time.
Edit: After learning that WSAD keys are in fact allowed, I have struck my comments from the record.
Loved the art and gameplay but this game broke the rules
PROS
- Love the art style so kudos to Synty for the polygons.
- Sound and music was enjoyable.
- Level design was mostly good but had some minor issues.
CONS
Game broke the rules by putting the WSAD text in the beginning of the game.- The sword dash felt too laggy, like it had a 0.5 second wind up before the dash executed.
- If there was a reload timer or mechanics to tell the Player they had to tactically time their engagement I would be less judgemental.
- Fireball was cool but didn't have a purpose.
- The sprint, jump and dash attack was not enough to get me the height I needed to get up on the castle. Spent about 5 minutes trying different movement methods based on what I had learned earlier. In the end had to rely on "wall jumping"; see #5.
- I learned on accident you could wall jump; not sure if that was intentional or if I skipped a tutorial. That had to carry me through the rest of the game.
FEEDBACK
- This game feels like it should have been "Ninja" based due to the movement, attacks, fireball jutsu and wall jumping.
- Putting enemies and puzzles in the game to utilize the attacks and fireball magic would give the game more "life".
- Example: Lighting ropes on fire to drop pathways or lighting torches to unlock doors/pathways would have given the fireball purpose.
Need better UI for Skill Resource Management. Example: show a charge meter/reload UI for the Dash Attack.
Make the Dash Attack instantaneous to help the Player maintain speed while in the air.
Overall
If the game didn't break the rules I would have placed this higher. Besides that it's fun once you get the hang of it and it has alot of potential for an FPS Ninja Simulator type game; it could fall in the same category as "Thief" or "Dishonored" for action stealth FPS.
Fundamentally the core of the game is strong. With more content, abilities and a story line it has potential. Minus the rule breaking, the team did a good job overall.
Cool game I like the vibe but I did find the controls a bit tough I wonder if instead of having to jump then shoot if we could just shot at the floor if that would have been better
For me the game is freezing so badly Im using a macbook pro w m3 pro processor and tried Opera GX and Firefox dev edition both freezing
Great little game, perfect for the theme of the jam. The art and sound were exceptional, and the controls were easy to pickup.
One balance note, I felt like I could really abuse the fire jump to avoid most obstacles or challenging platform sections. I would have liked to see the fire jump limited via cooldown, charges etc
This is really well-polished and the art and sound design come together nicely. The mechanics are explained and tutorialized in a nice way, and the environments feel engaging.
I think this has the potential to be really fun and would maybe work really well for someone better at this kind of game than I am - though I can't entirely tell if it's me or if the controls are a _bit_ clunky - I feel that sometimes being killed by a waterfall at the edge of a platform you're supposed to be on can be a bit punishing, and sometimes felt like a jump I thought should register didn't - maybe for lack of enough coyote timing.
By far the mechanic I struggled with the most was the shoot-jump with space and right mouse. I could not consistently get that to work at all, so maybe I was missing the exact sequence required here, but wish some of the button combinations had been a bit more generous with me. I tried to get past the waterfall section many times but ultimately couldn't hack it without getting frustrated because when I thought I'd be doing a high jump I'd instead get nothing to work and landed in the water too many times.





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