Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

7 Second Samurai - Jam VersionView game page

7 seconds is all you have... or is it? Break time and fight your personal bests in a fast paced FPS time attack.
Submitted by kealsoft, sakiskid — 13 hours, 18 minutes before the deadline
Add to collection

Play game

7 Second Samurai - Jam Version's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#12953.4853.485
Enjoyment#19213.5153.515
Creativity#22173.7583.758
Artwork#42253.1523.152
Narrative#61942.1522.152

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You only have 7 seconds to eliminate your targets, but by chaining combos you may stop the countdown briefly, or even reverse it altogether with the legendary hyper-shuriken.

(Optional) Please credit all assets you've used
See description for full credits

(Optional) What would you like to be called if GMTK features your game?
kealsoft & sakiskid

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 27 to 21 of 27 · Next page · Last page
Submitted(+2)

This might not be my preferred game but there are some good points:

1) Great concept delivery of having a very limited time that really pushes the use of the hyper shuriken. I imagine time as a common interpretation of the theme (didn't play much games as time of this writing) but this is a good use of it.

2) I'm going to commentate from the perspective of a beat-em-up/stylish combat enjoyer here: I feel like the hitbox of the hyper shuriken is not that intuitive especially when trying to chain multiple hits. Having to move towards the shuriken moves away some of my expectations going into this.

I imagine if the shuriken slightly moves towards the player, and if it doesn't fly as high vertically (if it arcs lower), and have a more forgiving hitbox (if you are inside the shuriken), it would make it so that the player was able to focus on aiming where the shuriken will go, rather than trying to position themselves better.

Otherwise, great concept delivery, but the actual gameplay itself can be hard to swallow for me. 


Developer

I really appreciate the detailed feedback here - great point about the hitbox on the shuriken. I wish I had set aside a few more hours to figure out exactly how I'd like to make it more accessible, and that's most likely the way I'm going to tackle it moving forward (bigger hitbox, less focusing on positioning). I'm trying to raise the skill floor without lowering the skill ceiling and I think this is the way to do it. Thanks! :)

Submitted(+1)

Well done movement and nice artstyle!  You should try to develop this further after the event, when you have more time :D

Developer

Appreciate your words, we are definitely considering continuing this!

Submitted(+1)

This remind me of ghostrunner. The movement is very smooth and i like the shuriken mechanic.
Great work.

Developer

Thank you!

(+1)

Loved the game, so creative and fast paced.  Would love to play a longer version some day. I can't wait to see what it could become with more time to work on it. :) 

Developer

Thank you!!

Submitted(+1)

Looks like nobody posted a video of their best times in the tutorial levels. Hopefully the video I posted should get me on the leaderboards, and help give you a better idea of the issues with this game.

I'm able to hit the shuriken to stop time but then... where did the shuriken go? I eventually was able to chase after the shuriken to hit it a second time, but I certainly couldn't aim it precisely enough to do that AND beat enemies in multiple different directions...

The concept of stopping a countdown with your shuriken was very creative, though!

Developer(+1)

Hi :) Thank you so much for taking the time to write this and even record the gameplay, that's huge for us and gives us a lot of info to work with. I will be sure to add you to the leaderboards tomorrow!

Developer(+1)

Yeah, thank you for playing and giving us feedback! There is a lot of tweaking we'd like to do to make many mechanics (the shuriken in particular) more intuitive.

I've just added your times to the leaderboard!

Submitted(+1)

Combat felt good, feel like death animations could be nice though, as the enemies just disappearing felt a bit dissatisfying.

Developer

Thanks so much for the review! I totally agree and we will add something like that soon :)

Submitted(+1)

I did really like the melee fighting, it was pretty fun to play. Very hotline-miami esque almost. I think there for sure needed some more juice here, particles and more sound effects would go a long way. It also could use a bit of polish to make some things require less precision. The ranged attack was frustrating to use at times. Overall, great work, and a very impressive entry for a jam. 

Developer (1 edit)

Glad you enjoyed it and thanks for the review! :) I definitely agree that currently the shuriken needs the most polish, our most consistent feedback is that the shuriken is difficult to use. 

Is there anything you had in mind for some things requiring less precision? (the shuriken shooting at enemies, hitting the shuriken, etc). Right now we have aim assist on the shuriken but it may need to be increased, or have an option to toggle it.

Submitted (1 edit) (+1)

Yeah, both shooting and hitting the shuriken. I also felt throwing the shuriken was very slow, it didn't feel satisfying. I spent time lining up my shots which I don't think is how the game was meant to be played. Wall jumping also disoriented me a couple of times. Maybe use Ultrakill as inspiration? They have a mechanic where you can shoot coins you throw in the air that reminds me of your shuriken mechanics. 

Viewing comments 27 to 21 of 27 · Next page · Last page