I really liked building a weapon and then being able to use it as a weapon. I couldn't figure out the torches however. once it went out i just ran around in the dark.
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AI Tools Used
Claude Code (Claude Opus), running as three coordinating agents (two building, one shaping the work with me), wrote all the code, authored every object as text-grid "material code" that drives the physics, built the sound synthesizer, and drafted the Japanese; Grok Build (xAI) wrote a few last-day fixes from Claude's briefs, each reviewed by Claude before merging, and Grok Imagine made the cover; no AI runs in the gameplay itself, and I designed it, wrote the story, and play-tuned everything by hand.
Comments
This was really cool, extremely in depth! I liked the combat a lot. I figured out at some point that I could strap two pieces of timber together and destroy everything else in the game with my wooden buster sword lol
Really interesting project! I genuinely enjoyed the concept, especially the weapon crafting system. Being able to collect different parts from the ground and assemble them however you want in the editor is such a cool mechanic! I also really like how the individual pixels reflect the condition of each piece, whether it's damaged or intact. The fact that you can then use your creations both to fight enemies and overcome obstacles makes the whole system even more interesting.
My main criticism would be the overall pacing. The game feels quite slow at times, especially during the longer sections where you're mostly just walking around. I think speeding things up a little would make the experience much more engaging. I'd also suggest making the inventory closing button more intuitive, as I found it a bit awkward to use.
That being said, I think this is a genuinely creative concept with a lot of potential. You can definitely tell there's a lot of work behind it, and the crafting system alone makes it stand out. With some polishing to the pacing and controls, I think this could become something really special. Great work, and I'd love to see how this project evolves!
Thank you! Yes, pacing I know is a core issue. I've experimented with multiple pacing options. Usually increasing how fast the day/night cycle is. The current iteration is well less than half the original design (the goal of which was to get the player to encounter at least part of a night out in the open between safe spots). But, I can see it needs to be sped up even more. It is a tricky system because the player can advance the clock with the campfires, and different players will play different sections faster or slower than others. I was worried that the game would be too difficult, so I kept the current system so that the day would be long enough for a player to do a little crafting and puzzling how to get past some obstacles before encountering the night with its waves of attackers. I wanted the player to be seeing the sinking sun and to be preparing themselves (torches ready, weapons prepared, trying to decide if they are going to hunker down where they are, maybe build a bonfire or two, or if they will make a desperate charge for the next refuge). The original design of the pass was non-linear with branching paths, so the player would have the opportunity to do more rewarding exploring (a tree to chop down here, a hot spring here, a hidden weapon or two there), but I ran out of time and kept it linear, and so yeah, it is unfortunate since you spend a few minutes walking through the day just walking to the right with the occasional obstacle and the game needs more. The best solution for now is probably just shortening the day/night cycle a bit again.
Thanks for playing, yes, I plan to continue this project to hopefully get it to where I originally envisioned: an open world story mode where you explore, gather, craft, and challenge foes. Plus, Smash Bros style local/online multiplayer with "weapon crafting" between rounds.
Very interesting. But nothing is clear. The music is great, the atmosphere, the torch. But I've reached the fence and I'm stuck and I don't know what to do next.
Thanks, that is helpful feedback! I realize the palisade hint and the axe sitting there (especially in the dark) would be confusing for many players. But, the idea is that you have to chop down the barrier much like you would an enemy by equipping the axe. Or, any weapon (even a hand crafted one) will probably be enough to get through it eventually, but the axe is the fastest, should only take a 2-4 solid swings. I'm going to add a few more tutorial hints to help clear this up.
Ahhh I know you, I played your Ikuta '73 and loved it, I actually have it saved as a favorite. I played your other Bokken game in another jam, I don't know if you remember but I didn't like it. At that time I only played it on mobile, this time i played your new Bokken on the PC and I still have much of the same issues. I don't really understand how I'm supposed to interact with the world. I got to the second fire and died cause I couldn't figure out how to rub sticks together. I like the concept and see the vision.
Thanks, that is helpful feedback. I think one of the issues is Bokken is just too ambitious a game for a jam prototype. I found myself playing around with the systems too much and increasing the depth without easing in players. Ghost Fire has a bit of an identity crisis since I built it on top of the Bokken foundation, but then took it in a different direction, making many of the system vestigial. Anyways, to someone who isn't experienced with the game (which is really only me and a select few friends and family) it reads as very convoluted. Part of it is that it is definitely not a game for everyone. The other part of it is I've done a bad job at making it accessible. I'm adding a guided tutorial for starting a fire. Bokken in general needs to be a larger game with a gentle design that eases players in by scaffolding each of the systems for them. And I plan to continue work on it. Glad you liked Ikuta '73 too, that is gratifying. That's another project that is high on my list to explore further.
The physics engine is a great touch. I spent almost 10 mins just studying how the character and the tools held in hand moved frame by frame as i introduce motion to the character, in order to see how it works.
Overall i would say the crafting element is the strongest point. This game reminds me of Terraria, which is great! The artstyle can be polished further.
I think it would be immersive if there is a game like this with the artstyle of Octopath Traveller (2d pixel art with 3d environment). For e.g., since it is a feudal japan setting, the background scenery could take some inspiration from ukiyo-e artists like Hokusai, where the mountains and oceans are 3D. sounds cool right? Food for thought i suppose.
Hope to see more of your work in the future.
Yes, definitely. Even though I had the original idea for this game long before I played Terraria, I've definitely been inspired by games like Terraria since. The core of the 2D physics and "arm swinging" idea came from Hammerfight. And the crafting was just something that I thought would be cool (crafting anything you want with individual pixels of materials and letting the physics influence how it behaves). I recall it was the first game project I seriously worked on, starting with me hand coding the crafting canvas and tools in C# in MonoGame over 16 years ago. I spent a year on the game and got burned out, I was working a minimum wage job and going to college and my wife at the time was getting worried about us paying the bills. So, I gave up game development and got a career.
Gosh, sorry for the life story. I am just very glad that AI tech has reached where it is now where I can finally realize dozens of dreams I've had in my head all these years. I have game design notebooks full of ideas like this. And, yet, even with AI there is still hardly enough time to realize them all.
Yes, the art style is a sore spot. I don't even have a walk animation, lol! The Octopath Traveller look is one I hadn't considered for this. But, that is a great idea to consider. I had thought about either classical woodblock or ukiyo-e style like Hokusai. I even did a Hokusai-style art for the cover. But, ultimately decided to go more Akira Kurosawa style instead.
Thanks, likewise :)









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