Cursed Samurai by palsina
Save your family at all costs, even if it means sacrificing yourself.

| HTML5 (web) | https://palsina.itch.io/cursed |
| Original URL | https://ldjam.com/events/ludum-dare/44/cursed-samurai |
Ratings
| Given | 38🗳️ | 28🗨️ |
Save your family at all costs, even if it means sacrificing yourself.

| HTML5 (web) | https://palsina.itch.io/cursed |
| Original URL | https://ldjam.com/events/ludum-dare/44/cursed-samurai |
| Given | 38🗳️ | 28🗨️ |
I love the mechanics..
**It's a hard game**
But.. not impossible..
Love it so far.
Like I said, rate you later!
Thanks for the comments! I ran out of time and there are many things missing that I planned. I'll do a post-compo version for sure
I really liked the enemies, the Samurai dashing and slashing at you makes you feel so good when parrying.
Overall, I really liked it!
Sound would make it perfect (I'm currently playing a "winter sounds" video on YT to get in the mood and it already makes a difference).
Amazing entry, congrats!
Stellar entry!
Maybe the game is too hard, I managed to kill 3-4 man, and I played a lot (maybe 20-25 minutes)
Thanks for your work, it's very polished and well crafted
Great Job!!
It's so hard though!! I made it to 15. As someone who loves Hyper Light Drifter (which this reminded me of in many ways) and Dead Cells (bit there too)... woof. Mostly it's just the time investment, relative to having to start over every time, and get back to the enemy whose mechanics I'm trying to master. Maybe I just have a beef with roguelikes, I said that about the bosses in Dead Cells too.
Great work.
If you decide to continue in the development, it's a must-buy for me (ideally if the game will be more forgiving).
Game is so aesthetically beautiful that I felt the need to complete the game. Lack of music and SFX does hurt the game though, but I managed to supply myself with a nice bgm while playing it. The freeze frames per impact is a tad bit too long, and I find myself wishing that the time per restart is shorter, due to the number of deaths I had. Also the lack of a closure is a bit disappointing (Unless I bugged it out somehow?).
It is still a really beautiful game, with enemies who are designed to test your understanding of their attacks and your timing. Great work.
- Archer:
- Have 2 attacks, a straight shot and a jumping shot
- If he does a straight shot, jump over it and slash him, be careful not to jump too early, because you will be hit by his 2nd shot
- If he does his jumping shot, either back off and try again, or pray you don't get hit
- If you parried his attacks for whatever reason, back off immediately, you won't have time to attack before he shoot his next arrow
- For the part with 2 archers side by side, slash the first one as per normal, back off, and then go for the 2nd one
- Ninja:
- Have 2 attacks, a direct attack and a jumping attack
- Learn how to time and parry his direct attack, and slash him directly after
- If he jumps, just chase after him for an easy kill
- Red Armored Samurai:
- Get barely in range to trigger his attack, and immediately back off
- After his attack, he is basically a sitting duck, and can only block your attacks, just keep slashing him til he dies
- I don't really understand his blocking mechanic that well, but I do find that slashing him when your face is at the spot of his sword hilt as he is blocking tends to kill him
- General tips:
- Memorise the types and locations of at least the first 10 enemies, this will help you get back faster after you die
- Go **SLOW**, you will be able to see the archer and the red samurai before they can attack, and this also give you time to see and react to the ninja
- Practise your parry against the ninja, he will appear a lot throughout the level
I wanted the game to be difficult but fair, but with limited time I feel the balance is off. for a post-compo version I'm working on improving timings and on more interesting behaviours for the enemies, as well as new types.
One issue was the alternate controls, they don't work well for a WebGL only build, mainly the block, because Alt causes you to lose focus on the window, which can kill you, so you're kinda forced to use WSAD and mouse.
Great effort!
I like the combat. The amount of impact and screenshake is just perfect. One thing that is annoying is that the archers can decide use to double or single arrows randomly and their is no visual cue. But I know that It's always hard to fine tune things in such a short time frame.
Really great job on this. Thanks for making it!
The Game mechanics are also pretty straight forward and feeling really good.
Great Job, well done. Keep creating stuff :)
Only downside music and difficulty. Finally a progressive difficulty so not really a flat
Excellent work ;)