Buki Nashi by saucygames

Buki Nashi (no arms) Enemy ninjas have invaded your dojo. Armed with three abilities daggers / dash / and stealth. Throw, slash, and hide through 10 waves, eliminating the threat to keep the dojo safe. Reuse your daggers by walking over them. Dash away or through your enemies and lastly hide in plain sight for a surprise attack.
Between waves sacrifice 1 level of your 4 abilities to gain 1 level in any of the other 3 remaining abilities.
Movement: WASD
Mouse 1 (left) : Dagger Throw
Mouse 2 (right): Dash/Dodge
Q/Space : Stealth
/* Between waves you are presented with a skill tree, having to sacrifice a point in 1 of your 4 abilities for a new point in 1 of the other 3. We ended up only getting 3 abilities in so the far left corner column is free for tanking x) */
| HTML5 (web) | https://saucygames.itch.io/bukinashi |
| Windows | https://saucygames.itch.io/bukinashi |
| Original URL | https://ldjam.com/events/ludum-dare/43/buki-nashi |
Ratings
| Overall | 447th | 3.5⭐ | 34🧑⚖️ |
| Fun | 145th | 3.774⭐ | 33🧑⚖️ |
| Innovation | 572th | 3.078⭐ | 34🧑⚖️ |
| Theme | 716th | 3.161⭐ | 33🧑⚖️ |
| Graphics | 426th | 3.667⭐ | 35🧑⚖️ |
| Audio | 330th | 3.375⭐ | 34🧑⚖️ |
| Humor | 589th | 2.694⭐ | 33🧑⚖️ |
| Mood | 617th | 3.194⭐ | 33🧑⚖️ |
| Given | 36🗳️ | 23🗨️ |
Great badass-cute graphics :smile_cat:
Awesome game guys!
Well the idea was to have 4 abilities (we only had 3(dash, dagger, stealth)) the 4th was supposed to be grab. the pt of the skill tree was to force the player to downgrade (sacrifice) one of their 4 abilities to upgrade one of the other 3 (each ability has 5 levels, 5 being the highest and 1 being the lowest. the player starts at level 3 on each ability). Now that is happening with the 3 abilities in the game and the 4th being a free column to use your downgrades on. but the menu lacks some extra code it needed to clarify visually what was going on lol.
I would like some sort of indication that an enemy is about to spawn to warn me to move out of the way before that happens. I feel 'boxed in' at the start of a level because going towards the corners means that an enemy might spawn too close to me.
The abilities feel good to use, I like how you can choose to throw the knives a short distance (easy to reload, small attack area covered) and long distance (hard to reload, but covers a large area and can hit many enemies).
The dash attack feels nice to use, but it was a little unclear as to where my attacking hitbox was, or in which frames of the attack my character was vulnerable/invulnerable.
There were some things I felt would make the gameplay not as punishing- a spawn animation where enemies are coming in so they don't spawn on you and you die, and clearer fx when an enemy kills you - I'm assuming they attack you whenever you get close to them - it'll be nice if they choose a direction and have the possibility of missing you if you move away from that direction.
I liked the different enemy types, good change up of how I would approach them. keep up the good work!
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346058131?t=06h29m51s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
My only real gripe is with the skill mechanic. It took me a *really* long time to figure out how the menu worked, I think mainly because the level my skill was *currently* at was only implied by the surrounding options. And then once I did figure out how it worked, I ended up maxing the two skills I preferred and then doing an annoying jiggle back and forth at the end of alternating levels. I also felt like it interrupted the flow a little bit.
Definitely a solid entry overall. Great work!