Oni Hunter by boumusic



Team
Nicolas Ceriani - Game Design & Programming https://twitter.com/nicolas_ceriani
Alexandre Villiers-Moriamé - Game Art https://twitter.com/cafou_alex
Antoine Destailleurs - Game Art https://twitter.com/Gerickos
Guilhem D’Humières - Sound Design https://twitter.com/Guillermeaux
“ You’re a futuristic ninja employed to annihilate a demon organisation in Neo-Tokyo, your opponents are well prepared and are ready to destroy you. You’ll have to clean every floor in one strike or you’ll be detected ! To destroy the demon organisation you’ll have to defeat the BOSS who’s enjoying his life at the last floor of the building.
Go hunter, destroy those idiots !”
HOW TO PLAY
ONI Hunter is a mix between a STEALTH and a PUZZLE game where you have to clean the room in one strike !
I - CONTROLS :
Right click to enter in “Ghost Strike” mode.
Left click to target your dashing destinations.
Keep one target to reach the elevator and access the next floor.
Right Click to Strike!
You can press “R” to restart the stage
II - ENEMIES :
There are 4 different types of enemies :
The Blind One, he can’t detect you. Easy target.
The Agent, he can detect you and alert everyone if you dash through his sight.
The Tank, you’ll have to break his armor or you won’t be able to kill him.
The BOSS, who can change position after taking a hit!
| HTML5 (web) | https://www.newgrounds.com/portal/view/710309 |
| HTML5 (web) | https://boumusic.itch.io/oni-hunter |
| Original URL | https://ldjam.com/events/ludum-dare/41/oni-hunter |
Ratings
| Overall | 12th | 4.363⭐ | 130🧑⚖️ |
| Fun | 15th | 4.276⭐ | 129🧑⚖️ |
| Innovation | 200th | 3.788⭐ | 127🧑⚖️ |
| Theme | 650th | 3.524⭐ | 125🧑⚖️ |
| Graphics | 19th | 4.625⭐ | 130🧑⚖️ |
| Audio | 26th | 4.248⭐ | 127🧑⚖️ |
| Humor | 556th | 2.933⭐ | 106🧑⚖️ |
| Mood | 37th | 4.246⭐ | 128🧑⚖️ |
| Given | 95🗳️ | 63🗨️ |
I am always detected while I'm not inside it.
Some lags persist, but hell yeah, it has been done in 3 days !
One little thing that is missing is something to tell the player that he failed. When I first started I didn't realize that I failed my dash and I thought the game had crashed, whereas I just needed to reload the level.
On the aesthetical standpoint, the pixel art is really neat, and the sound design contributes to the "feel" praised above. All in all, a really great entry, I can't wait to see more of this !
where can i test the EVENT VERSION??
Edit: Found a bug. If you restart shortly after entering the Ghost Strike mode, the transition effect will play in slow motion. 🐞
I had fun in finding the right path, except on the 4th floor (if i remember corectly) where i ragequit because it was too much difficult to find a way to beat it. Balancing is not easy in gamejam :smiley:
[My game](https://ldjam.com/events/ludum-dare/41/engine-in-shadow)
Well done!
From the Aesthetic to the gamefeel!
Aside from minor bugs the whole thing is great!
Everything looks great
Great work!

The art style and the simplicity of the gameplay created a very solid game, the setting and sounds were working perfectly! The polish on every little detail was also very great!
Given the deserved compliment, I would like to point some parts of the game that can be improved, starting with visual readability; although the graphics are beautiful the color could be used more carefully, allowing the player to distinguish more between important elements (like enemies) and low-priority elements (like the background, which is also red, with big value and saturation).
Another thing that can be improved is some of the game design decisions you've made, I didn't get why the elevator rule exists - if I always have to make my last click on the elevator, why is it even an option, couldn't the player do the last move automatically? The game is very focused on having simple input types, so simple that I think they should be reduced to one unique mouse button ( you would have to click to start the initial slow-motion attack position, then you click on every point you want to hit and when you run out of action points the moves are executed automatically), because there is also no need to have a button to confirm the attack after you finished marking every position.
Overall it is an amazing game, definitely gets a 5/5!
I wish there was a button you can click to restart the level. Since the entire game can be played with the mouse, it feels a little bit inconvenient I have to press 'R' on the keyboard to restart.
A couple thoughts if you expand on this (and I hope you do):
I feel the bloom lighting is a tad much. While it works well around the neon signs and during the attack sequence, it seems like a bit too much to also have bloom around each sprite, especially when there's also a cone of vision that's about the same color as the bloom for certain enemies. It took me a moment to realize there was a cone of vision. Not saying it shouldn't be there at all, but with bloom less is more (especially because I love your pixel art, lemme see dem pixels!)
I also noticed some moments where I was detected because the ghost strike lifted me up into an enemies vision. While it's not the end of the world, it can be a bit annoying to have to reset because I floated in their view. If the design of the room was to force you to make a quick decision I would be understanding, but it happens in locations that should be safe from enemy detection.
I would also love to see some extra objectives for players that love being efficient. Perhaps a style bonus for least amount of clicked targets, times attempted, how many you hit in a single row. distance from one target to another, something like that. It would help add more replay-ability to the individual rooms to essentially have a "par" that people could attempt to match or beat.
all in all, a beautiful submission! I can't wait to see if this continues further!
Good job, team !
So beautiful, so cool, so much action, the way the puzzle rooms go increasing in complexity.
Such a simple resolution for so many diferent elements.
Hats off! 5/5
Love for detail - all the little signs, animations, sounds, vfx and that jump and rain in slo-mo and the crosshair effect! :)
I wouldn't call stealth and puzzle incompeteble genres, but it doesen't makes a game itself any worse.
Also I like how an elevator creates a meaning both for gameplay mechanics and for overall feel of single building space and ninja-mission progression :)
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Nice work!
I did however find that there were occasionally "false detection" bugs where it would bust me for being detected while I was still in the middle of setting up my attack plan. The game is amazing overall. A very challenging puzzle. I was able to get up to level 5.