バクラウBloodless by Danilo Freire

ABOUT OUR GAME
The theme of the LD45 is Start with nothing.
Many samurai serve the powerful shogun, but not you. Not anymore.
After witnessing all the blood that a blade can shed our protagonist decided to eschew his sword. Go back to the shogun's palace, show them you don't need a sword to get your message through.
Formerly a samurai now a ronin, you have to oppose your old allies with nothing but your bare fists; disarming them with a timed counter-dash hybrid mechanic.
HOW TO PLAY
バクラウ Bloodless is an action single player game that supports keyboard and joystick.

To disarm your enemies you must time their attacks and dash towards them just when they're attacking. But beware of the Red Sword technic! Enemies cannot be disarmed while their swords are red.
GAMEPLAY FOOTAGE
Video https://youtu.be/WuXDD34Ajvg
Screens



BLOG POSTS
CHANGELOG
Post-Jam Update 1 (v1.3.1 web only) - Level 2 trees colliders and layer order fixed - Door transitions on higher monitor resolutions fixed - Added more inputs options for the dash on the keyboard J, K, L, Shift and Enter. - Tweaks on player max movement speed and dash max distance - Tweaks on minor enemies behaviors and colliders - Added tutorial to level 2 enemy introduction
Windows, Mac and web builds are listed bellow! :)
| Youtube | https://tryangle.itch.io/bloodless |
| Youtube | http://tiny.cc/cpq2dz |
| Youtube | http://tiny.cc/8gq2dz |
| Youtube | https://github.com/AntonioHR/LD45 |
| Original URL | https://ldjam.com/events/ludum-dare/45/bloodless |
Ratings
| Overall | 97th | 4.021⭐ | 191🧑⚖️ |
| Fun | 219th | 3.709⭐ | 191🧑⚖️ |
| Innovation | 179th | 3.742⭐ | 192🧑⚖️ |
| Theme | 406th | 3.524⭐ | 191🧑⚖️ |
| Graphics | 61th | 4.378⭐ | 191🧑⚖️ |
| Audio | 54th | 4.072⭐ | 190🧑⚖️ |
| Humor | 660th | 2.49⭐ | 51🧑⚖️ |
| Mood | 53th | 4.16⭐ | 189🧑⚖️ |
| Given | 107🗳️ | 145🗨️ |
Encountered a bug, those big doors don't open up fully for me (both sides), so they cover most of my health GUI
rapaziada... q jogo maneiro da "muléstia"... hahahahha
E esse graficos, audio meu Deus...
Estão de parabens...
Invejinha de quem sabe desenhar assim... hahahahahhaa
Unica coisa q não curti muito, é quando os inimigos estão atrás das arvores, e não conseguimos ver de onde eles vem... Numa dessas, deixar a arvore 50% transparente, ajudaria...
No mais...jogo perfeito..
Parabéns.
- Fantastic art work and audio. You are pro-team.
- The concept fit the theme perfectly.A man start his adventure with nothing and end with nothing.
- The counter system is little strange because it cannot "predict" attack, it's more like wait-and-go-ahead system during playing.
Got lots of fun from it, thank you guys.

Very nice! Art was quite top notch and music fit very well. I really liked the difficulty (expect you could have hinted the read weapon thing in the game too). I already gave up once before noticing the text about it in the description. After that it was quite smooth sailing. Either the dash timing was a bit strict or the hitboxes were quite unfair, not sure which. Well at least the final boss swing hitbox was ridiculous. But he was the final boos so I'll let it pass. Just could have given him a bigger sword... :wink:
The enemies really liked to be passive and hang around off screen. Especially so on the second level where I spent most of my time not understanding the red weapon mechanic and not paying enough attention to the second swing of the enemy. The enemy passivity (them running away if you're too close and getting closer if you're too far), they just need to be baited too much and it felt a bit slow and tedious to play the waiting game with them. And the terrain hitboxes were kinda big and weird (at least too vertical) on some places at least.
The randomness of health drops made some runs way easier than others. Like on my second and final attempt at the boss, like every enemy before that (and those waves were super easy because the enemies get stuck in the terrain) dropped a heart so I could have even face tanked the boss. Nice touch btw that you refill the health between levels. Very minor details that could have easily been disregarded but not having the player be at an disadvantage after successful level clear is the way to go especially since there is no real punishment for dying. Of course it would be different if there was a maximum death count or something like a scoring system which punishes one for dying.
There were some very minor graphical glitches. Like at least once the between levels doors slid on top of each other so that the handles were on the screen edges instead of meeting in the middle. And quite ofter there were some z-ordering issues with the sprites, but that's not anything to bark at really.
Anyways, good job! Finished wanting more so that's a good sign I guess. But just making it longer wouldn't cut it, would need more enemy variance etc.
@hajden Thank you very much! :D do you know which stage exactly happened the door thing?
@seththefirst hsuheusheusheusheu Vlwzaço man xD!!! galera muito profissa msm kkkk ficou feliz que tenha curtido, malditos ninjas se escondendo na vegetação!! xDDDDDDD
@clemonades Thank you!
@hajden going to check it!
@justuspan Thank you! We're glad you liked it! :D
I really enjoyed the buildup and how everything felt like it was giving me enough time to understand and adapt to the various changes and challenges.
While the controls were odd to get started with, I didn't at any point feel like the game is punishing me, rather that I have not practiced enough which is the delicate balance a game of this kind really needs. I can really see this being expanded into a strong, full fledged game either as is, or even mobile with touch controls.
All in all, amazing game, well done! Congrats!
The art style and sound effects are on point. The parrying is a bit chalenging to get used to but I think that playing it with the controller may make things easier.
Great entry!
Good job!
I love it when a sword goes flying. No lack of suspense here.
Good game anyway.
The dash movement didn't feel really smooth though.
Solid entry !
Very nice work!
We're working to fix the enemies being impossible to reach as soon as possible!
Thank you for making this game! I enjoyed it a lot!
We've tried out a few tweaks to the movement and ai parameters from what we noticed on playtests, and we also fixed that scene transition glitch some people were having.
If anyone has an opinion on the movement changed please let us know!
It was interesting to see how you chose to use the theme as part of the narrative AND the mechanic, it fit together very nicely.
Aesthetics and the atmosphere are incredibly immersive and it shows everywhere up to the level transition screens. I really like the limited colour palette, and the music in particular is beautiful, I could keep it playing in the background the whole night.
Gameplay was also quite polished, a simple core mechanic well executed, and that could have potential to be expanded with more variations or side mechanics. Trying to focus on your enemies for the counters felt challenging and really satisfying when you landed them.
I managed to beat it after dying a few times, but I loved every moment (even if there were a couple of times where I was hurt and I wasn't really sure that I'd got hit, but perhaps it was just me :sweat_smile: )
One of my favourite entries so far without a doubt. It would be great if you kept working on it after the jam Congrats! :clap: :clap: :clap:
PS: After playing this I feel like retaking Sekiro again too :laughing:
@guilb thank you! Great you hear you had fun with the game :smile:
@jusw85 we're still thinking of how to handle the dash and counter hitboxes and timing and will probably have a blog post about it soon. Also I think we have to tweak the hit reaction animation triggers. They're not very good atm
@ithildin wow! Thank you for the detailed comment. We really had fun with this jam and want to stop and think about what we do with the project post-jam. Also you're right about the hit animation. It doesn't always trigger correctly.
Also, about sekiro: we definetly drew a lot from it, but nobody except one of the artists in the team actually played it. We might do it as a celebration afterwards, since we're having so much fun with the jam and post-jam
@gold5games thank you so much!
@noobdev thank you!! We're really happy about y'all who had fun even if you found it hard!
I'll pass on the compliments to the rest of the team. You're all very kind! Also, I'll try to get a post about the hitboxes and parry timing done!
Although it seems like it's designed to have players learn animation patterns. Super dope!
I do wish the dash was a bit more smooth. After you dash you're stuck running in place for a bit, I'd either add some kind of recovery animation or make that flow more smoothly into normal walking.
Also, in a few stages the enemies kept attacking out of the room, made it hard to see what they were doing.
At first I thought the timing and/or hitbox of the enemy sword and your parry was a bit off, it felt really tricky to get it right. After a while it got better, as you learned how to work with it, but I never really lost that feeling that something was off, like I didn't know exactly where on the enemy to aim, or at which point in time to dash for a successful parry.
The collision of the environment was a bit too large compared to the art, so there were many places where I wanted to/felt like I could walk, but instead got stuck and cornered by the enemies. It wasn't too bad since you could stay in the bigger areas instead, but something to keep in mind.
The red sword twist was really cool, and with some more time I'm sure you could have added even more variety on the enemy styles, there's a lot of potential!
All in all I really enjoyed it, so I hope you take my feedback for what it is, really good job on the submission!
@hajden we fix the big doors (transitions) in different resolutions. Needs some more polishing, but wont bother or or disrupt gameplay.
@guilb we tweaked some of the enemy behaviors some of the dash parameters, should be more easy to hit the enemies now.
@smileyface we tried to optimize the collisions of the environment (big trees) so they don't overlay the enemies!
Thanks guys, you're all are the best! Our game plays a lot better now! **new build on the link bellow** <3
https://tryangle.itch.io/bloodless
https://tryangle.itch.io/bloodless
Thank you so much for the feedbacks everyone, this really means a lot for the team. Some of us worked together and spent the whole week discussing your comments. We put a **new web build on itch.io** with the tweaks some of you suggested, we are really enjoying how it is becoming a nice game, thank you so much for helping us playing and being cool with us!
I definitely evolved as a game developer with all this affection and knowledge of the Ludum Dare community! <3
@clemonades @justuspan @los @kenarf @kushimoto @aconfusedragon @johan-alexandersson @brokenmirrormedia @khaotom @ender7 @arzi @tab1bit0 @pedro-miranda @danielcmcg @akadenki @amigopadilha @paude @ferdi @tobb @importantcreations @emiliabea @bismark @keithdae @elektroney @dimlight @baturinsky @gamebuilder @saintheiser @antoined73 @selkkie @mateusz-wojtkowski @wdebowicz @fear-games @tori @velvetlobster @mrerdalural @daria-toni @jusw85 @gold5games @noobdev @opaqueplacebo @pranjalbisht @jam373 @bilalch213 @tort60091 @death-is-cold @sol-roo @lombax @tofuman @celdur @pio
Comments like yours, with all this care and attention, motivate me to be a better person and a more careful developer. People are the best part of this industry, I will never put anything ahead of them. Thank you so much! <3
@antti-haavikko @dawnscream @ithildin @druvsaft
Good game, bad player. Took me a while to figure out a good way to fight red swords :P
- I feel like the enemies sometimes get confused when you go behind the trees and don't follow well. Could be a design decision for line of sight but it looked odd.
- When swapping levels your graphic is stretched out really badly. Probably noone will care but swapping scaling to nearest neighbour would improve aesthetics.

The only nitpick I have is that the hitboxes don't feel right sometimes - it felt like the dash hit should have registered, but it didn't and I either missed or even got hit by the enemy. Maybe it's due to my playing on a keyboard where I don't have as precise control of dash direction as on a gamepad (i.e. I had to line myself up with an enemy correctly in addition to dashing towards them at the right moment). This didn't reduce my opinion of the game :)
Also out of curiosity what does バクラウ mean? It's Katakana so I don't recognise it as something Japanese, Is it like a way of saying Background?
Either way well done, I enjuyed the game and you created a great product.
About the meaning of バクラウ:
It is kinda of a inside joke/easter egg for us. Most of the team are from Recife, Brazil - and recently a movie called Bacurau (https://www.imdb.com/title/tt2762506/) was released here. The film meant a lot for us and we're all still excited and being influenced by it. While deciding the name someone joked about it, saying that we should call it Bakurau as a tribute and the joke stayed funny throughout the weekend - translated into katakana to be less weird for the people that actually knew the movie. In the game, Bakurau is the name of the Shogun's family.

@ahistyap @ithildin @dimlight You guys have no idea how flattered we are to hear that our game reminds them of Sekiro. Thank you! <3
About the screenshot... it probably is a problem with the collider of the pillar blocking the enemy path. It should be fixed by now, but we're going to check again to see what's happening.
From the design perspective, I've found that action is not supported by enough feedback - when dashing, it is hard to say if I actually hit or not... Except for a dead body afterwards. The hit should provide more feedback I guess... maybe some physics, camera shakes or something to visually highlight the success of an action. Now it feels more like fighting the ghosts. And I understand, that can be a design decision - old 8-bit games didn't have a proper feedback after all :)
Dei risada quando li o "BAKURAU" no fundo do logo, só brasileiro mesmo pra fazer uma coisa dessa (valia deixar o rating de humor só por isso)
A equipe de vocês é a maior que eu vi nessa ludum por enquanto, fiquei curioso pra saber como vocês dividiram as tarefas.
No mais, adoraria ver mais fases, padrões de inimigos e o dash com mais variações. Parabéns galera!!
Então, do caralho que você ficou afim de saber como organizamos as tarefas. Vou escrever um blog post sobre isso. =Hoje publicamos um sobre como fizemos o level design do jogo. Link abaixo:
https://ldjam.com/events/ludum-dare/45/bloodless/bloodless-level-design-process
Enquanto esse blog-post não sai, adianto que nós utilizamos bastante o Trello para gerenciar as atividades e o Discord para discutir com a equipe em tempo real (tinha gente que tava trabalhando remoto).
Também fizemos umas planilhas: uma de Version Release, mostrando o que entraria no jogo a cada build gerada durante a jam ; uma pra servir como GDD improvisado pra todo mundo entender como seria o jogo ; outra pra gerenciar o quanto de coisa tem pra fazer como uma timeline da jam (mas não funcionou tão bem)...
Maybe the visuals are hard to notice because of the limited color pallete?

Camera shake is a great idea, I'm not sure we discussed it as a possibility, but it could be a good one to add
Maybe a 3trd color to "good effects""
Everything here is really detailed and polished -- the whole package really comes together to sell the entire thing and keep you engrossed.
I feel like there could be a liiiitttlee tweaking of the dashing gameplay, or maybe a little more...."juice" to it somehow. It's a very vague feeling where it doesn't =quite= click right away, something about the timing or visual feedback or something where during the first few screens I didn't really feel very confident in what I was doing wrong or what the correct timing for the dash was supposed to be.
After some practice I think I settled into the proper timing just fine. I think it's perfectly OK (probably even a good thing) if you need some time in order to really learn the rhythm of the gameplay, but I think what bogged me down a bit was not knowing for sure what the =correct= timing or spacing looked like -- therefore I had to do some awkward trial and error in order to figure it out. Sorry I know this is quite nebulous but it's a minor point and something that I feel like can only be fixed by minute tweaking. It's =really= close, so don't take it as a knock on your execution, I just wanted to point it out because I feel like it's the only part of the puzzle that's missing.
Anyways, that aside, great job on the overall aesthetic! There are a lot of nice details here that I definitely appreciated during my playthrough.
It's great to have a nice challenging gameplay without being overly frustrating, perfect length of the game as well! Thank you for this game!

It took **FOREVERRR** for me to learn how to time their attacks on the first level :tired_face:
But alas I did!
I'm really glad you did not make me start all the way over when I die on a higher level. :grin: And the hearts occasionally too, did compensate!
I started off confused about this game, but now I really love it lol.
I would say though, the Shogun was pretty easy to defeat. Dashing as a way to dodge their attack, I was able to just keep dashing until I saw him use a white sword, then I just timed it the second time, and he was done for. Maybe give him 2 lives? (he pulls out another white sword when you disarm the first, and also uses a different attack progression?) Just my suggestions, because I enjoyed this lol :rofl:
Good stuff :8ball: