バクラウBloodless by Danilo Freire

[raw]
made by Danilo Freire for Ludum Dare 45 (JAM)

01.png

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.

Inputs.png

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

04.png

05.png

06.png

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! :)

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🗨️

Feedback

PhillSerrazina
07. Oct 2019 · 15:17 UTC
I loved that! It was a very interesting concept! My only critique would be that the normal walking is really slow and some hit boxes are weird. Took me a while to understand how to beat the red demon type of enemy, but it was really fun!
Hajden
07. Oct 2019 · 15:21 UTC
Love, love the audio visual presentation of this, great attention to detail! And the idea is solid. Mechanics while nice and responsive feel a bit stiff and could use more work. I also feel the player's collision with the environment is off.

Encountered a bug, those big doors don't open up fully for me (both sides), so they cover most of my health GUI
Seththefirst
07. Oct 2019 · 15:21 UTC
WTF

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.
clemonades
07. Oct 2019 · 15:33 UTC
This is very polished, the graphics and amimations are fantastic! Great job :)
JustusPan
07. Oct 2019 · 15:59 UTC
# Win the game!
- 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.
![bloodless.png](///raw/a9a/12/z/271bf.png)
Antti Haavikko
07. Oct 2019 · 16:13 UTC
Start with nothing and end with nothing, with the exception of maybe some skill...

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.
DanielClarc
07. Oct 2019 · 16:50 UTC
@phillserrazina Thanks a lot!! We definitely could tweak some things here and there :D Thanks for taking your time to play and review!

@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
07. Oct 2019 · 16:58 UTC
The door thing started at level 2 and kept happening for every level after (if it matters I played the web version, fullscreen on a screen with resolution of 2560*1440)
DanielClarc
07. Oct 2019 · 17:07 UTC
@antti-haavikko First of all, Thank you for the thoughtful review!! I agree with everything. I believe these points would make the game a much more polished experience. Maybe in a post-jam version? xD thanks again!

@hajden going to check it!

@justuspan Thank you! We're glad you liked it! :D
Los
07. Oct 2019 · 17:21 UTC
Well done on the game guys! Wonderful graphics & music!
di3goalmeida
07. Oct 2019 · 17:30 UTC
@los Thanks a lot!
di3goalmeida
07. Oct 2019 · 17:50 UTC
@seththefirst Valeu cara! muito obrigado. Huehehehehehehe
di3goalmeida
07. Oct 2019 · 18:03 UTC
@clemonades Thanks so much! We loved create this game. Would be awesome spend more time to improve it!
Kenarf
07. Oct 2019 · 19:34 UTC
Super fun! Really like how it looks, plays and sounds! Fantastic work on this one. Really love, that you can't get lost in the rules, as everything is explained well. Bravo!
Kushimoto
07. Oct 2019 · 22:25 UTC
Love the artwork and sound design. Controls could be a little bit more intuitive, but I had fun once I got the hang of it.
aconfusedragon
08. Oct 2019 · 00:01 UTC
The artwork is so beautiful TT amazing job on this, the mechanic is a bit finnicky to get the hang of but is an interesting take on fighting games!
Johan Alexandersson
08. Oct 2019 · 01:34 UTC
Absolutely love the game art! And the fact that you don't have anything except skills when you face your enemies is spot on with the theme. Very well done!
BrokenMirrorMedia
08. Oct 2019 · 03:46 UTC
Gorgeous aesthetic, controls were a bit tough to get a handle on at first but overall was quite fun
khaotom
08. Oct 2019 · 05:05 UTC
Really fantastic work, team! I am wowed! :smile_cat:
Ender7
08. Oct 2019 · 07:39 UTC
A really immersive art style, and very fitting audio to go with it!
arzi
08. Oct 2019 · 10:48 UTC
I love the art style and the mood. Reminds me of old black and white samurai movies! The game was pretty hard though.
tab1bit0
08. Oct 2019 · 15:44 UTC
Reminded me of the time when I myself was practicing Kendo. That intense feeling of duel X)
Dawnscream
08. Oct 2019 · 15:48 UTC
Amazing art style and mood, as many others have written before. But besides just looking good, it is also excellent in communicating gameplay - it's clear to me where I can and cannot go, it is clear where the enemies are and it's very clear when an attack is coming. Reading patterns is also quite straight forward which makes the game feel just that much more polished.

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!
Pedro Miranda
08. Oct 2019 · 16:05 UTC
Man this game is AWESOME! Congratulations!

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!
Danielcmcg
08. Oct 2019 · 16:07 UTC
Amazing art and nice mechanics, I really enjoyed the simple idea and controls. Mood is set great. Great work!
Akadenki
08. Oct 2019 · 17:13 UTC
The art and music fit very well together I really liked the mood ^.^. The gameplay was a bit hard at first,but it was very fun and satisfying to parry multiple enemies at the same time. Also thank you for the checkpoints !
AmigoPadilha
08. Oct 2019 · 17:13 UTC
Great game! art style, sounds and gameplay where awesome!
Good job!
Paude
08. Oct 2019 · 19:13 UTC
Wow! I love the artstyle!
Ferdi
08. Oct 2019 · 19:48 UTC
You guys did an amazing work with this. Best game I tried for this jam. I'm totally in love with your transitions and title arts. This 100% fun, polished and respecting the theme plus we can feel you enjoyed making it. Congratulations !
tobb
08. Oct 2019 · 19:57 UTC
Really nice looking game with some stellar music on top of it. The game mechanics are really unique and really suits the theme well. Great execution and overall experience!
ImportantCreations
08. Oct 2019 · 20:48 UTC
Just two worlds: Absolute Perfect ;)
Emiliabea
08. Oct 2019 · 21:08 UTC
I loved the game but I got glitched out because an enemy got stuck in the top left corner on ancient hallway and wouldn't attack me or move.
Ericbolseiro
08. Oct 2019 · 23:23 UTC
Belo jogo, parabéns pelo empenho.
Bismark
09. Oct 2019 · 03:17 UTC
Nice, but really hard ... for me :-s
smileyface
09. Oct 2019 · 13:44 UTC
Very good game. I really love games that really build themselves on a single mechanic like yours. However I had issues with how enemies and the player would get hidden behind certain environments. Regardless very good game.
Keithdae
09. Oct 2019 · 14:05 UTC
Great game ! Once you get used to the timing of the counter everything flows perfectly. Incredible work :clap:
Elektroney
09. Oct 2019 · 14:19 UTC
It reminds me of undertale
dimlight
09. Oct 2019 · 14:56 UTC
Very great game, which gave me the best feeling by now. The gameplay of directly facing enemies' attack and giving reaction makes me think of Seriko. Wonderful combination of music, graphics, gameplay and environment, nice job!
Baturinsky
09. Oct 2019 · 15:00 UTC
Pretty good, but. Could not figure when I'm supposed to dodge red face's strikes. Needs some tips. Also, big part of field is obscured by props.
gamebuilder
09. Oct 2019 · 16:16 UTC
I like the concept: a bloodless fighting game. It fits the theme well. You also did a great job with the mainly B+W graphics. A very good effect.

I love it when a sword goes flying. No lack of suspense here.
saintheiser
09. Oct 2019 · 17:42 UTC
The mood is good. Pretty hard to understand how counter-attack - took a much time to adapt. Can't beat boss because he laggy move through the upper door and stucks out the screen.
Good game anyway.
antoined73
09. Oct 2019 · 17:53 UTC
Nice game with great art and music !
The dash movement didn't feel really smooth though.
Solid entry !
selkkie
09. Oct 2019 · 18:36 UTC
Super stylish! A little hard to get the hang of, but I think the concept of the cool samurai counter-attack as a main move is a pretty interesting concept. I also had an issue where some of the enemies moved offscreen and were impossible to interact with, but I suppose that's mostly my fault and I should have drawn them upwards anyways.

Very nice work!
Mateusz Wojtkowski
09. Oct 2019 · 20:09 UTC
Well at first i couldn't get the timing right, but then I realized there is a sound cue just before you need to dash! Also i really liked anemy variety, and that gorgeous art style for me personally 10/10 your team did awesome job.
wdebowicz
09. Oct 2019 · 20:18 UTC
Amazing art, music and mood. I really felt like samurai there.
Fear Games
09. Oct 2019 · 20:20 UTC
Great game, Love the art style.
caio_rmota
10. Oct 2019 · 00:25 UTC
Hey @selkkie ! Thanks for your comment! Don't worry, it wasn't your fault!!!
We're working to fix the enemies being impossible to reach as soon as possible!
Tori
10. Oct 2019 · 08:51 UTC
Amazing work, i love the mood, the graphism and music, and the system work very well :) good job to the team
velvetlobster
10. Oct 2019 · 10:35 UTC
Such a original aesthetics, I saw this during the ludum dare and added it to my mental playlist to look after once the ludum dare was over. Gonna play it just now
velvetlobster
10. Oct 2019 · 10:37 UTC
Just tried it with the keyboard, but this seems much cooler with the controller so I will wait to play again with it to be able to give a proper feedback, nice wind loop sound btw
mrerdalural
10. Oct 2019 · 11:27 UTC
I really liked the art style of the game. It reminded me of games like samurai shodown and last blade. Enemies were too hard for me to deal with so I didn't get very far into the game but I still liked the main idea behind the game mechanic.

Thank you for making this game! I enjoyed it a lot!
Tonho
10. Oct 2019 · 14:14 UTC
Thanks everyone for your feedback! It really means a lot to the team.

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!
daria-toni
10. Oct 2019 · 17:16 UTC
It was very difficult for me to play, I died a lot... But this game has an amazing style! It looks absolutely great for my taste. Sounds and music add to the mood. Big plus for the atmosphere, guys!
Guilb
10. Oct 2019 · 19:13 UTC
Great game guys! Nice graphics and sounds, only downside maybe was really hard to find the timing to counter the enemies. Had a lot of fun playing. Good job!
jusw85
10. Oct 2019 · 20:02 UTC
I loved the art style, music, and presentation! It really fit the samurai aesthetic that was presented. Unfortunately I had some difficulties with the gameplay and couldn't get very far. Some of the collisions felt off to me and I got hit even though I was dashing. Regardless, great entry!
Ithildin
10. Oct 2019 · 22:28 UTC
Wow, amazing entry!

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:
Gold5Games
11. Oct 2019 · 05:08 UTC
Dripping with atmosphere, and an excellent take on the theme (and genre). Great work!
NoobDev
11. Oct 2019 · 09:55 UTC
WOW!!!!!! The mechanics is amazing and just out of the world. And art.... I just love it. It gets hard at the end but it never gets boring. The music goes well with the game as well. Well done.Congrats on your submission.
Tonho
11. Oct 2019 · 14:26 UTC
@daria-toni thank you for playing our game even though it was hard. We're still trying to figure out how to adjust its difficulty to get that "just right" feeling

@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!
OpaquePlacebo
11. Oct 2019 · 15:11 UTC
The art direction is super sweet! And I like the soundtrack you guys used! Maybe it's a part of the challenge, to learn when to dash into enemies, but I would LOVE to have some minimal graphic of some kind to indicate when attacks will occur.

Although it seems like it's designed to have players learn animation patterns. Super dope!
pranjalbisht
11. Oct 2019 · 15:41 UTC
Awesome points for presentation! Art and mood stand out a lot. Had some problems with hitboxes not working as seen visually sometimes, but overall it was really a cool experience!
Jam373
11. Oct 2019 · 16:09 UTC
That was fantastic! Such a great mechanic properly explored with good variety of enemies and levels. Dripping with style from its visuals and audio.
BilalCh213
11. Oct 2019 · 16:13 UTC
This is such a nice gameplay mechanic. You dash at the right time to throw off the enemy's weapon. And the art in this game is phenomenal. Same for the audio. Superb Entry!
TORT60091
11. Oct 2019 · 16:15 UTC
It's a very cool game, style and mechanic is awesome and It's a curious way to use jam theme.
Death_Is_Cold
11. Oct 2019 · 16:17 UTC
Very cool entry, very smooth. I did find myself getting a little frustrated at the controls, they felt unresponsive at times. Loved the art. Great job guys!
Sol Roo
11. Oct 2019 · 18:36 UTC
extremely polished, the art, sound and gameplay are super solid, and the overall feel is perfect. Little to question, awesome job!
Lombax
11. Oct 2019 · 23:59 UTC
wow. this had realy good gameplay. i like parry mechanics. this got some realy good potential. :dog: :dog:
ToFuMan
12. Oct 2019 · 04:18 UTC
finished the game, had great fun. the concept is easy but hard to master. 1 detail thing: change the health point to something suits the art style maybe?
Celdur
12. Oct 2019 · 06:00 UTC
Love the presentation of this, and only being able to parry is a very interesting idea.

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.
Druvsaft
12. Oct 2019 · 15:29 UTC
This is a really cool game! Great presentation, and a system that is easy to pick up, hard to master.

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!
Pio
12. Oct 2019 · 19:42 UTC
Cool mechanics and nice art style!
🎤 Danilo Freire
12. Oct 2019 · 21:32 UTC
@phillserrazina we fix the walking speed and add some tutorial on the second enemy introduction scene, add some small fix on the enemy behaviors as well...

@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
🎤 Danilo Freire
12. Oct 2019 · 21:47 UTC
**Play or download the new build here!**
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
🎤 Danilo Freire
12. Oct 2019 · 21:55 UTC
Hey guys, that's was really important for us! Thank you so much for the feedbacks and kindness, really means a lot for the team. 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!

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
Marcin J
12. Oct 2019 · 22:34 UTC
Thanks for commenting on my game, I saw yours being played on streams but I didnt catch a name.

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.
![Bez tytułu.png](///raw/620/72/z/297cb.png)
coffeecup.winner
13. Oct 2019 · 03:58 UTC
Genuinely surprised by the quality and the perfectly tuned aesthetics. Played it through and loved every second of it, amazing job!

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 :)
JoelLikesPigs
13. Oct 2019 · 08:57 UTC
Great aesthetics and mood, quality gameplay that had me engaged and the game was content complete - well done! I particularly loved the transitions, the death screen was awesome! The only improvement I can think of is maybe increasing the player speed just a tad sometimes I felt a little sluggish

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.
Amergiglia
13. Oct 2019 · 11:40 UTC
Wonderful work, great concept, fantastic graphic and music, great gameplay! It fits the theme and it's really fun to play! I loved that! It's challenging but it gives you all the skills to win the game, and everytime i was able to defeat a new enemy I felt rewarded. Good job!
Artyom Volkov
13. Oct 2019 · 14:05 UTC
God, this game is magnificent. The art style is impressive, combat system is easy to learn, but hard to master. Difficulty balance is smooth and enjoyable. Well done!
FelipeGeovani
13. Oct 2019 · 14:45 UTC
I loved the pixel art, its character was wonderful, and the game art itself is amazing. The couter mechanics are very good. good work
Amerigo Gazaway
13. Oct 2019 · 17:07 UTC
Beautiful game, both visually and the music/sfx. Would have liked to see more counter techniques, maybe throwing enemies at one another? Either way great work!
Wolfrug
13. Oct 2019 · 21:27 UTC
Super polished and beautiful. Took a second to learn, but by the end you felt pretty awesome :D Yeah, more combos etc would be cool, but this was great for a quick jam game!
ahistyap
14. Oct 2019 · 03:52 UTC
Really fun and beautiful game! The timing mechanics (also the theme) really reminds me of Sekiro, and I love that game! I really had fun playing this game, until this level though. I got stuck here, the enemy won't move. Or is it how it should be, but I'm just too impatience too wait? Nonetheless, I had a blast playing this game! Awesome work!![stuck.PNG](///raw/e87/9/z/298e4.png)
caio_rmota
14. Oct 2019 · 14:40 UTC
Hey @joellikespigs! Thanks for appreciating our submission!

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.

![bacurau-faz-sociologia-e-aposta-no-povo-por-roberto-bitencourt-da-silva-bacurau-cartaz.jpg](///raw/9a8/92/z/29910.jpg)
JoelLikesPigs
14. Oct 2019 · 17:33 UTC
@caio-rmota That's awesome and love this little bit of Bloodless trivia. Thanks for sharing - I'll see if I can find an English sub of the movie
siimer
14. Oct 2019 · 20:21 UTC
This game is really really really amazing. At first I was stunned by the music and the visual style. After I got hang of the mechanics the game started to be really fun to play too. Then I died and I thought to myself "it's a shame that you don't give a continue option or something" and a few seconds later I got to restart the same level so I was relieved :D Definitely one of the most polished games I have played this jam :)
caio_rmota
14. Oct 2019 · 21:42 UTC
@marcin-j thanks for the advice and for being so considerate! We're definitedly gonna fix it in the next update.

@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.
cdunham
15. Oct 2019 · 00:30 UTC
Cool idea and well executed! Has a very good mood, and the art and audio really suit it. The combat was simple but worked well enough, though sometimes it was tricky to get the counters just right. All in all a really enjoyable game though, good job!
DrEvilBrain
15. Oct 2019 · 01:18 UTC
The level transition animations are super sick. I like how you incorporated the kanji for the level numbers behind the kanji for the level name.
Hcursino
15. Oct 2019 · 04:43 UTC
The timing feels a bit off at first, not a bad thing just a matter of "git gud". Nice animations, smooth game play, balanced and yet challenging level design, good music, good sound effects, perfect harmony and ambiance. Amazing work all of you!
Essence
15. Oct 2019 · 09:26 UTC
very fun core game loop and ideas also art! Also pretty smart usage of color in a black and white game to indicate more danger, but the player movement feels very sluggish and stiff
Hartvichio
15. Oct 2019 · 13:46 UTC
Very cool idea, its not the kind of game I am usually into but i can appreciate it as a whole. It captures the essence of skill based combat systems very well.
tmpxyz
15. Oct 2019 · 14:01 UTC
The idea is really interesting, the difficulty is well balanced too.
pestodesign
15. Oct 2019 · 14:44 UTC
The art is superb!
invader
15. Oct 2019 · 16:15 UTC
I enjoyed the game. The art style and music are all fitting well. The dashing is quite fun.

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 :)
vcesauron
15. Oct 2019 · 18:25 UTC
Rapaziada, que jogo foda! A ambientação tá incrível, os gráficos casaram muito bem com a trilha e os sons. Essa mecânica de parry com dash combinou demais com a temática, evoca bastante o feeling de Samurai X huahauhau

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!!
🎤 Danilo Freire
15. Oct 2019 · 18:34 UTC
@vcesauron pô man, valeu por ter jogado! Que bom que você curtiu o jogo. Hahahahaha, durante um período da jam o nome do jogo ia ser Bakurau, mas optamos por deixar só como easter-egg msm hehehe.

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)...
Tonho
15. Oct 2019 · 18:40 UTC
@invader There's an animation the for the player character and some particles around him (a circle plus a shockwave below), and a metal clang sound, plus the enem!y's sword flying away and bouncing.

Maybe the visuals are hard to notice because of the limited color pallete?

![counter-fx.gif](///raw/3aa/e1/z/299e4.gif)


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
boyTurnedRobot
16. Oct 2019 · 13:43 UTC
I don't know if it was me or if it was because I was using a keyboard, but I could not disarm more that the first guy. The art and music were great, the mood was awesome, I think the mechanic was interesting, but I think I just sucked at the game. Good work over all.
Jupiter_Hadley
16. Oct 2019 · 14:17 UTC
Nice graphics, challenging game. I included it in my Ludum Dare 45 compilation video series, if you’d like to take a look :) https://youtu.be/ZqT_X6b-pfk
xitaro
16. Oct 2019 · 14:26 UTC
Liked the art style, sound, mechanics, liked it all! nice game :)
Maybe a 3trd color to "good effects""
ELBIDEV
16. Oct 2019 · 14:32 UTC
Really cool game the art style is cool but the counter attack is difficult to understand as you feel like you should counter attack during there charge up animation instead of the attack animation
deepnight
16. Oct 2019 · 15:05 UTC
Bloodless really is a good game: nice take on the theme. Parrying an enemy is very satisfying! However you often get hit because the hit-boxes are really large, or because the timing is not easy to catch. But still, it's a solid entry, good job!
Eduardo Scheffler
17. Oct 2019 · 16:55 UTC
Nice job! Congrats for the dev team. I really enjoyed the graphics (:
acronaut
18. Oct 2019 · 03:02 UTC
Quite challenging Game on timing the parrying/counter-dashing. Clever take on the theme.. It got frustrating when the opponents keep strafing away off-screen as I assertively trying to rush-in to disarm them. It does take quite a number of runs to finally move forward on the level progression.
Paulo Brunassi
18. Oct 2019 · 15:18 UTC
Que jogo lindo! Mandaram bem demais no jogo, jogabilidade excelente! Parabéns!
DDRKirbyISQ
18. Oct 2019 · 20:14 UTC
Niiiiiice.

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.
keni
18. Oct 2019 · 21:30 UTC
Love it! Makes me think of Sekiro.
asfdfdfd
18. Oct 2019 · 21:51 UTC
Your game has SOME style! Unfortunately could not pass Ancient Hall - enemy stucked in corner.
burgundio
18. Oct 2019 · 23:15 UTC
Really like the style, the mood and the main gimmik of the game, though the timing is a bit odd. Personally I would prefer if you could counter at the same time the enemy attacks, not just some frames later.
Lexyvil
19. Oct 2019 · 00:38 UTC
Really love the music and mood in this one! And the gameplay was fun and a still got challenging in the end. Had a bit of trial and error aspects with the last guy, but not in a bad way.
CafeLovai
19. Oct 2019 · 03:31 UTC
Great game and unique concept. I think this a great interpritation of the Start with nothing theme. I also think you guys nailed the difficulty. I felt myself get better and I didnt get too frustrated along the way. Movement speed felt a bit sluggish and hit boxes felt a bit bigger than they should be on the red enemies but besides that amazing work!
SheldonZS
19. Oct 2019 · 03:58 UTC
Great entry! A lot of good stuff here. I love the mood and samurai theme, and I love the polishes on it, such as the level number in kanji behind the title of each stage. The graphics are fantastic for the style you were going for and with the limited color pallet you used. The music and sound effects were very good and thematic as well. As previous comments have said, the enemy AI is a bit awkward, the basic movement was a bit sluggish, and I felt the dash wasn't quite right. Felt like the distance you cover is too short for the speed you move at, and the freeze too long at the end of a dash. The knockback from the enemies was a bit too much, and you could really use some i-frames after getting hit, when 2 or 3 enemies are grouped up, that's basically instant death if they hit you. The hit boxes for disarming felt a little strange as well, sometimes you seem to dash through the enemy with neither taking damage or disarming. All in all a great entry. The ending animations were beautiful to see. Well done!
room606
19. Oct 2019 · 08:35 UTC
Played your masterpiece game. Simple but involving mechanics. I alo read back story, I like the plot, it is kinda deep and has clear and peaceful message. Very good idea, I want a movie with your plot, sir!
velvetlobster
19. Oct 2019 · 13:39 UTC
I confess I did not get the Bacurau reference in the Katakana in the first time @caio-rmota ... and I feel very stupid now ... being from Brazil too I loved so much that movie I am glad you put that reference in a game ...
sawtan
19. Oct 2019 · 20:31 UTC
A solid experience and a fun game! Love the innovative mechanics of the game, and the sparse palette really helps to set the mood, the music is superb and lifts the whole experience to the next level, as well as solid sfx! All in all a great entry to this LD! Great job! Cheerz!
recursor
20. Oct 2019 · 11:30 UTC
The mood is great, and the graphics and sounds harmonize nicely to reinforce the oriental feel of the game. The gameplay would also translate nicely to mobile using a swipe to dash mechanic. It was quite fun and challenging.
Ongomato
21. Oct 2019 · 10:25 UTC
Well, apart from red hit-box being a bit too big and some of the horizontal dash disarming not registering, its a perfect entry! Aesthetics executed perfectly in all things, from music to graphics and UI. Nice difficulty curve.
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!
JamesOliverMusic
22. Oct 2019 · 07:29 UTC
I loved the visuals and the sound! Really nice feel overall. Would be nice to see some additional moves in a post jam version, like counterattacks/weapons and enemy types?
chromableedstudios
23. Oct 2019 · 01:22 UTC
Really nice sound direction, the animations were fun and did a great job of building the mood!
itsdanidre
23. Oct 2019 · 05:04 UTC
:relieved: :ok_hand_tone4: :heart:
![Capture56.JPG](///raw/0fb/8/z/29cbf.jpg)

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:
MashUpGames
23. Oct 2019 · 20:25 UTC
Loved the theme of this! Took me a bit of time to figure out how to play well, but once I did I found the game pretty fun. Got a little challenging but nothing I wasn't able to ultimately overcome. Great one!
Strega
25. Oct 2019 · 05:49 UTC
Really nice complete experience! The art, music, and theming were all very fitting. Execution was well done. I felt the hit boxes were a little finicky, but the timings felt just right. Really love that you don't start the entire experience over when you die.
Virimine
26. Oct 2019 · 11:32 UTC
Graphics, animations and music are amazing! I was a bit slow to understand how to time my counter based on their attack but once I got it I enjoyed the game :) Really god job!
ryjcio
26. Oct 2019 · 20:55 UTC
Very fun experience!
OddballDave
26. Oct 2019 · 21:26 UTC
This is really polished and stylish. It oozes quality, and it has a solid mechanic and game loop to back it up. I predict this will score very highly indeed. Well done team.

Good stuff :8ball:
Lars-Erik
27. Oct 2019 · 21:47 UTC
Very well executed. Timing and hit boxes as others mention could probably be polished a bit more, but overall a very good submission.
6smith
27. Oct 2019 · 22:27 UTC
awesome game! great work guys
Anion_Z
27. Oct 2019 · 23:27 UTC
Overall the game is really good, I would have nothing to say, but 8 people worked on the game, so its expected
Twelvoo
27. Oct 2019 · 23:58 UTC
It is so good!
Keith Wang
28. Oct 2019 · 03:36 UTC
Wow, I actually had an game idea of dashing to counter attack as well! Good Job!
bryvox
28. Oct 2019 · 07:30 UTC
This was really cool, I love the art style and mood of this game. I love the backstory and how that ties into the theme. Fantastic work!
F1Krazy
28. Oct 2019 · 20:39 UTC
This is a beautiful entry. The graphics, art style, and music are all sublime, and combine to create a fantastic atmosphere. The pacifistic fighting style is a breath of fresh air, too. Unfortunately, I am *shockingly* bad at this game; I gave it two goes, and both times I died on the third wave of the first level :joy: I dunno whether it's the timing or the positioning that I can't get the hang of, probably both. I'll have to give it another try someday and see if I can get at least to Level 2 :joy: