Maybe at the end of each stage the ninja reaches his target - walks into the house and you see a Silhouette of the assassination?
While that might seem a bit out of place with the game's current style, it did give me an idea... There could be a special colored samurai at the end of the level that you have to "assassinate" as a goal. He'd be more difficult to get to than the other ones, probably with several normal samurai nearby for protection. I think that could work pretty well, what do you guys think?
- Yellow glow-animation could be more transparent, less intensive.
- Ninja invisibility must be more easily recognizable. Like the ninja-"icon" coming out of the shadows or disappearing slowly as he is less seen by enemy
The yellow glow for the fire, you mean? It looks pretty transparent on my screen. I might include some various lighting options to account for screen differences like that. And yeah, I'll be changing up the invisibility icon, I'm not too happy with the way it works right now.
As for the bug you mentioned, I can't reproduce it but I have a pretty good idea what might cause it. Thanks for the heads up. <img src="smileys/smiley1.gif" border="0" align="middle" />
I had so much fun playing it, there are some control problems but other then that, a++. I featured the game on indie-gamers.com with a more detailed preview. Cannot wait to play more of the game <img src="smileys/smiley1.gif" border="0" align="middle" />
Wow, thanks for the feature! I can already feel the pressure building up... I gotta put more time into getting this thing made! <img src="smileys/smiley36.gif" border="0" align="middle" />
Just curious, in that video you had to walk basically off the screen before it would start scrolling -- is that how it is for you when you play it, or only the way the video was taken? If it isn't just the video, well, that's a problem... it isn't supposed to work like that. <img src="smileys/smiley5.gif" border="0" align="middle" />