Sneaky Ninja! [WIP]

  • WoW! Very good game. Can't wait for sound effects.

    Feedback:

    • 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

    Bug: sneak closer to first samurai by holding S. Repeatedly stomp him or time stomp just once to get the ninja freeze and not move any more. F5

  • 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">

    http://www.indie-gamers.com/2012/02/game-in-progress-sneaky-ninja.html

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  • Added a video-preview just because<img src="smileys/smiley4.gif" border="0" align="middle">

    Sneaky Ninja Preview

  • 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?

    Feedback:

    - 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" />

  • Hi, don't worry it was just the video. I had to zoom in a bit to capture the game smoothly <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Sounds pretty good to me Sully.

    Best save some smoke bombs for that battle! :)

  • "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?"

    I reckon you could probably use the gong idea (or something similar)together with your new one: For normal stages the Ninja could finish by hitting a gong or leaving some kind of calling card (kinda like Zorro leaves his Z)to taunt his opponents into making things a bit more challenging and then for the last stage in an area you could have the Samurai's master whom you need to assasinate, after that the Ninja would start another mission in a new location.

  • Im going to quote Harrio,

    what he said...

  • Hey your game is nice.

    I was inspired on your sprites.

    Can you tell me how did you make the ball jump after being holding the edge?

    I dont know how to simulate that...

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