Clamurai

Enter a mysterious underwater world as a samurai on a mission.

Objective: Reach the goal listed at the top of the screen, such as collecting 5 pearls, without running out of health.

Controls

The primary controls are a keyboard and mouse.

  • Press Enter to start the game.
  • Use Left-Click or C to swing your weapon.
  • Press Spacebar or X to jump, and hold it to jump higher.
  • Press A or Left-Arrow-Key to walk left.
  • Press D or Right-Arrow-Key to walk right.

Tips

  • Each level contains 5 Pearls of Wisdom. Collect them all to proceed to the next stage.
  • Enemies struck by The Clamurai are briefly stunned and cannot counter-attack. Seize this opportunity to run through safely!
  • There is no reward for defeating sea creatures - a wise Clamurai seeks only to restore peace through (Pearls of) Wisdom and the occasional sword-chop.

๐Ÿฆ€๐Ÿฆ€ ๐Ÿฆ€ ๐Ÿฆ€ ๐Ÿฆ€ ๐Ÿฆ€ ๐Ÿฆ€ ๐Ÿฆ€ 

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsTwistedHawk, NBumgardner, sbumgardner
GenrePlatformer
Made withUnity
Tags2D, octopus, pearl, samurai, underwater

Comments

Log in with itch.io to leave a comment.

(+1)

Amazing art and music style. The narrative slides are gorgeous and love the soundtrack too. 

My only frustration was that the crabs recover so quickly and you yourself take so long to recover both from swinging your weapon and from getting hurt. The second level felt particularly unfair at the beginning.

My favorite level though was the last one with the fishes as it takes a lot of coordinating to manage jumping, attacking and dodging enemies. Overall good fun and I did feel accomplished when I got to the end.

(+1)

Nice game! I like the enemy variety and the sword attack. The octopus samurai was my favorite enemy. The others felt a little spammy and not practical to get through without brute forcing with invuln. Also, amazing art in the intro and ending, wow!

(+1)

Love the intro art! Great jam game! It was fun to platform through, although I quickly found myself ignoring most of the enemies once I realized how fast they are spawning from most areas, I think it might feel better if the crabs only took one hit if they are that numerous? It was interesting to play though as attacking let me move through enemies so I just rushed past them all and felt pretty fun to play with that playstyle. 

(+1)

Thanks for the feedback! I'm happy and grateful you played our game.

I got excited thinking about game design stuff, so sorry for rambling on below. ๐Ÿ˜…

There was an old platformer on the SNES, ActRaiser 2, that I thought of with the whole "enemies don't hurt you while in post-damage invulnerability" idea. That game has very interesting movement and player action variety that gives a lot of depth to your decisions while progressing through levels and fighting bosses.

I don't think the gameplay here lives up to the full potential of the mechanics, but I think it did lead to some of the interesting decisions I wanted. 

One of my goals was to have the enemies present different kinds of challenges within this system:

  • Fish can be tricky to hit, especially as they oscillate upward (esp. because the player's jumping attack reaches diagonally downward). They're supposed to  challenge your ability to line up with them (or avoid them), but they don't present a persisting threat.
  • Crabs move in a pretty predictable way. Since they're ground-bound (outside of silly air spawning shenanigans) they're mostly positioned to be in easier reach of both ground and air attacks. I considered destroying them after 1 hit (which would really make them goomba-like enemies), but I think making them survive (and pushing the player engage with the invuln system) gives a significantly different challenge compared to the fish:

    Fish challenge you to position well before attacking, but crabs mostly challenge you to move effectively after the hit - hopefully by just running or jumping past to whatever's next, or by lining up a second attack (poor crab!)
  • The Octo-Samurai is supposed to be the big test of your enemy-invuln-managing mastery: having the health to survive lots of hits & movement that chases you means you may have to engage with them a few times, even if you're trying to speed through the level.

I do think that the way I organized the levels don't always make the most of these traits (seeing crabs fly all over the screen makes them lose some appeal, probably). I also think it would be nice to have some more "basic" obstacles too. Levels that are a little less compressed might be a good way to give more pacing, maybe?

It's all fun stuff to think about. I've been going on for too long, so I'll stop here. Thanks again for playing!

The crustacean  secondary theme was absolutely blown away with the idea of Clamurai! The artwork is incredible as well!