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(+3)

A creative rogue game

also, why do the ronin and the assasin have half as much hp as the wanderer?

(+1)

Because Wanderer is easy mode.

(+3)

3 item ideas

1. Kabutowari deals 3 damage to the enemy behind you 5 cd

2. spirit deals 1 damage to every enemy in front of you 3 cd

3. hocho flips you around and deals 1 damage 1 cd

I would be upgrading spirit damage so fast lol, but maybe if it starts with only one upgrade slot that could work.  Or even zero, that way every damage upgrade would require 2 upgrade screens.  Otherwise people would get a 5 damage spirit and start blastin

atleast 1 US cause that would be so fun

I thought of another idea for a dark spirit that is similar but does 0 damage to the first enemy 1 to the second 2 to the third etc.

(+1)

the enemies with grappling hooks and swords suck, please make their sword do 1 or something I've died 3 times in a row on floor 10

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You just have to be careful

(+2)

thanks for the advice

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Something that helps also helps with the grappling hooks are cards like shadow force and fire.

(+2)

Great work!

(+2)

Love this game! Recommended :)

(+1)

Is it possible for this game to become mobile?

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I don't have plans for this yet

(+2)

Immediately got the update when I saw it was out and played with the other two classes. Such a good game :)

(+1)

I'm loving this game, completed all Normal, heading into Hard mode.

I couldn't help myself to think of new weapons and class.

1-Dagger: hits behind you and pivots your direction, 1dmg  3CD

2-Caltrop: drops caltrops trap  on each side of the character, 1dmg, 4CD

3-Oil flask: range attack, hits first target and the one behind, 1dmg 5CD

4-kick : Pushes target in front by one and pushes the player one back, 1 dmg, 4CD


Class Monk: 1 hp, starts with Fire attack and aura (which gives one shield, and knocks by 1 behind and in front, 1 dmg)


Hope to see more stuff from this game!

Thank you for the feedback and the ideas!

(2 edits) (+1)

love this game to the point where i'm challenging myself to do all obliteration on hard mode with each character. so far only completed wanderer here is my run for it even though i made multiple mistakes i managed to do it. finding all the other characters way harder then wanderer due to lack of good combo tools.

Amazing :D

Love the game. Great mechanics and good weapon combos. Wish there was a skip option instead of always having to buy an upgrade. 

Also, Bo seems different with update. Sometimes the enemy doesn't get turned, and once an enemy got turned while ready to strike and didn't hit the guy behind him.

Excited to see what new classes, weapons, and enemies might look like.

reply with your favorite class

assasin most fun

wanderer best

it just crashed on floor nine upgrade screen when i was on my best run :C

I bought an upgrade, it gave me the option to reroll, I pressed it and it crashed

Thanks for the bug report, I'll fix this in the next update!

(+2)

goodbye life hello shogun showdown

(2 edits)

I've been playing for a few hours, the game is so good! 

I'm yet to beat it on normal mode, really curious what the hard mode will be like.  I think the difficulty is reasonable, I just need to make better calls on buying vs rerolling and use the slide past enemy mechanic more.

Looking forward to future updates :)

In terms of feedback, one thing I've noticed is that when I return to the game I don't often keep my unlocks.  Maybe it would be better to just leave everything unlocked until that is polished out somehow?

I also am yet to use the wanderer because it seems like their skills would be bad to have.  Curious to see if this is just a preference thing or not.

Shogun Showdown | Free New Samurai Roguelike 2022 - YouTube

the wanderer is the most powerful as they start of with a ranged attack the swirl attack (both good) but mostly because they have twice as much hp

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I can see that with the hp, although I feel like Ronan is stronger because of the movement ability and semi-range ability.  

That being said, assassin is probably the worst.  The unique damage doubling ability is neat, but not super useful most of the time.  Nothing besides the boss has over 5 health (on normal mode) and that isn't too tough to get (in weapon damage).

I've been working on a speedrun which is why I'm nerding out lol, they can't put a timer on the top if they don't want me to beat it fast.  Weird that the timer isn't shown in the shop or upgrade screen, but is ticking up while in the shop.

ronin is very bad cause all the cards has so long CD and push is way worse than swap if you know how to use it.

assassin has best cards cause 1CD 2D is very good and crit can be great against bosses and in the early game against the 3 health things

wanderer is the best cause 10 hp is great and the cards are fine. sacrificing health in the shop can sometimes be great.

Ronin is the only character that has exclusively items I want to start with.  For assassin: sword is great and curse is borderline useless.  For wanderer: I wouldn't go with bow or swirl unless I had to.  Bow is okay, but not as good as: smoke bomb, spear, sword, grappling hook, or fan.  Swirl is my favorite move, but only when my opponent has it.  The 10 health is pretty nuts though.

I think this is really reflected in hard mode, having smoke bomb is even more important when opponents do more damage and have more health.  But even just late game in normal this is true, without smoke bomb and a 4-5 damage spear, those grapple sword guys are way harder.  I prefer to get 2 smoke bombs honestly, one that I reduce cooldown and one with poison.

in hard mode push is like 10x worse than swap and im not much smoke bomb since swap does kinda the same and is only really useful against specific attacks. curse is great against bosses and can combined with the sword really help against the 3 health guys early. swirl and arrow are not great but def work fine for me and 1 CD is great for an attacks dealing 2 damage. ronins only good thing is spear imo push is horrible and smoke is mediocre. but different playstyles maybe. also going to start trying out smoke more to see if i missed something.

What a great game! The concept is simple yet innovative, the art-style and music are beautiful, and the potential the mechanics have is just huge. Looking forward to future updates!

Feedback: There was a crash at the end of the video

(+1)

Thanks :D 

The bug you run into should be solved in the latest build. 

(+1)

Yes such a great simple game.

I wonder if a player vs player mode could work with these mechanics...
I like the turn-based aspect of the combat. 


Already very polished!

(1 edit) (+1)

amazing

been playing for just over and hour and its so fun

(+2)

What an amazing game ! Please continue improving and adding content.

If you could add a little tooltip to explain keywords like ice, or lightning, it would be so nice.

and also what the weapons do when you are choosing to  buy them

(+1)

brilliant game keep it up

(+1)

This game is amazing! I can't believe it's free -- are there plans for an expanded paid version or some other way to support your work?

(+1)

I'm planning to expand this into a fully featured paid game, but I first want to release a few updates for the free alpha version.

In the meantime, I'll set up donations on itch!

(BTW, such amazing feedback is already a great way to support me :D)

(1 edit)

sad that it may not be free in the future but love the game. it just needs more cards/classes.

Edit: maybe make it free but you could pay for extra classes, cards and maybe a new difficulty. so the game is mostly free but you could pay like 10$ or something for additional content like 2 classes 5 cards and a hard+ difficulty or something.

(+1)

Great game!

I have a suggestion though. My disability makes my short-term memory quite bad, so I often forget what the various abilities do. It’s great that you see a tool tip in the reward menu, but I would really like to be able to get those tool tips on my deck, too. The same goes for enemy intentions. No tool tips make it hard for me to play effectively.

I read one of your replies to a previous comment that under-explaining is a design choice of yours. I get that, but for me and others with memory impairments, it would really help to get reminders of what stuff does, in the same way as the player can bring up the controls at any time.

(+1)

Glad you liked the game, and thanks for the feedback!

A tool tip explaining what the various weapons/effects/enemies do is among the most requested features, and I think I'll implement this in a future update :D

(+1)

😊👍

Game froze after enemy dashed trough ice trap and couldn't make his second move. Would be nice if there were some way to check attacks, sure most is easy to guess, but assassin spell or first enemy smoke bomb, double strike, etc can be annoying. GL game is great even at such early stage.

Thanks for the bug report!

(+1)

Very fun, though some things are a bit confusing on how they work, like its easy to forget the mechanics of something after you picked it up and for the things that you start with it took a bit to figure out what the assasin special thing does, and when Im in full screen it cuts off the edges so i cant see the pause button and i cant see how much money I have

(+2)

This game is really amazing, and I hope it will see many updates with more characters, cards, enemy types, items, et cetera. It's honestly maybe the most fun turn-based tactical roguelite I've played since Through the Breach.

I do, however, have some feedback:

1. Status effects and keywords need to be more clear. Not knowing what Free Play or Ice does is a big deal when you're considering which upgrades to pick.

2. You should be able to check more in-depth explanations for your own attacks and the enemy intent in-game. Even though you'll quickly learn by trial and error, players may feel cheated when they don't realize certain enemies have Swirl attacks or Free Play effects or Double Strike. Just being able to check in-game is convenient, otherwise people will feel like they've been tricked, or they'll just manually make notes.

3. I feel like there should be a "skip upgrade" button, or maybe some sort of basic minor reward to pick if you don't want the upgrade and don't want to/can't afford to reroll. Many times, I've just felt like my build can't afford to put +2 cooldown on an attack just for a Poison effect.

4. One incentive to get players to pick status effect upgrades such as Ice, Electric or Poison could be to add support or synergies to make them stronger. Perhaps items that increase damage, potency or duration? If I could get an item that made Electric effects bounce farther so I could make a dedicated Electric build, that would be really cool I think. This is more a suggestion than feedback, though.

5. The First and Third boss are really easy to cheese with Smoke Bombs if they have low enough cooldown. I've repeatedly been able to create an infinite loop where they cannot attack me, but I can deal damage to them. If you want this in the game, I don't mind it, but I thought I should make you aware of it anyway

I hope this feedback is helpful, because I really like the game so far and I hope you continue to improve it even further :]

Thank you for the feedback! :D

Bug report: was trying to shuffle my attack tiles while transition from rewards screen to shopkeep was happening. One of the tiles that was mid-movement got frozen, and I effectively lost it.

Thanks for the bug report!

i like the game it's fun

Fun game! Yet we need more tips and explanations, I had to figure out how the upgrades work by myself, and even the "死" of the assassin (well, a projective which doubles the damage) ... the tutorial was great though, I would see it as a mistake.

Looks like lots don't know "freeplay" stands for, well, it means choosing the action won't waste a turn. And things like "electric" once confused me. We need more tips!

Ohhh thanks a lot that makes a lot of sense now!

(1 edit)

Noted. Thanks for the feedback!!

Pressing right click and left click at the same time while grabbing an attack crashes the game on Firefox

I'll look into it, thanks for reporting!

This was such a fun and unique game. I really like the turn based combat. Keep up the great work! 

Up to 18 damage in one turn, some builds are op lmao

Great game!

I have a question on what exactly "Unlocks Freeplay" does, and also there was a bug where an enemy with no health left was still standing on screen. It's the enemy on the left.

freeplay does what freeplay means you play it for free (enemies don't move when you place that weapon in or out of queue)

Omg thats so op. Thank you for telling me! I'll have to use it in my next run. Thank you so much!

(+1)

Really solid game!!  A bit getting used to...

- Unsure what the "free play does"

- Should keep the hover tooltips even after you've collected the skill

- The smoke, bo, dash behind are all really useful to avoid dmg.

- Did figure out till after that combos reset the skills.

I think free play lets you put the card into the queue without taking a turn

Amazing game! Please continue development, I would literally pay for more content.

Thanks! Working hard on the next update! :D

my best time (normal)

Great time! :D

(+1)

Love the game, had a great time with it, anything that gives you free turns are broken.

(+1)

I love this game! This is hard mode:


The fire, with the poison upgrade and level 2 archer is busted!

I didn't realize how good the element upgrades are.

(+1)

0 cool down free play 5 atk arrow op trust me

[insert picture of 0 cooldown free play 4 atk arrow here]

*puts in any one-turn/no turn ice weapon*

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