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Ninja Mafia War

rated 3.88 / 5 stars
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Credits & Info

Jan 23, 2013 | 12:02 AM EST

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Author Comments

The ninja town become unsafe again because of a mafia organization. Help the Ninjas to fight against the Mafias by using various weapons and high-level skills. Show them the power of a real Ninja, defend the town at all cost!

Use your mouse to control. Use Hot Key 1, 2, 3, 4, 5, 6, 7 to select ninja then press anywhere on the ground to unleash the ninja. Press Space Bar to open skill menu and pause. Press M: Toggle Music. Press B: toggle blood. Press Q: toggle quality. Press S: toggle speed. Others, see in-game instructions.

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Rated 3.5 / 5 stars

I admit that the overall layout was decent, but I really didn't care that much for this. It just got ridiculous how on the sixth level I was beaten so easily. It seemed like you were basically just fighting the same guys over and over. There needed to be more variety. On said sixth level, it looked like a redneck hunter joined the mafia! I guess that was what really took those ninja down.

The artwork, however, was fairly decent. It did seem like a fairl original creation, though. It could probably benefit from having more sped up speeds. Even at 2X, I couldn't even tell the difference! The music is decent as well.

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Rated 1 / 5 stars

To be honest, I couldn't get past the first few levels. I was playing on normal, and the first several levels are just spamming the basic unit. I don't think you should have included these levels, they take too long and don't offer anything to the players.

I think this game has potential, but only with a lot of rework. If I were you, I'd start by trying out the following changes.

1. Players should start with at least two units, each of which are advantageous in a different situation. If you were to keep the first two units like they are, then perhaps the ninjato would be a cheap meat shield, and the claw would be an expensive high damage unit. Players would need to find the proper mix of these two to win the first level.

2. The map should be shorter. Right now the map is very long, and all it does is add to the length of the game. The map should be just long enough that it allows the teams to control it.

3/4. The map needs effective terrain. Right now the map just has bamboo on it (I don't know if more terrain is introduced later), and it doesn't seem to do anything. How about units move from terrain to terrain, where they get various bonuses to defence from ranged or melee weapons? If the AI is programmed to move into terrain, wait a little bit, assess how much damage its doing (none if its melee, some if its ranged), and then advance if that number is too low. Bamboo could reduce melee damage, and rocks could reduce ranged damage. Assessing the terrain would be a critical element in deciding which units to buy, as some might have bonuses in or against people in certain objects.

5. We should have SOME control over the units. Obviously this isn't a standard RTS where we can tell each unit where to go and what to do, and I think thats a valid and solid decision on your part. But still, players shouldn't be just watching a war of attrition. How about if you click on a unit it advances out of the terrain its in, and if you space+click on a unit, it retreats, or resets the timer on how long it'll wait in the terrain its in. This way we have SOME control over the units, but not total control. The players aren't micromanaging, but they are managing.

I think you have a solid idea on your hands, but it needs more work to push it to fruition. If you'd like some help designing this game, send me a PM.

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Rated 5 / 5 stars

Awesome but hard 5 STARS!!!


Rated 4 / 5 stars

Fun but I didn't find a lot of strategy in the game. Often times was spamming best unit.


Rated 5 / 5 stars

What a fun! To play this game! 5/5