Juste trop bien
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PRESS F TO FULLSCREEN TO FIX MOUSE DRIFT IN FIREFOX
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Notable Updates
NEW 0.6.11 - New level with secrets, new music + small QOL updates!
0.6.8: Added Medals!
0.6.6 Minor graphical updates + added Kickable plants!
Dash, roll, parry, and slash your way through the New Nippon Yakuza with fast combos, hype parries, and even faster beats in an action FPS inspired by the likes of Hotline Miami, Katana Zero, and Devil May Cry
I've spent the past few months taking feedback from the previous build and refining the game and starting a small team to turn this into something bigger! I'll be adding updates and new content over the next couple weeks so stay tuned!
Check out our Kickstarter if you enjoy the game!
You can also follow me on Twitter or check our Discord!
NOTE: Changed the backend for leaderboards and using Cross-Platform play, let me know if you encounter any issues!
Updates:
0.6.3 - Minor performance improvements, Made some UI elements better looking, fixed missing clank & gun noises
0.6.2b - Dialogue + Menu interaction improvements, Version tracker, Updated version naming convention
0.6.2 - Small Quality of Life improvements + Fixed minor graphics bugs
Juste trop bien
Fast-paced fun that balances challenge fairly well
Really Good
Didn't expect to see a new demo for this so shortly after the last one, but the progress is nice to see!
Glad to see that some of my previous feedback has been rectified, such as the new foot animation for kicking, and the inclusion of a narrative and other cool effects like the way enemies get chopped in half is pretty cool.
Some of my previous feedback is still present, such as how I don't like these weird auras that deny weapon usage on enemies and would prefer a new enemy type be created instead for those purposes, but I assume either they will be addressed later on or you wish to keep them.
In addition to the above, here are some other feedback I can offer:
*The cooldown between slashes is obvious because of the way the arms go down and don't come back up until it's ready, but the same can't be said for parries: there is a cooldown phase where you can't slash or parry, but it's not obvious because your arms are still up. I'd like it if there was more consistency in this matter.
*Soundscape could be a bit better as apart from the initial alert sounds that enemies make, they are totally silent, which makes it so that they can easily seem to come from nowhere as they make no footsteps or attack sounds. Perhaps it's intended as part of the challenge that you need to be swooshing your camera around constantly to keep an eye on them, but I dunno: I'd like it if I could keep track of them through sounds as well.
*Menus are very inconsistent in terms of control: some of them can be used with the mouse to click the buttons, while others force you to use the keyboard. It's just really confusing and frustrating to figure out what each one wants.
*The new HUD is nice, but I wish it was more clear what power you are currently carrying. Yes, once you get good enough you can memorize the colors that represent each power and look at your arms, but it's very confusing when you're starting out as you can be picking up powers at a rapid pace before you even see what you pick up and have no idea what you're carrying. I'd say that the power icon should not only be somewhere on your HUD to reference, but the icon should also briefly flash in the center of the screen when you pick it up to help acknowledge it.
Keep up the good work as I'm looking forward to hacking and slashing in the full release!
Glad you enjoyed! I liked the idea of an entirely new enemy for enemies that are immune to weapons, but we don't have the resources right now to add that to the game :(
The flower that represents your health also flashes depending on whether or not you have a powerup/what powerup you have but I'm aiming to add more obvious feedback on picking up an ability in the full game!
I just finished working on/adding a big new level to the game with a fair amount of new mechanics that took up all my dev time for the past couple weeks as they required reworking a lot of the code, so things like some of the menus have fallen to the wayside but that's also on the fix list for the final game!
Thanks for the feedback and glad you enjoyed! (P.S. feel free to take a look at the new level/mechanics and let us know what you think of em :) )
......Daitomodachi?