[By]MoonLight
A downloadable game for Windows
*Wasn't able to add a tutorial in time but controls and some explanation is detailed below on the game page.
I recommend disabling post-processing in the game's settings menu for lower-end PCs that may struggle with running the game at full speed.
ABOUT
[By]MoonLight is a small 3D one-on-one action game with a sprinkle of lite fighting game mechanics! Go head-on against an enemy CPU and test your mettle using two different stances and varying move sets to claw your way to victory! Parry, zone, dodge, or rush your opponent! Do whatever it takes to come out on top!
I wasn't able to add all the gameplay mechanics, features, and visual juice that I envisioned in time but hopefully will get around to more polishing after the jam! Though I am happy with what I managed to get together within the set deadline.
Feedback is appreciated!
Developed in two weeks with Unity 2021 for Samurai Game Jam 2024.
CONTROLS
Keyboard | Controller (PlayStation) | |
Movement (Left and Right) | 'A' and 'D' | D-PAD |
Light Attack | 'K' | Square |
Heavy Attack | 'L' | Triangle |
Parry | 'E' | Left Shoulder |
Forward Dodge | 'Shift' | Circle |
Back-Dodge (Relative to your facing direction) | ''D" + Shift or 'A' + Shift | Left + Circle or Right + Circle |
Pause / Setting Menu | 'Esc' | Select |
Stance Change | 'Q' | Right Trigger |
UI Confirm | 'Enter' | Circle |
High Stance: Hilt Bash (Special Attack) | If facing to the right: D + K If facing to the left: A + K | Right + K or Left + K |
High Stance: Hilt Bash (Special Attack) Press in a quick sequential order. | If facing to the right: S , S+D , D , K If facing to the left: S , S + A , A , K | If facing to the right: Down, Down Right, Right, Square. If facing to the left: Down, Down Left, Left, Square. |
GAMEPLAY
Move left and right to navigate around the stage and your opponent. Beyond just moving left and right; all actions will consume Stamina. Your total stamina is represented by a blue bar above your character and will recover over time. Use your stamina wisely or you may get trapped in an assault!
You and your opponent's health bar is represented by a circle made up of 10 diamonds. Each diamond represents a single hit point. Each hit removes a single diamond. Land 10 hits and it's a KO!
Attacks can be combo'd and chained after the first swing. Follow-up attacks do not need to be immediately pressed but can be delayed for a certain window to take your opponent by surprise. Attacks can be animation-canceled with a dodge to escape potential danger.
Access two different stances: High and Low. Each stance has different attacks and move sets that can suit different play styles. The default stance is the High stance. The High stance will allow you to hit fast but at the cost of your attack range being short. The low stance is far-reaching but slower in attacking by comparison. These stances can be switched between each other on the fly.
Avoid taking damage from attacks by dodging away or by heavily punishing your opponent by parrying! Parrying your opponent will leave them entirely vulnerable to massive amounts of damage.
Lastly, there are special moves! For now, there's only one per stance. These require motion inputs that are commonly found in traditional fighters. By pressing the movement in a sequence, you can trigger an attack that can give you an edge! Regular attacks can be chained with a special attack to squeeze out a little more damage. These are not required to play, but instead rewards for those who can do it! You can refer to the controls table below to see how to perform them. The high stance's special is the easiest to perform.
CREDIT
Programming and UI - Andy Nguyen / i*Jiro
Title music - Kenny Pham / Toadstools
3D Animations - Frank Climax
3D player models and prop - Sabao3179
Anime Combat Sounds - Yasunobu Sounds
3D City Environment - @grdr42 (Twitter Handle)
Background stage music - YouFulca
Voice clips - Unity Technologies Japan K.K.
You can contact and reach out to me on my discord @ijiro
Comments
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the game is fun and easy to learn, i liked the combat system and i'd love to see more content. an issue though, is that the cpu quickly becomes too easy and predictable. here are some ideas:
also, some bugs are:
finally:
Amazing little entry put together in such time. Once again I feel like the only thing I want is more of everyting. With a little expanding this could be a fully fledged game release.
I assume there is a type in the controls, last special is from low stance, right?
Nothing really to pick apart, maybe the neon light could be toned down on their brightest parts, and the parry moving you forward is a tad confusing for me, at least.
Otherwise well put together, assets are nicely matched in style sfx and music also good.
Would love if one of the attack would serve as the Return key in the “Retry-Main Menu panel” for fluidty of restart.