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

Thank you for playing!


Download

Download
ByMoonLightv0.1.0.rar 78 MB

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:

  • adding feints 
  • when you and the CPU are facing and waiting for an attack, you can simply wait for it to attack and then parry and follow up with a combo. it becomes easy to do and very predictable. making the CPU roll forward sometimes in that situation may help to add unpredictable randomness
  • adding harder difficulties

also, some bugs are: 

  • sometimes you can attack your opponent during the "duel" thing before the fight, or straight up kill them before they are able to attack 
  • the hitbox of some attacks is a little weird, and, for example, they can get hit by a thrust or a punch without touching the sword/fist, it's like the air became dangerous for a fraction of a second after the attack

finally:

  • the low stance heavy attack (the two slashes) is a little overpowered. it almost always hit and is hard to interrupt, i think it should be a little nerfed

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.