Hey everyone, The French language is added to the game thanks to awesome work by Mohamed Maalem Also, we added an option to disable damage numbers Also also, we fixed a bug with the stuck controller select button - wolderado
[ 2024-11-27 18:47:00 CET ] [ Original post ]
Changes:
- Fixed misclicks during pause & defeat menu - Added a cross-promotion card to Dojo wolderado
[ 2024-08-27 12:58:22 CET ] [ Original post ]
Hello everyone!
It's been a while since the last update and I've been doing a lot of quality changes & been working on new stuff so this update is PACKED with new stuff! Along with the update, we're discounting the game by %30 for the rest of the SHMUP festival! First of all, a new weapon set: Jade Weapons. It contains 4 new jade-themed techniques and a new starting weapon! Let's get into it:
Ten Blades Of The Emperor
[hr][/hr]
Send multiple flying jade blades in the targeted direction
Cursed Magatama
[hr][/hr]
Curses a random nearby enemy and turns them into a jade statue. When broken, it curses another enemy. Enemy must be alive while cursing
Fury of The Jade Dragon
[hr][/hr]
Slash in the targeted direction. On every 4th slash, swing the weapon around yourself and deal 2x damage
Howling Bell
[hr][/hr]
Slows down pushable enemies on the map for 5 seconds
Starting Weapon: Imperial Guards
[hr][/hr]
Create a statue that attacks nearby enemies and heals you. On expire, collects the nearby experience
A New Mechanic For The Eastern Castle (3rd Map)
[hr][/hr] The 3rd map always felt a bit simple compared to the other two maps. And breaking down the door wasn't that rewarding for its trouble. So I decided to add another mechanic to the map.
There are three cannons in front of the castle. Once you break the door, you can steal cannonballs from inside the castle and carry them to the cannons. Then cannons start shooting nearby enemies! They deal 1500 damage to every enemy inside the explosion radius. When they run out of ammunition, you can resupply them again. They're especially useful in early-mid game.
Various New Stuff:
- Added a Restart button for the main menu. You'll gain a soul reward if you restart immediately after you die. No need to wait for the defeat screen anymore!
- A new Brightness option in the Options menu
- Unlocked codex entries now will give you %5 more damage against that type of enemy
- Added scale and rotation animations to both enemies and your character. Now they squash and stretch when damaged or during an attack!
- A new technique test system. When you unlock a new technique, it will be given to you as a level-up option in the next game
- Cost of unlocking a new technique reduced (from 120 per level to 60 per level)
- Now, as you gain walking speed, the camera zooms out so you can see where you're going
- Some ranged enemies will flee from you when you get close! They developed a new type of fear called Samuraiphobia
- Now, there is a health bar attached to the door in Eastern Castle so you can see how much health it has left.
New Localizations: Chinese, Russian, and Japanese!
Thanks to the incredible work done by Locpick, you can now play Samurai Survivors in these languages! If you want the game localized in your language let me know! The Russian language was added thanks to a Russian streamer who played the game last month. I can't seem to find who it was though!
New Music
The composer of the project and my friend Oguzhan did another piece of music for the game. Check it out: [previewyoutube=PGQ7eoH4YOU;full][/previewyoutube]
Bug Fixes & Changes:
- Game prices in TRY and ARS will be increased (after the festival)
- Fixed the combination bug for Ghost Walker with ghost slasher
- Fixed Walk particles render order
- Fixed the bug that causes values in options to change by increments of 2
- Fixed the issue that causes the player to get stuck inside holes
- Fixed the bug that caused ghost slasher to not copy area size
- Fixed the bug that causes you to continue walking on attacking a lock in DOJO
- Updated idle bowman sprite. Now you can see their bow between their attacks
- Door health reduced from 100 to 50
- Increased performance during curse level increases
- Fixed various area size-related attack size and attack collision issues
- Fixed the blank door background issue at Eastern Castle
- You can now quit DOJO after you die and still get soul rewards
- Added support for space characters in technique stats and player stats
- Fixed the issue that allows you to push past through the door
Final Thoughts
So that's it for the update! Let me know if you discover new broken builds with these weapons! They get pretty crazy when you invest in them and I plan to make more of these types of weapon sets in the future. Here's a samuraicopter for good luck:
DoubleWe
In case you missed it, I'm also working on a horror game where you have to kill your clone before you die. Wishlist here: https://store.steampowered.com/app/2506530/DoubleWe/ -wolderado
[ 2023-09-25 14:07:01 CET ] [ Original post ]
Hello everyone!
We recently released our Steam page for our other game DoubleWe. Check out our trailer: [previewyoutube=Nn8VYLOBEgU;full][/previewyoutube]
Page:
https://store.steampowered.com/app/2506530/DoubleWe/ Wishlists are much appreciated!
What this means for Samurai Survivors?
I started this project in the middle of DoubleWe development. So my main project was always DoubleWe. But after a game jam, I wanted to make a small game and release it on Steam. Thus Samurai Survivors was born. DoubleWe's Steam page release won't change the future updates of Samurai Survivors. Actually, I'm very excited for the next update! We'll have new techniques and a new starter weapon with the special theme of a mysterious power. Maybe even a new map but no promises. Also, I'm working on localizing the game to other languages so more people could enjoy the dashing and slashing fun! -wolderado
[ 2023-08-10 14:27:57 CET ] [ Original post ]
Samurai Survivors just got a Steam Deck verification from Valve meaning the game will run smoothly on your Steam Deck device! Previous 1.4.3 hotfixes I've published were improving the gamepad experience for all users. If you use a gamepad to play the game, you should see a lot of quality-of-life improvements Let me know if you encounter any issues with the Steam Deck version -wolderado
[ 2023-07-02 08:16:04 CET ] [ Original post ]
Changes:
- Added key names to interaction prompt texts
[ 2023-06-23 15:23:21 CET ] [ Original post ]
Changes:
- Changed the size of descriptions for attack & player stats for better readability
- Game now automatically switches key prompt texts when you switch input devices
- Fixed cursor not visible bug in the dojo
[ 2023-06-14 13:55:19 CET ] [ Original post ]
Changes:
- Fixed scaling issues at 16:10 resolutions
- Game now automatically detects your native screen resolution and sets game resolution to the closest supported resolution the first time you enter the game
[ 2023-06-06 11:48:20 CET ] [ Original post ]
Ghost Slasher Rework
The ghost Slasher technique is a hard technique to balance. It has many many combinations with other techniques. Adjusting its variables and making it too strong or too underpowered could upset the whole balance of the game. After the release, I noticed people are only using Starting Weapon + Ghost Slasher + Lightning Reflex combo and not trying out any other builds. Which is not what I want from the game of course. So here's the new Ghost Slasher: Ghost Slasher Creates fading ghost that copies your previous technique. But doesn't copy their multi-attack. They also attack at the same time as the previous technique Yep, now you can combine ghost slasher with any other technique. You can create whirlslash multiple times and call upon many spirit slashers. Of course, not every combination is useful as others but most of them work great. The only downside is that they can't multi-attack more than the default value for the copied technique. This limitation is there to prevent the damage from scaling up exponentially which is what happened in 1.4.2 or before. So, post your builds! I wanna see what new builds you guys can come up with! Some fun combinations:
Attack FX Transparency Option
You can now reduce the opacity of your attacks from the options. It should make things clearer in late game.
New Push Systems
New systems are implemented to make the game easier when you get pushed. One of them is that after being pushed, you can pass through enemies for a short while.
Dojo Indicators
Now there are two pointing arrows in DOJO (or you can call it the main menu). One of them is pointing toward the doors and the other one pointing towards the unlock technique area. Most players were confused about where to go in the first time they enter the DOJO. These arrows should help a little
Full Change log:
- Ghost rework. It now copies the previous technique instead of your default attack
- Player-only map bounds are added
- When you get pushed, your collision gets disabled for a short while
- When you get pushed, you push surrounding enemies for a short while
- Increased enemies to player damage cooldown
- Ghost Walk now pushes enemies after the attack
- Alternative lock id added for Map3 (It should unlock the map if you unlocked the 3rd map before 1.4.2 but locked in 1.4.3)
- Eastern Castle banner warrior special sound volume reduced
- Illustrator name changed to the correct name
- Added dojo indicators
- Added Attack FX Transparency option to the options menu (Range: 0-10)
- Added an auto-aim tip when you reach a certain time for the first time
- Now the game shows the correct auto-aim button name
[ 2023-06-01 14:15:39 CET ] [ Original post ]
Change log:
- Reflect not protecting the player from damage bug fixed
- Now, the game doesn't reward 3 new skills at once
- New game end-game text when you reach 30 min and survive all curses
- Deleted some lights in the dojo for better guidance
- Added left and right buttons for button navigation
- Heath increase by curse level is decreased from power of 3 to power of 2.5
- Increased the health bar animation speed on damage
- Now using if you're using gamepad, cursor doesn't disappear and stands at a minimum distance to player
- Bug that makes all rewards highlighted is fixed
- Added a new description when posture reward is selected
- Reduced enemy samurai damage from 35 to 30
- Now, enemy samurai's speed is not at the same speed as you. Instead, they now have a fixed speed like other enemies
- Reduced spirit slash size limit
- Reduced horse charge size limit
- Small amount of increase to the damage increase of Blazing Domain
- Reworded soul amount achievements
- "Eastern Castle" unlock achievement fixed
- "I only need my weapon" achievement fixed
- Reduced the reach of karate guys from 1.2 to 1.1
- In level 3 (Eastern Castle), now there is a second level up reward behind the door
- Reduced the door's health from 1000 to 100 in level 3 (Eastern Castle)
- Reduced the opacity of black panel covering the area inside the castle in Eastern Castle
About Invisible Descriptions in Steam Deck
It seems like it's a common problem in Unity games in Linux builds. I tried to fix it but since I don't have a Steam Deck myself, I'm not sure if the bug is still there. Can anyone test the game on a Steam deck or Linux device and comment below? It would help me a lot. Just start a random map and level up once to see if there are descriptive texts under the skill titles
[ 2023-05-05 15:28:31 CET ] [ Original post ]
It's finally here! Today Samurai Survivors will be available to play. It started as a game jam entry for Juice Jam 2 and now it's an actual game! Crazy... [previewyoutube=EcJuEqdML8o;full][/previewyoutube] I hope to continue to update the game with new content. The game has robust systems in place to add new techniques, weapons, etc. with ease. My new content ideas list is already getting too big I think I squashed every bug I see but let me know if you encounter something big! I hope you'll enjoy this little game. Please let me know what you think by writing a review! - wolderado
[ 2023-04-24 18:10:01 CET ] [ Original post ]
Hello everyone! I'm gonna be honest, I don't like making UI. It's buggy, needs lots of work and needs to be aesthetically pleasing. Being a solo developer focused on programming, UI is nightmare for me. So for samurai survivors, I'm making a playable main menu / world hub. Check out here: [previewyoutube=97wURY_Ua8U;full][/previewyoutube] This place is where you will:
- Unlock new attacks
- See your collected souls in a huge pile
- Unlock and travel to new maps
- Unlock and equip starter weapons
- See enemy types and descriptions
- See your total game stats
- And maybe see more story content (I wonder what's behind that door?)
[ 2023-03-31 14:30:38 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
- [158.06 M]
You've betrayed your clan and been cursed to battle evil spirits as long as you breathe. You will continue to age until you pay your price while improving your swordsmanship more and more
Features
- Hours of intense slicing & slashing survival!
- 21 unique attacks with incredible synergies!
- Interesting enemies with unique mechanics. They don't just increase in health!
- Different maps with map-specific enemies and mechanics!
- Unlockable weapons & attack techniques!
- Future updates! New content like techniques, maps, and enemies will be added!
- Continue playing the game after you beat the time with increasing Ascension Levels!
- Custom-made Japanese medieval musics!
- Lots and lots of juicy gameplay!
Samurai Illustration by Toriotto
- Memory: 3 GB RAMStorage: 500 MB available space
- Storage: 500 MB available space
- Memory: 3 GB RAMStorage: 500 MB available space
- Storage: 500 MB available space
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