A downloadable game

WARNING: FLASHING LIGHTS


Paint with the blood of your enemies.


No Dual Sense support, please use an Xbox Controller or Mouse and Keyboard.


Combat demo.

StatusPrototype
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorZaWalrusu
GenreAction, Fighting
Tags3D, combos, Painting

Download

Download
SUMIv0.0.21.zip 956 MB

Install instructions

Unzip and run Liyu.exe

Comments

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So cool! I'm so following where this goes! Love the art style

Beautiful

Holy, I'm amazed by this game, this bleeds style like someone else said

amazing work

This game just BLEEDS style. Did you make those hit sounds yourself? I've been really wondering how to make or where to get those anime pierce sounds for a long time.

I didn't do the foley on them. mostly just found sounds online and mixed them until they became what they are.

Oki doki, thanks

Are you planning to ever release the game?

if so, is there a way to follow the development? like twitter or a patreon.

(+1)

maybe, i'd like to keep plugging away at it

i don't know that i'm ready to launch into full development yet, so no dedicated channels quite yet

This is pretty cool, I think the sumi ink is a bit over the top at times cos and hurts visibility, but will need to mess with it more.

im one of those guys you let play the demo of this in reddit

i dont know where to put my comments but ill just leave it here, if i may: (sorry no vid to provide, but i would if you need one)


1. the game mechanics is great imo, it resembles classic and top notch character action games we loved before, and i dig it

2. the art style is great and unique

3. the combat is simple yet effective

- i actually havent reach "god gamer" because i was too focused on the systems and doing stylish combat, lol

4. the parries are great, even with the aerial one, i like it, not much games do an aerial parries

5. i like that you pick rt as a dodge button

here are my suggestion/comments/opinions: (random aspects)

1. it would be awesome if we can have double jump

2. an aerial dodge, maybe?

3. (my personal preference, you may disregard) i am one of those CAG gamer that likes lock on to be on trigger/shoulder, and be a holdable button (option for toggle is nice, even for default, i prefer hold tho like dmc) so i can manually do lock on

4. in regards of the lock on, if your game would inherit commands from dmc (action sequences affected by movement input + attack string) then id say a holdable trigger/bumper/shoulder button is better imho


5. the combat flows similar to ninja gaiden, with the hold heavy attack button that absorbs orb in the area, i like it, it would be great that other heavy attack ender in a string combo would benefit from it too


6. heavy attacks (and finishers) are risky, in a sense of animation lock, you cant follow up a dodge/block to cancel within a frame, i dont know if its by design (if it is, then i should just be git gud lol)


7. i like how you use health as a resource for range attack, it serve as a balance to offensive playstyle to not cheese enemies using range, thats cool


8. i dont know if you will implement this in the future, but it could enhance the flow of aerial combat to have inertia and momentum saved (i dont know, maybe its just me, but itll add up flair to the combat, i guess?, personal preference tho)


9. ive seen in some comments in reddit that you said there will be weapon switch, i think thatll be awesome, cant wait to see how it goes


10. for enemies, i think some of them lack audio cue? (but this is still too early, and i think itll be part of your progress later on) especially the melee ones, the range attacker had a decent audio cue, but it will help to emphasize it more (maybe for some players, tho i dont mind the rawness of it)


and here are what i found:

1. light attack strings can be canceled by range attack (seen in tutorial, but from ground, it is similar to offset string combo from bayonetta) also applicable in aerial attacks, it serve like jump cancel or something

2. pull/grapple has 2 properties: when grappling from the ground, the enemy will be pulled. From aerial the player will be the one to be pulled towards enemy (these are only applicable with smaller stype enemies)

3. block on mid air can use to pull yourself towards the ground faster, i use this to followup from X,X,X mid air (better with air grapple tho, but useful when you need to use the hold heavy attack charge orb)

4. (this is from a perspective of a fighting game), there are 3 enemy state as far as i can tell, ground state and airborne state, and there's  actually one knock back animation used in combo finishers and perfect parry counter (for airborne, only perfect parry has it) 

i think thats all?


i had fun with this game, thanks for sharing

dude, it's pretty cool you found the air parry

and thank you for the feedback, absolute gold

the 1st piece of feedback from my friend:

I might send more feedback from other friends soon.

In his own words, game is good and fun, just has issuses with inputs (check description). I haven't played yet myself but I am positive.