About This Game Pixel Shinobi is a game in the genre of stealth and platforming with elements of RPG, in which the player plays as the Shinobi (Ninja). The player can gain experience when killing enemies and eventually be able to unlock more advanced ninjutsu. Going through the levels the player will collect the various ingredients in which he can craft weapons: shurikens, poisons, elixirs, grenades, mines, as well as the main weapon the Katana, Ninjato and Kusarigama. At the end of each level the player gains experience for the past level completed, the game utilizes a stealth mechanic in which hide and seek can be your best weapon of defense and offense. Being able to hide in the shadows and deliver crucial and critical blows to an enemy can also give you experience in the end. After each level the player will be returned back to their home village in which they are able to purchase weapons, items and more advanced ninjutsu in the game.StoryIn 1560 A.D - Japan’s last Shogunate lost full control over the realm causing an eventual explosion into a massive civil war with other provinces of the once mighty empire. Anarchy reigned through the country as the different clans waged an all-out bloody war for supremacy. One clan "Steel Claw" in particular led by their Daimyo (Military Leader) Mamoru Imai, began seeking the knowledge of old forbidden practices and worshiping dark entities in order to try and place a curse upon his enemies. Mamoru was soon to be infected by the spirit of a vindictive and very malevolent Samurai warlord. Through this infection, "Steel Claw" began a campaign of total chaos and hatred spreading vile darkness through the lands, infecting other nations along with it. The demonically possessed Daimyo allies himself with nine other powerful demons and forges a massive army born from hatred and fueled by blood. No one army can withstand him. All hope is on the detachment of the shinobi clan "Black Lotus", operations of sabotage only can weaken the power of Mamoru. The warlord must be assassinated or Japan will crumble into dust.FeaturesFast and Dynamic Gameplay10 Powerful Bosses With Unique AbilitiesDynamic Battles With Vivid AnimationsDismemberment and Gore StealthThe different types of enemies, that will require different battle tactics to defeat.Craft (more 200 Recipes)Lot of Perks and Abilities 7aa9394dea Title: Pixel Shinobi Nine demons of MamoruGenre: Action, Indie, Early AccessDeveloper:Ametist studioPublisher:Ametist studioRelease Date: 10 May, 2017 Pixel Shinobi Nine Demons Of Mamoru Crack Dll pixel shinobi nine demons of mamoru. pixel shinobi nine demons of mamoru review. pixel shinobi nine demons of mamoru igg. pixel shinobi nine demons of mamoru download. pixel shinobi nine demons of mamoru скачать торрентом. pixel shinobi nine demons of mamoru free download. pixel shinobi nine demons of mamoru skidrow A bit lack of tutorial here and there,* unnecessarily “Dash” after the wall run,* you can't change weapon to “fist” at the beginning of the game in which make you loose your fist weapon very fast,* should have a “hiding” button,* "sepukku" does not even question "Are you sure?",* don't have a separate save mechanics so it won't erase your old save game,* you are not “Safe” even from a “Re-spawn” start or after a “checkpoint”,* items are to expensive so better try with “only skills”.Overall it's a nice "try" game =). were if the 5-th act?will Katana be the new weapon?plz answer, ASAP.thx. Despite my little play time, i think the game is very cool and i will come back from time to time.. Dope Platformer, the stealth system is alright, an crafting is nice too. an well done pixel art. excellent game, honestly I can not stop playing it right away, I wish I could find more games like this one, it`s hard, tactical and interesting, there is a lot of content in it. please support this developer so we can have something rare and good going on in here.. I give this game a positive review with some reservations and qualifications.This is an old school type action platformer with stealth elements that plays a bit like a mix between the Sega Shinobi games and Ninja Gaiden with stealth, gadget, and RPG-lite character progression elements that seem to me obviously inspired by Klei's Mark of the Ninja. These are all in themselves, good things, as these games are great potential sources of inspiration.The execution of these ideas and mechanics unfortunately is where this game, at this as yet early stage of its development, stumbles, as well as in some other somewhat trivial, yet crucial areas, like the UI. Also, I believe the game is plagued by a few just plain bad ideas, too, which I will get into. The stealth system still feels quite rough around the edges to me, to begin with, the assassination mechanic is pretty buggy and glitchy and not ideally implemented. To perform an assassination move, you need to be standing basically right on top of an enemy and press the block button, unfortunately, the game does a poor job of indicating when you are actually in range of the enemy to perform it, so it's very easy to accidentally flub the attempt and get detected. That being said, as you play the game more, you get more used to this, and get better at being able to properly perform it, still, the ability also seems to glitch out and not work properly about ten percent of the time as well, which is one of many indications of how this game is still not yet in an optimal, finished state.I would like to suggest adding a UI element, like an icon above the player character's or enemy's head informing the player when he is in range to assassinate an enemy as well as slightly increasing the range itself on the ability so that it can trigger when you're right behind an enemy as opposed to actually on top of them, this would lessen a good deal of the frustration felt by newcomers in essentially unfairly getting their cover blown. As for the acquisition of the assassinate ability itself, I think that this should be part of the innate skillset of Hideaki (the PC) rather than an ability unlock for two reasons: it's an integral ability to both the game's and this genre's skillset nearly on par with sneaking and jumping and also because it's easy to miss in the first string of missions without returning to the village to unlock it from the sensei, and yet is required to complete certain objectives in that first string of missions. This leads me into various problems I have with the game's relative lack of tutorials and signposting which I will get into later.The other major issue with the stealth mechanics that I have is that the game does a somewhat poor job of explaining what exactly consitutes a state of concealment from the enemy and the player is pretty much left up to themselves to figure all this stuff out. This is partly due to the lack of sufficient tutorial explanations on the matter, partly due to the nature of the semi-randomized level design (something else I will touch on in momentarily) and partly due to the way the game sort of throws the player into the deep end of the pool without properly introducing its mechanics at a more gradual pace. This is a problematic issue for a stealth game to have IMO. It does a good job visually relating sound made by both the PC and enemies, but it does a poor job depicting what the visual range and visual detection radius of enemies is. Again part of this is related to the semi randomized nature of the level design, which may or may not place much-needed tufts of grass for you to hide in at critical parts levels, but part of this is just plain lackluster level design in itself. The other two major issues I have with this game in its current phase of development are related, so I will talk about them somewhat interchangeably. They are the game's lack of some crucial UI and tutorial elements, and its fondness, for whatever reason, for two highly fashionable, yet in my opinion, with a few exceptions, lamentable gameplay mechanics that are all the rage today: crafting systems, and procedural, randomized level design (although only enemy postions and treasure chests are randomized, not the actual level layouts themselves)Both of these features exert a considerable detriment on the game and the crafting system's drawbacks are themselves further compounded by the lackluster UI. When you pick a crafting item or gadget up, you have no inventory screen to tell you what it is you've acquired, just a visual icon in the case of a gadget. There are no tooltips whatsoever, let alone names in your on-screen inventory, so most of the time, in order to find out what a gadget does, you have to waste it first, if it's something like a mine, not even using it is going to tell you what it is, so you only find out after you trip on your own mine and get hurt. This is unacceptable. Furthermore, when you go into the village to craft stuff, the game tells you what the name of stuff is, but again gives zero description of what it actually does, beyond what you can surmise from the icon, and does not tell the name of the ingredients for the various crafting recipes you have, which makes quickly trying to figure out what ingredients you need for what you want to craft a pain.But my biggest gripe with the crafting system is that it creates waste and it is totally unnecessary. What I mean by it creating waste is that it compels the developers to make all these redundant gadgets merely to satisfy the need to make a broad crafting system, rather than compelling them to put gadgets in the game because they actually serve a use and are tightly implemented. Currently, there are like 5-10 varieties of each type of gadget, the majority of which are just more or less crappy versions of each other and are entirely redundant. Moreover, because of the randomized nature of drops in the game, you may or may not get the ingredients you need to get the gadgets you need, and again this is all compounded by the lousiness of the UI when you go to craft. Just ditch the crafting system guys, and make gadgets a progressive unlock, either based on level progression or unlocking skills at the dojo from the sensei and give us fewer, but better gadgets, each of which should have a short tutorial section demonstrating their uses on bestowal. And make their ammo a limited, but guaranteed drop while retooling the level design around their use.The one element of the crafting system I like is the ability to use alternate weapons other than the ninjato and unlocking skills for them at the dojo, maybe keep that, but the rest of it just hurts the game.As for the randomized enemy and loot placements, this is also an issue I had problems with. A stealth game needs to have predetermined enemy locations so that the player can plan his route properly through the level and be able to execute his skills and follow the gameplay mechanics properly. This is just an axiom of stealth game design, otherwise the game is going to have a lot of frustrating and unfair moments as a result of enemies being in unfair, unexpected, and unplanned for locations. This is especially irksome when enemies may (or may not) be placed at checkpoints, which violates another basic rule of game design so fundamental I don't really don't know how the devs missed it: don't place enemies or obstacles right on top of checkpoints or other gameplay oases, especially not in stealth games.These are my chief issues with the game, and while it might seem like I only have bad things to say, let me stress, I know the game has a long way to go, and I think it shows a lot of potential and it does most basic things like platforming and combat right. The passion of the dev for the project is obvious and this game has intrigued me, so I hope they fix some of these issues and becomes one of the jewels of the genre. I wouldn't be so harsh if I didn't see a lot of promise here.. Love it! The graphics, audio and ninja gameplay are really well done. For alpha it's really really good.- I wish I could move the camera a little bit with the right stick to look ahead into the level for enemies- The seller menus are annoying to use on a controller (B button buys stuff)- The inventry & crafting menu could be easier to use- Stick unusable in menus, have to use dpadWill update when I've played more. It looks like terreria but with ninjas. https://youtu.be/a4lMEaMQCz0I'm really enjoying this game. Watch my video for my opinion. Update: Alpha 0.5.3.1: Unlocked all perks Hand-to-hand fight Weapon characteristics Weapon durability New weapons Grapling hook New crafting recipes and ingredients. Update: Alpha 0.2.0.0: In the 'New Game' mode, all levels are generated randomly.Added a new 'Challenges' mode (Not working yet )All dialogs are rewritten.Added new NPCs.Changed some animations.Added 3 act 'Infected Town'Changed the tasks.Many minor bugs fixed.At the moment there are 15 levels and 3 bosses available.. Update: Alpha 0.1.4.0: All changes in Roguelike mode.Added new boss Shuten douji.Added stalactites to the caves.Towers of the outpost are generated in the bamboo forest. Added randomly generated castle.New type of obstacle - Masher.. Update: Alpha 0.6.0.0: Added 2 new unitsShuriken improved (Details in the group https://www.facebook.com/PixelShinobi/ )in 4 acts are added front texturesin 4 acts are added tasksNew locationNew musical track for 4 acts5 new skillsMany bugs fixed.. Update: Alpha 0.8.1.0: Changed loot dropping-outAdded uppercutAdded new perk "Finish him" Fixed many bugs.[/ list]All news will be available in the group:https://www.facebook.com/PixelShinobi/https://vk.com/pixelshinobi. Update: Alpha 0.1.4.0: All changes in Roguelike mode.Added new boss Shuten douji.Added stalactites to the caves.Towers of the outpost are generated in the bamboo forest. Added randomly generated castle.New type of obstacle - Masher.
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