Update on project status


Hello everyone!

Development has been slow lately, so this is a small update to let you know that I’m still working on this game. Between another project I’m developing with a small team, and private stuff, I find the time to

The new source code will of course be released alongside new versions of the game, too :)

A note on game design

It is possible that in the future I might switch from a single-hit based system to a classical HP-based system. The primary reason for this is the size of Playdate screen. Let me explain. It is very hard to create a challenging, yet fun, AI that can create enough game-play for a more than few seconds, before either one of the characters goes down. As explained in a previous post, the AI is either too smart and outmaneuvers the player in seconds, or makes some exploitable mistakes and dies with a single blow before the real fun begins. The initial idea was to have multiple enemies attack you sequentially, so that its reasonable to have multiple, but weaker, AI opponents. I implemented this, tried it out on the hardware and.. it was impossible to see anything on the screen. There was just too much going on on the tiny display. That is why in the next iteration I will implement a HP-system and see how it will be going from there.

Until then!

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