Insamurai, I-am-urai?

Since we last spoke about Jiro, there have been some dark changes. Today, we’d like to take some time to update you about them. Let’s start with

Story

When we first talked about it, it was the tale of a man going off to war, with an ensuing tale of loss and revenge.

Since then it has developed to become the tale of a man gone insane in the midst of war. Returning victorious to find his home and village decimated, with its inhabitants either dead or missing, Jiro is left unsure of what’s really happening and what isn’t.  His broken mind conjures an apparition of his dead wife, who compels him to avenge her life and save their son. But with his madness worsening, will he be able to discover what has really happened and save his child before he loses his mind completely?

Mechanics

Mechanically the game has changed considerably too. Whereas before it was a ‘constant runner’ (kind of like Canabalt, but with sword play instead of jumping) it has become more of an action game. Let’s talk about some of the core mechanics:

Insanity

As the game progresses Jiro is losing his grip on reality; levels become less coherent and enemies become more demonic. However, due to his keen bushido training, he is able to focus his mind for a while and see the world around him for what it really is. This allows him to face some challenges head-on in the insane version of the world that only he sees or he can choose to overcome his obstacles in the real world, free from his insane visions.

Fighting system

Removing the ‘constant runner’ stuff allows us to implement a more detailed combat system, which will see Jiro not only slashing, but kicking and throwing his enemies all over the place. We’re also putting in all sorts of things for you to interact with such as spike pits to throw foes into and rooftops to kick them off.
Also, Jiro can choose to embrace his insanity and perform moves that no normal man could, which will help him overcome the more powerful monsters conjured up by his twisted mind!

Fin

There is so much more to discuss, such as the kinds of levels you’ll find yourself in, how Jiro’s progression works, the variety of enemies and a whole lot more, but we don’t want to overwhelm you in one post.

So, for now let us know what you think!

  • http://www.buysomeindiegames.com/ iLag

    Wow, that sounds ambitious! Terrifyingly so. If you haven’t done it yet, go and read the excellent Kozure Okami manga. Sounds a tiny bit similar to your story and it’s quite breathtaking, stylistically.

  • http://twitter.com/Terra_corrupt Padraig O Connor

    Hmmm… I could see the change in storyline working as long as it’s not in there for the sake of it being “Dark”. I like that you’re reinforcing it through play via the Insanity meter. When I think of the combat system I immediately think of the original Castlevania in which you had to plan your actions and items to kill things in different ways than one.

    Colour me interested folks ;)

  • http://www.facebook.com/profile.php?id=1447196422 Declan Doody

    This sounds extremely ambitious, fantastic and definitely something I’d love to play! I love the idea of the the levels losing coherency and enemies becoming more demonic/stronger? as his madness deepens! The shift from going off to war, to losing his mind during war and coming home to find ruin works much better – watched/read too many stories where characters go on guilt/revenge fuelled sprees when they find their normal lives ruined when they return from voyages/battles.

    Fair play!

  • richarles

    absolutely love the esthetic

  • http://www.facebook.com/shaneshanekavanagh Shane Kavanagh

    Nice!

  • Ivan

    Glad its not an endless runner any more. Exciting :)