Shadow Fencer Theatre
- Shadow Fencer Theatre -
A Game for Ludum Dare 37 - One Room
Developed by: ShuddaHaddaLottaFun
Alex Schuster - Game/Noise
Mikhail Delinois - Art
Please Review Patch Notes Before Voting
Ahem... Alright, settle down Ladies and Gentlepuppets! Welcome to Shadow Fencer Theatre. That's right, feast your eyes on a tale that will be woven right before you, from the cozy confines of my shadow puppet theatre. It's a battle for the ages!... BUT WAIT!... It appears we are down a performer and I require your assistance. The show must go on!...Don't take a moment to think about it...*grabs hand*...Follow me!
You'll be fine. It's just a stick and paper my littlest nephew cut out. He just acquired the skill of using safety scissors and already I think he's quite good.... anyway...
Keyboard Controls:
Menu Navigation: W, S
Menu Select: Enter/Return
Player 1:
Player Movement: A, D
Player's Fencing Hand: T, F, G, H
Player 2:
Player Movement: J, L
Player's Fencing Hand: Up, Down, Left, Right Arrows
Gamepad Controls (X360):
Menu Navigation: Left Joystick
Menu Select: A
Player 1: - Gamepad 1
Player Movement: Left Joystick
Player's Fencing Hand: Right Joystick
Player 2: - Gamepad 2
Player Movement: Left Joystick
Player's Fencing Hand: Right Joystick
A Note about Patch Notes
Hello everyone. For the sake of transparency we are updating this anytime there is a new web build posted. These will be pretty much bug fixes, but we want them to be listed for your information. Please feel free to adjust your judging or comments if need be based on the changes made. For instance, If you think a patch change is too much to be graded in the scope for the jam, then just omit that thing from your brain space and rate us on how good you think it is without that? ok? Does that make sense? I just want to make sure everyone is cool as drool with this.
Patch Notes -
Version 1.0.0.0.0.0.1 -
- Fixed bug with X360 Controllers on WebGL build.
Version 1.0.0.0.0.0.2f -
- Attempted to reduce frequency of joint breakage.
Version 1.0.0.0.1.2.Centurian
- Added Vertical Fencing Hand Controls. A bit more intuitive and helps swords from getting stuck.
- Added in game controls to menu for those that don't like to read.
About this last patch -
We want to bring awareness to our last update because some feel that it is outside of the scope of what is allowed for jam updates. We received feedback from a number of players that their swords were getting stuck to the ground. To fix this, we added vertical control to be able to lift the stick off the ground. We also created a graphic for the controls to post as a screenshot on the page. Knowing that all jams must end, and us wanting to continue sharing our game without supporting it as we make major changes for a new version, we decided to add these controls in game. This way new players that stumble on it who aren't a part of Ludum Dare can know how to play.
We feel this does not change what the game is. If you do, please please please adjust your voting or feel free to not vote at all. We understand and don't want to upset any sanctity of Ludum for anyone.
So, If you want the true as glue version that was our first submission, don't look at the controls screen, and don't use the T,G or Up, Down keys.
Happy Ludum Everyone!
A Game for Ludum Dare 37 - One Room
Developed by: ShuddaHaddaLottaFun
Alex Schuster - Game/Noise
Mikhail Delinois - Art
Please Review Patch Notes Before Voting
Ahem... Alright, settle down Ladies and Gentlepuppets! Welcome to Shadow Fencer Theatre. That's right, feast your eyes on a tale that will be woven right before you, from the cozy confines of my shadow puppet theatre. It's a battle for the ages!... BUT WAIT!... It appears we are down a performer and I require your assistance. The show must go on!...Don't take a moment to think about it...*grabs hand*...Follow me!
You'll be fine. It's just a stick and paper my littlest nephew cut out. He just acquired the skill of using safety scissors and already I think he's quite good.... anyway...
Keyboard Controls:
Menu Navigation: W, S
Menu Select: Enter/Return
Player 1:
Player Movement: A, D
Player's Fencing Hand: T, F, G, H
Player 2:
Player Movement: J, L
Player's Fencing Hand: Up, Down, Left, Right Arrows
Gamepad Controls (X360):
Menu Navigation: Left Joystick
Menu Select: A
Player 1: - Gamepad 1
Player Movement: Left Joystick
Player's Fencing Hand: Right Joystick
Player 2: - Gamepad 2
Player Movement: Left Joystick
Player's Fencing Hand: Right Joystick
A Note about Patch Notes
Hello everyone. For the sake of transparency we are updating this anytime there is a new web build posted. These will be pretty much bug fixes, but we want them to be listed for your information. Please feel free to adjust your judging or comments if need be based on the changes made. For instance, If you think a patch change is too much to be graded in the scope for the jam, then just omit that thing from your brain space and rate us on how good you think it is without that? ok? Does that make sense? I just want to make sure everyone is cool as drool with this.
Patch Notes -
Version 1.0.0.0.0.0.1 -
- Fixed bug with X360 Controllers on WebGL build.
Version 1.0.0.0.0.0.2f -
- Attempted to reduce frequency of joint breakage.
Version 1.0.0.0.1.2.Centurian
- Added Vertical Fencing Hand Controls. A bit more intuitive and helps swords from getting stuck.
- Added in game controls to menu for those that don't like to read.
About this last patch -
We want to bring awareness to our last update because some feel that it is outside of the scope of what is allowed for jam updates. We received feedback from a number of players that their swords were getting stuck to the ground. To fix this, we added vertical control to be able to lift the stick off the ground. We also created a graphic for the controls to post as a screenshot on the page. Knowing that all jams must end, and us wanting to continue sharing our game without supporting it as we make major changes for a new version, we decided to add these controls in game. This way new players that stumble on it who aren't a part of Ludum Dare can know how to play.
We feel this does not change what the game is. If you do, please please please adjust your voting or feel free to not vote at all. We understand and don't want to upset any sanctity of Ludum for anyone.
So, If you want the true as glue version that was our first submission, don't look at the controls screen, and don't use the T,G or Up, Down keys.
Happy Ludum Everyone!
Tools: Unity
Comments48

PeachTreeOath13 Dec 2016, 04:21
Love this concept, and sound effects. AI needs a little work but I understand this can be 2 player. Overall top 5 i've seen tonight!

Jungle13 Dec 2016, 22:13
5/5 all... Simply fantastic and creative. Mouth audio fx are hilarious. Controls are a bit odd but is one of my favorites of LD37 so far.

My Sweet Whomp14 Dec 2016, 13:19
Mad fun playing your game on 2P mode. Keys are a bit close when playing on the same keyboard but it's contributing to the fun of "party games"! Didn't really understand how swords are working though but... who cares?
Love your audio too.
Love your audio too.
Dexyne14 Dec 2016, 14:55
A really good game here, not easy to understand how to use the sword at first but after that it was fun!
Great job!
Great job!

Geckoo133714 Dec 2016, 21:53
Well done. Funny game. This is hard to win but all works fine. A clever entry ++

PowerSpark14 Dec 2016, 22:44
Love the look and audio especially XD but the fencing mechanic needs more depth... Keep adding to it!

hadesfury15 Dec 2016, 03:58
Yea! Just played the two players mode and we had fun !
The audio is cool, and kuddos for the menus, that's super polished for 3 days !
The audio is cool, and kuddos for the menus, that's super polished for 3 days !
jakebooyah15 Dec 2016, 13:47
Great job guys! Such fresh battling concept

The Mad Strauss15 Dec 2016, 20:53
I liked the idea and the concept. It was a bit difficult to play (sometimes my sword is stack in the ground and I have to try to move myself and the sword at the same time to move it).
The idea is great and I would like to see a future version. It has a lot of potential. It remembered nidhogg but for me, I prefer your game mechanics. Nice work
The idea is great and I would like to see a future version. It has a lot of potential. It remembered nidhogg but for me, I prefer your game mechanics. Nice work

Ayxs16 Dec 2016, 18:40
we cant play it due too severe lag.. bummer cause it looks great
antishow16 Dec 2016, 18:56
I really like the style in this one! The gameplay felt a little... random? loose? Like all I can do is just hold my sword forward and hope for the best. Might have made more sense to control the sword's vertical movement instead? Either way, great job!
KairosXIII17 Dec 2016, 04:27
The art style is superb. Sound effects literally made me LOL. Honestly, I still don't fully understand the controls, but I played at least 10 matches until I won. Peaked my curiosity early with this one...like trying to box your friend with a numb arm. I think the sword control can be improved. Perhaps some variety can be added i.e. a weapon switch or an attack from elevation. Totally see this as a minigame in a popular game.
Coauctor17 Dec 2016, 06:39
Excellent job on visual and audio style. Interesting control mechanic, but it's not really every time working. Good concept - now I want a full game!

jake32117 Dec 2016, 13:30
little bit glitchy but fun
SbstnC17 Dec 2016, 15:32
Awesome sounds and graphics, the animated menu, all is very well polished. The gameplay is fun but get frustrating pretty quick, as there's not much room to improve your fighting skill. And also sometimes it's difficult to unstuck the sword from some positions.
Still it was fun game to try.
Still it was fun game to try.

Simple Ghost17 Dec 2016, 16:05
The sound effects are really funny! :D Good job! I enjoyed it :)

Gamepopper17 Dec 2016, 19:10
Great jobs on the graphics, looks like proper shadows. The sound effects made this much funnier. Had some difficulty with the fencing controls though.
tylerraz17 Dec 2016, 20:19
Great mechanics and art/sound style. As for post jam, it seems ripe for adding more content (maybe even a 'story' mode), so keep working on it!
Uliana Galich17 Dec 2016, 22:05
I like your style and the game is kinda fun! hope to see other your games in future :)
I'm designer and artist myself, so I really appreciate your work on graphics, we spent a lot of time on it too :)
I'm designer and artist myself, so I really appreciate your work on graphics, we spent a lot of time on it too :)

hexachrome18 Dec 2016, 18:56
Really fun game! Well done!

Noah Ratcliff18 Dec 2016, 20:48
Great visual aesthetic! It seems like the fencing mechanic could use some touching up, as swinging felt a bit random and the sword felt way too weighty.

SinclairStrange19 Dec 2016, 12:24
Aww please don't hate me and my game, this is honestly one of the best games I've played this jam, this has way way more style than mine. It's honestly fantastic and you should extremely proud. The gameplay is simple yet extremely clever and well done that it makes it seems challenging in the good way. Fantastic work.
(Sound tests are just the best, I love putting them in all my games ;)
(Sound tests are just the best, I love putting them in all my games ;)
cushycode19 Dec 2016, 15:57
Oh my gosh! It's soooooo cute and well-made.
Marvelous atmosphere, brilliant animation, awesome concept.
Just perfect submission!
Marvelous atmosphere, brilliant animation, awesome concept.
Just perfect submission!

TerraCottaFrog21 Dec 2016, 03:44
You have to make the large change in controls (the new vertical movement you mentioned in your post) more obvious. People do not always read to the bottom of the Ludum Dare description, and most would likely ignore patch notes after a wall of text, and even anything placed after the controls.
You have to make the change more clear.
In its current state, this is NOT the original submission, and with the current setup of the page, most people will vote as if it is.
You have to make the change more clear.
In its current state, this is NOT the original submission, and with the current setup of the page, most people will vote as if it is.

WarmLemon21 Dec 2016, 05:34
well made! cring cring the odd control just add the beauty of it.

JimmothySanchez21 Dec 2016, 05:42
This is a beautiful and well polished game. Really like the art style. My only complaint is that it there isn't more of it to play.

SeaDads21 Dec 2016, 10:01
Excellent on so many levels! The style is so sweet, and works perfectly with the mechanics. Really charming stuff!

mirta00021 Dec 2016, 15:34
the graphics are very nice and the game is interesting for what it is. Audio is REALLY silent though.
Almax2721 Dec 2016, 22:11
Awesome work on the visuals, so unique! Loved the music and voice overs too. I found the combat a bit glitchy but appreciate that tweaking these kind of physics based games can be a nightmare. Impressive work given the time frame!
wowa_u26 Dec 2016, 06:27
This game is great! Very well done!!!

Ithildin26 Dec 2016, 18:59
Brilliant visuals and audio, it totally feels like a shadow puppet theatre. Top marks here.
The fencing mechanic, though, felt a bit awkward to me, but I'm not generally a fan of physics-reliant combat.
Nice job!
The fencing mechanic, though, felt a bit awkward to me, but I'm not generally a fan of physics-reliant combat.
Nice job!

Junber26 Dec 2016, 21:30
the graphics are very cool with this shadow theatre style. also the UI is very well made here. the handling of the swoard is interesting and looks like in a shadow theatre whats very sweet but for the gameplay its more or less luck if you hit or not.
-Hisfantor
-Hisfantor
Ping7828 Dec 2016, 12:50
Really well done game.
ema1ih28 Dec 2016, 19:42
Really nice graphics and sounds :D

axoona29 Dec 2016, 13:27
cute little game. I really like the style: minimalist graphics and voice sfx.
I suppose the AI could use a bit of reworking (I quickly became master at this) but the 2 player looks fun!
I suppose the AI could use a bit of reworking (I quickly became master at this) but the 2 player looks fun!

pmarincak30 Dec 2016, 02:21
Nice little game. I liked the aesthetic and the little sound effects. The controls for first player weren't very obvious to me though. I thought for first player the arrow keys would be the fencing controls. The gamepad controls also didn't seem to work for me at all.
Great job!
Great job!
goncalo-monteiro30 Dec 2016, 11:15
Very good concept, and very good execution. This deserves to have more game play for 1 and 2 players in the future.

ZYXer30 Dec 2016, 12:58
Wow! Those graphics are awesome. Not only the shadow puppet effects, but also the gorgeous menus. The sounds are also well made and funny.
I'm not quite sure about the gameplay, I discovered that I can just hold H and my guy will hold out his sword all the time, making me the winner 100% of the time.
But with a bit of refinement of the fighting mechanic, this could be an awesome game! Keep up the good work!
I'm not quite sure about the gameplay, I discovered that I can just hold H and my guy will hold out his sword all the time, making me the winner 100% of the time.
But with a bit of refinement of the fighting mechanic, this could be an awesome game! Keep up the good work!

etherealWhisper30 Dec 2016, 16:53
Great job! Although the mechanics are a bit clunky and glitchy sometimes, the game feels really nice, smooth and, most of all, fun. Best graphics and audio ever.

fabsy31 Dec 2016, 06:53
Really interesting art style and funny voices/sound effects (good job on those). Haven't tried it with two players but I manage to win almost every time against the AI usually by simply holding the sword forward. The gameplay is fun though.
This would work very well as a party game because of its short rounds. Nice concept overall!
This would work very well as a party game because of its short rounds. Nice concept overall!

automatonvx31 Dec 2016, 17:26
Looks and sounds fantastic, really works well as a style.
In Single player it was really easy to just win by walking towards the opponent with sword pointing at him, so seems the AI needs some tweaking, but apart from that great entry.
In Single player it was really easy to just win by walking towards the opponent with sword pointing at him, so seems the AI needs some tweaking, but apart from that great entry.
Naca2 Jan 2017, 05:18
Very funny game :) Great graphics.
Levi D. Smith2 Jan 2017, 17:17
The controls seem to be a mess. The move buttons are too close to the sword buttons, so it feels like you're supposed to do everything with one hand. Most of the time I could win by just pressing 'h'. It would have been nice if I could control the sword and attack with the mouse.
Sean2 Jan 2017, 17:35
Great entry! The physics were really fun to play with, and the concept is solid. It isn't a particularly inventive use of the theme, but the game itself is fun, the designs are great, and overall it felt very polished. The audio was an especially nice touch (though the levels could have used a bit of editing; I had to turn my volume way up to hear it).

rogueNoodle2 Jan 2017, 23:13
This ran a bit choppy for me for some reason which made it a bit hard to play, but I love the concept and the visual design is excellent!

yuigoto2 Jan 2017, 23:32
The concept of the game's really nice, great take on the one room theme too! I really dig the shadow puppetry style of the game, feels really good and it's pretty well-made! Nice work on that!
Audio effects are really fitting too, as well as controls! :) It would've been fun to see another hand handling the sword, to have that feeling of two people really "dueling", but it's really nice already! :)
Congrats, and Nice Work! :)
Audio effects are really fitting too, as well as controls! :) It would've been fun to see another hand handling the sword, to have that feeling of two people really "dueling", but it's really nice already! :)
Congrats, and Nice Work! :)

Jupiter_Hadley10 Jan 2017, 18:31
Lovely graphics! I included it in my compilation video series of the Ludum Dare 37 games, if you’d like to take a look. :) https://youtu.be/xG2aiO_VsBw



I can't speak for the multiplayer, so I might be missing some hidden complexity, but I think there's room for improvement in the core fighting mechanic of the game. I think that perhaps controlling the height or angle of the sword rather than simply which side the fencer is holding it on would help make it more satisfying. That said, I was using keyboard controls, so it's possible that the joystick controls provide better game feel.