About This Game Ninjahtic Mind Tricks is an 8-bit hack-and-slash platformer with stealth, adventure, and puzzle elements. Like it's predecessor, Ninjahtic, levels have an open-ended nature and are presented in a linear fashion. Though, several features have been added to the predecessor's formula to create a more varied experience.Features:Various platforming challenges with a mixture of hack-and-slash, stealth, adventure, and puzzle elementsOpen ended levels requiring the use of the environment and abilities for progressionEnemies of various types8-bit graphics and soundtrackSupports Xbox 360 Controller 6d5b4406ea Title: Ninjahtic Mind TricksGenre: Action, Adventure, IndieDeveloper:Blaze EpicPublisher:Blaze EpicRelease Date: 16 Jul, 2015 Ninjahtic Mind Tricks Crack Code Activation A very short game, but sweet. It has some nice platforming, but it's lacking a bit when it comes to fighting. Much more fluid than the first game. I'd definitely recommend it to anyone.. My exerpience was, get told EVERYTHING, siriously, jumps take u up high style basic.So I start ignoring the text cos its just repetetive and such.Go through the level, consisting of enemies which u have to wait to come to u to kill them.Have no idea what to do next.Give up cos it isnt fun anyway.. Such a good game!I have been following its development for quite a bit. Backed it on Greenlight as well. I'm super happy with the release!The controls are a dream, they couldn't be more solid. The graphics look so damn fine. I myself as a pixel artist, am sort of jealous of how good it looks.The gameplay is so good, but there are a couple problems I could name off.- Having to kill enemies to open doors is somewhat flawed. As I can accidentally enter a door and go back, then I need to cycle the room a couple times to clear the enemies. This is the largest flaw, but it's really not that tremendous, it just adds 10% more frustration.- Backtracking. I don't seriously think it hinders the experience, but it would be nice to know exactly where I can't go before needing to spend an extra 5 minutes to find the key.These tiny flaws don't really do much, though. The game is really good. It is hard, and like a Ninja-Gaiden type of hard. You just have to learn the patterns, then it's a breeze.9\/10 from me!. When I voted on Greenlight, I was excited to see if this would make it to Steam. I loved the footage and the idea, forgot about it for a while, and months later, it is now available. The game's graphics are 8-bit awesomeness, the controls are smooth, and the platforming and combat feels natural to pull off. It's not so simplistic you get bored with it, but it's not so complicated that it's difficult to master. Basically you need to empty the rooms of enemies in order to move on to the next, and you can accomplish this quicker with smart playing such as using the kick options to either kick an enemy up in the air to take them out at the same time as a flying enemy, OR to kick a flying enemy down to the ground to deal with them with groundwellers. The only thing I would change about the game is maybe having different music for the levels. I'm not too far into it, so I don't know if the music ever does change or if it's continuously the same track. If it never changes, I want an option to turn it off so I can listen to my music when I play, otherwise, I hope further levels change it up.. Didn't like it. This game tests your patience, not skill. To progress, you have to kill every monster in the screen, which is tedious rather than fun, and not challenging at all. The fact that the game forces you to go through almost every screen twice just doubles the tediousness and completely ruins the game's flow. Oh, and did you accidentally fall to a previous screen? Congratulations, you have to go through it all over again to go back!Can't say much about level design either. All screens seem pretty much the same thing over again. Very easy to forget whether you've been in a particular screen already or not. Not much monster variety either. And worst of all, the game isn't even hard, just time-consuming. Beating the final boss is just stand slightly in front, press z, press x four times, repeat. Would not recommend.. FUNNY GAME !!! I LIKE IT. Really cool game. (TLDR fix is at the bottom of the page)It's like ninja gaiden on NES but improved by a lot combat and movment wise. You jump from wall to wall, dash through tight spaces ( or to reach long distances) attack enemis on ground and in the air. You can use a heavy attack to even send enemies flyin up, down and forward. You can one shoot kil enemis form behind, jump on there head so they fall in to a pit\/spike and etc. For it's price this game is without a doubt worth it. It's somewhat short, but verry satesfying game...to bad there is not much to it after you beat the game. I feel like this game coudl expand and evolve in to somethign beautiful and fun.Though, there is one elephant in the room that need's to be addresed and that is the boss battels. There not that great. There patterns is so ridicolusly easy to exploite. The strategy is pretty much the same for all bosses to. If I where to make a cross examination, take the game "volgarr the viking". All the bosses have diferent patterns and you have to use all the space around you and your knowlage to avoid the bosses attacks. In this game all you do for prety much all the bosses is "touch him really quick and go". Then there a few minor issues. Evert time you enter a room you have to kill all the eneims, I'm fine with this, but when you accidentally enter a room and have to kill all eneimes again it can be a bit annoying. Another thing is the way you progress dialog. Sins you can continue the dialog just by hittng your movment buttons\/keys, you can by accident skip some of the conversation. The dev should have just made it the jump button.Here is the TLDR version: Get this game, it's short and there is not much to it other then to go straight forward (no collectibles and etc) But it's definently worth it for it's price. It is rough around the edges, but it's a really solid hack and slash platformer. If you've played a Blaze Epic game, then you're likely familiar with the common elements of their brand DNA. You're going to run, jump, and take on hordes of enemies in a screen-at-a-time retro platformer world straight out of a third-gen-console's heyday. You're going to encounter some interesting freerunning, wall-rebounding and midair mechanics, as there are notes of flight to be found in every game. Some people just don't get along with gravity, and I sense with every new Blaze Epic title that Blaze himself -- coder\/musician Larry Stover -- dreams of momentum as an expression of will and spirit, and of horizontal surfaces as just a little boring, frankly. Some people just want to run, gravity be damned, and if you're one of them, I think you're going to like Ninjahtic Mind Tricks. Its predecessor Ninjahtic featured some splendid conservation-of-motion wall jumps, and introduced to the Blaze Epic game stable simple but significant stealth elements -- enemies spot the protagonist, wait for a clear shot, and take it, when in range. Careful planning of timing, sneaking up behind enemies, yielded easier kills with less risk, and careful timing of jumps even allowed our hero to springboard off of "stomped" enemies and gain extra air time. Ninjahtic Mind Tricks sees our hero return with expanded parkour chops, now able to run up vertical surfaces, double-jump, dash, and execute two types of attacks -- both offering slightly different strategic advantages, and best explored carefully during the introductory test battle. The action's springier, wilder, and twitchtastic -- the game regularly moves at speeds that require one to commit sequences to muscle memory, and those "unlimited lives" will come in handy -- as will the opportunity to sit at screen's entrance on many levels, study the enemies, and plan one's attack carefully. Once you commit to act, once you leave the safety of being unseen and leap out to strike, to travel, to act, you will need to execute exactly what you committed to muscle memory. The game is magnificently unforgiving of indecision from its player, of pausing to think, mid-leap. Think first. When you act, act with a polished inner mirror, its surface free of dust. It's really rather uncanny, how quickly this game pulls you into that headspace, forces you to think and react like the ninja you're playing. While Ninjahtic Mind Tricks has superficial resemblence to other Blaze Epic titles, this isn't the sublime swordsmanship and crowd-brawl tactics of Shin Samurai Jazz, nor is it the weighty, meaty, Prince of Persia-esque freerun-and-fight of Way of the Pixelated Fist. It's even quite different from the first Ninjahtic, faster, twitchier, wilder, even more anchored in plan-then-execute clarity. Going back to Ninjahtic after playing it, I feel heavy, and a little slow. The game's static level-screens don't scroll, and you'll be glad for that -- you can see all the action at once, track all the obstacles, enemies, and environmental variables at once. You'll also be glad for that life bar; it makes mistakes a touch more forgiving, but you'll likely soon aim for no-damage runs through each stage. (That ranges from plausible to hair-tearingly hard, in places.) Of the stable of Blaze Epic games, this one's the fastest-moving, requires the most planning per stage, and once you enter its zone and commit its moveset to twitch-memory, conveys the sense of impossible, breakneck flowing motion and GO GO GO GO GO like none of its siblings. This game is, I think, Blaze Epic's current masterpiece, even if my personal favorite remains Shin Samurai Jazz. I love Jazz for its atmosphere, particularly evocative soundtrack, and curious juxtaposition of noir and late Tokugawa\/early Meiji ronin stories. It was a thematic masterpiece and a solid game besides, but Ninjahtic Mind Tricks features a solid narrative and a downright masterfully tuned game that, I believe, commands even greater attention. It's a joy to play, and the feeling of guiding our protagonist at speed, translating plans to finger-twitches, and executing them in a moment of hyperattention followed by a gasp of "I'm...still alive, wow!" -- well, it really captures a bit of that breakneck ninja experience. How many games can we say that about, really? Many game immerse us, yes, and present challenge, but how often does a game successfully translate the experience of being its protagonist to the player? This is no first-person shooter; this is a tiny retro platformer with chunky graphics. That it manages to convey something meaningful about the world it depicts, that it's immersive at all, to any degree, is quite an achievement. This is quite possibly the best expression of the ninja platformer I've ever played, and I'm really blown away by how much nuance is crammed into such a tiny game with such a straightforward, finite move set. This isn't a genre I realized was lacking anything, mind you, until Blaze Epic came along and started writing new games. I didn't think there was anything left unsaid by the many historical titles past. Ninjahtic Mind Tricks isn't just a great ninja platformer, it's a reason to revisit the entire genre of ninja platformer games, because there's more to say about 'em, and Blaze Epic just said it. This is absolutely worth the two bucks, and a one-man game shop who's this devoted to bespoke, mastercraft little platformers like this is worth watching very closely.. Very solid game. Extremely tight controls and a fair difficulty (whenever I died, I felt it was because I messed up, not because the game was poorly designed). The main character is just plain FUN to move around. She can double-jump, climb up and down walls, dash, air-dash and more. Attacks (so far) include a basic quick attack and a heavy attack that launches enemies either horizontally or vertically (depending on where you attack from). You can juggle enemies in the air, and even step on them (some of them?) for use as temporary platforms.The environmental hazards are as deadly to enemies as they are to you. Combine that with your launcher attack, and you have a 2d game that provides the same sort of 'kick the enemies into the spikes\/off the cliff' fun as Bulletstorm. Satisfying and often hilarious.While there's an interconnected world that you occasionally have to backtrack in, each screen is its own little puzzle. You have to defeat all enemies AND make it to the exit area in order to continue. There are no lives. If you die, you restart at the start of the current *screen*, which removes a lot of the frustration from the game.I mentioned backtracking. I've only had to do it once, so far. (You come across a locked door in the middle of a screen. The key is found a few screens later. You must then go back to open the door.) Unlike many other games, this didn't feel like a chore. The puzzle-y nature of the screens meant that going backward felt like a completely different challenge than going forward the first time.Art design is good, with two exceptions: ledges and pipes that you can climb on can occasionally melt into the non-interactive background.At time of writing, the full price for this game was $2.19 CDN, or about $1.99 USD. At that price, this game is an absolute steal. It's easily worth five times that. Highly recommended.. A less than mediocre ripoff of Ninja GaidenPlatforming: 6\/10 Nothing intuitive, with quirky controlsCombat: 2\/10: A slap fight with terrible AI and only 2 attacksBoss fights 0\/10: Imagine Mega Man where the bosses have only 2 attacks, which cover the screen with projectiles or cover the boss itself in an almost inpenetrible shield... Without a ranged attack, where the boss has a ludicrous ammount of speed. No need for strategy, just hit and run away for the counter... rinse and repeatOverall: 3\/10Not even worth the sale price
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