Ninja Exorcist
Design Document
Reiko, the cunning nomad Ninja of the Koga valley has been duped into assassinating a powerful Shinto
priestess. Unknown to her, the priestess held a dark evil within her soul, and when she dies, a rift is
created between the land of the living, and the land of the spirits.
Also, exposure to the rift after killing the priestess has caused Reiko to become infected with a shard of
Mikaboshi, the Eternal Darkness, which has instilled in her great power and great burden of shadow that
festers inside of her. She has awakened the Kami, and the demons. Now she must uncover the truth
behind the plague, face her demons, and find out whether she has the strength and the will to retain her
humanity.
Scout out the Koga lands, villages, and haunted forests in this 2D action-stealth side-scroller. Purge
demons with a wealth of bloody stealth kills, or face them head on with a deep, swift combat system.
Ingest the souls of fallen enemies, and use them to grow in power, unlocking a plethora of upgrades for
everything from combat to magical special attacks. Become the demon Ninja of the Koga Valley, become
the Ninja Exorcist.
Key Features
Ninja AI Awareness
- Patrolling enemies have awareness, thanks to the use of vision checking, and scripted behavior,
such as responding to sound, and double-checking due to fear levels.
Stealth Ninja Action
- Sneak up behind patrolling enemies, for quick, and brutal stealth kills, or drop in from above and
kill with a swift stab straight through the enemies skull. Even take out Guardian bowmen with
swift arrows through the head.
Ninja Action Combat
- When stealth fails, harness a deep set of melee combat and ranged combat mechanics.
Including multiple combo attacks, air juggles, throw attack, reversals, and special attacks.
Interconnected Level design
- Travel to all corners of the world map and back again at your own whim, within the branching,
exotic, and variably distinct pathways of the Ninja Exorcist game world.
Demon drenched, Myth-Based Story
- A gripping tale set within the worldview of Shinto Myth. Told through numerous NPC
encounters, including villages of NCP’s, and still cinematic.
Controls
Proposed Lead Character Name
Reiko “Kitsune”
Animation List & Character Attacks
Main Character (Total - 28)
Movement
- Walk – Steady guarded walk, weapons ready
Left stick, partially pressed to the left/right
- Run – Sword hand behind her back, other arm out front. Leaned forward position. Swift, fleet
footed.
Left Stick, fully pressed left/right
- Stand – Character-defining looping animation.
No control action
- Jump (easy- possibly 1 frame)
Press A
- Duck (easy- possibly 1 frame)
Left Stick, straight down
- Air-Dash/Ground-Dash (easy- possibly 1 frame)
B button, on-ground or in-air
- Ducking Roll
B button, on-ground, while holding down in any direction on the left stick
Action
COMBO ATTACK (A1 high, A2 high, A3 high etc.)
– occurs when user presses X in four subsequent presses. Can be activated by spamming X
button. Please see combo section for more in-depth combos.
- Attack 1 high – Quick, swift forward slice full body, stylized movement
- Attack 2 high – Quick, swift return, diagonal-upward back slice, full body, stylized movement
- Attack 3 high – Strong, slightly slower but stern slice (make it cool, artistic freedom), full body,
stylized or brutal movement. Ends with slight cool-down/ inertia-led time delay (could even be a
kick)
- Attack 4 high – Powerful ending slice (make it cool, artistic freedom), full body, brutal
movement. Possible spin (something cool). Ends with longer cool-down (about ½ or ¾ the length
of the slice itself)/ inertia-led time delay (could even be a kick)
Strong COMBO ATTACK (B1 high, B2 high, B3 high etc.)
– occurs when user presses Y in three subsequent presses. Can also be activated by
spamming the Y button. Please see combo section for more in-depth combos.
- Attack 1 high – Strong, slightly slower but stern slice (make it cool, artistic freedom), full body,
stylized or brutal movement. Ends with slight cool-down/ inertia-led time delay (could even be a
kick)
- Attack 2 high – Strong, slightly slower but stern slice (make it cool, artistic freedom), full body,
stylized or brutal movement. Ends with slight cool-down/ inertia-led time delay (could even be a
kick)
- Attack 3 high – Powerful ending slice (make it cool, artistic freedom), full body, brutal
movement. Possible spin (something cool). Ends with longer cool-down (about ½ or ¾ the length
of the slice itself)/ inertia-led time delay (could even be a kick)
- Duck- Attack – Swift, low-slice. Take out the legs, no mercy (could even be a sweep kick).
Left stick down + press X
- Strong Duck- Attack – Powerful, low-slice. Take out the legs (could re-use Duck-Attack but
animate slower)
Left stick down + press Y
- Jumping Combo- Re-use all high attack or low attack animations if possible
Press X, mid-air/jump. Can be combo’d
- Throw Shuriken/ Potion – Arm must be separated from body (programming-wise), for full 360
rotate-ability
Right Trigger, tilt right stick in a direction to aim. Headshots cause greater damage.
- Shoot Bow and Arrow – Arm must be separated from body (programming-wise), for full 360
rotate-ability
Right Trigger, tilt right stick in a direction to aim. Headshots cause greater
damage/insta kills.
- Left Trigger, tilt right stick in a direction to aim. Headshots cause greater damage.
Special Attacks
- Jumping Slice – Deadly demonic ability. Useful to counter air attacks, and cause great damage.
Moderately depletes magic meter
Left stick up + press B
- Horizontal Damage Special – Dashing demonic sword thrust. Use SFX to signify demonic power.
Moderately depletes magic meter
Left stick forward + press B
- Explosion juggle attack – Smash the ground, causing explosive propulsion that knocks enemies
into the air and causes damage. Moderately depletes magic meter
Left stick down + press B
- Diagonal Dashing Kick attack – Jump into the air, and propel downward diagonally for a usegul
kick, that knocks enemies down.
Left stick down + press B, while mid-jump
Damage
- Standard Hit – reel back in pain, as body reacts to force with a natural ragdoll effect. Trying to
act tough, and endure the pain?
- Death/knockdown – Could be the same as knock-down animation. Body knocked back, 45
degree angle, going limp, head reeled back in nearly unconscious inducing pain?
- Damage Recovery - Recover from ground. While ninja style skillful roll into position? Artistic
freedom?
Stealth
- Duck-walk – Swift, please reference Batman Arkham asylum. Must not annoy user, and be fairly
paced movement. But ducking, soundless movement.
Left stick, diagonal forward/Back. Character animates/ moves faster depending on
degree analog stick is tilted
- Behind the Back Stealth Kill – Please reference cool Ninja movies and stuff! These must be
special, brutal yet graceful, and cool/stylish. Kill with honor; give them a swift, painless death.
Press Y, when in close proximity, when behind unaware enemy.
- Ground Stealth Kill
Left stick down + Press Y, when in close proximity to a downed, unconscious
enemy
- Death From above stealth kill – Deep stabbing cut, straight through the top of the head, right to
the hilt of the Katana.
Left stick down + press A, when on jump-through platform directly above enemies
head. Press Y again when right above enemy’s head.
- Reversal Brutal attack/kill – two movements, deflecting incoming attack, and then mercilessly
committing limb severing, yet beautiful slice.
Press X, at last second when enemy is attacking. Must be pressed right before
enemy attack connects.
Enemy Demon-Ninja 1 (Total - 9)
Movement
- Patrol Walk
- Alert-Stance/walk
- Stand
Action
- Attack High
- Attack Low
- Throw Shuriken
- Shoot Arrow
Damage
- Standard Hit
- Stealth Killed
- Death
Enemy Demon-Samurai 1 (Total - 9)
Movement
- Patrol Walk
- Alert-Stance/walk
- Stand
Action
- Attack High
- Attack Low
- Shoot Arrow
- Block
Damage
- Standard Hit
- Stealth Killed
- Death
Standard Demon (Total - 6)
Movement
- Alert-Stance/walk
- Stand
Action
- Attack
Damage
- Standard Hit
- Stealth Killed
- Death
Large Demon (Total - 6)
Movement
- Alert-Stance/walk
- Stand
Action
- Attack
Damage
- Standard Hit
- Stealth Killed
- Death
Flying Demon 1 (Total - 8)
Movement
- Fly
- Walk
- Stand on ground
Action
- Air Attack
- Ground Attack
-
Damage
- Standard Hit
- Stealth Killed
- Death
Boss 1 (Total - 8)
Movement
- Guarded Movement
Action
- Attack 1
- Attack 2
- Attack 3
Damage
- Standard Hit (may not need an animation)
- Death
Boss 2 (Total - 8)
Movement
- Guarded Movement
Action
- Attack 1
- Attack 2
- Attack 3
Damage
- Standard Hit (may not need an animation)
- Death
Boss 3 (Total - 8)
Movement
- Guarded Movement
Action
- Attack 1
- Attack 2
- Attack 3
Damage
- Standard Hit (may not need an animation)
- Death
Boss 4 (Total - 8)
Movement
- Guarded Movement
Action
- Attack 1
- Attack 2
- Attack 3
Damage
- Standard Hit (may not need an animation)
- Death
Stealth Gameplay
All enemies in Ninja Exorcist, excluding certain bosses, will patrol, or observe their given area when on
duty. They will initially be in ‘Patrol mode’. In patrol mode, they will patrol a specific area of the level
map. If the user alerts the enemy, through sound, or sight, the enemy will turn into ‘Cautious Attack’
mode. In Cautious attack mode, the enemy will swiftly move towards the user’s location, then get into
battle stance, once they are within battle range.
Enemy - Stealth Related Behavior
Sight
- Enemy patrol will all have two vision cones coming from their head (or perhaps another
method). One detecting high level and one detecting the lower level.
- The purpose of using two is so that if the user is ducking behind a box, the enemy will
not detect the user. Only when they stand up. But if the user is ducking, but not behind
a box, the enemy sill detect them, and will become engaged in ‘Cautious Attack’ mode.
o Dark Areas
When within dark areas, NPC’s cannot see the user. Even if they are
directly in the line of sight.
The NPC can become aware of the user’s existence; the user makes too
much noise though.
When an NPC cannot see the user, but knows the user is within a dark
region, the NPC will move slowly toward the user in ‘Cautious Attack ’
mode.
If the NPC comes within attack range of the user, the enemy will attack
Sound
- All Actions that the user commits exert sounds.
- Swinging a sword, or slicing an enemy will commit a low sound
- The scream of the enemy is loud.
- Running commits moderate to loud sound, depending on the ground surface
- Stealth-walking permits the user to move un-detected.
- Depending on the height the user falls from, the collision with the ground, also
depending on the surface texture, causes a quieter or louder sound.
Sound - Tech-wise
- Sound is created in programming, by creating a larger or smaller oval, or circular
detection, that grows or shrinks, based on the loudness of the Player Character action.
Character Actions and Sound Levels
Order of Loudness
Quietest – Quiet – Moderate – Loud – Louder - Loudest
- Walking – Moderate
- Running - Loud
- Stealth-Kneeling/Walking – Quiet
- Leap from above platform – Loud
- Fall from Above Platform - Louder
- Sword Slashes – Moderate
- Bow and Arrow – Moderate
- Shuriken/Kunai – Quiet
- Bomb – Louder
- Smoke Bomb - Moderate
Different Surface Loudness
- When combined with certain above actions, the surface that the player character
collides with causes either dampening, or heightening sound levels.
- Subtract the number to the right of the surface type below, from the sound level listed
beside the action above to calculate the sound outcome.
- Grass > -2
- Dirt > -1
- Stone > Neutral
- Hardwood > +1
- Creaky Wood > +2
Guard Alert
- When the user breaks silence, and is detected by an enemy, if there is more than one
enemy in the area, the enemy will call an alert. This is signaled by an animation and an
audio cue.
- After this occurs, all other enemies within the vicinity will run to the area of the user.
The purpose of the alert is to overwhelm the user. Most gauds in heavily guarded areas
will be heavily equipped. If too many guards are still alive, the user will soon be
overwhelmed. If the user doesn’t flee immediately, in all likelihood, they will die.
o Main Stealth Detection Meter
- This is a horizontal meter that appears at the top of the screen.
- Every time the user causes any sound, or is seen, the meter will fill slightly, or largely,
based on how much noise, or how visible the user was to the enemy.
o Nervous Enemy Mode
If the meter fills between 50-75%, the enemies in the area will become
nervous, and pace at a moderately fast pace, in ‘Guarded Attack’ mode.
o User Detection
If the Meter fills to 100%, the NPC that spots the user calls a ‘Guard
Alert’, causing all enemies to relocate to the user’s location.
o Specific Enemy Stealth Detection meter
- This is the same as the Main Stealth Detection Meter (MSDM), but is located above an
enemies head, and is specific to that enemy.
- Both User detection and Nervous enemy mode operate the same as with MSDM, but
only apply to the specific enemy in question, until ‘Guard Alert’ is called.
Stealth Kills
- As outlined in the Control section, the user can commit Stealth kills. There are a few
ways to activate this.
- Sneak up from behind an enemy. When the user is within kill range (very close), press Y
will activate a brutal instant kill animation.
- When on a ‘jump-through’ platform above an enemy, press left-stick down + Y. The
user will jump straight down, and put their sword straight through the top of the
enemy’s skull.
- Using quiet but deadly weapons, such as tranquilizer darts, or a Bow and Arrow, the
user can take out enemies in a stealth manner with headshots. Aiming with the right-
stick, they can target the head of the enemy, and fire.
Stealth Level Design
- Since enemies will automatically be on patrol at any time, it’s possible that the user will
run into stealth possibilities at any time.
Stealth Arenas
- During gameplay, there will be certain sections, internally known as ‘Stealth Arenas’.
- Stealth Arenas are closed off, open areas of variable size. The idea is to trap the user
within this area, and force them to kill all enemies, using their stealth tactics to proceed.
- Within the stealth Arena, enemies will be placed for patrol at numerous points. Also,
there will be certain items, and possibly, certain objectives within these areas, such as
flipping a switch, which will be dispersed throughout the map, and used to build drive
and tension within the Stealth Arena.
- Levels will usually be multi-tiered, have numerous high-points and low points, danger
areas (such as open areas, and loud surfaces), and be developed in a manner that
supports multiple ways for completion.
- All Stealth Arenas must be created in a manner that both doesn’t allow the user to
proceed without killing all guards, and is completely complete-able without being
detected. Although it is possible to have areas that are Hybrid Action/ stealth areas, that
do require action at certain points.
Stealth Arena Enemies
- Enemies within Stealth Arenas are more powerful individually than Action Arena
enemies. They will almost all be equipped with deadly bow and arrows (at first), and
easily kill the user when they outnumber them.
Action Gameplay
- All enemies in Ninja Exorcist can be confronted in an action-gamplay based style.
- When an enemy is alerted, they will charge at the user character when off-screen, then
engage ‘Cautious Attack’ mode when within the screen viewable area.
- Based on the enemy behavior, the user can use different attacks, combos and strategies
to take down the enemies. Different techniques are effective against all different
enemies, and enemy iterations.
Action Arenas
- These are instances within gameplay when the user is confronted by any variable
amount of enemies (1 or 5 for example), often by ambush, where all enemies are
immediately alert, and the user must clear all enemies before proceeding.
- These areas will be interspersed and used with ‘’
User Combo Attack Examples
Standard 4 Hit Sword Combo
- Sword, Sword, Sword, Sword
4-hit combo (In Air)
- Sword, Sword, Sword, Sword (In Air)
5-Hit Combo
- Sword, Sword, Sword, Sword, left stick down +sword
6-hit Advanced Combo
- Sword, Sword, Sword, Left stick down + sword, Sword, left stick up +sword
7-hit Advanced Combo
- Sword, Sword, left stick up +sword, Sword, Left stick down + sword, Left stick down +
sword, Left stick down + sword
Demonic Powers
- At certain significant points in the game, the user gains Demonic powers. These are
powerful skills that grant the user incredible strength, or incredible movement traits.
Using these moves depletes the ‘Dark Energy’ meter
List of Powers
Dash/ Air Dash
- Propel the player character laterally on ground or in air
o Double-tap the left stick to the left or right and hold until dash is completed
o Release the left stick to stop mid-dash
Double-Jump
- Leap a second time while in the air, for extra height, to help reach higher areas.
o Press A, while mid-jump
Super-Shot
- Fire projectiles in a vicious manner, to take down enemies quick. Get a head-shot to
decapitate enemies.
o Hold the right trigger to charge, then release to fire
Demonic Arm
- Fire the player character’s arm out like a grappling hook, to latch onto platforms and
walls, and then pull the player towards the wall.
- Can also be used to grab and pull enemies towards the player character.
o Aim with the right stick, then press RB to fire
Demonic Arts
- Demonic Arts are special demonic powers the user can use to combat enemies
- Using Demonic Arts depletes the Dark Energy Meter, but they are very powerful
- Demonic Arts are acquired by leveling up (collecting dark souls)
Spin Slash
- Spinning attacks, that damages enemies from all 360 angles around the player
- Perform the Spin Slash by pressing Y, without holding a direction on the right stick
Vicious Dash Slice
- A low-swung dashing slice, that cuts hard toward the legs of an enemy
- Press down on the left stick + Y to perform
Thousand Demon Blades
- Call upon the arms of a thousand demons to unleash a devastating forward flurry of
blade slashes upon the enemy
- Press forward on the left stick + Y to perform
Projectile Weapons
Throughout the game, the user will acquire projectile weapons. These weapons are
sparingly dispersed throughout the game, and can usually be found in secret armories,
or secret weapon chests.
- Toggle through projectiles by pressing left and right on the D-pad
- Aim projectiles with the right stick
- Fire projectiles with the right trigger
List of Projectile Weapons
- Bow and Arrow
o Arrows cause moderate damage to enemies
o Cause greater damage or cause death, by obtaining headshots
o Only 10 arrows can be carried at once.
o Obtaining arrow holder upgrades increases the amount of arrows the user can
carry at once.
o Hold then release the right-trigger to fire
o Different Arrow Types can be found, and equipped in the Inventory menu, such
as:
Steel Arrow
Stone Arrow
Fire-Arrow
Poison Arrow
- Shuriken
o Shuriken cause moderate-low damage
o 10 Shuriken can be carried at once
- Kunai
o Kunai cause moderate-high damage
o 5 Kunai can be carried at once
- Bombs
o Various bombs can be found throughout the game
o Only one of each bomb can be carried at once
o Different Bomb types can be found throughout the game
Explosive
Smoke
Poison
Towns and NPC encounters
- Throughout Ninja exorcist, the user will encounter numerous NPC’s (non-player
character’s)
- NPC’s can appear at any time within the game. During a mission, solo, within a town,
before a boss fight, or within villages and towns.
- NPC’s are either non-animated, or simply animated (due to time/budgetary concerns, if
time is permitted, this could be expanded).
- The purpose of NPC’s in NE is not unlike Role-playing games, or adventure games. They
are character within the game that the user can speak to, to further story progression
and quests.
- To speak to an NPC, the user must move close to the NPC, and press X
Towns/ Villages
- Multiple villages or ‘towns’ exist in Ninja Exorcist
- Towns are populated by numerous NPC characters to interact with at the user’s
command.
Special NPC’s
During the game, the user will encounter special NPC’s
These NPC’s offer services to the Player Character.
Interact with Special NPC’s in the same manner as normal NPC’s, by pressing X.
Interacting with the Special NPC’s activates a dialogue box or Menu.
Use the Left Analog stick to navigate the menu up/down/left/right
Press A to select, B to go back, and in some cases X, Y for ‘special functions’, or RB
and LB to navigate different pages.
Some of the services Special NPC’s offer are:
o Stores
For items, weapons, and upgrades
o Quests
To advance the story
o Endow Special Items
For player character advancement
HUD Area Map
- The area map is essentially an on-screen, more area specific version of the World Map.
- The areas map shows a zoomed in view of the world map, in the top-right corner of the
game’s HUD (heads-up display). It depicts the level layout, and where enemies and
gameplay objectives are located.
World Map
- The world map is activated and de-activated by pressing SELECT
- The world map shows the entirety of the game’s levels and areas.
- The world map starts off with only the areas you’ve visited visible.
- As the user traverses the map, visited areas will remain viewable, non-visited areas,
remain shrouded.
Map Objective Icons
- The world map also displays objective markers. For example, main plot points will be
marked by a distinctly colored glowing icon, and certain objects, such as doors, or a
plot-centric breakable wall will be marked with their own distinctly colored icons.
WIP World Map
Overall Gameplay Flow
- Any of the mentioned elements of gameplay, Action Arenas, Stealth Arenas, Exploration,
Towns, quests, can occur in most any order.
- But the main objective is to pace and intersperse these stages of gameplay in a climactic
and varied style. Promoting excitement, escalating and de-escalating challenge, quiet
moments (calm before the storm), exploration, and story in a manner that flows, keeps
the user constantly entertained, curious, and satisfied.
Example of level flow
- Short Story Segment
o An example of level flow, would be to start the game with a concise, engaging bit
of story, that sets the context, and drive of the user.
- Action Scene 1 (easy)
o The user is then immediately set into action.
o An action arena starts with a small amount of easy Enemies
- Minor Exploration
o The user destroys these enemies, and proceeds to survey the surrounding areas,
looking for items.
- Action Scene 2 (moderate)
o The user comes across another action arena, with a slightly larger amount of
enemies.
o They destroy these enemies (or possibly die, and restart at the beginning of the
arena)
- Lone Objective directing NPC
o The user comes across an NPC, the NPC causes the user to become aware of an
objective ahead.
- Moderate Exploration, special Item
o The user surveys the areas, and finds a special item, such as a grappling hook.
- Item Tutorial/ Puzzle
o The user moves on, and soon comes to a roadblock, which must be overcome by
learning to use the grappling hook.
- Stealth Arena
o On the other side of the roadblock, is a stealth arena.
o The stealth arena is a moderate sized area, with 6 bow wielding Samurai strewn
about at various locations.
o The user dives into the enclosed arena, and must run to cover, in order to avoid
detection
o The user uses the grappling hook to reach vantage points
o The user uses stealth savvy, to slowly take down enemies, likely dying once or
twice before completing the challenge (user re-spawns at beginning of arena).
- Lone NPC at end of Arena
o The user confronts a lone NPC, who furthers the story
- Exploration, then Village
o The user encounters Village with NPC’s for greater story progression and
upgrades.
Health Meter Vs. Dark Energy Meter
- In Ninja Exorcist, the user is possessed by a germinating darkness within. This curse
comes with a cost, and great benefits. In the game, there are two meters seen in the
Heads-up display (HUD), Health, and Dark energy. Both meters are combined.
Dark Energy Meter
- Represents the user’s Dark Energy. By user her demonic powers, her Dark Energy Meter
depletes.
- When the Meter has completely depleted, and the user continues to use Demonic
powers, her health will then start depleting instead
- The Dark Energy meter is restored through rest, and regenerates over time.
- When the user hides in darkness, the Dark Energy Meter regains strength faster
Health Bar
- When the user takes physical damage, the health meter depletes
- The user regenerates health by visiting shrines.
- The user can also collect health packs, and items to use, in order to regain health
Enemies and Enemy Behaviors
Standard Behaviors
Patrol Mode
- In this mode, enemies survey the area with vision and possibly movement.
Nervous Enemy Mode
- Enemies turn into ‘Nervous Enemy Mode’ when they are alerted to
suspicious activity, such as the player character making too much sound, or
being briefly sighted.
- The enemy stealth meter would have to reach between 50-75% to initiate
this mode.
- In this mode, the enemy cautiously moves toward the point of suspicion.
Fighting Behavior
- When the stealth meter reaches 100%, the enemy engages ‘Attack Mode’
- Each enemy and enemy type has a unique behavior in attack mode.
- Different fighting strategies will be required to defeat enemies in this mode.
Guard Alert Mode
- When the user is spotted by an enemy, and the enemy has fellow guards
within the area, the enemy will call the other enemies to the point of
infraction; this is called a ‘Guard Alert’.
- When the other guards are alerted they will run to the point of the
infraction.
Follow Mode
- Once an enemy is engaged in ‘Attack mode’, this will not stop hunting the
user, until they are dead, or the user escapes.
- If the user flees the area after spotted, the enemy will chase down and
follow the user, to the best of their ability.
- If the enemy doesn’t spot the user for 10 seconds, they will stop following
the user, and return to their patrol location.
Human Enemies
Ninja
- Ninja are not honorable fighters; they will kill their adversary with any
manner of dirty tricks. They are very agile, but also vulnerable.
Patrol Behavior
- The Ninja waits kneeling or standing, in a spot for the player to pass into
vision
- The Ninja has a vision cone that extends from his eyes
- He looks left/right regularly, then up/down periodically
- Every time he changes his look position, his gaze remains on that position
for 4 seconds
- Every once in a while, his gaze will shift suddenly towards a different
direction; this is in order to vary up observation behavior, and add an
element of randomness/unexpected behavior.
Nervous Enemy Mode
- If the Ninja is alerted into ‘Nervous Enemy Mode’, they will go into Alert-
Stance/ Walk, and move cautiously/moderately-slowly toward the point the
infraction was caused.
- If nothing is found at the point of the infraction, the Ninja will proceed back
to its patrol point, and resume patrol mode
- If the user is spotted while in Nervous mode, the Ninja will go into attack
mode
- If there are other fellow Ninja within the proximity, the Ninja will also call a
‘Guard Alert’, and call other Ninja to the Point of the latest infraction.
Fighting Behavior
Offense
- In ‘Attack mode’, the Ninja will engage ‘Guard-walk’ and move cautiously
towards the user.
- The Ninja will either charge the Player, or Continue to ‘Guard-walk’
- During a Charge, the Ninja will either leap at the player for a Jump attack,
or do a Run Attack
- When close to the Player Character, the Ninja will either High-Attack or
Low-Attack
Defense
- When the user attacks with a standard combo, the Ninja has a chance of
blocking the user
- When the user attacks with a leaping attack, the Ninja has a chance of
dodge-rolling the attack, and counter-attacking with a high-attack
- When the user fires Shuriken or Arrows, the Ninja has a chance of dodge-
rolling the attack
Ninja Bowman
Ninja Bomber
Ninja Shuriken Thrower
Samurai
- Samurai are honorable fighters; they kill their adversary with in plain view,
but wear protective armor, and are harder to kill.
Patrol Behavior
- Samurai patrol specific areas from left to right and wait for the player to
pass into vision
- The Samurai have a vision cone that extends from thier eyes
- Samurai look forward, and up/down regularly
- Samurai change direction at the end of their patrol route, but often also
change direction in the middle of the route, to vary pattern
- Every once in a while, Samurai will also stop to observe all directions, then
either carry on in the current direction, or turn around
Nervous Enemy Mode
- If the Samurai is alerted into ‘Nervous Enemy Mode’, they will go into Alert-
Stance/ Walk, and move cautiously/moderately-slowly toward the point the
infraction was caused.
- If nothing is found at the point of the infraction, the Samurai will proceed
back to its patrol point, and resume patrol mode
- If the user is spotted while in Nervous mode, the Samurai will go into
‘attack mode’
- If there are other fellow Samurai within the proximity, the Samurai will also
call a ‘Guard Alert’, and call other Samurai to the Point of the latest
infraction.
Fighting Behavior
Offense
- In ‘Attack mode’, the Samurai will engage ‘Guard-walk’ and move
cautiously towards the user.
- The Samurai will either charge the Player, or Continue to ‘Guard-walk’
- During a Charge, the Samurai will either dash-attack, or move in closer for
a combo attack.
- When close to the Player Character, the Samurai will either Combo-Attack
or Low-Attack
Defense
- When the user attacks with a standard combo, the Samurai has a chance of
blocking the user, and counter-attacking with a strong-attack
- When the user attacks with a leaping attack, the Samurai has a chance of
deflecting the attack, and counter-attacking with a strong-attack
When the user fires Shuriken or Arrows, the Samurai has a blocking
the attack
Samurai Bowman
- Samurai Bowman are like standard Samurai, but attack with Bows.
Patrol Behavior
- Samurai Bowman patrol specific areas, usually from a high vantage point,
in a still position.
- Samurai Bowman also will sometimes patrol on foot, either in a still
position, or walking between two points.
- The Samurai Bowman has a vision cone that extends from their eyes
- Samurai Bowmen, when in a still high point, usually look diagonally down-
forward, then shift their view to a straight forward position, and sometimes
look downward.
- They also often turn around, and patrol the other side, in a similar manner.
- If on foot, Samurai Bowmen behave the same as standard samurai when
on patrol
Nervous Enemy Mode
- If the Samurai is alerted into ‘Nervous Enemy Mode’, they begin aiming
feverishly in different directions.
- They will sometimes also usually call on allies to patrol the spot of
infraction.
- If nothing is found in the next 10 seconds, the Samurai will proceed back to
its standard patrol routine
- If the user is spotted while in Nervous mode, the Samurai will go into
‘attack mode’
- If there are other fellow Samurai within the proximity, the Samurai
Bowman also calls a ‘Guard Alert’, and call other Samurai to the Point of the
latest infraction.
Fighting Behavior
Offense
- In ‘Attack mode’, the Samurai will engage ‘Guard-walk’ and move
cautiously towards the user.
- The Samurai will either charge the Player, or Continue to ‘Guard-walk’
- During a Charge, the Samurai will either dash-attack, or move in closer for
a combo attack.
- When close to the Player Character, the Samurai will either Combo-Attack
or Low-Attack
Defense
- When the user attacks with a standard combo, the Samurai has a chance of
blocking the user, and counter-attacking with a strong-attack
- When the user attacks with a leaping attack, the Samurai has a chance of
deflecting the attack, and counter-attacking with a strong-attack
When the user fires Shuriken or Arrows, the Samurai has a blocking
the attack
Possessed Human Enemies
Possessed Ninja
Possessed Ninja Bowman
Possessed Ninja Bomber
Possessed Ninja Shuriken Thrower
Possessed Samurai
Possessed Samurai Bowman
Demonic Forest Spirits
Demonic Wolf Spirit
- Demonic Wolf Spirits are vicious fighters. They often fight in packs, and life
to knock down the player character, and gnaw on their head.
Patrol Behavior
- The Demonic Wolf patrols in a slow guarded walk.
- The Wolf has a vision cone that extends from its eyes
- He looks forward, and upward regularly in its current direction
- The Wolf will turn around when it reaches the edge of its patrol location
- Once in a while, the wolf will turn around before the end of its patrol
location
Nervous Enemy Mode
- If the Wolf is alerted into ‘Nervous Enemy Mode’, they will look around
quickly, then move towards the infraction point in a moderately paced alert
walk
- If nothing is found at the point of the infraction, the Wolf will proceed back
to its patrol point, and resume patrol mode
- If the user is spotted while in Nervous mode, the Wolf will go into attack
mode
- If there are other fellow Wolf within the proximity, the Wolf will howl,
calling a ‘Guard Alert’, and call other Wolf to the Point of the latest
infraction.
Fighting Behavior
Offense
- In ‘Attack mode’, the Wolf will engage ‘Guard-walk’ and move cautiously
and slowly towards the user.
- The Wolf will likely charge the Player, or eventually move in with a
moderate speed.
- During a Charge, the Wolf will leap at the player with a Jump, and attempt
to knock the player over
- When close to the Player Character, the Wolf will attempt to bite the
player’s leg
- If the wolf knocks the player over, they will move to the player’s head, and
attempt to gnaw on it.
- The user needs to mash the buttons to free itself from the wolf’s jaws.
Defense
- When the user attacks with a standard combo, the Wolf has a chance of
dodging the user, and counter-attacking with a leg bite
- When the user attacks with a leaping attack, the Ninja has a chance of
dodging the attack
- When the user fires Shuriken or Arrows, the Wolf has a lower chance of
dodging the attack
Demonic Wolf Spirit Medium
Demonic Wolf Spirit-God (Boss)
Tengu
Oni-Demon
Oni-Demon (Boss)