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Ninjahtic Mind Tricks Ativador Download [hack]

Updated: Mar 11, 2020





















































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 b4d347fde0 Title: Ninjahtic Mind TricksGenre: Action, Adventure, IndieDeveloper:Blaze EpicPublisher:Blaze EpicRelease Date: 16 Jul, 2015 Ninjahtic Mind Tricks Ativador Download [hack] 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.. 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.. 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. 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.. 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.. 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.. what is this game?. fun concept, annoying implementation. thought from descriptions I'd get more 'stealth' options, but every room requires you to beat up all present enemies before proceeding. Given that there are a ton of small rooms at the beginning of the game (after tutorial) this game is IMMEDIATELY tedious and reppetative. wouldnt reccomend even at current $0.79 price point. FUNNY GAME !!! I LIKE IT. 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.

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