
Are you mad enough to prove your ninja skills in Mad Dojo? You’ll get a lot of headache and break a gamepad until you master insanely difficult obstacles, impress Sensei and earn his daughter’s sympathies! But we warn you - we don’t take wimpy players! Just do it!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Another fun-looking platformer completely destroyed by the... wait for it... horrible controls. I alternately felt like being stuck to surfaces and then skating on them. Too bad.
Mad Dojo is a fun take on the hardcore platforming genre a-la Super Meat Boy. While I wouldn't necessarily call Mad Dojo as hard as SMB, you will have your reflexes put to the test by 30 different levels, and countless combinations of separate, procedurally-generated levels. Your deaths are recorded, which helps make stalagtite-evading much easier in the cave levels, although after a few of them, you realize how obvious the placement of them is, so evading will come naturally. The difficulty curve is like a roller coaster, I found level 15 to be more difficult than 16-30, and levels throughout 16-30 gave me different scattered challenges, with some significantly easier than others. While it had my mojo for expecting what would come next off, it didn't detract from how much I enjoyed this game. Overall, Mad Dojo is a nice, albeit short, platformer that is a great option for anyone on the 100% completionist trail. I encountered no broken achievements, and completed this game in what I felt was a quick time (about an hour of actual gameplay) for a full completion of a good quality game.
닌자를 조종해서 맵의 끝까지 가는 게임입니다. 스페이스바를 누르는 시간에 따라 점프하는 높이가 달라지고 이동 할때 키를 떼더라도 조금 밀립니다. 난이도가 조금 있는 게임이지만 짧게 여러 맵이 있어서 날 잡아서 재미삼아 하기 좋은 게임 같습니다. 멘탈은 책임지지 못합니다.
Un indie de estilo juego para celular, para entretenerte mientras esperas algo o descargas un juego
[b] MAD DOJO [/b] [i] -is challenging [/i] [i] -is fun to play [/i] [i] -has a nice retro graphic style [/i] [i] -has catchy music [/i] So far Mad Dojo is Early-Access, and has loads of potential ; I highly recommend this game !
I recommended this game when I was 1.5h into it, and that did not change after beating all the levels, working to improve my times in the first stage, and trying the procedural generator. It's a good precision platformer. --- Mad Dojo has short fast difficult levels and tight controls. It's not as tight as Super Meat Boy or iZBOT (which are masterpieces in this regard), but still feels responsive and rewarding, especially after you learned how the obstacles and death traps work and start speedrunning. You can run, jump, double jump, and throw shurikens. You can throw shurikens while running or in mid air. Shurikens have 3 uses - they cut bamboo sticks to make them shorter (so it's easier to traverse), they block incoming shots to protect you, and they push the water dynamite barrels farther from you so you're less likely to be hit by the explosion. I would like to be able to throw at a faster rate - currently, it's like you can throw 1 shuriken/second and sometimes that feels slow. Often the ninja starts running without any input from the controller - that is a big source of cheap deaths, given we are always surrounded by death traps and there is little time to react when it happens. The same can also occur while in mid air. The issue is much less noticeable during speedruns, such that in the last 3h it happened just a few of times. This would be my #1 priority to fix. I find it too difficult to consistently grab&hold the top of the bamboo sticks/platforms. It could be that I didn't learn to trick or didn't get the timing right yet, but this mechanic may need some tweaking as well. --- Mad Dojo has 2 game modes, the main stages and procedurally generated levels. The main stages: there are currently 2 worlds, with 15 levels each. The first levels in each stage are rather easy, then they progressively add new (or more difficult variants of) obstacles and death traps. Some of the levels are similar to each other and can feel a bit repetitive the first time around, thus new stages would/will be welcome, but while speedrunning you will have to think about the fastest route and change the strategy based on the placement of the traps and platforms. I'm bad at speedrunning, but managed to finish most levels in the first stage in 15s or less, a couple in under 20s, and a couple below 30s. I didn't try speedrunning the levels in the second stage, but they felt larger/longer. Procedurally generated levels: It generates simple beatable levels of varying difficulty and length - some I could complete in under 20s, some it took me 1m30s. Currently, it the procedural levels only use obstacles and death traps from the first stage. After some time, you'll be able to predict what kind of obstacle will come next and be familiar enough to know by heart how to traverse it, but predictability is inherent to procedural generators. It would be nice to be able control the size of the levels and difficulty of the course. Also, whenever we die a new level is generated, but sometimes I wish I could go through the same course until I beat it. --- When we finish a level, the level cleared screen is shown. Here, there are only 2 options - start the next level or return to the level selection. An option to restart the current level would be welcome. While playing a level, we can restart by opening the pause menu and choosing the corresponding option. That's very fast to do (less than 1s), but I'd like to be able to bind restart to a key/button so I can completely avoid the menu. --- The song fits the visuals and overall feel of the game, which is good, but after a while it got too repetitive and I turned it off. I disliked the sound effects. This is very low priority, though, as it's the gameplay that makes or breaks this type of game.
Beautiful bloom, lighting and streaking effects colorful spirtes Going by packages for their Atari 2600 games I would assume this is how Activision's flagship devs would've liked their games to look Sadly Mad Dojo is a waste of time featuring many very small levels to which you are attempting to reach some woman at the end Progression involves tedious 'feeling-around-in-the-dark' trial and error attempts with absolutely no cues from the environment as to which actions will prevent you from overshooting the platforms spread out before you Perhaps you were meant to jump - dash - jump to avoid the spikes or maybe just two jumps, maybe only a dash and jump, then again you probably should've left from the center of the platform jumped, waited, dash and then immediately jumped. It reminded me of playing the first Tomb Raider with a graphics card that handled shading poorly so that pillars you were standing on blent in with walls in the far background making it near impossible to determine reachable ledges and their actual distance from you; let alone if you should make a running jump, jump from the very edge of the plliar and so on. In the digital entertainment world you have artists and level builders. MD's dev is obviously an artist. Personally I would pass my assetts over to an adept level designer to see if they can salvage this.
Pretty Good
Very nice game
Movement is very floaty and imprecise, which isn't great on a precision platformer.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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