
Manga Ninja is a unique platformer where you can’t jump directly. Instead, use ninja skills—throw shurikens to create mid-air grapple points and swing with your hook. Explore a stylish comic world full of thrilling challenges and Japanese-inspired stages.
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About
Manga Ninja is an innovative platform jumping game. In this unique comic book world, you will play as a ninja and embark on a challenging adventure.

Unlike traditional jumping games, you cannot jump directly, but need to use your ninja skills skillfully. By launching shuriken, you can create grappling points in the air, and then quickly launch the grappling hook to the position of the shuriken to achieve thrilling displacement. This unique way of moving will bring you an unprecedented gaming experience.
Throwing Shurikens
Launching the Grappling Hook
Launching the Grappling Hook


You will embark on an adventure in various scenes full of Japanese characteristics: ancient dojos, quiet bamboo forests, picturesque canals, and magnificent Japanese castles. Each scene has been carefully designed with a unique visual style, full of challenges and fun.
Dojo

Bamboo Forest

Canal

Cave

Castle Rooftop

Castle Interior

Lantern Festival

Each of these scenes is framed like panels of a manga. With traps and challenges designed for different environments, the pacing varies from stage to stage, keeping the experience fresh and engaging.

This is my very first published game, refined from a small project I made during my undergraduate years. At first, it was just a simple idea, but after letting friends playtest it, their positive feedback gave me the motivation to continue developing.
The game draws inspiration from traditional Japanese culture and the aesthetics of manga art, with a design philosophy rooted in Japanese minimalism.
The challenges are intuitive, yet players will find themselves hooked, discovering a true sense of accomplishment as they overcome each panel of this comic-style adventure. I hope you enjoy playing it as much as I enjoyed creating it!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
可玩性非常高!音乐和场景也都做得很好,很有和风味道
先说结论:一款优秀的甜品级平台条约游戏 关于关卡设计:该游戏关卡模式基于经典横板跳跃游戏,屡试不爽的稳健设计,拥有地刺陷阱,射箭机关,下沉平台,消失平台等经典元素,这也使得前期的关卡很容易上手。与此同时,该游戏基于独特的手里剑与钩锁机制,在上述的经典设计基础上也有不少创新,例如垂直距离极大,两侧墙壁带刺,鼓励玩家利用道具向上飞行的地形;又或者是围绕着剥夺跳跃这一平台“跳跃”游戏最基础的属性而创作各种地面陷阱。总体来说,虽然在章节后期的关卡中难免出现部分同质化,但是关卡设计与核心玩法结合的很好。 关于难度曲线:游戏开始有基础教程,第一章的前面部分设计的也比较简单,很好上手,不过从第一章后半部分难度逐渐开始增加,部分关卡由于没有设置存档点而需要多次游玩,不过类似蔚蓝的快速复活机制可以极大地减少玩家死亡时的挫败感,难度增加后也不会出现过分卡关的情况。同时随着前面几章的推进,玩家可以逐渐获得拥有各种能力的手里剑,从而增加玩家的通关方式,于此同时关卡难度也逐渐等比增加,这样的难度曲线是比较舒适的。直到运河章节,玩家获得的伞可以大幅增加角色的制空能力,该章节的难度也会大幅下降,不过在后面的章节,难度又回归到正常范围。以及部分关卡中,玩家也能感受到宫崎英高在门后拐角藏一个突脸小怪的惊喜(不是。总体而言,大部分的关卡难度都是适中的,可以在数次尝试后通过,难度曲线也让人舒适。 关于道具或技能设计:本作的一个核心亮点是特色的机动方式——围绕着三种手里剑进行移动,同时禁止掉了跳跃。尤其是最初的钩爪手里剑(我不知道正式名称),通过发射手里剑并再次点击的方式,类似只狼般飞行移动,从而规避陷阱,到达目的地。这是一个非常具有开发潜力的玩法,虽然我只是单纯地像只狼一样飞来飞去,不知道更精确的像立体机动一样地移动方式是否可能实现?之后获得另外两种手里剑其实在部分作用上和钩爪手里剑有重复,不过也还是偶尔会有专用地场景出现,大多数情况下我还是只会用第一种手里剑。 关于美术:美术设计也是该作地一大亮点,尤其是其日漫格子的设计,不仅仅可以与日式画风相称,更与关卡设计和核心玩法紧密结合:围绕着关卡的格子可以作为手里剑的目标,从而固定射出的手里剑,让飞行时有可以链接的地方。偶尔还可以看到相邻格子的之前或之后的关卡内容,这也是一个有趣的小巧思。另一方面,各个章节都有不同风格的美术,我很喜欢运河这一章地图,水上鸟居味儿很正,不过竹林章节的地图就有些影响玩家观察从林子中射出的暗器。 总体而言,是一款瑕不掩瑜的优秀作品,尤其是作为作者独立制作的第一款游戏而言,完成度是很高的,期待作者之后的游戏!
规则简单但是颇具挑战性的平台动作游戏,玩家利用各种手里剑来突破关卡,利用不同手里剑的效果来智取需要玩家的观察能力,配合手里剑的挂钩,冲刺等也考验手眼协调能力,老实说看似简单的左右键组合需要快速的反应。 玩家操作的角色只有左右移动和冲刺的移动能力,作为忍者缺乏跳跃能力是游戏进程的一大限制,所以利用手里剑达成跳跃是核心玩法,并且关卡中还有致命机关也需要如此躲避,整个游戏难度可以说不低,不过保存点会根据失败次数来酌情前进算是制作人留给玩家的一点援助。
Manga Ninja is a small yet creative indie platformer that dares to reimagine one of the most fundamental aspects of its genre—the ability to jump. Developed and published by 玄清侠, the game takes this simple restriction and turns it into its defining characteristic. Instead of leaping between platforms, the player must rely on their ninja’s mastery of tools and agility to traverse each level. By throwing shurikens that act as temporary anchors and using a grappling hook to swing through the air, movement becomes a deliberate act of precision and rhythm rather than instinctive button-pressing. This single design choice infuses every moment of gameplay with tension and satisfaction, turning simple traversal into a thrilling, skill-based challenge that rewards timing, momentum, and foresight. From the moment the game begins, it establishes a distinct atmosphere built around its manga-inspired aesthetic. The environments and character designs feel lifted straight from the pages of a stylized comic book, blending sharp line work and bold colors with a hint of Japanese folklore. The ninja theme fits naturally with the mechanics, as the act of swinging through the air and clinging to surfaces mirrors the fluidity and stealth associated with the archetypal shinobi. Despite the minimalism of its presentation, the visual direction carries an undeniable charm, emphasizing clarity and functionality over unnecessary detail. The crisp outlines and animated transitions give the impression of playing within a living manga panel, allowing the game to stand out even with limited resources. The core gameplay loop is simple but engaging. Each stage presents a series of obstacles and gaps that demand careful use of the grappling mechanic. Because jumping is absent, every movement must be earned through strategic shuriken throws and well-timed swings. It quickly becomes clear that mastery of the mechanics is key: missing a swing or mistiming a hook means failure, while chaining perfect movements creates a sense of graceful flow reminiscent of games like N++ or Celeste, but filtered through a distinctly slower, more calculated rhythm. This reliance on momentum gives the player an immense sense of control when everything clicks, and a healthy dose of frustration when it doesn’t—a balance that defines many of the best precision platformers. The difficulty curve appears to be gentle at first, allowing players to acclimate to the mechanics, but it soon escalates as levels become more complex and require greater precision. Obstacles begin to appear in rapid succession, and the challenge lies in reading the environment quickly and improvising mid-swing. What makes this so engaging is that the player’s success depends not on reflex alone but on understanding how physics and trajectory interact. The shuriken serves as both a lifeline and a weapon of creativity, turning traversal into a puzzle that rewards experimentation. It’s easy to appreciate how this mechanic could serve as the foundation for a much larger game, though in its current form, the experience is more concise and focused. In terms of scale and content, Manga Ninja feels more like a proof of concept or a compact indie showcase than a full-length adventure. There is little in the way of story, character development, or world-building, but what it lacks in narrative depth it makes up for in clarity of design. Its focus remains tightly fixed on the mechanics, encouraging the player to perfect their swinging and grappling techniques rather than explore an elaborate plot. This minimalist approach may not appeal to everyone—those seeking a rich narrative or a variety of power-ups may find it limited—but for players who value mechanical purity, it’s a refreshing and well-executed experiment. Visually, the game does an admirable job of creating mood with minimal assets. The stylized backgrounds and clean user interface keep the player’s attention on movement and timing, while subtle audio cues enhance the rhythm of play. The soundtrack and sound effects are simple yet effective, emphasizing the clang of the grappling hook or the rush of air during a swing. These auditory touches contribute to the sense of immersion despite the small scope. There is also an underlying feeling of serenity in its design—each level flows into the next, and the absence of clutter or over-complication makes every success feel earned and every failure a lesson in patience. As an independent project, Manga Ninja embodies the creative spirit of small-scale game development. It experiments boldly with familiar mechanics, strips away convention, and invites players to experience movement and challenge from a new perspective. The decision to remove jumping entirely could have been a gimmick, but here it becomes the heart of the game’s identity. It forces a reevaluation of how players interact with space, momentum, and timing. The satisfaction of mastering its unique controls is precisely what makes it memorable. While it may be short, and while its presentation is undeniably modest, the game achieves what many larger titles struggle to do—it leaves a distinct impression through a single, well-realized idea. Ultimately, Manga Ninja is a small but captivating platformer that thrives on its simplicity and innovation. It is not a game for everyone, especially those seeking cinematic storytelling or extensive progression systems, but for fans of tightly designed mechanics and skill-based traversal, it delivers an experience that feels both challenging and rewarding. The price reflects its scale, making it an easy recommendation for players who enjoy experimental indie projects that push familiar genres in unexpected directions. What it offers is not length or spectacle, but focus—a distilled expression of creative design built around one clever, defining mechanic. In that respect, Manga Ninja stands as a fine example of how minimalism and innovation can coexist to produce something genuinely engaging and original. Rating: 7/10
漫画忍者 总体而言还是不错的游戏,难度不小,不适合所有人,美术完成不错,小忍者很可爱,关卡坐牢但部分关卡不错。 美术完成度还算不错,小忍者和地图风格也较统一。我自己漫画看的很多,所以这种漫画分镜的分页风格我也挺喜欢的。一旦熟悉了操作之后,有几个关卡玩起来还是挺爽的。 滑翔伞+3种飞镖钩爪镖,爆炸镖,风镖。地图中后期越来越难和坐牢中途都有几次想放弃了。同时也有一些关卡比较有意思,比较爽(比如滑翔伞垂直大关卡)。 有个技巧挺好用的:空中,按住E时间停止,往脚下发射第二种镖(炸弹镖)再马上激活,可以很有效的往上飞。所以最后一关很快就过了哈哈 有一些反馈我觉得值得提一提: 1.既然是漫画的风格,那么如果某些特殊情况下地图可以超出白框,甚至让人物也超出白框就好了(因为在漫画里,为了表达和突出会使用画面超出甚至斩断白框的表现手法)。甚至可以考虑这个地图变化与核心玩法如何配合。 2.地图设计有一些还是不错的,除了有些很难的关卡。如果能够拓展不同武器机制之间的配合(广度),而不是只是加单个技能的熟练深度,说不定会更有趣,更容易让玩家接受。 3.如果难度可以循序渐进(简单+进阶+惊喜变化+巩固)就好了,然后再加些引导,可以给一套基础玩家模板,说不定会更加容易和有意思 4.人物左右移动时,视角移动速度过大,有时候会按不到飞镖,如果可以额外添加3个键盘按键(比如z,x,c)分别激活上一个未激活的不同飞镖种类就更好了 5.有好几个自动保存点,位置是在人物后面的,也就是不会自动保存。若玩家不注意死了会在上一关复活,尤其是一些很难的关卡,会很坐牢。 6.钩爪镖在飞行中钩住,视觉上有点bug。爆炸镖在人物上方爆炸时也会把人炸上天,虽然不真实但倒可以降低通关容错。其他倒是没什么bug
本来以为是个普通的平台跳跃游戏,结果发现根本没有跳跃键(笑)。玩法是用手里剑定点,再甩钩子把自己拉过去。刚开始有点手忙脚乱,但玩了几关之后越玩越顺手,尤其是连续飞好几次不落地的时候,特别有成就感。画风也很特别,全是手绘漫画的感觉,挺对胃口的。缺点就是有几关确实有点难,需要多试几次,但过了就很爽。总体上很推荐,喜欢动作解谜或者想试试新鲜玩法的可以入。
有潜力,有趣的游戏。有大量亟待优化的地方。 有中文,没成就。 教程非常必要,教程对白非常矫情。对话框中的彩虹字和字效不方便阅读,过于华丽找不到重点。 飞镖有时候插进墙里太深无法钩住。 绳索的画面表现总是不够长,半截就断。 有时候会卡在墙上,踩墙。 教程关有一个地方没有W切换场景的图标。 界面含有许多漏翻。 没有续盘节点的提示。 和飞行中的飞镖交互需要精准点击飞镖,没必要,可以改成角色到鼠标的一整条直线全部判定有效。 主界面滚动建议加上拖拽,现在滚动较慢。 我刚才点击退出游戏按钮的时候游戏假死不动了。
单人能solo出如此作品实属不易;而且是作者的处女作,大家一定要多多爱护,给作者温暖,激励作者小宇宙爆发做出忍龙4样酷作以飨大家。本作主打樱花国度风格平台跳跃玩法,玩家使用神秘的忍者及其特有的忍术来闯过不同要求的关卡--有月黑风高的屋顶,有阴暗危险的洞穴,有绿意盎然的竹林,还有看似温暖的室内等。音画界面对得起一人之力,虽然不够丰富奢华也是细水长流。 当前建议,需要窗口模式,云存档,成就,后台自动静音。可增添剧情以充实游戏背景,比如忍者来自哪里等。手感击感碰撞还需要打磨,判定触发有点迷请再调整。可以简化适配手柄震动,帮助玩家更好体验游戏;还可以适配触屏操控,在手机上推出带来更多收益可能。
整体意外的好玩!漫画画风特别对胃口,画面干净舒服,忍者题材氛围感拉满。玩法很有新意,不是传统跳平台,靠手里剑钩锁摆荡闯关,刚开始稍微适应一下,熟练之后操作丝滑又解压,闯关成就感十足。关卡设计很用心,难度循序渐进,不会无脑简单,也不会刻意刁难人。游戏优化也不错,运行很流畅,定价也很良心。休闲打发时间刚刚好,喜欢平台跳跃和忍者风格的可以放心入手!
[h1] 「♥漫画忍者♥」 [/h1] [h2] 「♥游戏介绍♥」 [/h2] Manga Ninja 漫画忍者是一款由玄清侠独立制作的一款高难度闯关游戏,游戏中玩家将扮演一名失去了膝盖的不死人忍者,利用手中的手里剑和绳索来进行闯关,游戏的难度很高,而且有些关卡的存档点是不连贯的,需要玩家有足够的耐心和强大的技术才能够闯过所有的关卡,玩家需要从新手教程-竹林-池塘-洞穴-城堡房顶-城堡内部才能通过所有的关卡,期间还会解锁新的手里剑和雨伞道具,来增加自己的机动性。 [h2] 「♥游戏内容♥」 [/h2] 游戏的剧情基本上没有,就闯关就完事了,游戏的主要玩法是玩家扔出手里剑,然后利用鼠标右键使用手里剑的特殊功能,来帮助自己躲开机关到达下一关,因为游戏名字叫做漫画忍者,所以游戏中的关卡是漫画的分镜形式,而且游戏还有一些漫画拟声词可以看到。 三种手里剑,一种最基础的就是扔出去拉绳索,带着自己跑的。 第二种是扔出去右键可以引爆,炸开箱子或者把自己炸飞,有时候挺有用的。 第三种是激活后可以释放一股上升气流,玩家可以在上面进行垂直移动进行微调。 雨伞可以让玩家缓慢降落。 游戏整体难度还是非常高的,尤其是到了后面有了更多的陷阱和机关,基本上不死个几十次一关是过不去的。要有耐心进行挑战。 [h2] 「♥总结♥」 [/h2] 漫画忍者是一款高难度没有跳跃的平台跳跃游戏,需要玩家有足够的技巧和耐心才能够顺利过关,虽然很困难,但是过关后的成就感还是挺高的,推荐给喜欢玩高难度游戏的玩家进行游玩。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
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