The n`Jutsu design-goal:
* make a funny martial arts fighting game
* add impressive jutsus (==energy/ki/chakra/whatever attacks)
* try to combine the mentality of Kakashi (The man who copied over 1000 Jutsus) and Orochimaru (I want to learn all jutsus) in one game
= Supreme action with unlimited variety

What people can expect:

* easy three key melee (punch, kick, block) with loads of combos
* an easy system to perform handsigns and cast jutsus out of a huge catalogue of jutsus
* Ninja tools like shuriken, kunai or paperbombs
* Genjutsus to trap the opponent
* the major chars as mime-skinned models (to keep a healthy distance to other games and the manga)
*** Find an own, individual and unique style of fighting

The gameengine is CellBlock9, which started as engine for LemmingballZ and gets separated to be able to make standalone games. This separation is not complete yet and there are several Lemmingball features still coded into the engines core, but that will cease in future - we do have contact to the engines developer.

The Alpha is ready to run, the autoupdater works fine, only the chatroom does trouble... only hotseat and Lan/IP connect will work

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just to have the name on a pic... n´Ruto and s´Ske doing handsigns g´Ai and r´Lee models ingame
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0 comments by loozzer on Dec 18th, 2010

Change of plans...
I got dizzy coz of too many moves at first release, so I decided to cut down on the mass and focus for now on the quality of the jutsus.
This means that the original plan to add 5(+2.5) jutsus per element is for now aborted, instead it will be a base of 3 jutsus per element until all 12 of them are added and tested properly - this makes it easier for the alphatesters to get along with it and for me to work on the balance - don´t be upset, the plan to make more is just postponed, but not abandoned, and they do already exist, waiting to be polished up for release.

Fire Style (reduced by 2 moves)
DRAGONBREATH: tiger, ox, tiger
- a blast of fire in front of the char
FIREBALL: tiger, ox, rat, tiger
- a ball of fire
FIREBLAST: tiger, ox, dog, tiger
- beam of fire
ICE STYLE (reduced by 2 moves)
ICE MIRROR: ox, tiger, ox
- Barrier that can reflect incoming attacks
ICE-CANNON: ox, tiger, rat, ox
- shoot a series of ice spikes to pin the opponent at his position
ICEDISC: ox, tiger, dog, ox
- fast & highly damaging disc of ice
SHADOWPARALYSIS: rat, dog, rat
- expand a sphere of stunning shadows around you
SHADOWCLONE: rat, dog, tiger, rat
- summon a shadowclone to attack the opponent
NIGHTFALL: rat, dog, ox, rat
- a shadow dropping from the sky to trap the opponent
SONIC BARRIER: dog, rat, dog
- a protective barrier in front of the player
SONIC BOOM: dog,rat,ox,dog
- a strong wave of sound
BANSHEEBEAM: dog,rat,tiger,dog
- a series of knocking out soundwaves. if the opponent gets hit, he will be sucked towards the caster

We still need modelers and people with a little knowledge about coding for the graphicscripts

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First playable version

First playable version

Dec 10, 2010 Demo 4 comments

First showoff of n´Jutsu Testable are the melee and fire/ice jutsus. The chatroom is disabled, only the hotseat and direct-IP-connect options will work...

Post comment Comments  (30 - 34 of 34)
Sulcuryalt Dec 7 2010, 4:11pm says:

If your character's are going to stay so small maybe you should rename the game "Chibi N'Jutsu". ;^)

+3 votes     reply to comment
loozzer Creator
loozzer Dec 7 2010, 10:59pm replied:

some jutsus are very big, and the screen is zooming - so the size is relative to the players distance... but chibbi nJ sounds good too (plz also look at the "first animations" video which shows them at close range

+1 vote   reply to comment
Sulcuryalt Dec 8 2010, 10:37am replied:

It's not that the jutsus are big. I was just saying that the porportions of your characters are short like that of a short person or little kid.
For example

Anyway, I watched the "first animations" video and It seems like if the jutsus get smaller the closer you are to the enemy it might take away from the "impact" of the jutsu. IMO the jutsus should stay the same size, but if you're close enough to the other player it would change slightly to make it seem like the jutsu is trying to expand to it's natural size, but it can't because it's getting pressed against the opponents body. That could also be possibly used a knock back method too. I hope you know what I mean.

+1 vote     reply to comment
loozzer Creator
loozzer Dec 8 2010, 11:51am replied:

for the model point: I am not a modeller, these models were edited from lemming-models (with friendly permission of the real modeller) - obviously, I suck at this... modellers with interest, I beg you to contact me.
The melee video is only taijutsu. hand to hand combat, these moves work in a the-more-the-slower-the-more-damage way (unless you trigger a combo which will be fast and powerful)

The size of a jutsu does not change with the distance to the opponent, it is defined by the jutsu itself - maybe in future there will be also a way to influence the chargetime to vary size and/or speed of it.
I guess the impression of shrinking size is currently connected to the fact that the melee is at the moment just added to be there, I need to wait for further development of the engine to get what we need for a good taijutsu part.

The push-opponent-back thing is more a jutsu depending point, we would not want the opponent to get pushed back by fire if we want to fry him inside it, but we would want him to be pushed back if we summon a wall of ice, do we?

+1 vote   reply to comment
reybag Dec 6 2010, 11:42am says:

wow really cool,theres gonna be any forbidden jutsu?

+1 vote     reply to comment
loozzer Creator
loozzer Dec 6 2010, 12:25pm replied:

no, if i would forbid them, i would simply not add them :P
But there are secret jutsus - or simply jutsus which are not documented officially

+1 vote   reply to comment
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