It’s been a while since I last posted new content here. As you may already know, I’m hard at work on my second solo-dev title, Tenjutsu.
Well, not so solo actually, as I’m working with Daniel aka Dnilox, who helps me with the character animations and in-game chara-design, and with Devolver Digital, who take care of most of the marketing stunt work.
To sum it up, I like to call my game a rogue-fu. A mix of smooth martial arts combat in a roguelite structure, that takes place in a vast open Japanese city.
Like many indie developers, my game began as a game-jam entry in Ludum Dare. You know, those weird events that feel like 2000s LAN-parties, where a bunch (thousands, actually!) of people “gather” to create games in a super limited amount of time, with a theme constraint. It usually happens over the course of a weekend. It’s both super fun and super challenging. You promise yourself you’ll never do it again, then you do another one.

Anyway, long story short, the jam went great. I got lots of very positive feedback, and it encouraged me to push the concept a little bit further. You know, let’s make a short project, I mean the game’s already there right, what could possibly go wrong with a 6 months project? That was 3 years ago.
So Tenjutsu started as a linear beat-em up with a 10-second loop constraint, but it naturally evolved to a rogue as I added more weapons and some randomness to the mix.
That’s kind of surprising, as after working on Dead Cells, I basically thought I was done with this type of game… So I guess, never say never?
Core pillars
If you’ve heard about game design before, there’s this general rule of thumb that says: define your game “pillars” early, print them on paper, and put them on display in front of you, so you never forget them. Pillars are 2-3 core concepts that really define a game. They can be anything, from a few words (eg. “Thrill of the Unknown” in Subnautica) or a piece of music that conveys a particular feeling.
In my case, it was a few scenes from the John Wick movies, and specifically the museum combat in John Wick 3: Parabellum.
TRIGGER WARNING: violence & blood
These scenes really captured what Tenjutsu is about:
- Organic combat with opportunity as a key mechanic,
- Dancing around instead of focusing on one foe,
- A good variety of player actions again, based on opportunities and threats during combat.
I usually sum up that pillar with the “one-vs-many combat” concept.
How it actual plays
Unforeseen consequences
Of course, these ideas all came with an awful lot of specific challenges:
- How do you create an AI that creates such dynamic encounters in a procedural setting? I mean, that’s a thing to carefully design combat in a fixed setup (eg. Sifu, love that game) and that’s another topic to generate random encounters that are both interesting and non-repetitive.
- How do you make a “one-vs-many” combat readable while being intense? Things can happen from any direction, and not all players share the same attention or split-second reflexes.
- How do you let players progress in such a game? Should they level up and become more powerful through stats, or obtain new weapons and techniques, or just git-gud? And then, how do you keep the early game interesting once players have tasted more “advanced” combat situations?
That’s a lot of questions, right?
There are definitely many things to share, so please stay tuned as I reveal more about the behind-the-scenes stories that made my gamedev life a total nightmare.
The "6 months project" becoming 3 years is so relatable — I've lost count how many times I've said "just a quick thing" and ended up way deeper. Curious though, with the pillars approach you mentioned, did you find that helped keep scope in check, or did the pillars themselves shift as the game evolved from beat-em-up to roguelite? Feels like defining them upfront works better when you're not discovering the game as you go.
That looks so great. Im looking forward to play it.