Basara Frontier

In Progress Basara Frontier 2025-06-01

No permission to download
The project is currently under development.

Jeremeister Jambatron

Active member
I know i took too long to make this project public, but here's a brand new project I'm making, it's called Basara Frontier. The story of this beat em' up revolves around Japanese Mythology as it is a retelling of the tale of how the Shinto storm god Susano'o (portrayed by Ferica from Adventure of Little Ralph) slew the eight-headed serpent Orochi with the Kusanagi sword. But in a interesting twist, she finds herself into conflict with her fellow Shinto deities including a smorgasbord of yōkai while trying to protect princess Kushinada and locating the remaining sacred treasures of Japan.

I made a gameplay video of this showcasing the progress of this project, and forgive me if there are brief freezes during the video as my laptop was still starting up after i restarted it. I planned to add more playable characters along with fixing some errors to the game while working on the Grail Quest storyline of Knights of the Round Annihilation. Until then, I hope you guys enjoy the gameplay preview of this new project and let me know what you guys think.

 
Glad to see you still kicking b*!
Interesting concept!
I'm curious about the source of the main character sprite.
Thanks for the kudos Ned, I'm happy I got that confidence back to make games for OpenBOR.

And if you're wondering about the sprites of the main heroine Susano'o, they came from one of the boss characters named Ferica from the Playstation 1 game called "The Adventure of Little Ralph". She's unlockable for Vs mode after beating the game on Normal or Hard difficulty. And I also used her sprites to portray her as Nimue in my Knights of the Round Annihilation project.
 
  • Like
Reactions: NED
I'm still working on the text files for stage 3 and 4 for this project due to my busy schedule, until i make the gameplay previews, i have decided to take the time to show you guys some cutscene files of how Susano'o gains new abilities similar how the main hero from Sky Blazer gains his powers. I also chose the power gained music from that said game to accompany the cutscenes of my project.
 

Attachments

  • Gain Power 1.png
    Gain Power 1.png
    7.3 KB · Views: 26
  • Gain Power 2.png
    Gain Power 2.png
    18.2 KB · Views: 26
  • Gain Power 3.png
    Gain Power 3.png
    13.1 KB · Views: 24
  • Gain Power 4.png
    Gain Power 4.png
    12.5 KB · Views: 21
  • Gain Power 5.png
    Gain Power 5.png
    11.9 KB · Views: 25
Good evening everyone, sorry about the delay in releasing anymore updates of this project, as i had to take care of things around my house and at work to the point that I had to work on adding more content at the last minute. But anyways, let me at least lift your spirits by showcasing the gameplay videos of stage 3, 4, and 5. I'm working on the cutscenes as we speak and also plan on add more specials to Susano'o as well. Then I can release a playable demo afterwards. But until then, i hope you guys enjoy these stage previews and let me know what you think.



 
Linked discussion thread to download.
Thanks Danno, the demo of this project isn't much, but after seeing the one star rating, I'll try to add more updates and playable characters to the game while working on Knights of the Round Annihilation. I hope you guys stay tuned.
 
Since its just a demo, wouldn't be right to leave a review on the module page.
So just a few things off the top of my head.

- I like the concept, feudal Japan is always a win in my book
- The Susano'o sprites are real nice.
- Is there a reason you are using the older Openbor build v3 and not v4?
- Not many games these days are doing the old 3:4 ratio of 320x240, is that a design choice?
- Some of the menu backgrounds are killing me with the pixilation, like the main menu, character select and results screen. I'm guessing this is happening because of color indexing?
- Her first attack (the default punch) is a bit too slow, on impact and recovery, kinda makes you an easy target if you whiff the first punch, hard a tough time with the highway ogre coz of it.
- There is a slow down on the forward forward special attack, is this intentional? since there are no slow downs on any of the other special attacks, just this kick.
- Stages are nice and fit the theme, but will be nice to see some animations somewhere in the earlier stages, so it doesn't so dead and static.
 
I appreciate the feedback that you're giving my project DatKofGuy, I really need to upgrade the project from Openbor V3 to V4 because like you said I should stop using older builds for my projects since they don't much with the old 3:4 ratio designs and can cause a mess of things.

And the reason why the background menu's look like that is because I found the images on Google as large files, and I tried to resize them on Microsoft Paint to the correct size, but they didn't come out as expected.

And if what you said about Susano'o's attack animations are true, then I need to step up my game with the updates by fixing her txt. file to make her basic attack connect correctly and I will tweak the other character files as well. Thanks again DatKofGuy.
 
Sorry the late reply, but a simple review would be nice, because I'm still working on this project as I'm going to introduced new content later on.
No worries, we're on the same page. Alright : I dig the enemy designs, player moveset, and juggling mechanic. I would suggest you to improve on story by making end cinematics to a level that would show your character personal growth. Ties your special moves to key inputs rather than button combinations as its suits the gameplay more, being rather crowd control than fighting duels. Make the screen clean ultimate costs more MP, or it's just gonna get spammed, associated with the large pool of lives. That would be all, have a good night ! ^^
 
  • Like
Reactions: NED
I had the opportunity to finally test it.
Visually pleasing.
-Beware in first stage there is a problem with the background showing a vertical white line in the beginning.
-The run attack slowdown is a bit too much. I would use such slowdown for an utimate move.
-I really like the stage design. Everything looks pretty well together. :)
-the background images in some menu screens+select screen are sometime making the text hard to read, because of BG image too detailed.
-I would give the attacks some hitsparks and better hitsounds. I sometime have the feeling to hit nothing...

Keep it up!
 
Back
Top Bottom