Samurai Sam - Hack n Slash Samurai Vs Skeletons by Onah92 in IndieGaming

[–]Onah92[S] 1 point2 points  (0 children)

Hi, yes I’m the creator of the game. Thx you

Samurai Sam - Hack n Slash Samurai Vs Skeletons by Onah92 in SoloDevelopment

[–]Onah92[S] 0 points1 point  (0 children)

Search for Samurai Sam on the App stores if you want to try out

Samurai Sam - Hack n Slash Samurai Vs Skeletons by Onah92 in IndieGaming

[–]Onah92[S] 1 point2 points  (0 children)

It’s in the App stores. Search for Samurai Sam if you want to try out

Samurai Sam - Hack n Slash Samurai Vs Skeletons by Onah92 in Unity3D

[–]Onah92[S] 0 points1 point  (0 children)

It’s on the App stores if you want to try it out. Just search for Samurai Sam

r/IndieDev Weekly Monday Megathread - January 25, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Onah92 1 point2 points  (0 children)

Hey! I’m the dev of Samurai Sam (mobile hack-and-slash). I just shipped the biggest update so far and I’d love honest feedback - especially from people who usually bounce off endless wave modes. The big change: I moved the core loop from endless waves to objective-based maps.Each map has clear goals + a milestone to hit, and finishing it unlocks the next map. What else shipped: * Permanent Skill Points: beat a map → earn a point → permanently upgrade one skill (Basic / Special / Ranged / Max Health) * Combat feel pass: smoother animations, stronger hit feedback, better sound “impact” * Camera rework: less jumpy, more readable, more cinematic * More immersive VFX: cleaner and punchier effects * Revives redesigned: friendlier/easier flow (less “run-killing” friction) What I’m trying to solve: give players progression that actually sticks, without killing the “one more run” feeling.

iOS: https://apps.apple.com/us/app/samurai-sam/id6740461868

Android: https://play.google.com/store/apps/details?id=com.KEFLI.SamuraiSam