2020 Spring Showcase/Presentations/The Mirror Samurai

Welcome to my showcase! It's the Mirror Samurai speaking, and I've come to say that I'm slowly crawling out of the pit of inactivity to bring you a new wave of content! Take a look and see - you won't regret it!
==A New Console: The Hunter!==
Now, you may remember my last attempt to make a console, the Nintendo 4D Viewer - perhaps only for the “give me bumpers or give me death” episode... though now I've decided that it's time to bring out a new console to replace it. Inspired by such consoles as Exotoro's V², I'll be soon to bring out my new card in this console game - The Hunter!
Get your time machines out, because the Hunter was released not that long ago - in 2017, by a company called Brighteye Studios (in other words, me). It's a pretty one-of-a-kind console for one simple reason... your control centres around a bow and arrow!
For standard-issue gameplay, you have a regular controller that's attached to your bow's quiver - so throwing your controller in rage shouldn't cause too much damage (but who does that anyway?). All the usual buttons are there - the blue, red, green and yellow buttons on the right substitute for the usual A/B/X/Y, and I'm sure you've seen the D-Pad and analogue sticks before. At the shoulders of your controller are L, R, LL and RR. Then, the centre has your standard -, + and Home buttons.
In certain circumstances, however, you can take up the bow and a single arrow, aim at the screen, and tug a bit on the bowstring to “fire” wherever you've aimed! The bow emits a narrow light beam when it's in use, making aiming easy. The arrow also has a few little buttons where the fletching should be. On the left and right are two buttons, one red and one blue, that change the ammunition of the bow. Pressing the blue button makes an arrow shot equal to an A button press, while the red button is for B button presses. The top of the arrow has an oh-so-helpful pause button.
Now, some players probably won't feel too comfortable with the bow use. That's why the Hunter comes with a few extra “hunting tools”! The crossbow can be used as a substitute for the bow, with a simple trigger at the bottom for firing arrows, and the buttons in similar positions. If aiming altogether is too hard, you can also use our map-inspired touchscreen to fire your shots instead, using a miniature arrow as your stylus!
There's also an add-on to the Hunter called the Hunter's Kit, released in the year 2020. It essentially allows you to play Hunter games on a handheld system, with the same touchscreen to replace the bow mechanic. You'll need several Hunter's Kits to play multiplayer with this system, however, as opposed to several controllers as with the home Hunter.
So, that's Brighteye Studios' Hunter console! Many of my old games that were on the Nintendo 4D Viewer, plus a couple of games that I intended for the Switch, are going to be ported onto the Hunter right away - and some of them tweaked a bit to go with the Hunter's bow mechanic!
==A New Game: Single-Handed Alchemy!==
Meet Flynn Rainridge. He used to be a normal boy living in the mountain town of Khemidale... until a pretty nasty fall caused his arms to break. The right arm healed itself in time, but the left arm was broken beyond repair. Flynn soon began his search on how to repair this arm, and he heard about something that could give a solution - alchemy.
Over many years, Flynn kept on studying alchemy, though at twenty-one he still hasn't got a solution. He has, however, found one book that peaked his interest... the only problem is that nobody knows the language it was written in. So now, he takes a step out of the comfort of Khemidale in order to translate it.
Released in 2018 for the Hunter, Single-Handed Alchemy more-or-less combines Bejeweled with one of those alchemy games where you combine two items to make a better item. You navigate the game's overworld using your controller, searching for helpful NPCs and places where you can perform your alchemy. The alchemy itself is done with your Hunter's bow - aim at a crystal, then aim at another adjacent crystal to swap them. Match three or more of the same crystals in a line to break them and earn elemental energy!
However, there's a more interesting side to the crystals themselves. If you make two matches at once, the two types of crystals merge to make a new, more valuable element! Sometimes, you'll have to make a specific element to help someone out, though their functions mean different things in other game modes.
You can go back to Flynn's house to play an endless mode, where you can focus on relaxing or enjoying yourself, or try to gather every element in the game! There are also boss fights, mainly encounters with rival alchemists, in which you have to earn points by making matches within a time limit. During these fights, the more valuable crystals are worth much more!
So that's my brief rundown on Single-Handed Alchemy. It's my first big project on Fantendo for quite a while, so I hope you all enjoy reading it when it comes out!
==A New Mechanic for Travellers of Sacred Ground!==
Okay, so TOSG isn't a Fantendo game, but I've talked about it so much around these parts that I wouldn't mind introducing something new about it here.
When the full version of TOSG comes around, hopefully some time in May, it will have a brand new gameplay mechanic, those being the Player Spellcards! This system essentially gives you a limited-use special attack that can deal some good extra damage to the boss when you most need it. So if there's a boss attack you find particularly harder than all the rest (say, for example, Kogasa's final attack), bring out your Spellcards to finish it quicker!
It's worth noting, though, that these Spellcards differ in function between your character. For instance, Reimu's Spellcard will always hit the boss, though its total attack power is the lowest of the five. On the other hand, Marisa's Spellcard gives her attack power a temporary boost. You can deal quite a lot of damage with this ability, but only if you can consistently hit the boss during its duration!
So, that's all for now on this new mechanic. I'll share some screenshots with you in a blog when I've finished making the new mechanic! Hopefully you'll be able to see it at the end of March (I'm waiting until I finish Level 6, which is easily the longest part of the game)...
==Well, That's All for Now==
Thank you for reading my presentation all the way through! You should be seeing everything I've got for you relatively soon - maybe a lot further out in the case of Single-Handed Alchemy, since I really need to plan a few more things out.
That aside, this is the Mirror Samurai signing off, and we hope you liked the presentation!
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