Seethingswarm: Ninja Overview
Seethingswarm: Ninja was one of those games you'd find in the later days of Flash. It had a specific look, with detailed, almost gritty pixel art that stood out from the simpler cartoons common on portals at the time. The game didn't announce itself with a big studio name; it felt like a personal project from someone who really liked the aesthetic of classic side-scrolling action.
You control a lone ninja navigating a series of industrial and urban stages. The moment-to-moment play is about movement and managing your arsenal. You run, jump across gaps, and use a basic slash attack for close threats. The depth comes from your other tools. You can switch between throwing shurikens for distance or dropping small bombs that arc downward, useful for enemies below you. You also carry a limited supply of health potions for emergencies. The objective is straightforward: fight through each level's assortment of robotic and humanoid enemies to reach the end. The pacing is deliberate, not frantic, but the difficulty comes from enemy placement and learning the timing of your different attacks. It feels like a methodical, slightly weighty brawl where choosing the right tool matters more than speed.