A downloadable game for Windows.
A game with good bases but poor polish, mostly manifesting in cheap animations and awkward controls.
Not worth the $15 price tag.
The 300+ animation frames mentioned on the front page are nothing to brag about. It's actually quite underwhelming when you realize that, if animating on 3's at 24fps, this means around 37 seconds worth of animation across the entire game, a.k.a. less than 1 second worth of animations for each enemy.
This actually seems accurate once you see the animations in-game.
Most animations only contains a couple of frames. For H animations, this means they are only slightly more interesting than a still picture.
For combat, this means enemy attacks will have little to no anticipation and follow-through, making it hard to understand how their attacks work and when they will happen.
For controls there are a lot of granular issues, causing the character to feel unresponsive, or do something different from intended.
The most jarring issues of which would be :
- Combos are hard to perform.
Mostly because their timing is too tight. Combos are very fast, making it easy to press the key too late, and seem to have inconsistent input buffering, meaning often nothing will happen if you press the key too soon.
For a 2-hit combo to feel nice I should be able to perform it consistently by pressing the attack button exactly twice. In this game, I cannot predict what will happen if I hit the button twice: sometimes it will do the combo, sometimes it will only do the first move once, and sometimes it will do the first move twice ina row. When I first tried the demo, I genuinely believed the character did not have a basic attack combo because of that. - Most attacks can't be used unless at a dead stop.
If you try to attack while moving, the character will always perform the same attack. Even if you take a single step then let go of the control keys, she will retain some velocity for a short while before you can actually use all your shiny moves. This means a lot of time having to be spent waiting for the character to stop moving, instead of actually fighting.
More so, the attack that is often performed by accident is terrible: it moves you forward (often within enemy range) and keeps you immobilized (vulnerable) for a long time. - Priority issue when attacking monsters.
Enemies stun frame gappen inconsistently, and their attacks can't be interrupted, meaning you are the one who'll often get interrupted when performing a combo. This feel especially infuriating being interrupted during a juggle by the enemy you are juggling, or when getting interrupting at the bottom of a plunging attack.