A Boss!
Animamundi24
Creator of
Recent community posts
Good Grief! I have to investigate more about performance issues. Have you experienced a Framerate drop below 60 FPS? If you have, what screen/biome/menu were you on when it happens? Also, can you tell what your hardware is? System requirements of this game are: Windows 10 64-bit; IntelCore i7-7700 3.6GHz; NVIDIA GeForce GTX 1060 6Gb; 16Gb RAM. 1Gb Storage.
D-Input gamepads sucks. Sony has an exclusive copyrights for D-Input technology, so Epic Games company is not allowed to implement the support of D-Inputs into the basic setup of Unreal Engine.
About different visuals for the disabled Menu Buttons - I could do it, but it is no sense to waste the time for making something like this and remove it later when the menu option be implemented.
OK, let's go back to one here. Please check out my Windows version. Is this close to Street Fighter in terms of fast pace?
I think I figured out what the problem is. Your laptop surely just cannot handle the game overall, or the Linux build in particular. System requirements of this game are: Windows 10 64-bit; IntelCore i7-7700 3.6GHz; NVIDIA GeForce GTX 1060 6Gb; 16Gb RAM. 1Gb Storage.
I'm also not aware of what is wrong with the scene rendering - everything is covered by "black ink" and thick outlines. Probably some rendering features and/or settings are not compatible. I have to repeat again: Linux build is experimental and may not work as intended. It was just my first try to make it for Linux platform. My sincere apologies for your bad experience... I hope it won't hurt the rating score of my game too dramatically. Feel free to refer the video above for rating, if you be so kind.
Yes, it changes after a few seconds and it was too fast, that time is not enough to read the entire sentence, so I had to rewind back everytime and found out I go back a two lines instead of only one. I assume the bug is that you return the incorrect tooltip index for some reason. Step to the next tooltip works as intended, tho.
An excellent answer! The combat mechanic here is quite similar to Street Fighter V (Light->Medium->Heavy rotation with any move except the final one in the same-button sequence is cancelling into Special/EX/Super/Ultra) plus Mortal Kombat (Breakaway, Button Hold to Block) plus MvC (Pushblock, Counter). For Training, you can try to set a Dummy to repeatedly Attack, Blocking, Breaking, etc. to hone your skill in various situations. The characters with Eclamation Mark on CharacterSelect Screen can be selected, but not all moves are implemented for them. But you can try some moves, like Meiling's Ultra or Lucius' Forward Special, just for interest. About jumping after a move - some moves are jump-cancellable. For example, you can jump immediately after Cr.Heavy Uppercut successfully connects. Cr.Medium always hits a knocked character (it is a feature), Super/Ultra is the only moves those can connect during opponent is Waking Up. The combo system has its own rules and limits, you can learn more in this old video, which is still relevant.
About "long pauses": this is a common feature of all modern Fighting Games. A Framedata. The mostly Damaging moves that you can easily combo off of should have the long startup, so other player can react more easily, and long recovery, so it will be dangerous and punishable, like this flying knee into the Block. Light attacks with low damage and greater scaling are much faster. Risk vs Reward. The more you can get - the more you lose on fail. Don't forget that you can immediately cancel the majority of basic moves into Special, EX or Supers.
It would be absolutely amazing and super helpful if you be so kind and make a recording of your PvP duels. It helps me to understand how a common players are playing, how successful they are in combos, how hard or easy the game is for them. It is mostly important when I'll try to implement various levels of Difficulty, from Casual to Godlike, based on how the players actually play. Also, it will let me see how the game runs in Linux Build, and are there any real lags, framerate drops, etc.
Thanks for your response! I take it as an opportunity to learn. It took me a bunch of time, installing a needed toolchain and rebuilding the solution in Linux configuration. Now uploaded an experimental build for Linux (Desktop, Default Configuration). Please DL the new build and try to play again. Note that it is an experimental build, there is no guarantee it will work as expected. Keeping Up the Great Work!
It is any good, really. I love the Tank Girl named Suki, which means "Lovely" in Japanese and "B-tches" in Russian.
- I am stuck at this moment of endless refight with a boss (obviously a bug):

unable to come to the treasure chest behind them.
- Encounters are too frequent. I barely can pass 5 tiles straight before engaging another enemy group. An encounter in nearly 10 steps will be fine. Also, would be good to reduce the health pool of common monsters. They are too vital for a basic enemy. Alongside with frequency of encounters, the fights are exhausting and results in a wish to avoid/escape any encounter, which is not good.
- [Portable Tent] must affect a full party, not only one ally, because it meant to be a field camp every ally could rest in. This will be different from the Mega Elixir, as the Portable Tent is for field use only.
- In dialogue with Percival, Remi Lian has his portrait in combat attire, despite I changed my outfit after return back to the town.
- Some little typos, like "We don't deal with theives".
And bonus: In trying to pass through the forest after the thieves, I had to retreat back to the town and restore HP and MP by resting in the bed ("sleep"). That means, I spent 4 calendar days in the game world - 3 before the battle with the thieves and 1 after. And the thieves remained in one place and waited for something until I came. After all, Percival said "I see it didn't take you long time!". oh yes, It didn't. Only 4 days have passed! lol
Lasso broken!

This game should be APK for android. Drawing a line by finger on a touchscreen is much better gameplay wise.
There is a bug: when rewind back to the previous tutorial tip at the starting screen, it comes back by two lines instead of one. BTW, disabling the auto-skip of tutorial tips would be appreciated.
How to see the Leaderboard?
Yo! The game feels too easy, even on Hardcore. An on Hardcore there is a message about ending the Demo, popped up during I've tried to spend my Skill Points. WOW! On Classic mode, no End Demo message popped up.
When hovering on an upgrade in the tree, the preview numbers of what it does that shows on the stats are misaligned (looks to be showing about 1 row below where it should be). When unhovering, the preview numbers of what it does don't disappear.
Haven't seen any "bosses", whatever it should be. Are the bosses ever spawn, or they are so unnoticeable? UPD: oh yes, it is! A bit larger slime that was too OP cuz I was not prepared, lol :D
Some stat has broken names (or is that just a disorder of words). "Stat/LifeSteal" seems to be a"Life Steal", "Critical Strike" surely stands for "Critical Rate", "Projectiles: 0%" looks like supposed to be "Projectiles: +0" (amount), "Speed Move" is obviously "Move Speed", "Evade" is "Evasion" (noun) or rather wording as "Dodge Rate", "Collect" seems to be "Drop Rate". "Poison" is unclear. "Damage over Time" maybe? Or "Poison" is the only effect present, so it stands for "Poison Damage". I could say to make it "Damage over Tme" and make many effects like Poison, Bleeding, Burning, etc. Hmmm... one more "Projectiles" stat, but this time with "+0"? OK, but the upgrade that says "Projectiles +1" showing its bonus to +%. Instead, "+" is given by "INVOC_LIFE". whatever that is supposed to mean. Looks like it is a mess to be fixed. No idea what "Corruption" is, please explain. "Size Effect" seems to be "Area of Effect" (this included the size of any weapon around the character in original "Vampire Survivors" title), and "Multiplicator Critical Strike" is a "Critical Damage". Better to write the value as "+100%" (100% of basic damage, plus 100% crit.damage stat = 200% total damage). And don't forget to localize the enumerators: AVERAGEGOLDPERMINUTE and INVOC_LIFE looks weird. Note that UMETA(DisplayName(TEXT = "Text")); works only in editor. I had the same problem with unlocalized enums, resulting in my character was called "VE_REIMU" in the packaged build despite of being called normally in Editor... Oh wait, your game uses Unity... OK, good luck to figure out how that works in your engine then, so you will be able to fix it, lol :D
Also, many nodes in the talent tree have the wrong group. Frankenstein set, for example, counts as "VHS Spell", Acid Fluids are "Eyes of Corruption", and green tentacles are "Ancient Relic".
And lastly, the UI font is not so good for numbers - I was not sure how many Gold I have, some digits looks messy similar in that font.
TLDR: Please fix your game!
Thank You for attention! Please keep up the Great Work!
Let's see what we have here.
- The Graphics are Amazing! Wow!
- Gameplay and controls are a bit off, can't change the button mappings, and pressing the wrong button is quite common.
- Enemies can combo you to death in 2 seconds. And those "Enemies" are suddenly moving hostile boulders. Wow!
- Merchant available, but I have no currency to trade. Wow!
- Loot can't be picked up. ULTRA WOW!
- Dodge: animation of rolling comes after the movement. Should be played during the dodge, not after.
- I don't know how can it be better, I can't pass a first biome.
And here is a gameplay recording for demonstration of how the game feels. Note that I stand for "I have three lives/attempts" for this game.
I have dropped a 3* everywhere (as neutral score). Of course I won't drop a bad rate just because of my own problem with launching it. I could leave it without rating at all, but "Rating Exchange" event demands to rate your entry, so I decided to set it as Pure Neutral this time. The score can be changed anytime, so after checking a gameplay recording from the link you gave, I would like to appraise what I see and change the rating accordingly.
I have won!

1) I can only rotate the board. How to tilt, dodge and collect?
2) The game has randomness. Roguelike!
3) Avoiding the knife is engaging. Reflecting the forks is satisfying. But the wind mechanic just sucks. I balance for over a half minute, then suddenly WOOSH!! and I am windblown...
...
There is only one biome available, although there are more in the screenshots.
Feels like an actual SEGA game? Oh, You're reffering to the startup logos and stuff. Note that all the startup logos (Squire Penix, Uebisoft, etc.) are parody, and should be threated as such!
Yes, I still haven't finished any other character. While Reimu has a full moveset, others only have a basic jab, back/forward throws, breakaway, and blocking. Meiling has cool cinematic Ultra (LT+RT), Lucius has a Crouching Jab, Super (Right Stick press) and Forward Special (->+Y). Surprisingly, the Moveset is designed prior for every character. You can read the Move List of all characters in game, but only Reimu has been completed so far. Maybe I will make some more moves in the future, maybe not. I feel tired of making this game already.
That would be great to see the combos you have succeed to execute. It could help with understanding what the players are able to do and how easy or hard the game is for a common player, especially if they have to experience in Fighting Games.
Everyone says the animations are slow, but no one understands that with a higher animation speed the moves will be unreactable. The combat pace is similar to actual modern 2D fighting games. Mortal Kombat 11 has even slower animations, with their fastest attacks matches the speed of my Medium ones. The combat mechanics are very responsive in concept: the game remembers every button press, and once a move is completed and/or the action is available, the character will perform a new move no matter what. For example, Marisa doesn't have any aerial attacks implemented, but if you jump and press a button, she will perform an attack as soon as she landed, since the game remembers the button press and the condition for performing the attack is met.
About voiceovers: there was a time I was asking for help via crowdfunding for hiring a real professional voice actors from voicing/dub studio. I have raised zero, lol. Doesn't matter, I will just keep using the Voice Bot. No one cares anyway. By the way, I have ordered the song instead, and they have that done. It can be heard in the Credits. Real voice, no AI. They could voice up the entire roster if I had more money, but alas.
Overall, I truly have put a lot of effort into this project, but most certainly v0.033 will be the last update. I have burnt out. Sorry.
Thank You for your feedback!
I think I have finished this game, and it took 1.5 hours.


It does feel well as a demo. Honestly said, I have seen enough about gameplay.
The main thing I am not aware of is how to make the desired square to move UP without screwing up the rest setup. I presume that I am not supposed to reach the other Yellow Square panel.
And yes, I have no idea what to do next, after the entire level has been lifted up by 1 floor.
The fasted cars crashed into the slower ones in front. Sending some moderately fast or quite slow cars would result in a big queue of unhappy customers. So basically, sending all cars with the same speed looks fine enough regardless of what the customers prefer. That is how it really works. We can prefer anything we would like when visit the Roll Coaster, but it would not matter for the machines, lol.
Additionally, the graphics (epsecially UI) are the best part! 2D sprite layers really does feel like a pseudo-3D. Neat!
Platforming difficulty feels fair, as long as you don't get to a point with falling spikes placed exactly above your head. And that is a place where it begins. PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!! PEEEEW!!!
Top-Graphics, amazing Gameplay Design, all Perfect and I Like it! Sadly level 14 is unsolveable (was not fun), but the game is still good for unfinished demo. The only mechanic took me long to figure out is how to press a button without crates (by walls). About WebGL performance, maybe some audio glitches at level transitions and on browser tab change are related.
Waiting for expansions and fixes. Please keep up the Great Work!
Here is my walkthrough:


