When I played the game, I haven't expected there will be: 1) Blood 2) Shed.
Animamundi24
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And I just go and say GWAA, why does the SWAGGER skills raises the SWAG count for its own damage? Usually, you do not regain energy for using the special attacks with energy cost, or else it results in infinite resources for these special attacks. Maybe it is purely intentional and works as intended, but I'm not sure if it is good for balance.
There is a quite big potential here. However, currently it does feel quite raw, to be honest. Open World where you are wandering around a huge area with nothing to do, and Arena where is no balance between fighters - especially with an extremely weak Archer (player), or a monster who falls from 2 hits of Sword. Additionally, equipment can break very fast, forcing you to use it only against enemies who seems dangerous, which you cannot be sure about.
Intriguing story and lore, but no actual gameplay aside of wall-jumping BASED parkour. It should rather be a VN instead of Platformer. But I really like the dialogue system, where you should walk near the walking NPCs. It is quite realistic experience. Want to keep the conversation? Then stay near the interlocutor! That is absolutely Genius!
A screenshot with Joseph has some kind of spoiler, I presume... You shouldn't do that...
Parsee Mizuhashi as Twin Nurse is hilarious!
Art... Plain 2D characters barely fit the stylized 3D Backgrounds. In some scenes there is a visible contrast between 2D and 3D. But surely there was no other way to make it.
Music... It fits. It could be even better to have a looping BGM with a seamless loop, though, but however. It fits the game.
Best fit to play matches with a friend, holding a gamepad each. Actually, this is the only mode I made so far, lol. More to go, planning to implement an AI to play against, and maybe a new fully-made character, soon. Next update will have a better optimization - I'm aware of FPS drops in menus. Keeping up the Great Work!