Game Name:
Parafriend
Developer(s):
Kisame712
First Impressions:
Alright, we’ve got a turn-based brawler on our hands. Standard damage and healing options—cool. But wait... your little buddy can suck your blood to remove poison? Totally normal behavior. Nothing cursed about that at all.
One fight in, then two—I’m picking up the rhythm. There’s a neat little dance here between offense, defense, and poison management. It creates a triangle of decision-making that adds depth: when to attack, when to recover, and when to let your “friend” take a bite out of you.
But here’s the rub: the poison mechanic feels unpredictable. Sometimes it barely triggers, sometimes it spikes off the charts, and I couldn’t lock down a pattern. That unpredictability throws off the strategy and shifts the game away from thoughtful decision-making and more into “hope it doesn’t go sideways.”
Game Loop:
A solid loop built around balancing attack, defense, and poison mitigation. It really shines in early encounters—learning to juggle your limited resources while your health bar does double duty as both life and currency is fun. That said, the randomness of the poison effect undermines the strategy and turns some runs into pure luck. If that mechanic had a visible range or a clearer pattern, it would elevate the whole experience.
Creativity / Originality:
Very creative take on a familiar genre. The core mechanic—managing a lethal poison effect by sacrificing health to a parasitic ally—is unique and adds an interesting twist to the standard turn-based brawler formula. It introduces a strong risk-reward dynamic that could definitely be expanded on in future builds.
As far as theme goes? You hit it square. Your only hope of survival is a parasitic friend who drains you to help you. That's about as “Unlikely Ally” as it gets.
Technical Execution:
Smooth sailing all the way through. Menus were present, intuitive, and offered a nice level of player customization. No bugs or crashes—clean and polished from start to finish. Great job.




