Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Blade Sight

1player anime style fighting game · By Addaline

Blade Sight is something else, man

A topic by Arctic created 39 days ago Views: 197 Replies: 4
Viewing posts 1 to 3

It took me barely two days to essentially finish what there was in it, but even after digging I still find stuff that's been hidden here and there, without even having to use anything debug related to get to it ! (Like the Naginata encounter on the roof). The artwork is great, the music is great, the gameplay is awesome - everything in this game feels a bit unfinished sometimes, and still it manages to all click together in a combination that's nothing short of perfect. I could ramble on for hours about this game and all the things it does right (which might be everything it does in general?). Blade Sight keeps me coming back even when I feel like I have nothing else to do, sometimes even just because the ambiance alone is that good. The added option of biting Momiji when curse is too high, the lack of colors when you wake up at home after losing, the letters shaking if you push Suu to revive too many times, the weather effects being a lot more visible or better integrated than they are in Soku (you can't hide that inspiration from me, I noticed it !), all simple things that make the game feel so much more real. Beautiful attention to detail is the name of the game. 

I hope that there'll be a lot of good things in the future of Blade Sight and it'll be seen as the charming, unique experience it is. Major props to the dev. This is a game with a lot of love and care put into it, and it shows. 

I had a long way getting here, too. My first encounter with this gem was back in July 2024, back when I was searching for poverty fighting games to gnaw at. I dropped it quickly, because even if it was certainly interesting, it felt janky and I had no idea what the game wanted me to do. I picked it back up one or two months ago ; I had the exact same feeling. But I didn't let it deter me, and it only clicked after a while. Blade Sight's biggest fault is that it's such an unwelcoming game. It's so difficult to get into it. But once you get past how little it explains to you, it becomes incredible. And the more effort you put into understanding it, the better it gets.

Now, I also wanted to use this post to do a little bug report. Because I'm insane, and I've digged up just about anything that was readily available in that game, so I found stuff. I'd give some fair criticism, but besides the fact that you're thrown in with no idea of what anything does (still no idea what the curse flowers do, and also how to get more than the same three fishes, or even what katana.214H is meant to be), that's all I can really think of... and, I preferred the old assist system. I think I got why it was changed, but having unique GF attacks was really cute to me and led to some cool things. So here are the few little minor things I found : 

The "music" menu doesn't really work. I dunno if that's on purpose, but it says you can play music and you can't.  //  The witch's hat flips horizontally if you turn back (214♥)  //  Gaji has a really loud voice and you can talk to her from the rooftop (it's funnier in context because of what Naginata tells you  //  GF attack is not displayed in info menu (might be intentional)  //  GF bowing animation (for Momiji, Matsu and Kiku) can enter Training and interact with characters  //  at some point I managed to make the GF attack change to 214GF instead of 5GF..? I'm not sure how that happened. It always happens with Katana and k.Suu as well  //  idk if it counts because it's debug but trying to set a character with no attacks as your GF crashes the game (except Shizuka, who turns into an evil shadowy Suu instead..?)

And, uh, I've rambled on for long enough. I intended to make this smaller. Oops ! I just really love this game. Keep up the good work ! 

not to speak for the dev, but it's been discussed at several points that there will be proper tutorialization close to full release - the reason it's a rough start in the demos right now is that the mechanics themselves are in flux, so the documentation of said mechanics would have to be updated constantly too.

Developer

yeah, tutorials in the game is something i want to do once it gets more settled.

right now there is a way to change the attack some GFs use as their assist if you press GF while sitting (it'll flash the card they have as their assist under them)

The assist system has been tricky. it's been through a lot of variation, and the linked moveset (previous iteration) had a lot of interactions that i wasn't happy with. Momiji and Matsu fit the old system very well, but the limitations made a lot of the other GFs have issues with how their moveset interacted with the linking. There is still a lot of adjustment needed for the current system, though, and the cards being missing is something that needs work. (the old system's card loading was not insignificant in how much converting needed doing)

Shizuka right now is a unique GF in that she mimics whoever she is with, though she can only be picked through debug.

a few answers to questions you have: 
- curse flowers change suu's cardback flower. this determines what weather effect is activated by a character when they use a white roman cancel (cancelling from neutral), though this is changing next build lol
- fishing catches are random, but each body of water can have different fish they can roll. if you cast while angler's 236H fireball is out, it shows a readout of possible fish. (though there is a bug in the room with angler fishing where she overwrites that effect)
- katana 214H used to be a guard cancel move. the animation i thought was too cool to scrap after the guard cancels were removed, though it can do very amusing wall-bounce corner loops against guard smashed enemies

Thank you so much for the nice words, feedback, and bug reports

coming across your videos doing one life challenges was very fun as well

You're welcome !! You and Blade Sight really deserve praise I'm the #1 fan

These were really fun to do ! Looking back on them they look so awful. It's incredible how quickly you progress at this game once you understand how it works. You were right to keep 214H though I never noticed it did the cool laser beam effect I love so much

So that's why I felt like the weather being summoned was always the same ! I thought it was random or something. That also answers the question I had with the dolls having different flowers... and it also means that you gave Gun the Typhoon one on purpose. That's golden. I also didn't think about asking about the 236 angler fireball for some reason but thanks for clearing that up too

I should have asked earlier though (but it's only hit me now), about the Heat thing after grabbing an opponent, the purification fire (I know it resets curse, respawns enemies and can be used to access Hiyako sequence? But idk what else) and the "hairpin data" like I'm curious is there actually just data for all three characters in the game that (can) have those

Developer

yeah; -heat has been a few things at various points, right now it's been hacked into being the short persistent immunity effect you after throwing someone (mainly to help throw be stronger against groups). the red afterimages effect was from heat used to be a universal install effect that had various effects that are removed right now.

-purification is a flavorful way to reset progress. i have been thinking about having checkpoints that gameovers send back to, which would clear up the purification and gameovering having the same effect

-hairpin data is the accessory tracking each sprite has a pixel marked to give x and y coordinates for the accessories to align to. this takes a long while to read the points off the sprites, so i have the game find and save all the points once on first start up, and then it re-calculates all the points if the game version number updates