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A blast, a fire, a gem.
From the classical and spotless anime art style, to the clever (and slightly spottier) move comb system.
I unfortunately can't love those 40 minutes more than my human limits, and it's safe to say this game will have a safe spot in my heart.

Reading this? why? just play it already.


There's no better love than criticism, so here goes:

-it's often that double size attacks are used after a bunch of modifiers, which is just inconvenient.
-hovering over attacks doesn't show the attack's usage most of the time, which I'm assuming is a bug since it does show about 1/4 of the time.
-Everything's easy, I'm sorry but the final boss was built up to be quite a threat (even if it's intelligible that she's not unstoppable) but personally I swept through her in 4-5 turns.
--You have a lot of damage options with too much space to commit them, you can very easily reach the enemies surrender health range, or accidentally kill them.
---In fact, after your two turns, the battle tends to become more balanced as you have less of said options.
--Enemies have very little to counter your damage.
--Run out of options? spam bat! lmao! pulverize their skull!
-items are, thus, unneeded.
-items are oversupplied.
-health is very easy to regain and retain.

There's a couple more bugs and design issues, and I have a very few issues with some parts of the plot, but overall, amazing.

Don't misread the above list as me having a lot of gripes with this.

From the bottom of the aforementioned, thank you, good luck on the full version.

(+1)

Thank you for your feedback! It is truly appreciated.
Testing the balancing and the difficulty was one of the main goals of the demo. Seeing people play and share their ideas has been very informative, and we can't wait to keep improving upon it!

Thank you for playing again, and we hope you come back for the final release :)