
Control your samurai by manipulating the timeline. Be diligent with each movement you make. When ready, press play and watch the scene unfold. If you've thought-out your movements carefully, you will be the last samurai standing.
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Languages: English**languages with full audio support
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Reviews
Have YOU ever wondered what it would be like to be a Samurai who was ALSO a helicopter? Don't miss your chance! Spin to win as an amateur chronomancer/movie director and decapitate multiple synchronized dancers mid-practice! Control time! Spin like a beyblade! Bathe in fountains of cherry jam! All this and MORE in BLADE-FLASH-DEATH! Stay tuned for the sequel, Mace-indecent exposure-Resuscitation!
I mean, you can't beat the price point if nothing else. Like I mentioned in my OFDP review, I remember Silver Dollar Games as that company who gained a rep in XBLI for making little proof-of-concept games out of mundane life activities (e.g. identifying baby daddies, holding farts, withholding food from cats, etc) and got a lot of XBLI community hate for "spamming shovelware". Personally though, I love seeing what these guys are up to from time to time because they're clearly enthusiastic about game-making, in a way that reminds me of a good-universe version of Digital Homicide. OFDP2 was a fantastic upgrade to what was already their best-realized game idea, so of course I was happy to check out the two free games they put out back-to-back (this one and Space Choice). My first impulse is that they have grown quite a bit from their janky-but-endearing roots. Of the two though, this one feels much more like a worthy successor to the OFDP standard. It's got a simple yet engaging core gameplay loop and offers an uncommon gaming experience. Also the art and visuals are nice, better even than some budget indy titles that charge money for a similar amount of (less inventive) gameplay. That said, there's a few minor things I think the game could do better. The UI seems unnecessarily picky about what you can click on; not sure why the hit-box for the timeline icons can't just take up the entire circle. Part of me also wants to understand the damage mechanics better but I suspect some of that is intended to be "learn-by-playing" so I won't harp on it too much. I'd also appreciate it if I had a bit more control over the slash mechanic; as it is now, if you over-twist then it flips the arc. I feel like I'd prefer it to just block further rotation rather than make me fiddle with it for longer than I'd like. I really do have to stress, those are VERY minor gripes, and not difficult at all to get past for the sake of a really cool and simple game idea. And FWIW I remain impressed and inspired by how far Silver Dollar Games has come.
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Hours played at review time, across 37 reviews with recorded playtime.
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This game is great, and finally beating a level is satisfying, especially with the audio. The simple premise is great, and it's price is even better. Small problem, sometimes the throwing blades don't work. But yeah you should get this its great.
[h3]"Blade Flash Death Review in a Terrible Haiku" by Isra[/h3] [i]The blade arcs and sings Death's shrill aria --- I miss Swish! UI is rough.[/i] Disclaimer: This was the first time a game had ever inspired me to write a haiku. Results terrible. Blade Flash Death however, is the opposite of that. This is a great rough sketch, meant to display a neat little idea as opposed to a fully rendered game. The neat little idea is to control your samurai frame by frame via a timeline while enemies whirl towards you in a pre-determined path. If you've got the finesse, it's like choreographing an elegant dance of death (with a number of bumbling missteps if you're me). Or you can just keep twirling around your dude like a Japanese death-copter. Even though the art is endearingly uncomplicated and there's no story to speak of, there's a certain poetic ambience in the game, like when a cherry blossom petal momentarily obstructs your top-down view as it silently floats across the scene.
A unique puzzle game that's worth the time to check out! Rough around the edges, but the core idea is really intriguing.
A fighting puzzle game, where you get a frame animation interface in top-down view to stage a dance of 2 samurai with blades. Feels quite intuitive, simple idea & effective realization.
Tis the season of terrible reviews! I'll update this when I get time
I recommend
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.