
want to remind you some 16bit arcade vibes? you like Toriyama style? just take a look to Dragon Blazers!! musics by the amazing David Revel!!
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About
[game development in current progress]
Welcome to this crazy arcadish world!!
if you want to remind some good old retro vibes here is the place to be!!
in this retro style Toriyama-ish universe, you are the Dragon Blazers,
a team of powerful warriors mastering an ancient martial art technique with a dragon power, fighting against an evil cyber-ninja army that's ruining our beautiful world..
get inside an action-platformer gameplay similar to Goemon Gambare (mystical ninjas on snes)
mixed up with...
mmm... maybe shinobi..?
...or sometimes double dragon...
or even mario bross..?
anyway you'll fight, run, jump with many features,
intuitive mechanics and very handy gameplay for a better experience,
plus possibility to play 2 players coop like on old arcade titles of course!
play 3 hero characters

huges bosses of course !
Each sprite is hand-made pixelart, every effects too, no vector or skeletal animations,
no fake descaled / rotative pixels or so, everything done in the pure retro tradition,
expect maybe the palette where we took some freedom, with 4 palette choices,
possibility to choose 2 screen sizes : perfect pixel or full screen, seemed important to mention it for retro fans.
wish you enjoy this game that is meant to reminds of good old classic arcade games !!
graphics, code & sfx : Sylph
musics : David "Darvel" Revel
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
This game feels kind of like an old arcade gem you'd find buried in the huge list of games to play on MAME... and it's super tough!! X) It totally kicks my butt, I can barely get past stage 2 on hard!! XD It's a surprising amount of fun, given the, um, strange store page... with weird quirks like the name sometimes being "Arcade Battlers" instead. The keyboard controls are weird too, like for some reason my up arrow key makes me do a superjump? But only on SOME stages for some cheese-forsaken reason?? Anyways, pretty cool game, faha!! XP (... This version of Dragon Blazers is a lot different than I remember, though...)
Already giving this one a thumbs up- I woke up this morning, saw that it had released, and before heading out into thirty five degree morning traffic I got to fight a giant tiger in front of a waterfall I've only played it for twenty minutes, but the art design and combat design of every enemy brings the fun in a major way. Crisp and fast and fun
The game is designed to deliver a pure arcade experience. Story elements are minimal, offering only occasional short phrases from friendly NPCs encountered during a stage. At its core, the plot revolves around three warriors tasked with stopping a relentless cyborg army from taking over the world, but the emphasis is firmly on gameplay. From the moment you start, the visual presentation stands out with rich, vibrant pixel art. Each of the six stages has a distinct identity, featuring unique enemies, hazards, and environments. Along the way, you will encounter both mid-stage bosses and final bosses, each with their own attack patterns. The game is accompanied by a high-energy soundtrack that complements the retro aesthetic, and scanlines can be toggled on or off to enhance the arcade feel. Gameplay is intentionally straightforward and aggressive, revolving around button-mashing. Whether you choose any of the three playable characters, their core mechanics remain largely identical, with only variations in their movesets. The objective is simply to move forward through the stage while defeating every enemy in your path. The more consistently you hit the attack button, the higher your combos will grow, creating satisfying chains of damage. Enemy types vary in durability; some can be defeated with a single hit, while others require repeated strikes. When an enemy begins to glow, it signals an impending major attack, giving you a cue to be cautious. Jumping adds another layer to combat, letting you clear gaps, obstacles, and even bounce off enemies if you continue mashing the attack button mid-air. Constant aggression is key, as stopping even briefly can result in taking damage from an enenmy. In addition to the basic attack and jump, you have access to a dodge button and a super attack. The dodge sees limited use, only helping in very specific situations. The super attack charges as you defeat enemies and, once full, allows a powerful forward dash that damages all enemies in its path. However, it does not provide invincibility, so timing is critical to avoid taking hits. True to its arcade inspiration, the game is notoriously challenging. Even on the easiest difficulty, mistakes can be punishing. Players start with four health points, which can be restored by collecting apples dropped by enemies or found scattered in stages. Invincibility frames protect you only from enemy hits, meaning hazards like spikes or lava can still cause rapid heart loss after a wrong move. It’s common to get caught in tricky situations, bouncing off obstacles and losing multiple hearts in quick succession. Checkpoints are available, and you begin with multiple lives, but certain sections, especially boss fights, can deplete them quickly. Bosses often have unforgiving patterns that require repeated attempts to learn. Dodge and special attacks are limited in their defensive utility, as both leave you vulnerable if poorly timed. If you lose all your lives, you will have to start a new game from stage 1. Each stage concludes with a grade and experience points based on performance. Experience is also earned by defeating enemies and contributes toward unlocking bonus stages and the option to replay regular stages.
Single plain beat 'em up/platformer perfection. Very reminiscent of early-mid 90's arcade or 16-bit console game design. Play for score or speedrun, your choice. It's hard, even on easy, and doesn't hold your hand. Modern/casual gamers be forewarned before you come in leaving negative reviews..
https://youtu.be/yIKrYjs4S8g Хотите вспомнить атмосферу 16-битных аркадных игр? Вам нравится стиль Ториямы? Тогда взгляните на Dragon Blazers!! Музыка от потрясающего Дэвида Ревела!! Весёлый ретро-файтинг beat 'em up с множеством боевых искусств на 1-2 игрока. Напоминает аркадные игры начала-середины 90-х или игры для 16-битных консолей. Помогите трем героям, владеющим боевыми искусствами, победить монстров. В зависимости от ловкости и реакции может растянутся на много часов т.к игра не из лёгких даже на лёгком режиме (а есть ещё и сложная и очень сложная). + Симпатичная пиксельная графика. + Отличная музыка и звуки. + 3 персонажа. + 3 уровня сложности. + Одиночный режим. + Локальный кооператив для двоих. + Режим испытаний. + Крутые боссы. + Достижения. - Отсутствие облачных сохранений. - Очень проблематичная с захватом экрана (только можно захватить когда всё происходящее на пк + общий звук системы). - НЕТ оверлея (странно что об этом не подумали), ведь создание скриншотов, запись видео = поможет в продвижении по "сарафанному радио" т.к друзья в активности увидят что то интересное для них и добавят в хотелку. Так же от этого разработчика ещё есть куча игр под ретро, которые хотелось бы поиграть, но пока средств нет на них.
The game lacks graphical options. When you change windows the controller is disconnected and won't reconnect until you shut the game down completely and start it over, reconnecting the controller doesn't work either. As there are no continue options nor saves, if you have to change windows at any time you won't be able to continue using a controller to play and all your progress will be wasted. Difficulty is really badly measured, some bosses can only be defeated by glitching them or staying outside of the battle field. (Some attacks, like the neutral air kick and the lower kick are almost impossible to connect to some enemies, up and attack on the ground is also hard to connect with aerial enemies, i don't know if it's a problem with it hitbox or intentional, but in the end you spend all the time doing aereal side kicks just because it's the only effective way to hit enemies.) EDITED: After the last update, the hitboxes feel much much better, the combat is more fluid and kicks connect as they should. The evasion move working on projectiles is a really good decission. There's still the problem with the superattack that makes you vulnerable after it connects, so big enemies, like bosses, will most likely hit you when you are still recovering from the recoil of the attack. The tutorial is on the Challenges submenu. So if you want to learn and practice the supermove you need to look there. I'm sorry, but at this state it's really hard to me to recommend this to anyone, even less at that price, and i was expecting it since it was first announced... But the developer listens and is willing to change what needs to be changed so i'm pretty sure it will become better in no time.
Really fun beat em up platformer with some great style. Worth playing for the music alone which is amazing! A lot of replayablity also with difficulties and different charcters.
Another banger from Sylph! Great combat, killer soundtrack and best of all, it's co-op!
Bueno pues...le tenía muchas ganas a este juego desde que lo vi y...está...bien. Sin más. No tiene historia lo cual no lo pongo como algo malo. Apoyo juegos que se centren en lo importante de los videojuegos: JUGAR y ser divertidos. Una historia en un videojuego (y más de corte retro) es algo que suma, pero no imprescindible. Dicho lo cual. Efectivamente es un juego muy arcade (podría ser perfectamente una recreativa de los 90) y en ese sentido me ha gustado mucho. Ahora bien, a nivel jugable, sin ser terrible, tiene algunas cosas que hacen que no llegue a ser realmente divertido aunque en un primer momento lo pueda parecer. El rango de los ataques es muy ajustado ya que todo es cuerpo a cuerpo y muy "DragonBallero" (ese Kumaoh) pero algunas hitboxes de algunos enemigos son un poco...peculiares a veces. Aunque esto son cosas que se pueden arreglar y ajustar con parches en la actualidad, osea que no es un gran drama. Pero, hay otra cosa que me ha resultado más negativa: Además de ataques normales tienes un botón para esquivar, un ataque especial potente y una técnica secreta que consiste en tirar a enemigos en una dirección y seguirles para hacer una serie de golpes rápidos a lo Dragon Ball (se ve en el trailer). Bueno pues...ninguna de estas habilidades me han parecido particularmente útiles. La esquiva la habré usado de forma efectiva como...2 veces en todo el juego? No te da invulnerabilidad, así que es simplemente un pequeño "dash" con salto que puedes usar solo en el suelo. Pero una vez lo usas, tiene mucho delay antes de poder meter otro input asi que, salvo contadísimas excepciones, hace más mal que bien. El golpe poderoso con la Y es el movimiento más útil, ya que hace bastante daño y te puede servir no solo para atacar, sino para librarte de alguna caída si lo usas bien. Pero al no tener ningún tipo de invulnerabilidad (ni siquiera durante la ejecución) es muy arriesgado de usar y muchas veces, acabas impactando con algún enemigo de forma involuntaria mientras lanzas el ataque, resultando en un desperdicio. Pero lo más decepcionante para mí, ha sido la técnica secreta que es lo que más Dragon Ball parece. Y es que no le veo absolutamente ninguna utilidad. Los enemigos mueren con mucha facilidad (1-2 golpes la mayoria) asi que hacer combos de 8 o 9 no vale para nada. Además, la técnica secreta (y el resto de inputs en general) no van del todo finos y tarda bastante en activarse, lo que muchas veces te deja vendido, tanto antes de hacer el movimiento, como después. Con lo que, completadas 2-3 pantallas. Me he encontrado a mí mismo jugando como a un juego de los 90. Botón de salto, botón de golpe y magia. Punto. Y el caso es que el juego es mucho más fácil y mucho más eficaz jugandolo así. Lo cual es un problema si tu intención es hacer herramientas para el que jugador las use, pero si luego no están bien implementadas y dan más problemas que ventajas pues... Literalmente hubiera sido mejor simplemente con una jugabilidad mas clásica. Pegar, saltar y magia. Listo. Otro punto decepcionante es que los 3 personajes son exactamente iguales. No hay ninguna diferencia de poder-velocidad-alcance. O que uno tenga un ataque especial de largo alcance pero debil, que uno tenga más vida que otro o menos vida pero más magia para técnicas....nada de nada. Lo que sí me ha gustado mucho, es su percepción de sí mismo. 6 niveles, en fácil me lo he pasado en 30 y pocos minutos. Y es un nivel de dificultad que sirve más a modo de tutorial que otra cosa. El salto de dificultad de fácil a difícil es bastante grande y completarlo en difícil ya es un logro complicao. Ahora bien. Lo que me ha sorprendido, es que el nivel de dificultad extra que se desbloquea al completarlo la primera vez, el modo Hack. Hace una transformación COMPLETA de todos los niveles y enemigos que encontramos en los mismos. Y también cambia los patrones y movimientos de los jefes finales. Así que, casi podríamos decir que tenemos 2 juegos en 1. O bueno, 1.5 juegos en 1. En resumen. Que si te molan los juegos de corte Arcade de recreativa de los 90 y por el precio que tiene que son 12 pavillos, está bien. Pero algunas decisiones en el concepto jugable hace que se aleje de esa sensacción de adicción a los mandos, que de "gustillo" jugarlo. Si tuviera que ponerle nota, creo que un 6.5 es bastante justo. Si mediante parches tocan un poco las hitboxes, el delay de algunos inputs y demás...podría subirse a 7-7,5. Así que lo "recomiendo" pero teniendo todo lo expuesto en esta reseña en cuenta. Espero que el equipo lea las reseñas y el feedback.
I like that it has a bit of a Dragon Ball influence, but that’s where the positives end. The problems start as soon as you play. Some sprites look decent, but others feel rushed and out of proportion. There’s no story—none that I noticed—and I couldn’t play for long because it was so bad. Attacks don’t have much range, forcing you to get close, but touching enemies damages you, making it feel like you’re punished for using your only attack. There are no long-range options like fireballs or weapons, and all characters are identical with no differences in speed, power, or moves. I saw no power-ups, and only made it to level 2 before quitting out of frustration from constantly getting hit. A block feature might help, but it wouldn’t save it. It tries to be both a beat ’em up and a platformer, which could work—just look at Dragon Ball on Game Boy Advance—but this fails completely. Instead of combining two good ideas into something great, it’s more like mixing ♥♥♥♥ and piss. Even co-op mode is frustrating; When one player moves ahead it pushes the other player forward potentially damaging you. I’ve bought several of this developer’s games, and they’re usually mediocre at best. They seem too stubborn to take feedback, so I’d recommend avoiding their games altogether. Buy at your own risk. P.S. Most of the moves feel pointless due to redundancy—you really only need one strike, like in TMNT 3 on NES. You’ve got a whole combo for no reason, which seems like a waste. Imagine playing Final Fight and just making contact with an enemy’s sprite causes damage, plus you can only take four or five hits before dying. In co-op, you can’t press start to rejoin, and it would be fine if you came back after your partner reached a checkpoint, but you don’t. On hard mode, enemies spawn strangely out of bushes with no clear indication—if they do, I never noticed because there’s so much clutter on the screen. Then there’s this lame dog collar enemy constantly attacking, like every two seconds, similar to the annoying Mario enemy, Lakitu. You instinctively avoid it because of the spikes—everyone knows spikes are bad in games—so why would you even think to hit it? You have to awkwardly jump over it, though you *can* hit it if you’re lucky, given the terrible attack range. If it had a Ghosts ’n Goblins-style weapon system, it might have worked, but no—the game sucks. Don’t expect major updates; the team comes off as very arrogant.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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