
Kijutsu Rider is a fast paced third person hack and slash anime styled action game where you play as one of five unstoppable heroes, carve your way through waves of monstrous enemies, take down the black cross conglomerate and save the world.
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About
Kijutsu Rider is a fast paced third person hack and slash anime styled action game where you play as one of five unstoppable heroes, carve your way through waves of monstrous enemies, take down the black cross conglomerate and save the world.

Use a mix of Parries, Dodges, Counters, and Guard Breaks, along with an arsenal of special moves and combos to obliterate the hordes of enemies coming your way in an explosive high speed action combat system.


Rookie Cop turned vigilante Motorcycle Wizard, Rei makes use of his multi form Nitro calibur blade to unleash high speed high damage attacks

Heiress to the Pharaoh Triad crime family turned beast street Yakuza enforcer, Ann makes use of wide reaching whip attack and explosive earth constructs to dominate the battlefield

A wild yakuza runner who uses his beastial instinct to dance across the battle field carving through his foes


Kijutsu Rider features 15 unique levels, over 25 unique enemy types, and 10 intense boss fights, to push the players skill and reflexes to their absolute limits
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
ACT鉴💩家评分:💩💩💩💩💩(2026/04/07首次补丁前) 不知道作者看不看中文评价,反正我先开喷了。 —— —— —— 先说游戏以外的:没有云存档,这都2026年了,连这基础功能都不做是不是有些过分了? 非战斗相关体验: - 优化:虽然用的UE5,但帧数表现并没有很差,并且全程都保持着高帧数——但是这都是用非常粗糙的画面表现换来的,并且游戏没有内置锁帧功能,需要外部软件来锁帧才能保持一个合适的性能释放功耗。 - 画面:大黑大白大红大紫大黄大绿大蓝,总之就是主打一个单调到极致,就是来强*你的眼睛的,再加上绝大多数时刻毫无辨识度的地形,以及轻轻一碰就能转上天的视角,只能说不迷路的都是高手。 - 剧情:不好意思,没看,配音不全,导致我个人兴致不怎么高,并且人设也不是很吸引人。 - 难度:本作没有难度选项,所有玩家必须吃同一块💩 - BUG:数不胜数。遇到过主角跑出战点,敌人跑出战点根本打不到,锁定莫名其妙锁不上,过场动画莫名其妙减速。 战斗相关体验: - 音效:严重缺失。音效的问题相当严峻,这已经不是好不好的问题了,而是已经影响到战斗的判断了。主角勉强还做了些音效,只是打击音效没那么有层次,但至少是能够听出来击中反馈的。绝大多数敌人的进攻是没有音效的,主角受击时也基本没什么音效,多数时候都是按键时发现没什么反应了才注意到被打出硬直了——最低限度至少也得加上一些主角受击时的声音、护盾破裂、直接攻击到HP的音效,不然怎么死了都不清楚。 - 镜头:主角机动力很强,攻击一次可以围绕着敌人旋转好几圈,但是这并不意味着设计镜头时,也要让镜头跟着主角一起转陀螺,很晕的😵💫 - 锁定:锁定做得很诡异,感觉应该是只做了硬锁,但是满足一定条件后会自动切换锁定——比如击败敌人、超出锁定距离等。可以用右摇杆切换锁定,但是又不能切到视野外的敌人。按下右摇杆可以解除硬锁,但是没有方向修正了,玩起来还不如一直硬锁。 - 杂鱼:因为主角机动性太强,并且位移时还带攻击效果,所以有近战攻击能力的基本没有威胁,玩起来基本上相当于躲弹幕。能打连击,但是游戏内容丰富度不足,作者选择了每走几步就是一个战点,玩久了基本就只想速战速决了。 - BOSS:还是因为主角设计上的问题,为了给玩家上强度,BOSS统一配备了各种取消硬直转为吹飞的技能,各种大范围的远程弹幕,并且为了不让BOSS看起来太单调,竟然破天荒地设计数名转阶段无敌,然后在发波的逆天BOSS,不打完召唤出来杂鱼就进不了下一阶段——甚至这个过程还会出现两次,要是遇见小怪跑出战点就有福了。 - 动作:终于聊到动作了,动作这块本该可以聊很多的,但是即便也许真有些值得聊的,但在上面那些问题前,再好的动作及玩法也救不回来了,况且本身也只是稍微有点想法,但也就那样——XY轻重攻击、B特殊攻击、A跳跃、LT闪避、LB防御,基础的按键操作就这些,十字键跟RTRB也承担着一些动作玩法,比如变身各种形态或者派生特殊动作啥的,但是要么功能性重合了,要么区别不太明显。 在这些基础键位之上,XY根据按下按键次数的不同,有各种轻重动作派生,并且也支持Dodge Offset,B键的特殊攻击没怎么研究,虽然也有些派生,但我基本是拿来破除信号灯的,不过我也不知道破了信号灯有什么用,该被吹飞还是会吹飞,意义不明。LT的闪避距离非常长,并且长按时还能派生一个Z型走位还带超长位移的滑行攻击,方向修正能力非常强,输出也不俗,是前期最主要的输出手段(另外空中也有长按闪避的派生)LB的防御功能基本不怎么用,毕竟各种要素集结在一起,很难看清敌人的动作。 有精防精闪,也有相应的信号灯,但是用处似乎不大,没有研究的价值。 后续关卡会解锁新招式,最显著的就是在招式后摇提示“NOW”的时候输入按键,会派生特殊招式,比如在地面上,按LT/RT会派生一个长距离的横向转剑滑行,按LB/RB会派生一个带滑行的街舞,一些特殊状态下,按Y也有特殊的派生。甚至在使用摩托攻击时,按这些按键还有新的特殊派生攻击。总之派生玩法很多,并且派生完之后还能接着继续触发“NOW”状态,按下不同按键就可以一直循环派生。 RB/RT跟XY可以组合出招,与RB组合为挑空类型的招式,与RT组合是冲刺类型的招式,但是多数时候意义不大,因为跟LB/LT也能这么组合来玩,并且甚至跟LT组合出招的时候还能续Offset,所以没必要记那么多按键。不过因为RB/RT不会打断动作,所以也许更适合接续各种NOW时机下的派生。 游戏中还存在变换形态与召唤队友的玩法,由最底下的绿条来控制资源,但是似乎用处不大(除开变换形态时会恢复护盾值),没怎么研究。 血量资源有两种,一种是蓝色的护盾值,一种是红色的HP。护盾可以随时间恢复,也可以变换形态恢复,但是不能抵挡过量伤害,如果承受的伤害超出当前护盾量,则会直接削减HP,HP回复手段较为稀缺,作战时应尽可能避免HP被削减的情况——但是幽默的来了😅有些BOSS跟小怪是可以越过护盾直接削减HP的,并且通常不会给玩家造成硬直,再加上没有音效提示,初见时死都不知道是怎么死的。 —— —— —— 总之该骂的也骂爽了,当前版本不建议任何玩家购入这款作品,毕竟作者并没有保证会去修复哪些问题。
Kijutsu Rider Review Yo, what’s up gamers, ScruffyDJanitor here. I got the chance to play Kijutsu Rider while streaming, and I just want to say, great job on the game. I’ve been having a lot of fun with it so far. For the price, especially with the discount, this feels like a really solid deal. The combat is fast, flashy, and fun. It has that satisfying action-game energy where you can jump in, start swinging, and immediately feel the momentum. The overall style, concept, and presentation are really cool, and I can tell a lot of passion went into the game. I also really like the flashiness of interrupting enemy attacks. Those moments look cool and make the combat feel stylish, almost like you’re timing the perfect counter in the middle of the chaos. That said, it does feel a little off when the enemy just moves back and immediately starts attacking again like nothing happened. Since the interrupt animation is flashy and satisfying, I think it would feel even better if it had more impact mechanically. Maybe interrupting an enemy could briefly stun them, open them up for bonus damage, or create a stronger stagger window. That would make those moments feel more rewarding instead of mostly visual. One thing I also want to mention is the music. The soundtrack is a good touch and adds a lot of energy to the gameplay. That said, there were a few moments where the music seemed to just end, leaving only the sound effects playing. It made those sections feel a little empty compared to the rest of the game. As for the audio mix, the music was a bit on the loud side and sometimes drowned out the voice acting. I was able to adjust this in the settings, so it wasn’t a major issue, but I still wanted to bring it up in case it helps with future balancing. Camera control also felt a little clunky at times. I was able to reduce the sensitivity in the settings, so I do appreciate that there’s an option to adjust it. Still, the default camera movement felt like it could use a little fine-tuning to make combat and movement feel smoother. My biggest gameplay issue is that some enemies feel a little too spongy. They can take a lot of hits, which sometimes slows down the pace of fights. I think one way to improve this would be to reward players more for using mechanics that cancel, interrupt, or counter enemy attacks. For example, successfully interrupting an enemy could give bonus damage, stagger damage, or some kind of damage boost. That would make the combat feel more strategic while keeping the fast-paced flow. I also found the transformations, like Shining Form and the second form, a little underwhelming. They look cool, but gameplay-wise, I didn’t really feel a major damage boost or big power difference when transformed. Since the forms also don’t last very long, I found myself wanting to just spam the Assist button instead. I think making the transformations feel more powerful, last a bit longer, or offer clearer combat advantages would make them way more exciting to use. Overall, though, I’m having a great time with Kijutsu Rider. It’s fun, stylish, and has a strong foundation. With a few balance tweaks to enemy health, transformation power, interrupt rewards, camera feel, and the audio mix, I think the game could feel even better. Great job on the game, and I’m excited to see where it goes from here.
Idk wtf everyone is talking about, people need to get good at games dog, it took me 3 tries to beat the infamous fire torando of the first boss. I will say, even though this game has some room for improvement (For example, whenever any text pops up in screen mid battle: Critical, Punish, Break) it would be nice to give it some voice to give it that Tokusatsu-esque feeling. This game feels amazing to play, very fast paced and minions and bosses are not easy enough to make you feel bored or hard enough to make you quit. The animations feel nicely done but can work and some scenes would be nice to have some voice acting but the overall feeling of this game is an 8/10. 10/10 being something like Sekiro or Nine sols. I hope this game gets updates for quality of life but for a first game of a single developer i highly encourage him to keep going and not listen to the crybabies in the reviews!!!!
This game has most frustrating choices, especially with the boss design. Each boss being able to blow you away with a gust of air isn't a good mechanic. The final boss also just isn't a fun time because of the air making him take longer to beat. There is also a problem with the different forms because how fast you use up the special meter and how useless they are, you probably won't use them at all at the end of the game. While I was able to beat this game, it made me very upset because there is a good game underneath it all, however the bugs I encountered along side some game design choices made the experience rougher than it could have been. Removing the air mechanic would greatly improve the game in my opinion.
once i unlocked the bike combo this got really fun and fast
it's less then I expected, but hey, maybe in a years time, it'll be great. But as of now, I wouldn't recommend it.
Kijutsu Rider is a high-speed action title developed and published by OmegaMechAnimations that builds its identity around stylish combat, futuristic storytelling, and anime-inspired presentation. Focused heavily on mechanical skill and momentum-driven encounters, the game embraces a fast and aggressive design philosophy where success comes through mastering movement, timing, and offensive execution. Rather than pursuing open-world exploration or slower tactical systems, Kijutsu Rider stays committed to delivering an action-heavy experience centered around spectacle and combat mastery. The game takes place within a futuristic world facing destruction at the hands of a dangerous organization known as the Black Cross Conglomerate. Players step into the role of powerful warriors tasked with standing against overwhelming threats while uncovering a larger conflict unfolding beneath the surface. The story provides enough structure to support progression without interrupting the flow of gameplay too heavily. Narrative moments establish stakes and build atmosphere, but the experience clearly prioritizes combat and player performance over lengthy storytelling. Combat forms the foundation of nearly every system. Kijutsu Rider emphasizes fluid offensive play where movement and timing become just as important as raw damage output. Players dodge incoming attacks, counter enemy pressure, break defenses, and chain together abilities into fast-paced combinations that reward precision and adaptability. Encounters move quickly, forcing players to remain engaged and constantly react to changing battlefield conditions. One of the game's strongest qualities comes through its playable characters. Rather than offering a single combat style stretched across an entire campaign, Kijutsu Rider introduces multiple heroes designed around distinct approaches to battle. Different characters encourage experimentation by providing unique abilities and offensive tools that significantly change how combat situations unfold. Some playstyles reward direct aggression and mobility while others emphasize control and strategic positioning. This variation strengthens replayability while giving players opportunities to discover preferred approaches. The weapon systems contribute heavily to combat depth as well. Attacks feel designed to encourage creativity rather than repetitive button sequences. Defensive mechanics work alongside offensive systems in ways that reward understanding enemy behavior and maintaining battlefield awareness. The strongest moments often come when players successfully combine movement, counters, and special attacks into fluid sequences that create a satisfying sense of control and mastery. Enemy variety helps maintain engagement across progression. Opponents introduce different attack patterns and behaviors that challenge established strategies and encourage adaptation. Strong enemy design becomes especially important in combat-focused games because repetitive encounters can quickly weaken pacing. Kijutsu Rider addresses this by introducing threats that force players to continue refining techniques rather than relying on a single solution repeatedly. Boss encounters further reinforce the game's emphasis on player improvement. Larger enemies function as mechanical tests that demand stronger execution and deeper understanding of available systems. These battles often become highlights because they place pressure on timing, movement discipline, and resource management while rewarding players who fully engage with combat mechanics. The game's structure supports its action-oriented focus effectively. Levels prioritize momentum and encounter design rather than large-scale exploration. Progression feels built around maintaining energy and continuously introducing combat situations that push players toward improvement. This approach creates an arcade-style rhythm where repeated play and mechanical growth become central parts of the experience. Visually, Kijutsu Rider embraces a bold anime-inspired direction that aligns naturally with its combat philosophy. Character designs, attack animations, and futuristic environments reinforce the game's larger-than-life tone. The presentation avoids realism in favor of style and personality, creating a visual identity that complements the exaggerated speed and spectacle of combat. Effects remain readable during intense encounters, helping maintain gameplay clarity despite the rapid pacing. The game’s focused design may not appeal equally to everyone. Players searching for deeper role-playing systems or extensive exploration mechanics may find the structure narrower than expected. The emphasis on combat mastery also creates a learning curve that demands patience from newcomers. Those unfamiliar with fast-paced character action games may initially struggle before becoming comfortable with the mechanics. However, players who enjoy skill-driven action experiences will likely appreciate the game's commitment to its strengths. Kijutsu Rider avoids unnecessary distractions and instead builds an experience centered around improvement, execution, and satisfying combat flow. It understands exactly what type of experience it wants to deliver and remains committed to that direction from beginning to end. Kijutsu Rider succeeds by combining stylish presentation, varied combat systems, and demanding encounters into an experience that rewards dedication and mastery. While its scope remains focused, the game's emphasis on speed, challenge, and mechanical depth helps create an engaging action title that embraces spectacle without sacrificing gameplay quality. Rating: 7/10
I wish I could recommend this game since it's dripping with passion from its developer and at least trying to carve a niche in terms of combat flow. I do think the constant movement and sliding while taking your attack type into account to counter enemies is a really solid setup, and the meter system has just enough uses to make choices matter with it. It is FUN to do your strings and fly across the screen getting a big PUNISH, BREAK, etc. The character design is pretty strong and uses heavy shading in a way not many games are while also having fun choreography in cutscene fights. But even with three patches the game is just rough. The stages are bland corridors with nothing going on between enclosed encounters, enemies either get comboed to death or don't even interrupt their attack animations while being launched, the style meter seems vestigial and can drop from A or S to D on a dime, bosses force you away to dodge finnicky projectile barrages as you attempt to dash around them to get a Light Attack Punish, and I closed the game after being softlocked via being trapped in a combat arena after beating it twice in the same encounter. I also genuinely don't like the dialogue to the point where I skipped it after a while, though skipping the cutscene after beating LilRed softlocked me in her arena and required me to fight her again. I want to encourage this developer to keep at it, whether that's fixing this game up or doing better next time, but I can't say this is worth the price at this time.
Definitely feels like an unfinished game but it is stupidly fun and very cheap. All it really needs is some more polish which is a much easier thing to fix than making it fun. Anyway make sure to run people over with a motorcycle irl too
ok this game has pootential but i personaly think that it need a bit more time in the oven. I love that Riders and Sentai are becoming more popular and this game does a great job at capturing the feel of it but the main issue i have is the combat spesificaly parrying the widows are unclear at most times and im not sure if im just deaf but i think that there should be an audio cue to tell when you can parry aswell as if you need to parry or dodge also this might be just a computer issue for me but some of my inputs drop and or buffer into another input im not trying to do. But over all i still like this game and i think it has a lot of potential to do great things.
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