
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
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game had a lot of potential and honestly I could see this turning out to be really cool, but just in the first couple of minutes of playing, Its clunky, its menu is low quality, and its volume settings are nonsensical. I couldnt even figure out what was happening or what the context behind everything was.
I only played up to the first boss and it is rough but the bones are there. I am 100% recommending as an investment. This game is just a few updates away from being really solid. Love the stylish combat, love the art direction I love that its a toku love project. much love to the developer and I hope to jump back in soon.
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
First off, I would like to say that I did enjoy my experience with Kijutsu Rider. I really do appreciate the developer's quick responses to patching bugs and adding quality of life features in a quick and timely manner as well. As far as I am aware, this is the developer's first ever game and their previous experience was tied mostly to animation. Out of respect for someone who made a project with clearly a good bit of passion behind it, I will give my honest opinion on the game. Let's start off with the things that could use a little work. One of the biggest issues that I repeatedly came across on my playthrough with the game was issues with the physics and collision between models and the terrain. The issue with the physics in the game doesn't lie with the playable character but the various humanoid bosses that you battle. Using the assist character attacks in tandem would often launch the boss up into the air but it seems that they had no air physics to bring them back down to the arena's floor and would be stuck walking on air for the remainder of the fight. While amusing the first few times, it had grown tiresome as it happened repeatedly and made it difficult for me to even hit the bosses. As for the issues with collision, I had faced an incident during the final boss in which I was forced beneath the floor of the arena and had to restart the battle as I was perpetually stuck with no way out. There were also multiple instances during the main stages of the game when the battle area would form and I would be stuck outside and unable to fight the enemies inside aside from taking some pot shots at them with the various ranged attacks. These issues I can easily see being fixed with a patch or two. Next up we have an issue that I don't think will be able to be fixed with something like a quick patch. That issue being the levels that the game takes place in. While each area you fight your way through is unique and varied, they all sadly boil down to a hallway from point A to B. Perhaps this is more of a personal issue for me but I kept finding myself wanting to explore the levels and there were even rooms that lead away from the main route that would offer me a collectable or perhaps even an easter egg of sorts only for it to be a blank and barren room. That being said the designs of the areas and their aesthetics are fun and different with each tying in well with the boss of the stage. In the end though, I was left wanting more. On to some of the things that I really enjoyed about the game. The character designs and the art direction. Whether it be our main protagonists or the villains that we faced, most if not all the characters are unique and appealing to the eyes. Of course some more so than others but each individual character is unique and hard to mistake for another and offer a lot of personality from the way they move and fight. The colors pop and I rarely ever feel like I don't know what kind of enemy I am fighting or what the character is supposed to be. I could easily see these characters appearing in a Shonen anime. The characters are fun and cool and that's exactly what they should be for a game taking such heavy influence from tokusatsu and anime. The way the characters move is a bit more of a mixed but still positive bag. Character feel is incredibly important in video games and especially in hack and slash games like this one. The characters move tight and fast during combat and the animations really sell the feeling of power as you shred your way through waves of enemies. That being said, the light attacks feel quick and nimble just like they should but the heavy attacks while properly slow feel as though they are lacking impact. A minor gripe to be sure but it still takes away from the combat of the game. There also seems to be a bug of the finishing cinematic where the game just ends before the boss is defeated? My last point of review comes down to the story and character interactions. To say there is much of a story isa bit of a stretch. It's a very Saturday morning cartoon kind of story where our rambunctious group of "heroes" go to defeat the villain that is running amok. Mind you there is nothing wrong with a simple and serviceable story but there are hints to a little bit more like the history of some of the areas, what's happened to humanity, and some of the various organizations of the world. For example some of our main party members have clear ties to these groups but are brought up and never further explored or are merely insinuated. Also the banter between the cast members can be a bit hit or miss. I did find some of it genuinely funny like the intro to the sewer level but not all of it lands for me personally. Now would I recommend this game as a whole? Yes... but with caution. I personally really enjoyed my time with the game regardless of my criticism above but there are some aspects that may be deal breakers for some. I really do hope that this developer succeeds because we have the bones and the niche of something great here but it may be a little underbaked for what some people may come to expect from similar indie titles. My personal score is a 7/10 but the game as a whole is probably closer to a 5.5/10
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!!!!
I'm going to be honest with you. Kijutsu Rider is a rough game from a developer who is, to my knowledge, releasing this as his first ever game. However - that doesn't mean it has no soul, or love put into it. The developer is an awesome person who responds to bug reports and errors in the game by actually improving the game and fixing what's wrong. Compared to release, Kijutsu Rider is a far better experience than I would have expected, and I had a LOT of fun going through the game - even if it does get a bit difficult at times and the graphics are somewhat janky. The game is, at it's core, a fun, loving project that takes inspiration from both Kamen Rider and the freestyle gameplay of Devil May Cry. I will recommend this game no matter what, and it sits in my personal top 10.
Its janky, repetitive in a non fun way and its boring. The game looks like a school project or tech demo. As a Rider fan its extra disappointing because we don't get games.
once i unlocked the bike combo this got really fun and fast
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
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
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