
Manzaka is a fast-paced progression game where you gain power, experiment with builds, and destroy everything. Create your own procedural skill tree, fuse items into stronger versions, and discover powerful combinations as you play.
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About
Become stronger. Break the game. Destroy everything.
Manzaka is a fast-paced progression game where your goal is simple: gain power, create broken builds, and push your character to its limits.
Experiment with different combinations, adapt your playstyle, and discover powerful synergies as you progress through the game.
In Manzaka, a paradise for animals, souls arrive to rest and challenge themselves. Through trials of courage and wisdom, they seek to earn rebirth as stronger, better beings. Guided by mysterious guardians, each journey is a step toward growth, power, and transformation.
🧩 Unique Weapons — Each weapon offers different mechanics and playstyles
🌳 Procedural Skill Tree — Build your own progression using the items you find
🔥 Item Fusion System — Combine 3 identical items to create a stronger version
👑 Final Boss — A complete experience with a defined ending
⏱️ Short & Focused — Around 2–3 hours of gameplay
If you enjoy experimenting with builds, finding overpowered combinations, and fast character progression, Manzaka is for you.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
So i came after youtube recommended me your youtube video, with the intention to do a detailed feedback on the game, as someone who loves seeing the soul of a game, and the design behind it, i took notes while playing about how it made me feel and the flaws i faced playing it there might be some spoilers [b] The visual [/b] these was mentioned a lot in the comments of the youtube video, but i must remark, the game is really inconsistent with the visuals, the fonts are different, the enemies and environmental stuff (like mushrooms and crystals) look from a game like "for the king" while the environment and the main character have another high res look and the main base platform is basic to be the place you are coming back all the time, the only remarkable identity of the game is the face of the main character which is hilarious. i like it [b] more inconsistencies [/b] in the tutorial it explains the combo mechanic, the instruction is to follow what is said in the box, i had trouble passing this till i realized the word said one side, but the arrow in it points in the contrary, which is confusing, also then noticed the combo is always alternating attacks, so why not just make the instruction "gain combo by alternating attacks" which would be a lot more direct, and the box signaling which side to attack to continue the combo might be unnecessary, apart from it being away from the focus of the player (which should be in the center of the camera looking at the enemies) the character has a decent speed to move and farm enemies, but the jump feels horrible, like, really bad, every time i had to jump my immersion just broke and felt bad about playing, i had to learn to not jump unless strictly necessary, all aggravated because there are many places you need to jump or enemies which are on top of a wall or environmental decoration talking about the jump, in a game its really important to have a smooth feel while playing, all these inconsistencies sum up a lot and break the deal for me to continue playing, but i continued for this feedback's sake [b] other things that feel incomplete/unpolished or are just bad [/b] [list] [*]lots of misspellings on items [*]if i spam left and right click the sounds reproduce without delay (and out of sync with player animation) [*]items fall to the void if enemies are killed in the borders [*]in glaciar levels i had items fall through the ground [*]melee enemies don't have decent aggro radius [*]moving while attacking feels rather inconsistent [/list] [b] The inventory [/b] Items... lots of them an rpg with loot makes the player deal with a lot of loot, like, A LOT, this game is no exception, but lacks a lot of quality of life elements that most games of the genre have, theres no filter, no auto sort, the player is the one responsible to maintain the order of a backpack that is constantly with new items and need to keep track of what is useful and what is not, the game turned really fast to inventory management game also i realized the level of items scaled really hard with stage level, so i naturally rushed the most i could (from around level 15 to lvl 30) and started to get really op items, which made all the earlier farming done meaningless, and had a lot of underlevel items i will never upgrade cause their level its not dropped anymore, so i ended up discarding them talking about discarding, as crafting (combining 3 similar items) is what gives you gold, the player is rewarded for saving every loot they have, but this leads to the inventory being full constantly which is counter intuitive (reason why many games just let player sell items, so they are rewarded for maintaining the inventory healthy) also i feel the shop is relevant in short bursts, and that is because you need to upgrade it, is good for some time, then its just good to farm some cash by buying crafting materials, items should scale with highest level achieved rather than upgrades so player have an option against RNG for the class they are playing to stay relevant also some items feel like the dont have purpose, arent strong enough or lack a theme/playstyle? this last point i dont mind much, as balance issues are kinda normal in any game specially in development [b] Gems... [/b] lots of them too around the void levels you start getting a lot of gems, maybe a bit too much, which is not bad because the gem skill tree is really cool and gems help you shape your skill tree and helps you get powerful as you level up... the problem? clarity after farming some time, i check my inventory and find 10-15 gems, all purple, all looking the exact same, with just some tags when hovered, you can also click them to see how they are for the skill tree, but the gems are the final nail in the coffin for the inventory system gems really need a shape and color rework or some symbols on top of them to recognize and differentiate them for the sake of clarity, because picking a gem, opening the inventory and play the "which gems is new/useful/trash?" minigame gets old fast [b] stages (Why?) [/b] so i feel really frustrated about one thing, to enter stage 5 and 6 you need some items for the altar, every time i wanted to go in any of these stages to farm i would need to farm these items again, meaning i would need to go to under leveled stages to farm an item to start actually farming better equipment, that just feels bad and really repels me as a player (that or i'm missing something) some tips about dodgin the knight dance attack anywhere in the stage would be cool, like written on a wall or something (if there is not one that i missed) as it was a bit frustrating getting deleted [b] slash slash TOWER DEFENSE slash [/b] the tower defense minigame rewards with cash for playing it, and you get one go several times in middle of stages, which kinda ruins the flow of the game, you are slashing and want to continue but you find this golden dude standing, so you either ruin the flow of the gameplay or walk past it, converting it in a symbol of lost money one easy solution would be the golden knight give a token that can be spent back at the base to enter the minigame and Please, let people start when they are ready, not a 10 second timer [b] Overall experience [/b] clunky is how i would describe the experience, the gem skill tree system was awesome, the crafting system its a classic on mobile games, and i think it fits nice here, but there are a lot of deal breakers, the classic "go around slashing enemies getting loot" is always cool, but constant clunkyness and immersion breakers throughout the game makes me wanna go play other games so in summary [list] [*] needs visual consistency // how good a game looks influence a lot if a player tries the game or not [*] needs less immersion breaking moments // these make people stop playing games, if its all smooth you are left wondering "did i really just spent 5 hours clicking a cookie?" [*] QoL QoL QoL // the game needs Quality of Life fixes, better jumps, and enemies off the walls, easier inventory organization and readability of gems and items stats(easier comparisons) [*] center the game in what the game is supposed to be, beating enemies and looting , and make managing inventory short, easy and sweet with Quality of Life stuff and smoother experience in controls and gameplay [/list] i really think these points are important and any game like the one im describing would be recomended to all my friends in an instant. i hope this review helps you in any way it can, ill stay tuned and try the game some more in the future if i see changes. or on the contrary, try any new game you decide to create
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Combat feels clunky: - animations have no hitstop, making attacks feel unresponsive - attacking too fast will cancel and reset the attack before it hits - landing while performing a mid-air attack cancels the attack, suggest adding an AoE that scales with equipped weapon - spells all feel the same, consider adding AoE spells and the ability to aim - death is hardly a punishment, since you can continue progression after reviving - weapon/spell merging system is promising, but lacks polish - green weapons aren't exciting enough to use in favor of upgraded whites, they need more unique passives - no armor / not enough defensive options - attacking with LMB feels no different than attacking with RMB, why are there 3 different inputs for functionally the same action? If you want to do combo strings, incorporate the inputs into some easy-to-understand combos that actually feel satisfying (e.g. LMB > LMB > RMB) - gimme a block button Tutorial isn't doing its job: - 10-hit combo skill check is impossible to clear as a result of clunky attack animations, the highest I can manage is 5 - UI elements will remain onscreen if you skip the tutorial Enemies are too basic: - a lot of them stand still when not engaged in combat - detection range is often too short, and when you are detected, their reaction time is incredibly slow - ranged enemies have a hard time aiming from an elevated position (the orcs w/ blunderbusses are an exception for some reason) - telegraphed attacks are universally absent, especially on melee enemies - bosses are too easy, their attack patterns are painfully simple Level design is uninspired: - tilesets don't flow into each other very smoothly - glacier level has too many pitfalls that eat up altar portals - layouts are too small and too barren, props do very little to make environments feel consistent - why does the level generate from below and rise up to ground level? why not just have the level pop in at ground level? - 10 levels to get to the boss is a bit long for my tastes The devs need to focus on fleshing out the core combat gameplay and take inspiration from other hack-n-slash games, 'cause I'm not seeing a lot of it here and it feels very unsatisfying as it is.
Think of a game, where you can target vertically and expect to move how you want. This is not that game. Enemies will be untouchable if they're slightly elevated or slightly lowered compared to you. Jumping locks you in the direction you are moving (realistic, but considering 'end-game' not ideal). You will die not knowing why, because enemies will shoot your through rocks. from within rocks or elevated on the level walls. The game gets repetative very fast. With that said, an actual attempt seem to have been made and effects you can get from the crafting system has potential. Would I recommend this game as it is now? No, but I'll give a good ol' thumps up because, if the dev actually puts in the work, this has potential to be a fun little game. Update (21/10/24): - No more getting shot from rocks - Jumping is more controlable - Attacks appear to register slightly better - Much more interesting progression Overall a much more enjoyable experience than last time, and a fun little time killer.
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Like many others, I saw the video on YouTube and decided to try it. Oh boy, there is a lot to talk about. First of all, congrats on making the game and publishing it to Steam. I know it is a lot, especially for one person. Game dev is hard, I tried it myself so I know. :D Let's start with the good, then go to the bad, and then the ugly. [b] Good: [/b] [list] [*]The game is free. You don't lose any money if you don't like it. [*]It works. I had no crashes during gameplay. (I know many games that crash while booting up) :D [*]The developer is answering and listening to reviews and comments. Great job. [*]Skilltree is nicely done [*]Crafting is ok but nothing special. That does not mean that it is bad. Just don't expect too much out of it. [*]The main character is interesting never seen something like it. [*]Enemy variation is ok. [/list] [b] Bad: [/b] [list] [*]The floor is flickering a lot of times because two objects are on the same plane inside one another. [*]Running animation is just too stiff [*]Jumping is bad. There is no control and the flow of the fight is hindered because of it. [*]Pretty much all animations are stiff [*]There is no real feedback while attacking. Just seeing numbers is not enough. [*]Death animation and death screen need full rework. [*]There is no feedback while getting attacked. One second you are alive and the other dead. Without any warning. [*]No clear visual indicator of health. With that, I don't mean there is no health bar, but when you are near death there is no visual sign that you are about to die. [*]Enemies are spawning all over the place just not there where they should. What is irritating is that the map spawns from down below and enemies fall from the sky. [*]Casting spells is not good. You cast in the direction where your character is looking not where your camera is looking and casted spells are going wherever they want just not there where you intend. [*]It took some time to understand that the portals around the table are representing lives. It should be more clear. [*]There is no sound when enemies are attacked. (Audio cue that something is hit.) [*]There is no sound when turrets attack enemies or when they die. [*]The pathfinding of the Tree Boss is bad. Once he gets to another tree he just walks in place. [*]The inventory filter function is a must when you have this many items, also chest filter function is needed. [*]On the tower defense map, there is no counter to how many enemies are left to kill. You just wait and hope that the next one is the last. [*]Either there is no story or I just don't get it. There is no clear red thread that is guiding you through the game. It is supposed to be an RPG. At the moment for me, this is more of a Hack n Slash game. [/list] [b] Ugly: [/b] [list] [*]Graphics. The whole game needs rework. There is simply no cohesion. I do understand that this is the low poly graphic style and that is fine. But it should be coherent. [/list] But still, despite all of its flaws, I had fun and I do recommend just to try it. It is not for everyone, but hey it is made by one person in one year. I think that deserves some respect. Hopefully, this review helps somewhat. :)
✔️ Rrl Good Game )
Wanted to stop by and give some feedback directly after playing it myself. I came from your youtube video discussing the success of the game. I will lay out just a few things right off the bat that stuck out to me, and won't really go into a ton of depth about other factors in the game. 1. I know English is not your first language, and more respect to you for learning it! That being said, there are a ton of typos in the game's menus and tips/tutorial. Including using the letter "u" instead of "you". I would do a brief brush over the texts and written portion of the game. 2. Having sound fx associated properly with things will go a long way. Currently there are either entire audio cues missing, or lackluster for a few things. Off the top of my head, picking up some items gives no sound fx, the sound fx for collision detection of any sort doesn't really make an impact, or is just not there altogether, and things like the attack sound fx being able to continue while you are locked in animations (falling after a jump or double jump), you can just keep left or right clicking and the sound fx continues to play, while your animation does not move. 3. On the topic of jumping, movement: Disregarding other complaints people might have about the clunkiness of movement in the game, you could smooth out quite a big factor of the issue by *not* letting certain inputs happen. For instance, After a jump, you can attack and start falling in an animation of a ground attack, but yet you can jump again during that animation, making your downward attacking animation jump again and then continue to attack downwards. Things like this add unneeded "clunk" to the flow of movement. 4. The momentum in the game feels really bad, specifically forward momentum. There is no difference between sprinting and jumping forward, and walking and jumping forward. If you jump while sprinting, you dont maintain any of that momentum, and basically just slow down and jump straight up. (slightly forward)
Amazing game , i didnt rly expect this good game from f2p game i thought its gonna be just another garbo but this is insane , still trees on skills , skill trees on every gear , skill tree gems that can make billions of combos so every single build is literally unique , options are unlimited :O wow .... everyone should try this and supported them if u can this game need audience for real hope they add more maps and stuff in future i love it ! idk why it says 1,5h atm but i am playing almost 6h+ atm and i am 27 lvl not even close to endgame but having tons of fun
[quote][b][url=https://en.wikipedia.org/wiki/Microtransaction]Warning: Microtransaction infested software![/url][/b] This game is infested with a toxic mobile app style cash shop. You will be prompted to and expected to give money to the developers through this cash shop to buy in-game goods so you can play the game.[/quote] "Manzaka" is a meme game made by a furry to celebrate some internet non-ebrity or something, as far as I can tell. It's a garbage tier console-esque third person brawler. It's an incoherent mess with badly made minigames, badly done brawling mechanics, mismatched assets (implying some degree of asset flipping), and zero polish. It's unclear why a lot of work went into making a joke game for streamers, but it ultimately failed anyway (mostly due to being a bad idea implemented badly). What do you do in the game? Scratch your head and try to work out why all these disparate game systems were glued together like a horrific furry version of the human centipede. Gameplay involves a simple crafting system, a customizable skill tree, boss battles, endgame fights, tower defense minigames... a gestalt of badly made crap all stapled together lazily. Simple, basic things don't work, like targeting enemies in 3D space. Early versions of the game wouldn't even let you move and attack at the same time. This really is hot garbage. On the important subject of visuals, this features fairly low quality stylised/cartoony low poly 3D graphics. It comes across as the kind of thing you see on mobile phones and Nintendo games, which will deter a lot of PC gamers, understandably. Gaming is a visual medium, and to be considered one of the best games on Steam, the graphics have to be some of the best on Steam. That's not happening here. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Even after that, this still isn't really free as the game is infested with mobile app store like microtransactions. This is a consumer hostile model that we don't need to see on PC. It's deceptively priced to gouge gamers, and that's a reason in itself to avoid this. Despite having no up-front cost, this failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 14 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. While this didn't cost me any money up front, I still feel ripped off.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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