
Take on the role of a warrior maiden forced to hunt down her best friend, who has stolen a sacred demon blade. Immerse yourself in the tale of a deadly feud between two old friends and the demonic sword tearing them apart―told through high-speed action!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Korean*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Pantsu
This is just if you threw Onechanbara and DMC's Bloody Palace thrown into a blender, and gave it the incredibly braindead enemy AI that you'd expect in Senran Kagura. Not bad, and I was surprised by the 200MB install size, until I actually played it. There's only a few zones, and a few different enemy types. It feels like there's a lack of variety in attacks, and the gameplay loop gets really repetitive. There is a small bit of story, but it's definitely one of those stories that are lacking and only really exist to serve as an endgoal for the gameplay. You use your melee attacks to recharge your blade, you can launch a special attack when enemies turn red when you slash them enough, you can also use your sword meter to quick charge hold attacks. Also, the game caps out at 63FPS and only goes up to 1080p resolution, and the game's built-in controller support is a mixed bag (but that's to be expected of something using DirectInput), so honestly, this is a decent pick up and play game for the Steam Deck if you get it for the $2 on sale. If this was $20, I wouldn't recommend it.
Got it for $2, well worth
Não gaste seu dinheiro com isso... compre 1 pacote de miojo que vale mais a pena
Great attempt for what I assume to be a three person skeleton crew's first foray into an arena based hack n slasher spectacle fighter with a simplistic yet decently presented storyline. (You are a sword wielding maiden of purity trying to save your best friend whom is possessed by a soul eating demon blade. Along the way you fight the deadly automatons she creates using that blade's evil magic.) As I'm fond of saying, it is better to be a master of one than a master of none. The devs had limited resources and a hawt sword wielding female protagonist then added just enough layers to the combat to elevate it above low hanging slop. You earn orbs slaying foes in style as arterial blood spray pops off around you like celebratory champagne! Then you use those orbs to both heal yourself and as accumulated points to buy additional upgrades and expanded fighting techniques in the intermediary liminal space between stages. Bosses obviously hit harder and have longer reach but once you learn their patterns you can decide when it is best to swiftly evade and when it is best to rush in for a fast dirty combo chain. Imagine a game that simply wants to be DMC's Bloody Palace mode or Ninja Gaiden's Ninja Trials mode then proceeds to execute that aspiration with the upmost of competence despite the low budget limitations. That's more or less what Mitsurugi Kamui Hikae embodies. This isn't the title that is going to challenge the likes of Stellar Blade, Nier Automata, or Bayonetta. I don't know why anyone would expect that when taking its' extremely humble origins into account! Consider this scenario. You fall on hard times because your gaming rig finally succumbed to the most fatal of errors. Because you need to be online to pay your bills and maintain your social contacts you are forced to get a pc with lower system specs due to the ridiculous ram shortage. You may not be able to fire up Stellar Blade for awhile but gosh darn it , you can still blow off some stress by playing a few rounds of Mitsurigi Kamui Hikae! The long winding road is uncertain whilst we never know when misfortune will finally catch up to us. I often buy these cheaper yet still enjoyable retro styled indie games for such a rainy day. Put it this way, I wish whoever made this game would team up with some eroge game devs so I can finally get a naughty rule 34 game with actual half way decent combat. For all fellow gooners of culture, just imagine if Sword X Hime played like "this"! I would never leave my man cave again! Pros + Combat seems simple on the surface but has more satisfying layers hidden underneath! + There's a lot to unlock to expand your abilities. + Fan service that's there so naturally it does not need to be forced. + Story is straightforward but sublime. (Certain other indie devs do not even bother with a cohesive well presented narrative.) + Beautiful protagonist and antagonist + Higher difficulties should you want a challenge. + Low price (And I got on sale for $1.99 which cheaper than most candy bars!) Cons - Very short campaign. (But good for speed running!) -Certain bosses appear later on with just slight variations added to their attack patterns. - Environments are just flat circular arenas surrounded by scenery.
Школьница взяла меч и отправилась сражать с морем врагов. Есть разные уровни сложности. Множество приёмов и комбинаций. По мере продвижения прокачиваем персонажа. Приятная механика боя. Можно расположить камеру под интересным углом. На присутствуют боссы. Неплохая графика и музыкальное сопровождение. Брать лучше по скидке. За игру 5 из 10
Gooner May Cry: Pantsu Edition.
历经千辛万苦终于全成就了,我第一次见到这款动作游戏还是在2015年暑假的时候,当时就被jk+武士刀的设计给吸引了,不过当时就普通难度通关了一次。可以说巫剑神威控和killer is dead(杀手已死)都是我的童年回忆,现在补票完成全成就也是我一直以来的愿望。 回到正题,说说游戏的体验。刀剑打击感非常好,一闪(前闪)成功更是特别爽快。 游戏的杂兵战低难度下是割草体验,高难度下只能绕圈放次元斩(神风)敌人十分的恶心。 最高难度(极难&地狱)只需要针对大剑兵和铃华练习一闪就行(一定要看到敌人武器马上看你身上时才能发动一闪),最后一个boos可以不用一闪打(boos除平砍外全部动作躲避就行,平砍时按住格挡,第四下后向左跑开,这时趁着boos的硬直放神风,这样循环到第四次放神风时boos正好是流血状态,可以接神风的二段伤害更高,最后用斩心收尾等待下一次boos的平砍攻击,重复几次就能把boos解决)
чтоб вы все ♥♥♥♥ подохли
As I watched the opening cutscene, I thought whoever made this must be really confident in the quality of the gameplay, because they didn’t seem to put much effort the presentation. The cliché “cursed sword” plot is introduced with a dry narration against a grey background, starting in media res to ensure that we get straight to the action, for better and worse. The decent rendering of these anime schoolgirls does not make up for their stock designs. There are… I don’t know, four enemy models? A couple of which have a few recolors. Okay, so it’s all an excuse plot, we’re not making Final Fantasy here… or even Dead or Alive. What about the gameplay? Is that any good? Well, the waves of beat ‘em up action are pretty monotonous. Just keep moving and hitting the enemies until they disappear. Thankfully, the bosses ask for a little more brainpower. It’s short, kind of mediocre, but it’s inoffensive, right? No, unfortunately, there are layers to this. First, “Zanshin.” When you get an enemy down to, I don’t know, half health? They spurt blood and start blinking red, indicating that you can use your finisher. It peeves me that the blood fountains occur at this middle stage of damage, when trope logic and basic satisfaction would dictate that they occur when the enemy has been defeated. Instead, they crumple weakly to the ground before their replacement spawns in, robbing you of catharsis. It works slightly better for bosses, where it occurs at regular intervals of health, allowing you to wail on them for a few seconds before using Zanshin to replenish your health and Katana gauges. Next, the upgrades. I built up a good amount of currency to unlock a bunch of special moves, only to find that Misa was now jumping around the arena tapping enemies on the head when I wanted her to use her basic 1-2-3 combo. Tying the special moves to your movement really mucks up the control because you’re going to be weaving around the enemies to avoid their attacks and set them up for beatings. It made me not want to get any upgrades for moves I didn’t already have. ...and speaking of movement, that brings us to the controls and hit detection. The camera motion and particle effects make it so that the models on screen are rarely good indicators of where to avoid. I’ve often found that when I’m behind a fist or a blade, I’m actually inside the hitbox, and I take damage. Sometimes the hitboxes drag me, and I have to listen to a glitchy stutter on Misa’s high-pitched scream that grates on my ears. It’s all so crunchy and disorienting, and it made my playthrough such a drag. Luckily, the game wasn’t that hard at all on Normal difficulty. Then I got to the final boss. Suddenly, one of these oddities became a serious problem. The dodge roll has completely different speeds and animations depending on the direction of your character model, and a slight nudge of the joystick when playing on a controller can interrupt one roll animation to start another. Most of the boss’s attacks require the dodge roll’s speed to evade, so I kept getting hit by attacks because I didn’t dodge at the right angle, or I let the joystick rotate just a couple of degrees. I also kept getting hit by the one attack that should be the easiest to react to, because it just requires that you jump over it. Why? Because the dodge roll, which rolls seamlessly into itself, which you need for 90% of your reactions, cannot be interrupted to jump. On the rare occasion that I did successfully jump, it was a coin toss whether I got the timing right. My fingers are sore. If not for the Zanshin health recovery, I think I might have been stuck. I couldn’t experiment with other builds or get more upgrades without restarting the game. Sure, it’s a short game, but it’s tedious. Apparently there’s ecchi content, which is why there are a lot of low-quality positive reviews. I don’t want to get on these people’s cases for differences in taste, so I’ll just take it out on the product: Bad game, try harder next time.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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