
Nightmarena is a 2D rogue lite turn based fighting game. Carefully analyze enemy attack pattern to figure out the best time and direction to dodge and then fight back with your own skills. After every arena attempt, improve your character and keep fighting until you conquer all the floors.
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About
Nightmarena is a 2D Turn based fighting game with rogue lite elements (randomized enemies) and timed dodging of enemy attacks.
Fight in a series of turn based battles in the arena. Dodge enemy attacks in various ways and respond with your own powerful martial arts skills to defeat enemy after enemy.

Attempt the arena, fighting progressively stronger foes, starting with bandits and going all the way up to dragons and uncover the hidden lore every time you enter.
Improve your character after every arena attempt, getting closer and closer to your goal of finding a special ingredient that can cure a very rare disease.

Feature breakdown:
FIght enemies in turn based combat one after another, using timed inputs for dodging.
Gain "Energi" for every enemy you defeated in an arena attempt.
Use "Energi" to unlock new abilities and raise your stats.
Visit various factions of combatants to learn their stories and spar with them.
Good luck, Venturer.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
In Nightmarena you play as near-faceless karate enthusiast Gerald Ventures, a warrior of the Church of Jaysi who is tasked by said church to retrieve a magical relic; the reward for which will be advancement in Gerald’s career. The relic is awarded to one who can best the titular Nightmarena, and while its powers are unclear there are implications that seizing this bauble will in some way help Gerald overcome his tragic backstory and deal with the death of his parents. The Nightmarena itself seems to be a formless, esoteric realm constituting several floors, either as a tower or a dungeon (this is not made clear, although the latter seems to be the case as between floors Gerald falls through a hole to advance), and on each floor Gerald must do battle with one (or more) of the tower’s denizens. It is not made clear who made the Nightmarena, nor why one should particularly care about Gerald or his quest - characterisation is scant, and tends towards the comedic rather than having anything approaching theming, or complex motivation. Gerald wants to get a promotion at his job. There’s a demon. Go fight your way through hordes of monsters to make that happen by nabbing a crystal. The story takes an extreme backseat to the action, but occasionally rears its head in the form of intermission-style dialogue sequences between fights. It’s as cookie-cutter as it is possible to be, and serves mostly as a framing device for the game’s battles, which are simultaneously the highlight and downfall of Nightmarena. Unlike a traditional RPG - especially using RPG Maker - Nightmarena’s battles while turn-based choose focus on action, and timed sequences rather than tactics or planning. The controls are faintly baffling, and will take some getting used to for a couple of reasons: > Gerald doesn’t actually react to your button presses intuitively, instead having your directional inputs mapped to several arbitrary actions, such as selecting an attack or dodging in one of three directions > There is no grace period or confirmation required when selecting an action, which maintains the momentum of fights albeit at the cost of actually feeling like the player is making deliberate, considered decisions To attack, on Gerald’s turn a bar will appear and the player is required to use a directional input to tell Gerald what to do, be it attacking, throwing a fireball, healing, or doing nothing. There are three bars to manage in your health, MP, and TP, and various actions cost these resources. Where the game falls down is a complete lack of onscreen tutorialisation (outside pausing) for what each of these actions are, and if you select the wrong one (for example, trying to heal without the requisite MP) your entire turn is forfeited and you are forced to endure the enemy’s next attack having achieved nothing. This friction would be permissible if the enemies’ attacks were in any way intuitive, or well-programmed. Outside the first couple of floors, where a simple duck or backstep will dodge the swing of a weapon, they are not. A big part of this is the manner in which the game has been cobbled together - RPG Maker is not an engine particularly well-suited to this kind of Punch-Out aping combat, and what you’re seeing on the screen is actually not representative of what is happening under the hood. There are no hitboxes, and everything is done on hard-coded timing rather than interaction between Gerald and whatever is being thrown at him - a large icon appearing to assist the player in when they should press the incoming attack’s corresponding dodge button. Because of this the thing you will mostly feel when playing Nightmarena is frustration - and while Punch-Out works on broadly the same system, that game has things like unique art and masterful game design to telegraph to the player when their input is necessary. Nightmarena lacks either of these things, using stock assets to passable effect, but broadly failing in conveying to the player what dodge goes with what attack. This isn’t a universal issue, and a big part of the game’s Roguelite structure and progression is the repetition of fights, so after you’ve seen an enemy a couple of times you should be able to comfortably avoid all damage. The flipside of this is that the game’s enemy variety is immediately hamstrung by the lack of unique graphics, and reuse is constant and rapidly loses its shine The later floor enemies’ attacks also lack conveyance of any kind, such as the wolves who put numbers on your screen which the player must arbitrarily match to dodge actions through observation, trial and error - or the Nagas whose combo length verges on the ridiculous by the end of the game Combine this with an engine fundamentally unsuited to this kind of combat and you end up with a product whose strength (enemy variety, some novel attacks) is undermined by the very nature of the game on display There’s a lot to like about Nightmarena’s enemy design - some enemies feature novel concepts, such as a priest whose attacks can heal gerald if you dodge into them, or a tribesman whose attacks are easy to block but who has lit a rhythmic fire totem behind Gerald forcing you to choose whether to burn yourself or take the hit. If this were made in another engine, with unique art, a lot of what there is to love about Nightmarena would really shine. Unfortunately this is not the case, and what you end up with is a game whose defining characteristic is its jank. For a game which has been in production for years, with a publisher on board to catch these issues, it is deeply confusing that it has been allowed to release in this state. Indictments of the combat aside, another area the game tries-but-falters in is the economy of progression. The game is set up as a Roguelite, with no overworld or towns, but instead a run-based dungeon-delve where fights play out one after the other. This is somewhat novel, but sharing a release window with Slay the Spire 2 really demonstrates how important design nouse and balance tuning is to an experience with this kind of gameplay loop. Each fight provides Gerald with “Energi”, a simple numeric resource which persists between runs. This can be spent on upgrading Gerald’s stats, making early floors a doddle, and allowing the player to more easily move through the game - or can be spent on permanent upgrades such as new moves or the ability to skip Floor 1 (but only Floor 1, bafflingly) This is pretty standard Roguelite fare, with costs compounding roughly inline with reward as the player gets deeper into the Nightmarena, but the balance is comically off both in terms of how quickly the player can become overtuned - and more crucially, in the rewards offered For example, why would the player choose to fight an optional superboss which gives you 1850 Energi, when they can receive 1000 Energi for free, without any risk of losing to said superboss? Why would I skip Floor 1 when the Energi rewards for Floor 2 and beyond are not substantially higher, and in spending my early upgrades on pure numbers-go-up make farming resources on Floor 1 more time-efficient than going to the harder fights of Floor 2? It’s simply not very well thought out. To summarise, the game never fully endears you to its setting, characters, or world, at least not in a way which would motivate anyone to actually finish the thing. Combat is endearingly janky at best and out-and-out broken at worst. The use of stock assets leads to endless frustration as attacks are poorly telegraphed and must be learned through rote memorisation and recital rather than the kind of intuition and instinct allowed for in games like Punch-Out, Legend of Dragoon, or the Mario and Luigi series While there is a lot to like about Nightmarena, those things are all undermined by the limitations within which the game has been forced to work - not by some unseen hand, but by decisions on the part of the developer and publisher. Glad I bought it though
the core gameplay is surprisingly good, you need to be paying attention at all times. Sometimes enemies will chain attacks and from that point on I was just looking at my character waiting for the indicator, but that's not reliable for everything considering that some animations may start the same but they attack on different elevations. It's a very nice balance, all that said I'm sending hate in particular to the purple mage using that freaking ground stomping attack that I can never dodge, as well as that freaking fish being way too fast for my brain to follow. I think the game would benefit a lot from more items instead of just permanent upgrades and the items don't even need to change the main mechanic but just add more sauce to it, like for example an amulet that keeps track of how many punches you did to deliver an even stronger later on, cause sometimes it feels like even tho i'm increasing my stats I'm still trash at the game lmao so having items to help the game flow and feel fresh with every run would be cool. Yes I refuse to use the help charm to make it easier
A nice RPG maker game that stands out! Tight responsive controls paired with quick reflexes. The subtle humor makes the game a treat! Good enemy variety combined with the power up/Level up system makes for a fun time. The music is an added bonus. A fun game to play and a easy recommendation!
Nightmarena is a game that demands your constant attention. Enemies will throw out a move you've never seen before or put a spin on a familiar attack that you've grown accustomed to and you'll look blankly at the screen and say "bro that's not fair". The central game loop is attempting the arena, failing spectacularly and then returning to the hub to speak with many different factions for lore tidbits, upgrading your stats and purchasing new skills, though the amount of extra skills are a bit sparse, but perhaps I just didn't get far enough (EDIT: more is unlocked after you reach the 4th floor). It also doesn't feel like I'm actually getting any stronger when I raise my offense either, but maybe the enemies are scaling or something. The enemies progressively get more difficult and it's honestly almost exhausting the amount of attention you have to pay to stay in the fight. This is a challenging game for sure and it ain't gonna hold your hand. Now, on a personal note, I can't believe the dev put some Bospider mechanics on that freaking floating skull enemy. Now kids, if you don't know, Bospider is the first fortress boss from Megaman X who follows a strict path made by webs and technically it tells you exactly where it's going but I hate it because I suck and I hate Bospider and I hate that floating skull and I was so close to killing him adlkjf;adklfj.
The nightmarena is the friends we made along the way.
Just picked up Nightmarena on launch day today and WOW — this game absolutely rocks. First off, the gameplay loop is insanely addictive. It’s one of those games where you fail, laugh, dive right back in, and suddenly it’s 12 AM. Every run pushes you to try again, do a little better, upgrade, learn one more pattern, and never give up. The challenge is real, but it always feels fair and motivating rather than frustrating. Every defeat just makes you more determined to beat the arena next time. But what really makes Nightmarena stand out is the wildly creative enemies. There’s a werewolf that spin-dashes like Sonic the Hedgehog, rocketing across the arena like a furry missile. The first time it happened I just yelled “WOAH” and dove out of the way. A mage who throws bats, crabs, and dizzy turnips at you like some kind of nightmare farmers market wizard. I still don’t know why dizzy turnips are part of the arsenal, but I respect the chaos. And my personal favorite: the imp enemy, whose jokes make it literally IMP-ossible not to laugh while you’re dodging attacks. Yes, I loved it. The enemy design keeps every encounter fresh and unpredictable, and the arena format means you’re constantly adapting and improving. It’s the perfect “one more run” game. If you like games that reward persistence, creativity, and a little bit of stubborn determination, Nightmarena absolutely delivers. It’s challenging, hilarious, and packed with personality. TL;DR: Fight monsters. Dodge werewolf spin dashes. Get body swapped with a Super Shaman. Laugh at imp puns. Die gloriously. Try again. Win. Highly recommended — and remember: don’t give up. The arena always gives you another shot.
A great 90s arcade vibe, but needs some quality-of-life updates (and a bug fix) Right out of the gate, I appreciated the little things: the game mercifully doesn't blast your eardrums at 100% volume when you boot it up, and the background music is absolutely fantastic. It perfectly captures that classic, old-school 90s arcade feel. The onboarding is handled well with an optional tutorial, and the starting damage is balanced nicely so you don't feel like you're struggling to survive from the very first minute. However, there are a few frustrating mechanics and UI oversights holding it back right now: Clunky Controls: The base controls feel strange on Keyboard & Mouse, and frustratingly, the moveset and dodge controls aren't listed on the screen at all. Combat Clarity: There is no way to tell who will attack first, second, or third. Enemies will sometimes attack multiple times before you even get a turn, which feels unfair when you have no UI indicator to plan around. Pacing: The lower levels of the arena really need to give players a bit more time to react to attacks while they are still learning the ropes. Audio Settings: The volume slider only adjusts in chunky 20% increments, which is a bit annoying if you want to fine-tune your audio. My Experience & Crash Report: The game puts up a good fight—I died on Wave 7 of the arena on my first two runs. On my third run, I finally beat Wave 7, but when I tried to spawn a level 1 Marauder boss, my game completely crashed. The Verdict: There is a really fun, nostalgic core game here with a great soundtrack, but the lack of combat clarity, missing control layouts, and the boss-spawn crash mean it still needs some time in the oven. (The fact that this game has a demo will be the reason I recommend this game, try it out first.)
Rough, but quite creative Punch-Out inspired game. Love the enemy variety, wish the animations were smoother :v. The difficulty curve ramps up quite fast but you can practice all the enemies beforehand. With some help and budget the dev could fix many of the code and graphics issues here but who knows. If you like Punch-Out get this on a sale or something, worth a try!
I am not very good at this kind of game, however I can tell a lot of work went into it and for someone who has a much better reaction time I would recommend this to. Technically impressive for the engine that it's made in.
Pretty fun, with some creative enemy design
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