
SLASHING NIGHT is an indie pure action game developed by me in a Devil May Cry-like style. Players can quickly switch weapons and perform combos on the ground or in the air, experiencing fast-paced and highly free combat.
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※The game allows for custom buttons, including the controller and keyboard and mouse, and the controller has vibration.
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【The game currently includes 4 stages. Stage 5 is planned to be added in 2026. The price will increase as more content is added.】
SLASHING NIGHT is a fast-paced pure action Devil May Cry-like game, fully developed and self-published by me using Unity.
Players can enjoy exhilarating combat with seamless real-time weapon switching to perform free aerial and ground combos. The game offers three difficulty levels. Since the goal is to deliver a stylish and free combat experience, high difficulty is not the core focus. This game is perfect for players who love nonstop, satisfying battles. Key binding customization is supported.
[Current Weapons]
Melee: Katana, Martial Arts, Scythe
Ranged: Revolver
[Current Total Skill Count]
Around 40, including JC (Jump Cancel / Step on enemy midair), double jump, teleport, and aerial dodge.
[Featured Systems]
• Damage Rate Evaluation System: Performing combos with different weapons and skills increases your rating and damage, up to x1.5.
• Magic Shield: Works like instant parry but cannot be used preemptively. When activated right before taking a hit, nearby enemies are slowed.
• Perfect Dodge: Regular dodge won’t trigger it. Only dodging right before being hit activates it, slowing down surrounding enemies.
[Current Game Progress]
Stages: 4 (final version will have 5)
Playtime: About 120 minutes or more
Enemy Types: 6
The game is still being updated.
Magic shield and perfect dodge can slow down the enemy's movements. Take this opportunity to counterattack the enemy!
Use stepping on enemies, double jump, teleport, and air dodge to perform gorgeous aerial combos. Aerial attacks can increase the damage rate more easily.
Consume energy to release high-damage skills.
Switch between different weapons and perform gorgeous combos.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, Portuguese - Brazil**languages with full audio support
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
手感还原度不错,细节也处理得很好,这种类型非常难做。
Fun little character action game. The moves and abilities are straight out of Devil May Cry with a little bit of Bayonetta thrown in both of which I love. I recommend this game if you're a fan of Dante and Vergil's fighting styles in the DMC games! The main character, Serena, also looks a lot like Spectre from DFO/DNF Duel.
作为一款独立开发者打造的高速纯动作游戏,《斩夜》在steam上线后,凭借独特的战斗机制和鲜明的风格,收获了玩家们不少讨论,好评与遗憾交织成了这款游戏的真实画像。无论如何,考虑商店页面标价一大碗牛肉面的钱,也算物有所值吧,希望后续能优化动作表现,充实剧情内容,让这款潜力十足的动作游戏更上一层楼。 快速切换武器的设定是最大亮点,地面与空中连击的流畅衔接,让战斗充满爽感。尤其是有些敌人的机制大幅提升了战斗挑战性,玩家需要精准判断战局,切换不同武器应对,每一次完美连击都能带来强烈的成就感。支持手柄震动与自定义按键的设置,也让习惯不同操作方式的玩家都能找到舒适的战斗节奏。 一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。
完成度实在是太低了这。。。 手感问题比较严重,粪怪敌人完全是没设计过
SLASHING NIGHT from YUGIKOBO is a tightly focused indie action game that channels the spirit of stylish character-action classics into a much smaller, more experimental framework. Rather than building a sprawling campaign or narrative-heavy experience, it strips things down to the essentials: fast combat, fluid movement, and a system that encourages players to push for increasingly creative and efficient ways to dismantle enemies. It feels less like a traditional full-length release and more like a concentrated showcase of combat design, where mechanical depth takes clear priority over scale. The combat system is the centerpiece, and it’s where the game makes its strongest impression. Players are given access to a mix of weapons and fighting styles, including blades, ranged options, and martial techniques, all of which can be seamlessly integrated into combos. What makes this system stand out is not just the variety, but the freedom it offers—attacks can be chained together in midair, canceled into movement, or extended through precise timing. Mechanics like teleportation, aerial dodges, and enemy stepping create a sense of verticality and momentum, allowing skilled players to keep enemies suspended while executing long, flowing sequences. It’s a design that rewards experimentation, encouraging players to find their own rhythm rather than follow a fixed set of optimal moves. There’s also a deliberate emphasis on skillful defense and timing. Perfectly executed dodges or well-timed defensive abilities open up brief opportunities to counterattack, often slowing down enemies or creating space for extended combos. This adds a layer of tension to encounters, as players are not simply attacking but constantly reading enemy behavior and reacting in real time. The inclusion of a performance-based damage system further reinforces this approach, subtly pushing players to play stylishly rather than safely. As a result, the game creates a satisfying loop where mastery directly translates into both efficiency and visual flair. However, this depth exists within a noticeably limited structure. The number of stages is small, and the variety of enemies and environments doesn’t stretch far enough to fully sustain the combat system over longer playtimes. What initially feels dynamic can begin to repeat itself once players have seen most of what the game has to offer. The total runtime is relatively short, and while replaying levels to refine combos or improve performance is clearly part of the intended experience, not every player will find that loop compelling enough to revisit repeatedly. In many ways, the game feels like a strong foundation that hasn’t yet been expanded into a broader or more diverse package. Visually, the presentation supports the action without becoming a major focal point. Effects are designed to highlight speed and impact, with flashes of motion and stylized animations that make combat readable and satisfying. At the same time, environments are fairly simple and functional, acting as arenas rather than immersive spaces. This reinforces the idea that the game’s identity is rooted in mechanics rather than atmosphere or storytelling. There is a certain charm in its straightforwardness, but it also limits how memorable the world itself becomes once the action subsides. Accessibility is another area where the game takes a balanced approach. While its systems allow for high-level play and technical mastery, the overall difficulty is not overly punishing, making it possible for less experienced players to engage with the mechanics without being overwhelmed. That said, more advanced players may find that the challenge ceiling is tied more to self-imposed mastery—perfecting combos and optimizing performance—rather than overcoming increasingly demanding encounters. Ultimately, SLASHING NIGHT stands out as a passion-driven project that understands what makes character-action combat satisfying and delivers on that front with surprising competence. Its limitations in content and variety prevent it from feeling like a complete, fully realized title, but within its scope, it offers a genuinely enjoyable and mechanically rich experience. It’s best suited for players who appreciate combat systems for their own sake and are willing to engage with the game as a sandbox for stylish play rather than a long-form adventure. Rating: 7/10
没有衣柜不能脱高跟鞋,不能脱你封面放什么脱高跟鞋的图?这不是纯纯的诈骗吗?
[b]SLASHING NIGHT[/b] to przyjemna, jak i również bardzo krótka koncepcja w odczuwalnie wczesnej fazie produkcji – bez fabuły i innych ekscytujących growych fajerwerków. Tytuł z gatunku gier akcji (slasher-ów) ukazujący kobiecą wariację Devil May Cry walczącą z wszelakimi przeciwnikami stojącymi na jej drodze. I nie byłoby w tym nic złego gdyby nie to, że czuć że to tylko „demo” czegoś co może „kiedyś” rozbuduje bardziej swoje własne struktury oraz zawartość, której obecnie jest niewiele. Zabawa choć chwilowa (to nie żart) jest przyjemna, walka z przeciwnikami jest wymagająca i angażująca – jednakże równie bardzo szybko się kończy. Co gorsza standardowa cena tej produkcji jest wręcz absurdalna, biorąc pod uwagę to co oferuje – już lepiej poczekać na sezonową wyprzedaż na Steam i zakupić grę z oryginalnej serii Devil May Cry czy też Bayonetta która na wyprzedaży osiąga ten sam pułap cenowy a oferuje znacznie więcej niż wyżej recenzowany tytuł. [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
虽然有些部分很劣质,但是作者想做的部分都可以看出来,手感也比较流畅。地图太粗糙了
[h3]~感谢官方赠送的激活码~[/h3] 这是一款全方位致敬鬼泣、猎天使魔女的同人ACT游戏。玩家需要在快节奏的战斗中,输入招式动作指令与敌人周旋。目前游戏只有一个关卡,包含几场杂兵战和一场BOSS战,后续关卡尚在开发中。[b] 本测评体验内容截止至2月22日游戏更新前 [/b] 目前就个人体验而言有以下优点: [list] [*]还算流畅爽快的动作系统 [*]养眼的主控角色外观[spoiler] 嗨丝高跟大长腿谁不爱 [/spoiler] [*]在这个类魂俯拾皆是的时代,难得还有人在做高速动作游戏 [/list] 夸完了接下来就是不足和吐槽: [list] [*]视角问题:游戏有不少招式需要朝着敌人方向输入方向键(前推摇杆),但是角色和敌人的相对位置是不断变化的。此时原本的前推摇杆就变成了朝着敌人的方向向左向右甚至向后推摇杆,即使锁定了敌人视角也不会追踪,虽然有回正视角的按键但是总归不方便,而且这引出了下个问题 [*]谜之吞指令:不知道是什么原因,有时候输入指令经常无效,尤其是在打击中回正视角,经常按了没用 [*]动作系统仍需打磨:动作模组整体流畅,但是有一种在播放预设动画的感觉[strike](抱歉词穷无法准确形容)[/strike],不过就目前的内容来说这不算主要问题。另外,虽然游戏在“致敬”鬼泣、猎天使魔女,但招式动作也“致敬”得太完全了吧。[spoiler] 不如给咿呀剑法配个“咿呀”的语音彻底玩梗致敬到底算了 [/spoiler] [*]缺乏位移手段:这里是说缺少能快速接近敌人的方式。都致敬鬼泣了怎么没把鬼手也致敬一下。闪避距离近,位移最远的是咿呀突刺,但是突刺又会把敌人再次击飞。打个火箭筒兵要提前背板跑到刷新点等他出来,不然很难无伤靠近,空中二段跳也被筒子空摘打下来 [*]招式不平衡:剑就不说了,拳那攻击范围是来搞笑的?稍微远一点点就打不到,结合上一条缺乏位移手段的问题,经常站在敌人面前打空气 [*]游戏难度:普通难度下挨一下打再中个小兵的投技直接没了,这是在玩忍龙上忍?好吧就几场杂兵战人数也不多,背板先解决火箭兵,多利用挑空和突刺创造单打环境也能基本无伤到BOSS点。来到BOSS战后,WTF?BOSS沿着场地对角线来回龙车,完了就甩刀光剑气。配合超宽的伤害判定范围、主角弱鸡的闪避距离和位移手段,只能精准闪避触发魔女时间后上去打一套。又变成回合制游戏,刚从忍龙出来又开始玩黑魂是吧?我甚至在精确闪避BOSS剑气触发魔女时间内又被刚才闪过的剑气判定到,你这点魔女时间都不够我跑到BOSS身边的,至于么 [/list] 吐槽归吐槽,在Mitsurugi Kamui Hikae巫剑神威控后难得又玩到一款让人眼前一亮的同人动作游戏,甚是欣慰。希望制作组不要跑路,继续发扬优点打磨不足开发后续关卡。期待游戏完整上线的那天~
勉强通关了简单第一关了,也确实是老游戏玩着有点累了,想淘一点新鲜游戏 知晓渠道:b站(偶然间刷b站看到的游戏,我一般会抱着玩玩看的心态来试试) 游玩体验:就目前第一关的强度来说,简单难度下,除了boss我硬是靠着吃三颗药顶过去以外,前几波都是一波刷掉(其中有个墙角的火箭手,作者是真学到恶趣味了,把这个加在那里,还好第一时间处理了),然后试了一下普通难度,没嗑药但是没打过boss,主要是后面负反馈实在太大,几乎是被他两刀秒了,就先歇一会儿了,别说,我还真是坚持了2小时+。 建议:1 就目前第一关的内容来看,单个关卡内容有点少,然后就是通关第一关后提到的新武器,暂时观望吧,有期待总是好的; 2 那个类似于格挡的魔法盾的默认按键,希望后续能在键鼠中调整为单个按键,在游戏中会和其他技能发生冲突,导致失误; 3请继续加强小姨妈(我也喜欢翠西,火花带闪电,雷霆小蛮腰,doge滑稽),各种招式,武器,狠狠添加; 总而言之,可能我现在处于猎奇的边缘吧,不过我确实很期待制作成本小,受众不多的游戏哈哈,期待后续的更新了(●'◡'●)
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Trends
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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