
Thunder Ronin is a samurai souls-like boss rush. on your way to take revenge on your familty. slash, deflect, and dash through powerful foes. fighting in ancient japan between sakura trees and the glow of the moon.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Spanish - Spain*, Japanese*, Korean*, Russian*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
作者,你确定自己能打过第二关BOSS,疯狗般的攻击+变身后几乎无后摇的攻击,你来演示如何完美格挡。手残党慎入
Played it on-stream and I love it! It's very difficult but not impossible, you just have to learn the timing for the parry and learn the different attacks of each enemy. Highly recommend.
cool short game with pretty cool and condense lore. the combat is really enjoyable and the artstyle is very charming with its limited 3d graphics. the tutorial is also short and to the point a bit too simple and would benefit greatly from a few new attack mechanics overall great game just please fix the jumping for god's sake its so annoying the moment i release the jump button is shoves me into the ground like i am made of tungsten
really cool deflection system never seen something like this before in a 2d game very similar to sekiro
하지마라
It needs to be polished but it has potential
there is no exploring or story in this game so i won't talk about those things in the review. generally a nice combat game with a few flaws here and there. the tutorial is basically useless. since you dont really learn any mechanics that are valuable in the fights and you dont get to practice any mechanics on enemies. you just get straight into it, making the learning curve very steep at the beginning. i like the idea of the parry being the main mechanic of the combat system. also the charged attack you get from it is designed well and fun to use. i think some sort of progression for the charged attack could make for some fun interactions with the bosse. now a few things about the parry: - it kinda feels unresponsive. almost like you need to buffer it for a second. i wouldnt mind this if the attacks of bosses were designed according to it. some attacks seem too fast, so i just ended up predicting attacks rather than reacting to them. a bit more wind up for attacks or less buffer for the parry could fix this. - parrys are directional but it is very hard to see which direction you are facing. with a lot going on - which can happen in the fights - it is very hard to see which direction you are facing while parrying. i think just adding some sort of thing to the character that clearly indicates where the back/front is would fix this. -you can't move while parrying. with how fast paced the fights are this seems rather awkward. i found myself standing still in one spot of the arena with the boss circling me and bashing out attacks and me trying to parry them. the only time i actually felt the need to dash was to get in position to use my charged attack. i think being able to move while parrying would allow for the game to feel more fluid and open up more possibilities for cool things like mid air parries etc. - all the above combinded lead to a really steep learning curve. i often found myself wondering if i hit parry too early or too late. i didn't get a sense of mastery. beating the bosses felt like i got lucky once and that's what it took to beat the bosses. now for some general things: -the feedback on getting hit is very subtle. too subtle for me. -the healthbars are simple which is fine but so far at the top that i sometimes had trouble taking a peek at them mid fight. -the parry sound is nice but very close to the block sound. i found myself dying a lot of times without even noticing how and what exactly hit me and what i managed to parry. especially if the boss hits a fast combo. generally i think this is a great idea for a combat system and with a few tweaks here and there this could be so much more fun if made a bit tighter and snappier. i see great potential here. sorry for bad english. not my first language.
Un juego sobre Vencer bosses al estilo metroidvania, tiene parris y eso lo hace excelente
This game is nice but there are still some things that could be improved. 1. The stamina recovery is a bit slow, in my opinion. In some boss fights (like the second one, for example), you have to dash to destroy all the knives on the ground (in phase two). Sometimes, you need to dash twice because the number of knives is too high, and you can't bunny jump to destroy them. Meanwhile, the boss is still chasing you, making it too hard to dodge the attacks because you don't have enough stamina. I finished the normal mode and now I'm playing the hard mode, and I can say that because of the slow stamina recovery, I still can't finish the hard mode. 2. The parry is quite weird; it doesn't feel like an "instant parry." There is a delay, and I still get hit even though I've already pressed the parry button. 3. The fact that the boss can change direction instantly during an attack is insane! 4. For the fourth boss, the duration of his crystal stone attack is too long. You can't jump or jump + dash to avoid it. Sometimes, he spams all his attacks across the entire map, and I don't know how to avoid this. 5. All your brothers and sisters have transformations, and you are supposed to be the strongest in the family, but you don't have anything no reward after the win ?
Really hard game but the parry is insanely satisfying really good, liked it a lot, keep it up!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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