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What do you think?

Look like.... Devil May Cry !? Yeah ! it's cool ...

Is this based on Naruto?

ngl i was secretly following this project. Its too good, glad to see it is back to being developed again

this took me all the way back to 2006. when newgrounds.com was... new.

buen juego amigo

Tengoku Sensō

A 2D-hand animated Stylish Action, platformer set in a fictitious Japan where spirits coexist with humans on a daily basis. When a young Cesara releases and fuses with the sealed god of storm, Susanoō she also inherits the power of a god.

In order to return to her normal life, she must, as one with the jealous Lord Susanoō defeat his evil sister, Amaterasu-Ōmikami.


Design Philosophy

When playing an action game, often times the character(s) you control can gain many new abilities to the point where you can't use them all without pausing the game, then going into the menu to swap out your current one with a new one.

Using the system pioneered by the Devil May Cry series you won't have to.

Anytime a new weapon / spell / ability is acquired it will remain accessible to you anytime in or out of combat without breaking pace by going into the menu.

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Among all the melee weapons, spellbook elements and alternate persona exclusive abilities you will have a command list with upwards of 80 entries.

Every command has its own advantages and disadvantages such as:

  • Speed of Start-Up animation

  • Duration of Recovery animation

  • Vertical/Horizontal reach of attack

  • Duration of active frames of a attack

  • Enemy Knockback distance

  • Stun duration (how long it takes for an enemy to recover from an attack)

  • Accessibility (whether it can be used only on the ground, air or both)

  • Utility (whether it has a special property such as ground-bounce/wall-bounce/hard knock-down for combo extensions)

  • Mob potency (how many enemies an attack can hit at once)

Player expression is of utmost importance and the only way to achieve that is to give the player options, a LOT of options; such that the only limiting factor becomes your own imagination.

With so much combat tools it is also important that you are able to navigate to the right tools at the right time with ease.

This game utilizes more buttons than men's formal office attire but controls are customizable for both keyboard and controller to suit user's preferences.

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#action #hacknslash #brawler #platformer #beatemup #stylishaction #characteraction #adventure



teen
Cartoon Violence
Fantasy Violence
Mild Realistic Violence
Brief Nudity
Comical Shenanigans
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A non-combat village area to rest and enjoy the scenery in between battles.

This will be the first chance to interact with other characters during gameplay.

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The latest gameplay trailer showcases some of the actions currently in the game:

- One Super Form
- Two Melee Movesets
- Three Elemental Magics
- Four Styles (Evasive, Defensive, Offensive, Ranged)

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New Game+ allows players to revisit past chapters with abilities acquired from later chapters, including the almighty Thundergod Fusion form.

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Boss Character:

Yuki Jiji acts like a spellcaster with his ability to manifest other creatures to attack in his stead.

Such as the Crouching Tiger Blast and the Hidden Dragon Cannon.

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Training Room

Practice combos against a dummy character with player inputs and action usage on display to easily review your gameplay.

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Latest gameplay trailer showing off some of the new content that's been worked on since forming a team for this project.

A snippet of what's to be expected in the prologue and first three chapter.

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Cutting Rain

Only affects enemies applied with at least 3 stacks of Frostbite. These rain of blades causes stun and launches on the final hit.

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The first vertical section of the game introduces Suntones; some scattered in hidden locations and some require breaking the stone seal by reaching a certain Style Meter.

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New convenience functions:

- Recover from a knockback with the Evasive class.

- Combo strings can now also be reversed; no longer forcing the player to commit to one direction.

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What makes 𝒚𝒐𝒖 want to learn about a game's combat system beyond the basics? (Other than the necessity of increased difficulty curve)

Share with me your stories.

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