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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.

controls.gif

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



teen
Cartoon Violence
Fantasy Violence
Mild Realistic Violence
Brief Nudity
Comical Shenanigans
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New System: Just Dodge

Successfully dashing through an enemy hitbox within a 4-frame window (denoted by slow-mo and zoom effect) will provide a Just Dodge buff that will automatically dodge the next attack you didn't manually dodge yourself.

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Sabrina Slay Series: 63

A scripted ground combo that can take your enemies all the way to the other side and end the attack with a powerful wall-bounce.

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Thundergod Flash and Thundergod Reverse Flash:

A divine footwork technique to chase down an enemy or safely step back into a more convenient fighting position.

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A couple new abilities added to the Thundergod form.

1) CG Crash: An AoE slam that knocks back and launches enemies near the landing zone.
2) Rapid Slash: 5-Hit AoE to enemies in front.

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Cesara's Air Taunt increases your air time with a pseudo-double jump.

The number of kisses blown is dependent on your current style rank and can launch enemies.

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New Ability: Psycho Cyclone

Hold and release the melee button to hurl the broomstick into a ferocious hurricane. Great for crowd control and also for juggling with buffered inputs.

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New Boss: Kasha

Learning to use particle effects to enhance animation.

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Introducing a new skill via cutscene: Thunderbeast Blitz

Lightning attacks now apply a lightning seal on an enemy/object to which you can then teleport to targets that have been marked.

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New Pet: Shiba Inu

Passive Effect:

Every 30 seconds: Deal 200% damage for 2 seconds

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Take a break at a nearby village before you move on with your quest.

The first proper non-combat area where you can interact with several NPCs.