I'm proud to share that this week is our 10th devlog, showing 10 weeks of consistancy with sharing updates, and many more to come!
I'd like to kick this one off with some new footage, this time properly recorded! I was joined by Pixelcomet, SulLight and Soloren this time! We display some more combat and this time show off some secondary weapon usage as we throw around some kunais.
Currently, secondary weapons are supposed to do a lot more in terms of charging/ricochet mechanics, and hopefully I'll be able to complete those in time to showcase them next week.
At this point we have begun planning a path to release, although it's not fully clear yet, we've decided that it would be essential to start off with completing the tutorial. With this out of the way, our road to completion will open up as we begin to ask, "What should players face once they complete this?". With that, SulLight has been working on finishing up the task of NPCs. Each one will be able to interact with both the players publically and privately with individuals. They will each be assigned a task to you teach you the basics of the game, from combat to crafting to socializing.
Here's some sneak peaks of what SulLight has cooking up!




Aside from that, if you've been keeping up with our Tumblr , you probably caught our posts showing some of the new upcoming enemy (or friendly) AIs that you will begin encountering in your journey. Here's some of what we've been posting the past week!



Do note, that this is only a sample of what we have in store for NPCs at the moment! (maybe hopefully soon I'll get permission to reveal the bigger stuff!)
Speaking of social media, we recently linked our Twitter account to our Tumblr page! So if you're not a heavy Tumblr user, but you have an active Twitter account going on, it would mean a million if you followed us !
As the game progresses, Pixelcomet and SulLight have began polishing the base. Although I can't really show much of it this week as it's still not ready to be shown, I was cleared to share the new death/ko animation!

That's pretty much it for this week, we'll be seeing you all next week!
However... my interest started at the art and ended with the gameplay. Put simply, combat seems to be a modified version of Spirit Age's system (boring).
What I've seen of this game's combat so far is much of the same: a lot of button mashing with no real engagement or responsiveness. Engagement equates to running around and mindlessly spamming the attack command, occasionally breaking away to shoot a skill that moves super fast, almost ensuring a hit in most cases.
Skills look nice in terms of art, but that's all they seem to offer when I halfway expected more -- like for that large water skill to actually leave water, or for the earth spikes to cause a knock-up (or something). No variation at all. The game also seems to run at what I consider an insane speed, making it hard to enjoy combat's aesthetics since you barely see what's going on.
In short, I feel as if all this game has to offer is above-average sprites and a nice UI. Combat comes off as very basic in an un-fun kind of way; bland or stale is also accurate.
I do understand that the game is still in early stages though, so there is still room for improvement. But will it be improved? Or is this the extent of team SA's capabilities? Only time will tell.
Much luck to you all.