Hmm, 2 very different opinions on
Mononoke Slashdown, eh? Well, here's a 3rd!
... I think it's excellent! So far... (In the middle of chapter 2)
It starts off with a character that's generally way too "boring", in that he doesn't have much to hold you attention. The jump cancelling and enemy types might hold your attention long enough...
...then you start to open up the abilities. Ok, first off, they do a lot more for him than initial gameplay would EVER suggest. He has Ground and Air dashes, a Strike-through screen-sized attack that hurts all ground based enemies, uppercut combo ender, a multihit air-to-ground lightning attack combo ender, and full ARENA (not just screen) Ninjitsu, and selectable Kunai that all have a purpose, from what I've seen (the first Kunai Upgrade isn't just a damage dealer; it causes the enemy to be bounce into the air, making enemy round-up a lot easier.)
These abilities make the game more fun, and it actually starts to get some nice play depth.
But the game, to me, shines in it's enemy concepts and details.
One of the biggest weaknesses of most "cheap" Hack-and-Slash, or indie games made by new devs, is that they lack the polish that older games refined over countless re-iterations. This game has a LOT of fine-tuning to make gameplay WORK (Something I found to be SLIGHTLY lacking in recent Vita indie-favorite, Hotline Miami, even.)
Slashes from the MC have smart, generous attack boxes. Enemies have tells to almost everything they do. Enemy types all control certain spaces of the screen, and they each change how you play a stage. Examples:
- The weakest skel-samurai are slow and annoying in groups, but you cannot follow up on knockdown immediately with them, as they have an invincible on-wakeup attack.
- the Spear samurai attack out of your slash range, so they disrupt combos very well. But they are very easy to knock down -> hit on wakeup.
- Horseback samurai rule the horizontal. You want to wait until they bunch up, and then start to lay in with combos. They are also the only enemies that get hit OUT of screen bounds by your combos, so you can't air-juggle them in the corner all day.
- Spiders control the upper horizontal, with their jump attack. They're the first enemies to do this, so they negate the normal "jump is safety" strat. They also do a fantastic job juggling you.
- Fire torch enemies force air combat, but their fire spit stays on the ground, constantly hitting your decent after attack. They force you to conserve your double jumps, for more tactical use.
Jumping (and dashing) are your main defenses in this game, as their is no block. However, this perfectly meshes with the gameplay and attacks; it's all part of the game flow. Enemies are designed to punish your defense (much like Muramasa's sword breaks for over-guarding), so you never get to over-rely on 1 tactic. Every move (I've seen thus far) has a use, and should be employed with planning.
The bosses are also a treat, in the fact that they're very well designed. They are full of tells, punishes for button mashing, well-timed attacks that flow with your motions, and unique attacks for a variety of situations (such as full-screen punishes, creation of "danger zones" on screen, etc.) It's a level of polish that you don't find in many sub-5 dollar games... heck, I've purchased many 10, 15, or 60 dollar games that seem to have a harder time understanding these classic ideals.
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In the end, I'm highly impressed with this game, but I don't think it's for everyone. It's arcade-y (no during-game story to follow, all about score and gameplay), it's highly dependent on your appreciation of it's nuances, and it takes a semi-long time to build up to the button / attack complexity that gamers now expect straight out the gate.
But if you stick with it, you find a well-planned, technically deep game.
I actually find the enemies MORE fun to fight than Mutamasa Rebirth's, for the simple fact that they are more direct and meaningful, in a way. Muramasa's Main Characters are more fun to play out the gate though, and have a few more defensive options (which kind of make it less punishing?)
This is exactly what I needed after Hotline Miami though! (Played, and beat it, for the first time ever, over the past 2 days.) That game has such obvious "Based on a mouse and keyboard" control... activation zones for steal kills and some attacks just feel sloppy at times, and while they're understandable, they don't feel like they're as polished as old-school, more grid-based, pixel perfect games.
On comparison to Draw Slasher? Eh, this feels like a whole different league, gameplay wise. DS is smart, more in depth than I'd expect, and very nice to look at, but it plays like a mobile game, not a console one, if that makes sense? Though I think it's the better "modern" game, with it's challenge mode + story to go through. But I haven't felt nearly as compelled to try to learn it's in's and out's yet, as there don't seem to be as many, at all.