A turn-based dash 'n slash game? | Impressions - Red Ronin

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The gameplay of Red Ronin follows Red, a Samurai so fast that she cannot stop her own movements—only walls and furniture can. Initially, the movement mechanics felt weird, allowing the player to only make dash movements in one direction, one turn at a time. Players dash until Red bumps into something, then in the next turn, dash again in another direction. There are no limits to the dash; it's possible to cross an entire room in one turn, as long as there are no obstacles in the way.
Unfortunately, Red’s speed is to her own detriment, as mistimed movements or poor positioning leave her vulnerable to enemy attacks. A single hit means failure, so players must time their actions carefully and strategize to avoid stopping one tile away from an enemy and being struck.
To aid in avoiding damage, Red possesses two replenishable abilities. One ability freezes enemies, temporarily immobilizing them for one turn. The other ability allows Red to change set a change in direction mid-dash, enabling her to navigate tricky situations.
Red Ronin's unique gameplay concept delivers a challenging experience that can best be described as a literal puzzle game disguised as a cyberpunk turn-based hack and slash, seamlessly integrating the puzzle elements into the combat mechanics. I have only played the demo, which included the first level, but the experience has been positive thus far except for some minor visual and animation bugs. For the full version of Red Ronin, it is set to include 5 hours of content for the entire story campaign.
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