Blade Sight [v0.1]: A Sapphic Tale of Dolls, Self-Acceptance, Combos and UnBlockables
Turn on Subtitles for a light Commentary Track.
[Dash and Graze through attacks to see through enemies - the card will flip and show the move they can't defend against. This is Blade Sight]
"Blade Sight is a single-player fighting game like adventure game. It is a Work-In-Progress title. Take control of Suu and utilize a fast and explosive moveset to combo enemies."
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Blade Sight is a game that caught my eye due to the incredible visuals and the general gameplay concept but I never really actually played it until very recent (This "demo" is the _[0.1.2024.11.29] Version_) and man, what an incredibly potent little game. Blade Sight is a big mish-mash of gameplays that manages to balance all of them in a very enjoyable way albeit the game is just in the "playground testing" state and thus there is no main thread that unites all these elements into a full story or grand narrative/plot; that aside, the idea of a side-scrolling, vaguely "vania-esque" beat'em up with a Fighting Game mix is incredibly cool and again, quite well executed.
The Adventure/Vania element is mostly seen in the way you can traverse the screens and the fact there is a bit of light platforming/hidden rooms/extra imposed challenges/open map and I think an expansion of these ideas could be extremely interesting, especially considering HOW you traverse the screen usually. Inputs used to do "movement actions" is a very very fun idea.
The Beat'em Up/Fighting Game stuff is pretty much all there I think. The pace of the fights is very interesting due to the game taking a more "Beat'em Up/Anime Fighters" approach which makes the game go quite speedy while the focusing on "Countering" the opponent element sort of balances it out and back into slowing it down to a more subdued pace making the game a mix of extremely high speed with sudden moments of focus. Let's say a "Samurai Showdown meets Guilty Gear" kinda thing.
The lack of story is, at the moment, fairly normal though through the little interactions between characters and the short but fairly strong dialogues that pop-up here and there you surely understand what the characters are about, which is funny enough, more akin to how a Fighting Game tells a story.
Incredibly Cool Concept/10 | No notes
Addendum: I'm fairly sure there are also a bunch of Touhou/Hisoutensoku references/inspirations in the game, between the Weather System, some palettes and other things, which is definitely a plus to me.
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Now, I tried my best to go through everything that is present in the game but obviously I did not show all things or I didn't delve deep into some things and here a short list of them:
You can play Hanafuda with your "GF", it's the "Play Cards" option. You have an entire mini-game, just sitting there.
In general I didn't really showcase the extension of the "GF" function, both in the commands or the fact you can pick many other characters as your "Tag Assist", they all come in different movesets!
A secret mirror battle in the "Do you remember?" stage, to the right, as you need to turn on the "Seal of Continues". It's pretty cool as an insight on Suu and it's a cool battle in general.
All the Training options proper.
Fishing... I didn't really get it, gonna be real with you.
Probably something else.
Basically, what I'm trying to say is:
Blade Sight: https://addaline.itch.io/blade-sight
Developer: https://x.com/hikari_posting
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TIMESTAMPS:
00:00 This is Blade Sight
01:10 Fixing Settings
02:10 Dream Battle [1st]
08:50 Dream End & Proper Exploration
13:30 Dolls Fight "Arena"
18:20 Kiku Fight "Arena"
23:05 Exploring the Main Hub
24:30 The Bell Shrine
27:45 Dream Battle [2nd]
37:10 Bell Shrine Cont.
46:05 Outer Zone
47:50 Daredevil "Arena"
50:05 Samurai Bridge "Arena"
52:10 Outer Zone Cont.
53:30 Woods "Arena"
56:00 Testing Road
1:04:05 VS Deadname Doll & PCB Palette
1:06:00 Testing Road Cont.
1:12:20 Showing Training Mode
1:14:35 Bit of Platforming/Fishing
1:19:20 Closing Thoughts by Momiji