Status Chovus Feb 5, 2026
Beat and I didn't lower the speed until the 2nd last boss. There was some Mega Man feel to the gameplay and music despite using a sword. The sword hit an impressive range in front of and above the character, which was far more forgiving than most games like this. There were no directional attacks though, which was annoying for …
Beat and I didn't lower the speed until the 2nd last boss. There was some Mega Man feel to the gameplay and music despite using a sword. The sword hit an impressive range in front of and above the character, which was far more forgiving than most games like this. There were no directional attacks though, which was annoying for enemies at lower elevation. The stages had fixed enemies except for 1 type that continuously spawned; mostly flying things, and skeletons raising out of the ground for the death stage. Killing enemies filled up a mana bar which was spent to sustain the dragon form. I accidentally turned into the dragon during the 1st stage and it took me a while to figure out the control; hold up while jumping. Being a dragon allowed full flight and powerful shooting but made the screen auto scroll and the dragons could not face left. I found it best to only go into dragon for very short periods to help with difficult platforming or enemy configurations while saving as much as possible for bosses. Later I read about the charge up shot in human form and that kills using it did not give mana. The default green shot was only medium range while the dragon shot was an excellent 3 way speed. The blue had homing shots for both but the 1 time I tried it the shots usually went left after the flying enemies coming from behind rather than at the enemies ahead where I wanted. I stuck with red for the rest of the game because the charge shot was like a mortar with some bounce, which was really good for range and angles. The dragon shot was a down fire bomb that could travel along the ground. It was more difficult to use than the other colors. I liked how enemies sometimes dropped healing and the boss mechanics were creative. The last stage was entirely a horizontal shoot em up as a white dragon with a straight shot. The enemies took a lot of shots to kill so there was some tactics around which ones to kill vs skip. The final boss was a fairly typical shoot em up boss but the 2nd phase made it move towards the player and it was tough to cause damage with so little room to dodge. Flying around back to lure the boss towards the right was only a little effective.
Was a pretty good fun game despite being very short. I liked the variety in colors and the tactical risk vs reward choices around when to use melee, shots or dragon.
7.5/10