First off, this game looks really, really good. The pixel-work is quite nice to look at and all the characters are expressive as ever. While the H-content of this game isn't for everybody, it's a rare treat for vore fans with how fluid the animations are. The entire package is wonderful eye candy.
However, the same can't be said for the gameplay. It's heavily inspired by games like Metal Slug and Final Fight, and that includes all the arcade-y difficulty elements that make this game frustratingly hard to play. The best way to see these is going through each character:
However, the same can't be said for the gameplay. It's heavily inspired by games like Metal Slug and Final Fight, and that includes all the arcade-y difficulty elements that make this game frustratingly hard to play. The best way to see these is going through each character:
- Mirea: The main character of the game. Good balance of short and long-range attacks, along with having a quadruple jump. Is shit in the damage department, but makes up for it with a strong special attack which pierces at max level. Overall the best character to play due to her good air mobility and special attack.
- Sachiho: Fast brawler character. Moveset consists of only close-range attacks, which really hurts since her dodge roll has no IV frames. Try dodging through an enemy and you will be grabbed. Also gets destroyed by flying enemies since all you have is a shitty mid-air kick and a leg drop with more end-lag than Dedede's forward smash. Special attack acts like the dropshot from Metal Slug and is worse at max level than at level two, though it's the only ranged attack you get. Very frustrating to play with, although her grab is fun to use since it makes you totally invulnerable and deals a fuck-ton of damage.
- Usaco: Plays exactly like a Metal Slug character with no special weapons. Pistol deals shit damage but easily let's you cheese sections with sheer range. Knife is faster and deals more damage but also puts you in harms way of being grabbed. Special attack levels one and two are grenades with AOE blasts, but max level is a forward-facing shotgun blast that sucks in comparison with the level beforehand. An extremely basic character to play, but is probably the best amongst the roster due to unlimited ranged damage.
- TGO-07: Enters the stage in this cute SV-001 type box, but don't get your hopes up. Whole schtick is that nearly all of her attacks require special meter to use, and those that don't are either slow as molasses or have really weird hitboxes that never seem to hit enemies. Special attacks range from a piercing laser (pretty good), homing missiles (also pretty good), a screw-attack (best special), an extra explosion after her slow-ass two-hit combo (fucking awful since it disables movement for two seconds afterwards and does shit damage), and a massive move speed increase that also has the two second cooldown and restricts you to the two-hit combo as the only means of attacking. Has a jetpack as opposed to multiple jumps, but it has this weird lag when it first comes out that makes it really unorthodox to use. The only good thing I can say is her skating ability that lets her speed across the ground. TGO feels more like an incomplete experiment character rather than one that's ready to be implemented into the game.
- Enemy health being WAY too high, making them incredibly tanky.
- Large, disjointed grab hitboxes that make you feel like you're getting grabbed out of thin air.
- Needing SP to kill the tanky enemies faster, but also needing it to deal with the Melee Marth grabs, leading players to play super conservative or burn through SP and pray they have enough to protect from grab damage.
- Flying enemies being shits in general. They account for half the enemy roster and love to hover just out of your reach before grabbing at the worst possible moment.
- Bosses not being difficult because of the boss, but because of an endless amount of adds that constantly stream in to distract you.