



Nekki made an odd bet. Strip the fighters down to featureless black shapes, put them against painted backdrops, and let the animation carry everything.
Two black silhouettes and one very long kick
It worked. Watching a silhouette wind up a spinning kick with a naginata in hand reads more clearly than a lot of games with faces and textures, and the physics-driven movement gives every swing weight. Underneath the style sits a martial arts role-playing game with a campaign, purchasable gear, and bosses who punish sloppiness.
Learning a boss one bar at a time
Fights are short. You circle, poke with the tip of a weapon to test the range, and wait for the opening that the opponent’s animation eventually gives you. Beat someone and you pocket coins and gems, which go on weapons and armour that change how your fighter moves rather than just adjusting a number. The campaign gates each chapter behind a boss, and those bosses are meant to be studied.
Why the timing still holds up
Reach matters, so a sword and a pair of knuckles ask for completely different footwork. A mistimed attack leaves you exposed long enough to be punished, which means reading the other fighter beats reacting to them. This is a fighting game as a distance problem, and very few phone games treat it that way.
A look that has not dated
The soundtrack and the shadow aesthetic have aged better than almost anything of their generation, and the gear variety keeps you experimenting with new weapon classes well past the point where the story stops surprising you.
The energy meter is the era showing
The fault that defines the experience is that the game stops you at the worst possible moment. A boss here is a pattern you learn across several attempts, and energy runs out somewhere around the third, which is exactly when the pattern was starting to make sense. You come back an hour later having lost it, and start the reading again from cold. That is a design working directly against its own best idea. The later chapters spiking towards the gear shop rather than towards practice is the same instinct applied to the campaign.
Pace yourself around that meter and there is a very good fighter here, the kind that makes you think about distance and tempo rather than which button to hit faster. Take the first chapter slowly and let the animation teach you when to commit.
From the Play Store listing
These figures come from the official Google Play listing and can change at any time. Check the current listing.
- Play rating
- 4.6 out of 5
- Ratings
- 16,701,177
- Installs
- 100,000,000+
- Developer
- NEKKI
- Category
- Action
How those ratings split