Thunder Ronin
Charts
2

Players in Game

20 😀     9 😒
62,15%

Rating

$6.99

Thunder Ronin Reviews

Thunder Ronin is a samurai souls-like boss rush. on your way to take revenge on your familty. slash, deflect, and dash through powerful foes. fighting in ancient japan between sakura trees and the glow of the moon.
App ID2744340
App TypeGAME
Developers
Publishers SUPERita
Categories Single-player, Steam Achievements, Full controller support
Genres Indie, Action, Adventure
Release Date17 Jun, 2024
Platforms Windows
Supported Languages English, Japanese, Simplified Chinese, German, Spanish - Spain, Korean, Russian

Thunder Ronin
29 Total Reviews
20 Positive Reviews
9 Negative Reviews
Mixed Score

Thunder Ronin has garnered a total of 29 reviews, with 20 positive reviews and 9 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Thunder Ronin over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 970 minutes
Played it on-stream and I love it! It's very difficult but not impossible, you just have to learn the timing for the parry and learn the different attacks of each enemy. Highly recommend.
👍 : 1 | 😃 : 0
Positive
Playtime: 242 minutes
there is no exploring or story in this game so i won't talk about those things in the review. generally a nice combat game with a few flaws here and there. the tutorial is basically useless. since you dont really learn any mechanics that are valuable in the fights and you dont get to practice any mechanics on enemies. you just get straight into it, making the learning curve very steep at the beginning. i like the idea of the parry being the main mechanic of the combat system. also the charged attack you get from it is designed well and fun to use. i think some sort of progression for the charged attack could make for some fun interactions with the bosse. now a few things about the parry: - it kinda feels unresponsive. almost like you need to buffer it for a second. i wouldnt mind this if the attacks of bosses were designed according to it. some attacks seem too fast, so i just ended up predicting attacks rather than reacting to them. a bit more wind up for attacks or less buffer for the parry could fix this. - parrys are directional but it is very hard to see which direction you are facing. with a lot going on - which can happen in the fights - it is very hard to see which direction you are facing while parrying. i think just adding some sort of thing to the character that clearly indicates where the back/front is would fix this. -you can't move while parrying. with how fast paced the fights are this seems rather awkward. i found myself standing still in one spot of the arena with the boss circling me and bashing out attacks and me trying to parry them. the only time i actually felt the need to dash was to get in position to use my charged attack. i think being able to move while parrying would allow for the game to feel more fluid and open up more possibilities for cool things like mid air parries etc. - all the above combinded lead to a really steep learning curve. i often found myself wondering if i hit parry too early or too late. i didn't get a sense of mastery. beating the bosses felt like i got lucky once and that's what it took to beat the bosses. now for some general things: -the feedback on getting hit is very subtle. too subtle for me. -the healthbars are simple which is fine but so far at the top that i sometimes had trouble taking a peek at them mid fight. -the parry sound is nice but very close to the block sound. i found myself dying a lot of times without even noticing how and what exactly hit me and what i managed to parry. especially if the boss hits a fast combo. generally i think this is a great idea for a combat system and with a few tweaks here and there this could be so much more fun if made a bit tighter and snappier. i see great potential here. sorry for bad english. not my first language.
👍 : 1 | 😃 : 0
Positive
Playtime: 124 minutes
Simple, fun, challenging. Super worth it for the low price.
👍 : 0 | 😃 : 1
Positive
Playtime: 65 minutes
really cool deflect mechanic suprisingly polished game for 3$ if you like sekiro and looking for something similar but more simple id highly recommend this
👍 : 0 | 😃 : 0
Positive
Playtime: 560 minutes
Some questionable design decisions — the parry is too strong, the dodge, jump, and even regular attack are useless most of the time. The UI clashes with the pixel art aesthetic, and some sprites/hitboxes could use a bit more polish. Overall, though, it delivers what it promises!
👍 : 1 | 😃 : 0
Positive
Playtime: 151 minutes
Very hard but possible game. I just beat the first boss so far and it took me a few hours to figure it all out. Overall very fun game. I enjoyed learning the boss mechanics so far and figuring out how the game work. Feels solid and very pretty game. The fights sometimes feel like I am an anime character parrying all the boss attacks at me which is awesome. Its a very fun game. Please give it a shot.
👍 : 2 | 😃 : 0
Positive
Playtime: 184 minutes
pros - tight controlls - cool enemies - great atmorphere cons - short (2-3h) (not including hard mode) - hard mode is insanely tougth
👍 : 2 | 😃 : 0
Positive
Playtime: 374 minutes
There’s no review on the store for this game yet seemingly so I figured I’d give it a try. Found this game through YouTube, and I thought hey this looks cool, wish listed and bought it. I love samurai stuff and I like a good parry. There are some positives here. + When you parry, the noise is satisfying. I like it. + The visuals are mostly okay, but some of it is very pretty. The pixel art has nice attention to detail and I love the japan vibe. The lighting and boss attacks both stand out visually. I appreciate that. + Boss rushing as a samurai being the entire game is an idea you won’t see too often. In general, I do feel like a cool guy. But I do have grievances and thought it might be helpful to try and list things that bothered me. Again, a lot of this is my opinion, and I could be in the wrong. - In Key Bindings, changing something to right shift is overridden by the dash, which is also Shift. So, if I want attack to be Right Shift, it can’t be done. - There's a weird stop after the dash in mid-air. That is probably intended but I would say it doesn’t feel good to control. It might be better if your momentum is carried, and you keep going forward as you descend, like Mega Man X or something. - There's some missing punctuation and a few spelling errors, in the text when you meet a boss. Would make the dialogue better to correct that. - I would love to be able to immediately restart after dying and not walk back into the door. It intrudes on the pacing for me, but I guess it is supposed to be a punishment to die. - You can’t cancel your attack with a parry or a dash, so you must commit when you attack and only attack when the enemy has an opening, of which there are few as bosses are relentless. - The parrying is weird. I’m not sure if there’s a startup lag or not. Meaning you prepare it before being hit as opposed to something like DMC where it's pretty much immediate. - Unless I'm wrong and just suck but pressing parry RIGHT before getting hit seems to be too late. It’s very specific timing. It personally irritates me, but again, it may just be designed like that. - However, I’m pretty certain that there’s a buffer between hitting and parrying. I’ve attacked enemies and pressed right button before the animation finishes, and ronin has just stood there. In fast paced games like this, having to constantly press the right button as soon as the animation finishes, doesn’t feel good to me. - Parrying needs to be done in front of the enemy and you can’t move when parrying. Maybe this should be changed so you can turn around after pressing right click. - I still have not actually beaten a boss so my opinion may hold less weight but the big thing I’ve noticed that you don’t deal much damage. I decided to just parry and wait for the special attack. I did that, and it was really disappointing to see that the thunder attack basically has as much damage as 3-4 slashes. - So, it’s a little too harsh in every aspect. I think if you’re making a game where it’s high risk, but high reward, you should make the player also feel powerful so that when you do finally hit a boss, it’s that much more impactful. I play a lot of difficult games so I’m not saying it should be dumbed down, just made more fair. As it doesn’t feel great when the boss has 3 times your health and hits twice as hard as you. It will surely be rewarding when you do win, but that’s because it took so long. This game is clearly designed for a specific audience, and I think it’s cool, for sure. Probably not for me, but the fact that I can recommend it says you should at least try it out. Low entry fee, so you have nothing to lose. Games like this can only improve when they get more and more feedback, so give it a chance. Hell, I’ll probably change this review if the game gets updated. EDIT: So, this game DID get updated, and I did come back to the game months later and I do have some things to say. The dev did change the damage values and health values, which is really good. I do appreciate that. I maintain the visuals are still great. They're easily my favourite thing in the game. But after just finally beating the game and the final boss, this game is kind of just poorly designed in areas. I have nitpicks here and there but there's moments where i can accept the death is my fault and other times when the boss is to blame. It's just so cheap. It's just so hard to tell what the enemy is doing either because of poor choreographed attacks, or because the ai is just fucking random. then when they get close it's even worse. The updates helped but missing a super because it's got horrible range and because the enemies randomly teleport around the map is infuriating. That crap takes 10 years to charge with parries because it'll run out of meter far too quickly. If you want something that scratches the Sekiro itch and don't mind BS or a real challenge, definitely get the game. This isn't unity slop or anything like that, just lacks polish in areas.
👍 : 13 | 😃 : 0
Positive
Playtime: 6 minutes
Cool concept but the pixel style makes it really difficult to determine patterns and timings, thats usually the problem with pixel games, its too snappy with too little frames to play around with.
👍 : 4 | 😃 : 1
Negative
Playtime: 28 minutes
It's a bit too clunky and not responsive for the nature of these fights, particularly on hard. Also the AI tends to bug out semi regularly and it either makes the fight impossible or gives you a free win (competely missing the point of the genre).
👍 : 8 | 😃 : 0
Negative
File uploading