Uploaded July 2026 | Updated September 2026, 3 weeks ago
Yaaaaay, more Doujin fighting games! So, this is an... odd one to discuss. It's not because it's complicated... I just don't know where this game really fits in the grand scheme of things. On one hand, it's got some "interesting" design and aesthetic choices and the creator seems to like oppai (boobs) more than most, but I feel like the systems in place, as they are currently, are the way they are to mask an otherwise entirely broken fighter. "KenGeki CrossZone" was released early last year (2025) by the small dev team at Kousei Dojo (Offensive Dojo) and is a game almost entirely built around aggressive fighting by introducing a few rather unorthodox mechanics. At version 0.73, the game has seven playable characters (one who currently isn't voiced) and is far enough to record, but still a good deal off before one could consider it a polished, finished product. To be fair, it IS in Early Access.
The game does not currently have a Story Mode and, as such, no in-game story, BUT it does feature a manual they tells you some stuff about the characters. All the characters have exceptional fighting ability and dimensional rifts that pull them from different times and places as a common thread (there's a "Dimensional Cult"), but I don't really know much more about the story beyond that as there doesn't appear to be a general synopsis of the plot. Ouka is a skilled swordswoman wearing a hakama (buxom), Rekka is an old samurai, Sae is a martial artist (super buxom), Feraria is a weird fairy-unicorn creature (petite buxom), Gyavadaruga is an ocean-dwelling mutant, Tsukihiboshi is a future ninja, and Reina is a fencing aristocrat (outrageously comically buxom). There are basic win quotes for the characters, but they don't really shed light on anything either.
KGCZ has a few different gauges by design, and they are all in the service of pushing pressure. There's a "Sword Attack Gauge" (needed to basically perform "EX" versions of certain attacks), "Super Special Gauge" (that holds two stocks) and "Accelerator Gauge"... the AG warrants further explanation. This gauge goes up when you're moving towards your opponent and landing hits and cools down when you are idle or move backwards. When it's high, you build super special gauge more quickly as well as faster stamina recovery (damage shown in white). When it stays low for a short period of time, you will actually start to lose stamina... so make sure you keep fighting... and you will. Why? Because movement is also atypical here -- the characters automatically break out into forward dashes and can only walk backwards (trying to backdash will make the character do a dodge maneuver instead). All of this sounds good on paper, but then we get to the elephant in the room: The "Sword Fight" mechanic.
"Sword Fight" is basically a skill that repels the player to prevent combo strings and can be thought of in a similar fashion as "Pushblock", "Faultless Defense" or "Barrier Block", or just a more severe pushback. When activated, a rainbow barrier will repel the character across the screen. The problem is that it costs a paltry sum of stamina to use and essentially breaks most combos short of super special moves or command grabs. Even if they nerfed this mechanic in later updates to some degree, the game ALSO has "Attack Clashes" where two hits that land at the same time negate each other and a "Sword Attack Run" where a pink field surrounds the character and they give chase on ground or in the air. However, if the game was played WITHOUT these mechanics (you can disable it), the game doesn't have any other components strong enough to fix the imbalance with the characters; infinities are hilariously easy to pull off (avoided in this video for reasons), especially with Sae and Feraria and even without infinites, most characters can easily do 75%-100% damage in a variety of ways...
There are three primary attack buttons (light, medium, strong) as well as a extra large attack, throw button and one-button (or two button) special command which has a few extra delay frames than doing moves with normal inputs. The game doesn't look or sound too bad, but the engine seems slow and is stated to be quite buggy (I haven't seen any major bugs). The characters and main BGM seem to be tailor-made for the game, but the rest of the music is from Audiostock. So... we have an aggressive fighter that has various outlets to diminish said aggression and unbalanced movesets, infinite combos and escape is futile... I'm not entirely sure who this fighter is supposed to be for then, but at $5, it doesn't break the bank. Go grab it if interested. This is a video of the game in action showing each opponent... I also did a basic attack demonstration at the end at 12:37 or so. You can get the game at:
store.steampowered.com/app/3445430/_
Enjoy.
- ADDITION -
Visit Us At: gamingsanctuary.org
Yaaaaay, more Doujin fighting games! So, this is an... odd one to discuss. It's not because it's complicated... I just don't know where this game really fits in the grand scheme of things. On one hand, it's got some "interesting" design and aesthetic choices and the creator seems to like oppai (boobs) more than most, but I feel like the systems in place, as they are currently, are the way they are to mask an otherwise entirely broken fighter. "KenGeki CrossZone" was released early last year (2025) by the small dev team at Kousei Dojo (Offensive Dojo) and is a game almost entirely built around aggressive fighting by introducing a few rather unorthodox mechanics. At version 0.73, the game has seven playable characters (one who currently isn't voiced) and is far enough to record, but still a good deal off before one could consider it a polished, finished product. To be fair, it IS in Early Access.
The game does not currently have a Story Mode and, as such, no in-game story, BUT it does feature a manual they tells you some stuff about the characters. All the characters have exceptional fighting ability and dimensional rifts that pull them from different times and places as a common thread (there's a "Dimensional Cult"), but I don't really know much more about the story beyond that as there doesn't appear to be a general synopsis of the plot. Ouka is a skilled swordswoman wearing a hakama (buxom), Rekka is an old samurai, Sae is a martial artist (super buxom), Feraria is a weird fairy-unicorn creature (petite buxom), Gyavadaruga is an ocean-dwelling mutant, Tsukihiboshi is a future ninja, and Reina is a fencing aristocrat (outrageously comically buxom). There are basic win quotes for the characters, but they don't really shed light on anything either.
KGCZ has a few different gauges by design, and they are all in the service of pushing pressure. There's a "Sword Attack Gauge" (needed to basically perform "EX" versions of certain attacks), "Super Special Gauge" (that holds two stocks) and "Accelerator Gauge"... the AG warrants further explanation. This gauge goes up when you're moving towards your opponent and landing hits and cools down when you are idle or move backwards. When it's high, you build super special gauge more quickly as well as faster stamina recovery (damage shown in white). When it stays low for a short period of time, you will actually start to lose stamina... so make sure you keep fighting... and you will. Why? Because movement is also atypical here -- the characters automatically break out into forward dashes and can only walk backwards (trying to backdash will make the character do a dodge maneuver instead). All of this sounds good on paper, but then we get to the elephant in the room: The "Sword Fight" mechanic.
"Sword Fight" is basically a skill that repels the player to prevent combo strings and can be thought of in a similar fashion as "Pushblock", "Faultless Defense" or "Barrier Block", or just a more severe pushback. When activated, a rainbow barrier will repel the character across the screen. The problem is that it costs a paltry sum of stamina to use and essentially breaks most combos short of super special moves or command grabs. Even if they nerfed this mechanic in later updates to some degree, the game ALSO has "Attack Clashes" where two hits that land at the same time negate each other and a "Sword Attack Run" where a pink field surrounds the character and they give chase on ground or in the air. However, if the game was played WITHOUT these mechanics (you can disable it), the game doesn't have any other components strong enough to fix the imbalance with the characters; infinities are hilariously easy to pull off (avoided in this video for reasons), especially with Sae and Feraria and even without infinites, most characters can easily do 75%-100% damage in a variety of ways...
There are three primary attack buttons (light, medium, strong) as well as a extra large attack, throw button and one-button (or two button) special command which has a few extra delay frames than doing moves with normal inputs. The game doesn't look or sound too bad, but the engine seems slow and is stated to be quite buggy (I haven't seen any major bugs). The characters and main BGM seem to be tailor-made for the game, but the rest of the music is from Audiostock. So... we have an aggressive fighter that has various outlets to diminish said aggression and unbalanced movesets, infinite combos and escape is futile... I'm not entirely sure who this fighter is supposed to be for then, but at $5, it doesn't break the bank. Go grab it if interested. This is a video of the game in action showing each opponent... I also did a basic attack demonstration at the end at 12:37 or so. You can get the game at:
store.steampowered.com/app/3445430/_
Enjoy.
- ADDITION -
Visit Us At: gamingsanctuary.org
![Heavy Metal: Geomatrix [ヘビーメタル ジオマトリックス] Game Sample - Dreamcast
Heavy Metal: Geomatrix [ヘビーメタル ジオマトリックス] Game Sample - Dreamcast Heavy Metal: Geomatrix [ヘビーメタル ジオマトリックス] Game Sample - Dreamcast](https://i.ytimg.com/vi/zDstCpzvCJI/mqdefault.jpg)
![Miki the Fighting Girl [無敵格闘娘 -Miki the Fighting Girl-] Game Sample - PC/Doujin
Miki the Fighting Girl (aka Muteki Kakutou Musume, or Unbeatable Fighting Girl) is, as you may have guessed, a Doujin fighting game based on the popular Ramen Fighter Miki (or Muteki Kanban Musume) anime and manga series by Jun Sadogawa. Jun sadly passed away at the young age of 34 back in 2013 due to suicide... but Ramen Fighter Miki was his defining work, getting him recognized as as early as the age of 21 within the manga industry during the 55th Newcomer Manga Awards. The series was very comedic and dealt with the misadventures of Miki Onimaru, a young signboard girl who works at her mothers Chinese Restaurant who often gets into shenanigans due to her boisterous, over-the-top personality. However, she isnt just a pretty tomboy, shes also a skilled martial artist, and her fighting chops were inspired by the author himself who was a real-life karateka. Well probably never know what demons he suffered in private, but may he rest in peace.
Developed by AuSystem, the bulk of the game was released back in 2009, but the game was oddly updated some 10 years later in 2019 to commemorate the 50th anniversary of the weekly Shonen Champion, where it was distributed for free with a few basic QoL changes. MtFG is a very simple fighting game that feels like Street Fighter II but incorporates a few systems from Street Fighter III such as the Super Move Selection (you can only pick one Super Move and your stock and the length of the gauge varies by the move) and Parry system. The game has a four-button attack scheme of light-medium-heavy + a special / EX button (EX attacks consume about 25% of your gauge) and the games one unique characteristic, Punishment Actions, which cause a buff or support effect when activated (for example, Megumi can burst to instantly hit the opponents feet with a sharpened bamboo skewer, which stuns them briefly and allows you to follow-up with attacks).
The game has six playable characters (the last one, Etsuko Gondo, has placeholder artwork and dummy files, but is sadly unplayable, turning into Makiko Onimaru when selected) and has crispy pixel graphics and nice music. There is no real Story Mode, but there are simple endings. It also has a Network feature, but when I clicked it, nothing happened. The gameplay is not as tight or fast as SFIII, which is why it feels more like SFII during actual gameplay. Its neat that Ramen Fighter Miki did get a video game of some kind, and its a cool novelty.
This is a simple video of the game in action showing a playthrough and the super attacks for each character. You can get the game at:
http://www.ausystem.org/muteki/#download
Enjoy.
- ADDITION -
Visit Us At: http://www.gamingsanctuary.org Miki the Fighting Girl [無敵格闘娘 -Miki the Fighting Girl-] Game Sample - PC/Doujin](https://i.ytimg.com/vi/zlD3KzpJO60/mqdefault.jpg)