Zahid Jeelani, solo developer of ENENRA, shows us several news about the developments of this promising Hack ‘n’ Slash.

We followed the development of ENENRA: DΔEMON CORE with some interest. A Hack ‘n’ Slash that takes inspiration from titles such as Devil May Cry, Bayonetta, Ninja Gaiden and Metal Gear Rising.

After a year from our first article, we returned to see how the development of the game is progressing. Well, I have to say that there are several new features to highlight.

Zahid Jeelani promised several changes and developments regarding the game, and he didn’t lie.

I divided the article into aesthetic improvements and gameplay improvements. Let’s see them together.

ENENRA: Aesthetic Elements and Graphic Upgrades

Combat results have been added at the end of each fight. Like any Stylish Hack ‘n’ Slash we will have an evaluation of enemies killed, speed and number of combos made.

Significant improvement of the game environments and environment. Improved HUD details, lights, reflections and readability. More care in creating arenas in general.

The in-game cutscenes, executions and detail of the protagonist’s model have also been improved.

Well readable skill menu. It shows the description, the combo to do and an explanatory video of the moves. Each stance has its own skills with a cost in points.

ENENRA: Quality of Life, Gameplay and Combat System

Added combos and finishers for the different styles and weapons to use. For now there seem to be 3 types of stance linked to the weapon used. There is even a bare-knuckle style.

In a video Zahid Jeelani shows us how enemies attack. The attacks are fast and dangerous, and the enemies seem aggressive. With a closer look we notice the perfect dodge which activates a slowdown of  “witch time” and a parry. For now the latter seems to break the enemy’s posture.

The collectibles are present in the game and are used as currency to purchase in-game outfits. Upon closer inspection, the presence of collectibles and cosmetic rewards reveals a lot. 

First is that we have a tentative title screen, so the game is taking shape. Furthermore, from the menu there is the collectibles, outfits and unlockable models section. 

Entering the submenus we see that the game seems divided into chapters, each chapter divided into different acts. For now only 3 acts can be glimpsed.

Beyond this the levels seem structured with various hidden collectibles. Frankly I expect a level design not dissimilar to the first Bayonetta or Devil May Cry.

Update on the Ballistic Cutter weapon, a classic ‘projectile’ weapon. Mostly they are sharp energy blasts. The more attacks you make, the more your heat bar will fill. This will increase the speed of attacks. 

Increased difficulty and challenge rating of enemies. Enemies have new moves. They work on their own timers and stop taking turns to attack (still respecting the holds and animations). More likely to dodge attacks and take more evasive actions.

Furthermore, enemy ranged attacks are preceded by a visual indicator to make them easier to read.

My Two Cents

ENENRA: DΔEMON CORE, considering that it is developed by a single developer, seems to be progressing well. There is still a lot of work to do, but the foundations already solid a year ago seem more convincing. 

I really appreciate the attention to the environment, the readability of the HUD and that of the menus. Furthermore, the addition of collectibles as in-game currency suggests non-linear but explorable levels and replayability.

What can I say? We look forward to the next news on ENENRA.

I'm a musician (pianist), a nerd and a longtime manga lover. My gamer life started with a copy of Pitfall (1982) for Atari 2600, and so I grew up hand to hand with this medium until now. Later I started to look for what's behind the final product, its design and what happens behind the scenes of the video game world.