More indie games

Dinoblade gives a Spinosaurus a great sword and makes the weapon the character

4 min read

Most action RPGs put a sword in a human hand. Dinoblade puts one in the claws of a young Spinosaurus, then fills the world with rival dinosaurs who have armed themselves too.

A predator that also carries a weapon

You play a young Spinosaurus in a prehistoric world that a cataclysm has already rewritten, and what it rewrote is the dinosaurs themselves. Yours carries a colossal Great Sword. You chain combos with it, time dodges, rolls and parries, unlock skills and abilities with every win, and go looking for legendary weapons buried across the map.

The unusual part is that the sword is the second weapon in the fight, not the first. A Spinosaurus is already armed — jaws, claws, a tail, and several tonnes of momentum that has to start and stop somewhere. Handing that animal a great sword means every swing is competing with a body that could have bitten instead, so the design question underneath the whole game is what the blade buys you that the animal could not do on its own. Reach, probably. A reason to commit. A wind-up long enough that the answer coming back matters.

The world is built as a sequence of rooms with locks on them. You cross biomes — dry canyons, dense mist-shrouded jungle — and each region is ruled by an Alpha, an apex predator standing on the path forward. Defeat it or be devoured. That is a gate made of a fight rather than a key, which means every Alpha has to be worth the wall it is holding up.

And the rivals are armed. A dinosaur with a weapon is a different opponent from a dinosaur, because a weapon is an object you can read: it has a length, a wind-up, and a place it is going to be. An animal telegraphs with its whole body; a swordsman telegraphs with the sword. Putting both in the same bestiary gives the game two vocabularies of tell to teach you, which is more interesting than it sounds and considerably harder to tune.

Why the moveset is the whole bet

What makes a good combat system argues that strong combat runs on choices — where to stand, who to hit first, which move fits this moment, when to commit, and how you answer the attack coming back. A great sword is a commitment weapon by definition: the swing is a decision you cannot take back halfway through. Dinoblade also hands you dodges, rolls and parries, which are three different answers to the same incoming attack, and a game like this lives or dies on whether they stay genuinely different rather than collapsing into one panic button.

How a Super Smash Bros. fighter is designed is the other half. Every Smash fighter starts as one sentence of theme and then earns its stats, its moves, its tradeoffs and animation clear enough to read at a glance. “Spinosaurus with a great sword” is exactly one sentence of theme, and the work is whether the moveset reads that sentence back — whether the character feels like a heavy animal that has learned a weapon, rather than a swordsman wearing a dinosaur.

How Cuphead’s bosses (try to) kill you is the reference for the Alphas. Every attack in Cuphead exists to make the player move: learn the rule, spot the tell, react in the moment, survive one layer more than last time. When a boss is also a gate, that teaching job is not optional. An Alpha you beat by out-damaging it costs you an hour; an Alpha that taught you a rule you carry into the next biome is the reason the gate was there.

What you actually get

Dinoblade is developed by [Team Spino](https://www.youtube.com/@jeananimate) and published by Team Spino alongside Boltray Games. It is out now on Windows, filed under Action, Indie and RPG. The studio link from the store page goes to a YouTube animation channel rather than a company site, which tells you something about where a game this animation-dependent came from.

It is single-player, with full controller support, Steam achievements, cloud saves and leaderboards. Beating the final boss unlocks a Boss Rush mode, and the leaderboards are the tell for what that mode is really for: fight everything again, in order, against the clock, once the game has finished teaching you. That is a sensible endgame for a combat game, because the only content it needs is content you already own.

If the draw is being a beast rather than a hero with a sword, Stray Dog is the other one on this list — a soulslike that makes you a nameless hound and refuses to promote you, which changes what a boss fight is for in almost exactly the opposite direction Dinoblade takes it.