
Signy & Mino is a Tag-Team Battle RPG where every move combos together! Discover your hidden powers as you find yourself hurtled into a conflict among the gods
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About

Build over-the-top combos one move at a time. Position is everything, and most moves chain into the next if your timing is right. See how far you can carry the chain!
Line up your Big Swing so the impact carries to enemies behind your target
Launch a target skyward, juggle them in midair, then slam them back into the ground
Trade your own HP to push the combo into the next target when the current one is incapacitated.
Finish with a full-screen attack that shreds every enemy caught in the chain

Mino is more than a cute face. He's your combo partner, and the chain lives or dies on when you tag him in.
Call Mino in for a Nose Launch to send your target rocketing skyward
Use Dig to claw a downed enemy back up so the combo can keep running
Mix in Fetch and Fling, where Mino snatches an enemy out of midair and throws them wherever you point

Earn skill points as you level up and spend them across the skill tree to learn new moves or sharpen the ones you already have.
Spend you skill points on Signy's moves, Mino's tricks, or your defenses
Unlock Combo Extend to chain more skills into a single combo
Befriend a washed-up warrior who'll teach you tricks no one else can

A volcanic explosion masks a much more sinister problem: Auger, the short-tempered god of rock and magma, has been reborn with an axe to grind. Take on the burden of being the only one who can face him.
Stand against Auger, freshly clawed out of his rest in the mountain
Join forces with other fallen gods and washed-up warriors as the world catches fire
Discover your own hidden powers as the conflict pulls you in deeper
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Add-ons
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Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Жрпг-подобная бродилка с пошаговыми боями на пару вечеров. Сюжет такой себе, музон хороший, головоломки средние, куча секреток и коллекционной фигни. Суть боевки: 2 игровых персонажа жонглируют врагами, выстраивая комбу из 10-15 ударов. Нюанс в том, что каждый удар имеет свою зону действия (на земле, под землей, в воздухе) и в комбе может быть использован только один раз, поэтому в какой-то момент может не оказаться продолжения. Потом ход передается врагам, дается пара способов уклониться от их атак. Поначалу интересно, но со временем приедается, благо, можно не драться, и игра относительно короткая. В награду даются очки, которые можно потратить на открытие новых атак, и хлам, который можно обменять на улучшения атак. В остальное время прочесываем локации на предмет сундуков и коллекционок, болтаем с неписями, затариваемся в магазине и выращиваем цветочки.
For anyone who's played Namco x Capcom or Project x Zone (Or SRT OG: EF), the combat system was definitely what definitely drew me over to playing this game, and it feels like it's been expanded upon. With pretty lenient timings to combo moves together, it feels so good stringing a combo that you can think of. It is, unfortunately, a pretty short game. Just when you feel like you're finally getting started with the great battle gameplay and it's over in a flash. The shortness hurts the story a bit, as well, with not enough time to fully flesh out characters; but I enjoyed it nonetheless. Earning a chuckle every so often, I was actually decently invested into its story even with the little amount there was to building characters. The lack of enemies also hurts it just a bit for me, as well, with variants of the same 3-4 enemies showing up within three hours. Though I enjoyed having some enemies having statuses that make them a bit like a puzzle, seeing the same enemies over and over gets repetitive fairly quickly. Overall, if you enjoyed the combat sections of NxC or PxZ as much as I did, I'd say to maybe give it a try. Otherwise, it's a short but sweet game.
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Languages: English, Portuguese - Brazil
Hours played at review time, across 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really enjoyed this game. I’m not a fan of turn based combat but with a blocking and a combo system I had a lot of fun.
This game is just a worse/repetitive version of the Mario & Luigi RPG series. It's not a bad game. It's just an overall downgrade. It's still a good game and I would recommend it to people that either enjoy the Mario & Luigi RPG series or have a lot of free time.
Ich habe noch nicht so lange gespielt, aber der Ersteindruck ist SEHR positiv! Optisch echt schick und die Animationen/Charaktere und deren Gestik/Mimik sehr gut gezeichnet. Soundtrack gefällt mir gut, vor allem der Track der in den Kämpfen abgespielt wird. Das Runden basierte Kampfsystem mit Kombo System ist richtig cool und außergewöhnlich, freue mich schon drauf wenn ich mehr Angriffe freischalte. Für unter 14€ jetzt schon absolut zu empfehlen. Ich spiele es Aktuell via Steam Deck und obwohl es keine von Steam bestätigte Kompatibilität hat kann ich Entwarnung geben, es läuft tadellos und sieht fantastisch aus! Review passe ich an wenn ich etwas länger gespielt habe.
This is a rly fun little game! It's not that long, but it's very charming and reminds me a lot of Paper Mario TTYD. The art's also really good and the music is AMAZING! The story is nothing crazy but it's pretty well written and fun. As for the gameplay, the combo based combat is really interesting and fun but it can get dry later in the game, especially after getting all the skills.. (especially during the final boss fight because of how much HP he has). All things considered though it's a short and sweet game that's pretty fun!
While I'm recommending the game, it's certainly not without its flaws. Is it worth the asking price? Probably not if you compare it against similarly priced indie games, but I still rather enjoyed my time with it. If you really enjoyed the demo, like I did, then I think you'll likely get enough out of what's there to justify your purchase. As far as a ranking, I'd probably give it a 6.5/10. [b]Pros:[/b] [LIST][*] The Paper Mario aesthetics and art direction are quite enjoyable to look at and well done. [*] The fighting game combo combat system is quite fun early on as you unlock more and more options that expand your ability to create increasingly powerful combos. Difficulty is definitely on the lower end, as combos and parries are quite easy to execute, but I assume it's more geared for kids anyways. [*] While it's a linear experience, exploration is still encouraged if you want to acquire all of the unlockables. There's also a section of puzzle solving during the middle of the game, which was nice to have something new introduced to interrupt the flow of constant combat. [*] The story and characters are well done for the most part, with Signy and her grandmother being standouts. [*] Game performance and framerate were flawless in my experience.[/LIST] [b]Cons:[/b] [LIST][*] Short, in at around 7 to 9 hours (and a bit more like myself if you try to get all of the achievements). [*] While I do enjoy the combat system, it does kind of get repetitive after you've unlocked all of the skills. You'll generally fall into doing the same, or similar, combo's over and over as you find that perfect combo that nets you the most damage. There's only so many you can do, after all, in the 10 skill combo limit (though, the chip system can augment that a bit). [*] Enemy and their attack variety is a bit on the low side, which does kind of make the fights feel routine by the end of the game. The final battle is also a bit underwhelming. [*] Some minor bugs. I'm sure they'll soon get patched out but there were moments where my health wasn't healing to full, achievements wouldn't unlock until I did something beyond the necessary requirement, or the power meter wasn't upgrading correctly. [*] No Ultrawide (3440x1440) support in the options. That said, the overworld will still occupy the entirety of the screen while cinematics and dialogue windows will not, leaving some visual oddities to the left and right of the screen. This may get fixed but enemy health bars also do not display directly under the enemies as they should.[/LIST]
Absolutely a top notch game! A very fun and refreshing take on turn based rpg combat. Would love to see more games like this in the future. Highly recommend as a short rpg with a great story to back it up.
Fun game with a combat loop that keeps the game fresh all the way to the end of the game. Also, soundtrack's pretty good which got me to get the game initially. Few bugs here and there, like sometimes the battle theme doesn't start for a few seconds but that's easily remedied by restarting the game. Lack of fast travel's not too bad since the map is not too large and there are shortcuts. Overall, had a short yet very enjoyable experience playing this game. Hopefully there will be more Signy and Mino in the future
I'm somebody that really values a good short game, something that gets its ideas out and ramps up in a pretty compact timeframe. Very rarely do I find a game too short on the whole, but Signy & Mino is perhaps the only game I've played in a very long time that feels too short. Keep in mind, I don't really think a bad game can be too short; I'd give Signy & Mino like a 7 or so out of 10. Upfront, the main draw of the game is good: the battle system caught my eye in the demo and remains enjoyable through to the end to the point where I was really wishing for more enemies and bosses that played with shifting imposed limitations that stretched your combo theory; the final boss comes across as maybe the 2/3rds mark of what I think the full difficulty curve of this system could maintain, and that's before how easy it is to remain healthy. I never died once and in fact never used an item outside of testing how they work in a random battle after I picked up a heal; couple this with the extremely generous parry window you can modify to heal you and I found the game a bit of a cakewalk. I was engaged by the combat puzzles but never the threat posed by enemies. The main thing with this game seems to be that it kept its scope in check relative to its resources; a team you can count on one hand trying to make an RPG with a somewhat complex juggle combo system. The only thing that didn't feel reigned in with the rest of the scope was the stakes; in a game with about 3 real locations and 3 or 4 dungeons connecting them, the story tries to tie in a lot of lore and character interconnection that is wrapped up in a bow in a main story you can beat in a single afternoon. If you beeline the main story and ignore chests/collectibles (which you easily can given they're either items you don't need or cosmetic changes) and disregard cutscene time Signy & Mino has about 4 hours of gameplay total. My 9 hours is with finding maybe 2/3rds of collectibles and idling on menus for at least a combined hour. I absolutely believe Signy & Mino is worth a playthrough and support, though I say that getting it for pretty cheap due to combining the launch discount with the bundle with Decline's Drops (a GREAT game) that I already owned. There's an earnestness to the vision here combined with a pretty admirable understanding of what this team could accomplish, and I would absolutely buy into a sequel that lets it flourish.
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