A Lionhearts: Melee Review by Pixelated Apollo!
- Mar 20
- 4 min read
This week we have something new in store for you all. Pixelated Apollo has requested to write a review in place of this week's Dev Log to tell you more about his experience getting an early access chance to play Lionhearts: Melee!

After successfully launching a Kickstarter campaign for Lionhearts, Credenzio Studios has been hard at work bringing this ambitious historical medieval simulator to life. While diplomacy and the RPG elements of the game will be important, the big question is, how will the combat feel? Lionheart is set in the Crusades after all, and if the combat is wanting, everything else will fall flat. Well, the good news is that the upcoming playable demo "Lionhearts: Melee" releasing soon will focus on exactly that, combat. Credenzio Studios has graciously given me the opportunity to play the demo early, and after a few hours of trying it out, I wanted to share my honest opinion.

Let’s cut the fat and get straight to the point...
The combat in Lionhearts is great! Now, considering I played an early version and it will only improve as they tweak it over time, I think the team has built a very strong foundation. Anyone who has played Mount and Blade 2: Bannerlord will feel right at home. Lionhearts uses a directional combat system that is uniquely theirs. Just like in their ROBLOX Lionhearts prototype, you can attack from top, bottom, left, and right. But if you expect to whale on your enemies, with never-ending blows, you will have a hard time coming.
Stamina management will be what separates the peasants from the knights. As you attack, you exhaust your stamina, so well-timed attacks will be clutch in bringing down your enemies. While the demo does not include team fights, I believe this will also play a pivotal role in larger battles (On top of learning different weapon systems such as spears, swords, maces, and more). I personally love the inclusion of the stamina bar, and it will add an extra layer of skill that you will need to learn as you fight for the Holy Land!

On top of learning how to manage your fatigue, Lionhearts uses a hold-and-release attack function that can increase potential damage. The longer you hold your attack, the more damage you will inflict. But this is also a well-balanced mechanic because the longer you hold your attack, the easier it will be for opponents to counter, block, or worse parry your attack. Finding that perfect rhythm of holding and releasing is a very satisfying and rewarding feeling. So when fighting, try to keep your enemy guessing by changing up your release times!
Here is a key concern: what happens when you face that one player who just seems to block EVERYTHING!? Thankfully, Lionhearts also has a feint ability that can throw off your opponent's rhythm. I was so relieved to see this mechanic in the game. Every direction-based combat system needs a feint ability, because otherwise, you will have an endless chain of blocking between equally skilled players.

Obviously, learning how to attack is important, but what's even more so is learning how to defend. Thankfully, you can use a shield in Lionhearts, which is very easy to use. While your enemy is coming in with a strike, simply hold your right mouse button and block the impact. But where the real skill comes into play is directional blocking. If you are only equipped with a sword, you must block in the same direction that your opponent is attacking you from. Although if you really want to damage your opponent's ego, learn to parry.
To parry, you must block in the right direction, but it’s all about timing. You have a small window of time to hit your block at just the right time to land a parry. And ohhh boy, is it satisfying. Not only do you see sparks and hear the clash of steel, but your opponent gets stunned for a second or two. This will allow you to counter-strike and deal some damage before they recover. I could see this as being a huge feature when outnumbered. While still very difficult, you could parry your way out of a three vs one.
Finally, I want to talk about movement. The footwork feels very fluid and responsive. Never did I feel like I was lagging behind or moving too quickly. This is also one of those things that can be fine-tuned further very easily. I am excited about how people move once big team battles are available. Oh, and very importantly, there is NO jumping when you have your weapons out; this will prevent anyone from 360 jump-spinning on you and miraculously killing you. That is the best way to make a fanbase rage-quit, and thankfully, not something to worry about in Lionhearts.

My last little note about this update is focused on the world around you. Not only do we get a feel for the combat and the available weapons, but we also get a taste of the world-building. The assets look great around the training arena. I think with a few texture updates, they will look perfect. You can also see a distant village in that background, which I wanted nothing more than to explore. I can not wait for the open world! The demo also gives you a sense of what the armor will look like, and I am happy to say they are keeping everything historical! Lionhearts respects the era, and that should not go unnoticed.
In conclusion, Lionhearts’ combat mechanics have everything and more to create a fun and rewarding experience on the battlefield. As I said before, it has similarities to games such as Bannerlord and Chivalry, but it has its own unique feel. I am excited to see this game progress, and when the time comes, I am excited to face you on the field of battle!
-Pixelated Apollo
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