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Obby: RPG Slasher Blade Loot
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Play : Obby: RPG Slasher Blade Loot ๐น๏ธ Game on Kiz10
๐๐ฅ๐๐๐ ๐๐ข๐ซ๐ฌ๐ญ, ๐ญ๐ก๐ข๐ง๐ค ๐ฅ๐๐ญ๐๐ซ, ๐ฌ๐ฎ๐ซ๐ฏ๐ข๐ฏ๐ ๐ง๐จ๐ฐ ๐ก๏ธ๐
Obby: RPG Slasher Blade Loot is the kind of game that politely pretends itโs two separate hobbies, then smashes them together in the same hallway. On one side: an action RPG where you fight enemies in close combat, throw abilities like youโre seasoning food, and obsess over gear stats like your life depends on decimals. On the other side: an obby stage thatโs basically a vertical prank, filled with jumps, hazards, and โwhy is that platform shaped like betrayal?โ moments. Youโre meant to do both at once, and thatโs exactly why itโs fun. Youโre not just clearing a dungeon. Youโre clearing a dungeon while the floor tries to delete you.
Obby: RPG Slasher Blade Loot is the kind of game that politely pretends itโs two separate hobbies, then smashes them together in the same hallway. On one side: an action RPG where you fight enemies in close combat, throw abilities like youโre seasoning food, and obsess over gear stats like your life depends on decimals. On the other side: an obby stage thatโs basically a vertical prank, filled with jumps, hazards, and โwhy is that platform shaped like betrayal?โ moments. Youโre meant to do both at once, and thatโs exactly why itโs fun. Youโre not just clearing a dungeon. Youโre clearing a dungeon while the floor tries to delete you.
You start out with that familiar beginner feeling: your hero hits, but not hard enough; your armor exists, but mostly as decoration; your confidence is loud, but your health bar is louder. Then the game starts feeding you upgrades and loot, and suddenly youโre not just surviving the level, youโre shaping how you survive it. Faster, tankier, nastier, maybe a little reckless. The build becomes your personality, and your personality becomes your excuse when you take a dumb leap into danger. โItโs fine, Iโm a crit build.โ Sure. Tell that to the spike pit. ๐ฌ
๐๐ก๐ ๐๐ฅ๐จ๐ฌ๐ ๐๐จ๐ฆ๐๐๐ญ ๐๐๐๐ฅ๐ฌ ๐ฅ๐ข๐ค๐ ๐ ๐ฌ๐ก๐จ๐ซ๐ญ ๐๐ซ๐ ๐ฎ๐ฆ๐๐ง๐ญ โ๏ธ๐ฅ
Melee games live or die on one thing: whether it feels good to swing. Here, the slasher side is built around that satisfying, direct contact. You get in close, you commit, you hit, you adjust. Enemies donโt politely line up for you, either. They pressure you, they force you to time your attacks, they make you decide when to go aggressive and when to back off like you suddenly remembered youโre not immortal.
Melee games live or die on one thing: whether it feels good to swing. Here, the slasher side is built around that satisfying, direct contact. You get in close, you commit, you hit, you adjust. Enemies donโt politely line up for you, either. They pressure you, they force you to time your attacks, they make you decide when to go aggressive and when to back off like you suddenly remembered youโre not immortal.
Abilities add that extra layer of โokay, now Iโm cooking.โ Sometimes you use a power to finish a fight quickly. Sometimes you use it because you got cornered and you need space. Sometimes you use it because it looks cool and you want the game to respect you for a second. The best part is that abilities donโt replace basic fighting, they spice it up. You still need movement, timing, and a little bit of nerve. Especially when the enemy is the type that punishes panic swings. You know the one. The one that just stands there like itโs waiting for you to mess up. ๐
When combat clicks, itโs fast and a little messy in a good way. Youโre weaving between attacks, picking openings, landing hits, and grabbing loot like youโre shopping in the middle of a brawl. Thatโs the vibe. Itโs not slow, strategic chess. Itโs โIโm fighting while also looting because I have problems.โ
๐๐ก๐ ๐จ๐๐๐ฒ ๐ฌ๐ญ๐๐ ๐๐ฌ ๐๐ซ๐ ๐ฐ๐ก๐๐ซ๐ ๐ฒ๐จ๐ฎ๐ซ ๐๐จ๐ง๐๐ข๐๐๐ง๐๐ ๐ ๐๐ญ๐ฌ ๐ญ๐๐ฌ๐ญ๐๐ ๐งฑ๐ณ๏ธ
Now add the obstacle course pressure. The obby sections change how you think. In a normal action RPG, you can often recover by healing, repositioning, or grinding a bit. In an obby stage, one sloppy jump is instant embarrassment. Itโs brutally honest. No negotiation. No โbut I meant to.โ The platform says no and you fall anyway.
Now add the obstacle course pressure. The obby sections change how you think. In a normal action RPG, you can often recover by healing, repositioning, or grinding a bit. In an obby stage, one sloppy jump is instant embarrassment. Itโs brutally honest. No negotiation. No โbut I meant to.โ The platform says no and you fall anyway.
Thatโs why the combination works so well. Combat makes you feel powerful. Obby makes you feel fragile. The game keeps bouncing you between those feelings like itโs juggling your ego. Youโll have moments where you shred enemies and feel unstoppable, then immediately miss a simple jump because you were still thinking about your new sword stats. Classic gamer brain. Classic mistake. ๐ญ
The levels feel designed to keep you alert. Not just alert for enemies, but alert for geometry. Is that a safe ledge or a fake ledge. Is that gap doable with your current movement or are you about to discover gravity again. Do you fight first, then jump, or jump first, then fight on a platform the size of a dinner plate. Those choices matter, and they make every stage feel like a small survival story.
๐๐จ๐จ๐ญ ๐ข๐ฌ ๐ง๐จ๐ญ ๐ฃ๐ฎ๐ฌ๐ญ ๐ซ๐๐ฐ๐๐ซ๐, ๐ข๐ญโ๐ฌ ๐ ๐ง๐๐ฐ ๐ฏ๐๐ซ๐ฌ๐ข๐จ๐ง ๐จ๐ ๐ฒ๐จ๐ฎ ๐งค๐ก๏ธ
The loot system is where the obsession kicks in. Youโre collecting weapons and armor, comparing stats, swapping gear, and slowly realizing youโve become the kind of person who gets excited about a small bump in defense. Itโs not glamorous, but itโs real. That helmet with slightly better health? Thatโs not a helmet, thatโs survival insurance. That blade with higher attack? Thatโs permission to play more aggressively. That piece of armor that balances defense and health? Thatโs the moment you stop getting deleted by mistakes you swear werenโt your fault.
The loot system is where the obsession kicks in. Youโre collecting weapons and armor, comparing stats, swapping gear, and slowly realizing youโve become the kind of person who gets excited about a small bump in defense. Itโs not glamorous, but itโs real. That helmet with slightly better health? Thatโs not a helmet, thatโs survival insurance. That blade with higher attack? Thatโs permission to play more aggressively. That piece of armor that balances defense and health? Thatโs the moment you stop getting deleted by mistakes you swear werenโt your fault.
And because items affect attack, defense, and health, the game nudges you into building a playstyle instead of just wearing the โbest number.โ Sometimes the best choice is raw damage because you want fights over fast. Sometimes the best choice is defense because the obby stage is already stressful and you donโt want enemies finishing you off mid-jump. Sometimes you go for health because youโre honest with yourself: you will mess up, and youโd like to live through it. Respectable. ๐ซก
The simple act of comparing gear becomes a mini game. Youโll pick up something shiny, stare at the stats, and do that weird internal negotiation. โYes, but if I lose this defense, Iโll die.โ โYes, but if I gain this attack, Iโll kill faster.โ โYes, but the boots look cooler.โ The final argument is always the boots.
๐๐ซ๐จ๐ ๐ซ๐๐ฌ๐ฌ๐ข๐จ๐ง ๐ญ๐ก๐๐ญ ๐๐๐๐ฅ๐ฌ ๐ฅ๐ข๐ค๐ ๐ฒ๐จ๐ฎโ๐ซ๐ ๐๐ฎ๐ข๐ฅ๐๐ข๐ง๐ ๐ ๐ฆ๐จ๐ง๐ฌ๐ญ๐๐ซ (๐ข๐ง ๐ ๐ ๐จ๐จ๐ ๐ฐ๐๐ฒ) ๐๐
The game leans into constant character progression, and you feel it quickly. Early on, youโre careful. You poke. You retreat. You use abilities like emergency exits. Later, you start pushing. You start taking fights you used to avoid. You start clearing levels with more confidence, and the danger shifts from โcan I surviveโ to โcan I optimize.โ
The game leans into constant character progression, and you feel it quickly. Early on, youโre careful. You poke. You retreat. You use abilities like emergency exits. Later, you start pushing. You start taking fights you used to avoid. You start clearing levels with more confidence, and the danger shifts from โcan I surviveโ to โcan I optimize.โ
Thatโs where the RPG brain wakes up. Youโll start noticing patterns: which enemies punish slow swings, which ones are easier if you control space, which abilities save you during awkward obby sections. Youโll also notice that your gear changes the whole mood of a level. A stronger weapon doesnโt just increase damage, it changes your tempo. You stop hesitating. You swing first. You move differently. You become more decisive, and that decisiveness is half the battle.
Unlocking new areas adds that sense of journey. The world opens up as you get stronger, and the enemies scale up too, like theyโre offended youโve improved. New threats show up, and suddenly the game asks you to prove your build can handle more than beginner chaos. The levels donโt just get harder; they get meaner. More hazards. More pressure. More situations where you have to fight while standing on a platform that feels like it was built by someone with a grudge.
๐๐ก๐ ๐ฌ๐ค๐ข๐ฅ๐ฅ ๐๐ก๐๐๐ค ๐ข๐ฌ ๐ฒ๐จ๐ฎ๐ซ ๐ก๐๐๐ข๐ญ๐ฌ, ๐ง๐จ๐ญ ๐ฒ๐จ๐ฎ๐ซ ๐ฌ๐ฐ๐จ๐ซ๐ ๐คบ๐ง
At some point you realize the game is quietly training you. Not just in combat timing, but in decision making. When do you engage. When do you disengage. When do you spend time checking loot, and when do you keep moving because the level is about to throw another obstacle at you. The best players arenโt the ones with the flashiest gear. Theyโre the ones with the cleanest habits.
At some point you realize the game is quietly training you. Not just in combat timing, but in decision making. When do you engage. When do you disengage. When do you spend time checking loot, and when do you keep moving because the level is about to throw another obstacle at you. The best players arenโt the ones with the flashiest gear. Theyโre the ones with the cleanest habits.
Itโs the little things. Donโt chase loot into a bad position. Donโt swing wildly when an enemy baits you. Donโt jump while your camera is still figuring out the angle. Donโt stop to admire your new armor in the middle of danger, even if it looks amazing. ๐
And if you do stop to admire it, at least admit it. โI died because I was fashion checking.โ Happens to the best of us.
And if you do stop to admire it, at least admit it. โI died because I was fashion checking.โ Happens to the best of us.
The game feels easy to learn because the actions are straightforward. Jump. Fight. Loot. Upgrade. But it gets deep because those actions start stacking. Youโll fight while repositioning. Youโll jump while managing cooldowns. Youโll loot while deciding whether you can risk one more enemy for a better drop. It becomes a busy, satisfying rhythm, and once you find your rhythm, the game feels like itโs moving at your pace instead of dragging you behind it.
๐๐ก๐ฒ ๐ข๐ญโ๐ฌ ๐ ๐ฉ๐๐ซ๐๐๐๐ญ ๐๐ข๐ญ ๐จ๐ง ๐๐ข๐ณ๐๐ ๐ฎโจ
Obby: RPG Slasher Blade Loot is the kind of action RPG that stays exciting because it refuses to be only one thing. It gives you loot and upgrades for the RPG itch, but it also demands real platform skill so you canโt just brute force everything with stats. You have to play well. You have to move well. You have to build smart. And when you get it right, it feels like you earned it, not like the game handed you a win.
Obby: RPG Slasher Blade Loot is the kind of action RPG that stays exciting because it refuses to be only one thing. It gives you loot and upgrades for the RPG itch, but it also demands real platform skill so you canโt just brute force everything with stats. You have to play well. You have to move well. You have to build smart. And when you get it right, it feels like you earned it, not like the game handed you a win.
If you love melee combat, character progression, gear upgrades, and that addictive loop of โjust one more level, I swear,โ this is a great pick on Kiz10. Youโll come for the blade loot, stay for the build crafting, and keep replaying because the next drop might be the one that turns your hero into a terrifying little problem for every enemy in the map. ๐ก๏ธ๐
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