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Obby: RPG Slasher Blade Loot

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An action RPG obby on Kiz10 where you slash up close, loot better blades, and sprint through cruel obstacle stages while your build mutates from โ€œweakโ€ to โ€œuh-oh.โ€

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Rating:
9.00 (150 votes)
Released:
19 Jan 2026
Last Updated:
19 Jan 2026
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
๐๐ฅ๐š๐๐ž ๐Ÿ๐ข๐ซ๐ฌ๐ญ, ๐ญ๐ก๐ข๐ง๐ค ๐ฅ๐š๐ญ๐ž๐ซ, ๐ฌ๐ฎ๐ซ๐ฏ๐ข๐ฏ๐ž ๐ง๐จ๐ฐ ๐Ÿ—ก๏ธ๐Ÿ˜…
Obby: RPG Slasher Blade Loot is the kind of game that politely pretends itโ€™s 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 youโ€™re seasoning food, and obsess over gear stats like your life depends on decimals. On the other side: an obby stage thatโ€™s basically a vertical prank, filled with jumps, hazards, and โ€œwhy is that platform shaped like betrayal?โ€ moments. Youโ€™re meant to do both at once, and thatโ€™s exactly why itโ€™s fun. Youโ€™re not just clearing a dungeon. Youโ€™re 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 youโ€™re not just surviving the level, youโ€™re 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. โ€œItโ€™s fine, Iโ€™m a crit build.โ€ Sure. Tell that to the spike pit. ๐Ÿ˜ฌ
๐“๐ก๐ž ๐œ๐ฅ๐จ๐ฌ๐ž ๐œ๐จ๐ฆ๐›๐š๐ญ ๐Ÿ๐ž๐ž๐ฅ๐ฌ ๐ฅ๐ข๐ค๐ž ๐š ๐ฌ๐ก๐จ๐ซ๐ญ ๐š๐ซ๐ ๐ฎ๐ฆ๐ž๐ง๐ญ โš”๏ธ๐Ÿ’ฅ
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 donโ€™t 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 youโ€™re not immortal.
Abilities add that extra layer of โ€œokay, now Iโ€™m 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 donโ€™t 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 itโ€™s waiting for you to mess up. ๐Ÿ˜
When combat clicks, itโ€™s fast and a little messy in a good way. Youโ€™re weaving between attacks, picking openings, landing hits, and grabbing loot like youโ€™re shopping in the middle of a brawl. Thatโ€™s the vibe. Itโ€™s not slow, strategic chess. Itโ€™s โ€œIโ€™m fighting while also looting because I have problems.โ€
๐“๐ก๐ž ๐จ๐›๐›๐ฒ ๐ฌ๐ญ๐š๐ ๐ž๐ฌ ๐š๐ซ๐ž ๐ฐ๐ก๐ž๐ซ๐ž ๐ฒ๐จ๐ฎ๐ซ ๐œ๐จ๐ง๐Ÿ๐ข๐๐ž๐ง๐œ๐ž ๐ ๐ž๐ญ๐ฌ ๐ญ๐ž๐ฌ๐ญ๐ž๐ ๐Ÿงฑ๐Ÿ•ณ๏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. Itโ€™s brutally honest. No negotiation. No โ€œbut I meant to.โ€ The platform says no and you fall anyway.
Thatโ€™s 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 itโ€™s juggling your ego. Youโ€™ll 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. ๐Ÿ˜ญ
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.
๐‹๐จ๐จ๐ญ ๐ข๐ฌ ๐ง๐จ๐ญ ๐ฃ๐ฎ๐ฌ๐ญ ๐ซ๐ž๐ฐ๐š๐ซ๐, ๐ข๐ญโ€™๐ฌ ๐š ๐ง๐ž๐ฐ ๐ฏ๐ž๐ซ๐ฌ๐ข๐จ๐ง ๐จ๐Ÿ ๐ฒ๐จ๐ฎ ๐Ÿงค๐Ÿ›ก๏ธ
The loot system is where the obsession kicks in. Youโ€™re collecting weapons and armor, comparing stats, swapping gear, and slowly realizing youโ€™ve become the kind of person who gets excited about a small bump in defense. Itโ€™s not glamorous, but itโ€™s real. That helmet with slightly better health? Thatโ€™s not a helmet, thatโ€™s survival insurance. That blade with higher attack? Thatโ€™s permission to play more aggressively. That piece of armor that balances defense and health? Thatโ€™s the moment you stop getting deleted by mistakes you swear werenโ€™t your fault.
And because items affect attack, defense, and health, the game nudges you into building a playstyle instead of just wearing the โ€œbest 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 donโ€™t want enemies finishing you off mid-jump. Sometimes you go for health because youโ€™re honest with yourself: you will mess up, and youโ€™d like to live through it. Respectable. ๐Ÿซก
The simple act of comparing gear becomes a mini game. Youโ€™ll pick up something shiny, stare at the stats, and do that weird internal negotiation. โ€œYes, but if I lose this defense, Iโ€™ll die.โ€ โ€œYes, but if I gain this attack, Iโ€™ll kill faster.โ€ โ€œYes, but the boots look cooler.โ€ The final argument is always the boots.
๐๐ซ๐จ๐ ๐ซ๐ž๐ฌ๐ฌ๐ข๐จ๐ง ๐ญ๐ก๐š๐ญ ๐Ÿ๐ž๐ž๐ฅ๐ฌ ๐ฅ๐ข๐ค๐ž ๐ฒ๐จ๐ฎโ€™๐ซ๐ž ๐›๐ฎ๐ข๐ฅ๐๐ข๐ง๐  ๐š ๐ฆ๐จ๐ง๐ฌ๐ญ๐ž๐ซ (๐ข๐ง ๐š ๐ ๐จ๐จ๐ ๐ฐ๐š๐ฒ) ๐Ÿ“ˆ๐Ÿ˜ˆ
The game leans into constant character progression, and you feel it quickly. Early on, youโ€™re 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 โ€œcan I surviveโ€ to โ€œcan I optimize.โ€
Thatโ€™s where the RPG brain wakes up. Youโ€™ll start noticing patterns: which enemies punish slow swings, which ones are easier if you control space, which abilities save you during awkward obby sections. Youโ€™ll also notice that your gear changes the whole mood of a level. A stronger weapon doesnโ€™t 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 theyโ€™re offended youโ€™ve improved. New threats show up, and suddenly the game asks you to prove your build can handle more than beginner chaos. The levels donโ€™t 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.
๐“๐ก๐ž ๐ฌ๐ค๐ข๐ฅ๐ฅ ๐œ๐ก๐ž๐œ๐ค ๐ข๐ฌ ๐ฒ๐จ๐ฎ๐ซ ๐ก๐š๐›๐ข๐ญ๐ฌ, ๐ง๐จ๐ญ ๐ฒ๐จ๐ฎ๐ซ ๐ฌ๐ฐ๐จ๐ซ๐ ๐Ÿคบ๐Ÿง 
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 arenโ€™t the ones with the flashiest gear. Theyโ€™re the ones with the cleanest habits.
Itโ€™s the little things. Donโ€™t chase loot into a bad position. Donโ€™t swing wildly when an enemy baits you. Donโ€™t jump while your camera is still figuring out the angle. Donโ€™t stop to admire your new armor in the middle of danger, even if it looks amazing. ๐Ÿ˜…
And if you do stop to admire it, at least admit it. โ€œI 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. Youโ€™ll fight while repositioning. Youโ€™ll jump while managing cooldowns. Youโ€™ll 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 itโ€™s moving at your pace instead of dragging you behind it.
๐–๐ก๐ฒ ๐ข๐ญโ€™๐ฌ ๐š ๐ฉ๐ž๐ซ๐Ÿ๐ž๐œ๐ญ ๐Ÿ๐ข๐ญ ๐จ๐ง ๐Š๐ข๐ณ๐Ÿ๐ŸŽ ๐ŸŽฎโœจ
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 canโ€™t 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 โ€œjust one more level, I swear,โ€ this is a great pick on Kiz10. Youโ€™ll 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. ๐Ÿ—ก๏ธ๐Ÿ˜ˆ
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FAQ : Obby: RPG Slasher Blade Loot

What is Obby: RPG Slasher Blade Loot?
It is an action RPG obby game on Kiz10 where you fight enemies in close combat, use abilities, clear obstacle stages, and keep upgrading your hero with better weapons and armor.
How do gear stats affect my character?
Each item changes key RPG stats like attack, defense, and health. Better gear increases damage, survivability, and overall consistency in tougher levels and obby hazards.
What is the best strategy for harder levels?
Upgrade your core gear first, then play cleaner: fight from safer positions, avoid risky jumps during combat, and use abilities to create space when enemies crowd you.
Should I prioritize attack or defense upgrades?
If you are dying to enemies, add defense and health for stability. If fights take too long, boost attack to clear faster. The best build depends on your playstyle and the stage hazards.
How do I progress and unlock new areas faster?
Focus on consistent clears, keep looting and swapping upgrades, and avoid wasting runs on risky routes. Stronger gear plus better timing is the fastest path to new zones.
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