Demo Talk: Nezori — Not So Tantalizing Action


by William Hernandez October 15, 2025


Keyart that shows off 3 of the important characters in Nezori.

There’s a game for everyone, and I’m sure that’s the case for Nezori, an action RPG being developed by Visualnoveler. The game sells itself on its lighthearted nature which is understandable, given how basic it is in pretty much every other aspect. I hate to sound overly critical, but the Nezori demo, at least in my eyes, is a lot more concerning than satisfying.



Nezori Feels Too Incomplete

It’s okay for a demo to feel unrefined. Demos have value not just as a marketing tool, but also as a way to gather player feedback. That being said, I get the impression that Nezori has little interest in hearing from players. And what really scares me is the idea that the full game won’t have that much more to offer.

I cannot stress this enough — the Nezori demo is way too shallow. It feels closer to being a pitch than a launch-ready game. Sure, everything in Nezori is completely functional, from its menus to its levels, but the game feels hollow, in more ways than one. There’s some semblance of personality, but it doesn’t really come through. Everything is a little too rigid, even the font. There’s nothing really captivating about any of the characters. The beautiful art can only take the game so far.

Where Nezori feels the most incomplete is in its level design, and that’s a big issue to have. Really, the main problem comes from the ambitious map size that Nezori goes for. It just doesn’t make sense. Little effort was put into fleshing out the world, so the map just ends up feeling empty. Enemies being scattered around doesn’t remedy the problem at all. Overall, it makes the game feel cheap, which is never a good impression to leave.

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The gameplay in Nezori is actually solid, for the most part. Being interrupted by enemies can be pretty annoying, but the game has a good foundation to its gameplay. I’m sure the full game will provide more combat skills to deal with groups of enemies, but Dynasty Warriors-style combos would also fit incredibly well. The swordplay has a nice flow to it already. It would just be nice if you could hit multiple enemies at the same time more easily. There’s some promise, but a lot needs to be addressed.

The fights in Nezori look like this, a huge empty field and a group of enemies nearby for you to fight. It’s not a fun design, and it isn’t particularly engaging.